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	<updated>2026-05-27T23:46:37Z</updated>
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	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Battle_Core_Notetags&amp;diff=17695</id>
		<title>Template:VisuMZ Battle Core Notetags</title>
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		<updated>2026-05-27T11:51:18Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Battle Command-Related Notetags */&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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Under&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Animation Name Tags&lt;br /&gt;
- If this tag is found in an animation's name, the animation will appear&lt;br /&gt;
  under battlers while in battle.&lt;br /&gt;
- This effect only applies to battlers in the battle scene.&lt;br /&gt;
- Under effect is NOT applied to status window portraits.&lt;br /&gt;
- Under effect is NOT applied to projectile animations.&lt;br /&gt;
&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;
 Boost&lt;br /&gt;
 Unboost&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;
- Boost&lt;br /&gt;
  - Requires VisuMZ_3_BoostAction.js.&lt;br /&gt;
  - Adds the Boost battle command.&lt;br /&gt;
&lt;br /&gt;
- Unboost&lt;br /&gt;
  - Requires VisuMZ_3_BoostAction.js.&lt;br /&gt;
  - Adds the Unboost 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;Damage Flinch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- Normally, MP and TP actions do not cause damage flinching. However,&lt;br /&gt;
  skills and items with this notetag will cause damage flinching if they&lt;br /&gt;
  hurt the target's MP or TP.&lt;br /&gt;
- HP damage will always be affected and cause target to flinch.&lt;br /&gt;
&amp;lt;/pre&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;
- If used with Skills &amp;amp; States Core's &amp;lt;Command Text: x&amp;gt;, the Command Text&lt;br /&gt;
  notetag will take priority in the command window, but the List Name &lt;br /&gt;
  notetag will appear in the skill list.&lt;br /&gt;
- This does not affect the display text atop the screen. To change that, use&lt;br /&gt;
  the Battle Core's &amp;lt;Display Text: x&amp;gt; notetag to change how it's displayed.&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>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestPlugins&amp;diff=17692</id>
		<title>Template:MainPageLatestPlugins</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestPlugins&amp;diff=17692"/>
		<updated>2026-05-17T10:42:05Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;__NOTOC__ &amp;lt;!-- Make sure there are only seven entries visible at a given time, everything after archive --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; cellspacing=&amp;quot;5&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2026 May 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #161]]&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;
: Mostly compatibility updates and clarity updates!&lt;br /&gt;
: Two new JS functions added to Events &amp;amp; Movement Core!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2026 April 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #160]]&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;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2026 March 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #159]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 6 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Mostly bug fixes and compatibility updates!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2026 February 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #158]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 5 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Mostly bug fixes!&lt;br /&gt;
: Happy Lunar New Year!❤️&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2026 January 19&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #157]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: [[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
; New Features: Reference Switches and Reference Variables&lt;br /&gt;
: &lt;br /&gt;
: [[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
; New Features: Auto-Conversion for States&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 December 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #156]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 12 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: [[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
; New Plugin Parameter&lt;br /&gt;
: &lt;br /&gt;
: [[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
; New Features/Plugin Parameters&lt;br /&gt;
: &lt;br /&gt;
: [[Map Camera Zoom VisuStella MZ]]&lt;br /&gt;
; New Plugin Parameter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 November 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #155]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 4 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: [[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
; New notetag&lt;br /&gt;
: &lt;br /&gt;
: [[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
; New script calls&lt;br /&gt;
: &lt;br /&gt;
: [[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
; New Voice Acting Plugin Parameters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&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 October 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #154]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 5 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: This month's changes are bug fixes and compatibility patches!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 September 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #153]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 11 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Mostly bug fixes and compatibility patches this month!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 August 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #152]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 6 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: All bug fixes and compatibility patches this month&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 July 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #151]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 7 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: All bug fixes and compatibility patches this month&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 June 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #150]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: AP, SP, CP, and JP got new notetags to give more options to gain bonuses.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 May 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #149]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 16 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Mostly bug fixes and compatibility patches&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 May 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #149]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 16 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Mostly bug fixes and compatibility patches&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 April 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #148]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
: ‎ &lt;br /&gt;
: Skill Toggles have been added&lt;br /&gt;
: [[File:SkillToggle.gif|228px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 March 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #147]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 11 Plugins&lt;br /&gt;
: Many bug fixes and new features!&lt;br /&gt;
: [[File:WeaknessUpdate.png|228px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 February 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #146]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 33 Plugins&lt;br /&gt;
: Mostly compatibility updates for RMMZ 1.9.0!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Read more about the RMMZ 1.9.0 changes here:&lt;br /&gt;
: [[File:RMMZ_190.png|228px|center|link=RMMZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2025 January 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #145]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 21 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: We wish you all a very Happy New Year!&lt;br /&gt;
: [[File:HappyNewYear2025.jpg|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 December 19&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #144]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 13 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Skills &amp;amp; States Core&lt;br /&gt;
: Aura and Miasma Passives&lt;br /&gt;
: [[File:SkillsStatesCore_Aura.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 November 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #143]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
: Total Updated: 13 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Items &amp;amp; Equips Core&lt;br /&gt;
: Shop Status Window Styles&lt;br /&gt;
: [[File:ItemEquipCore_StatusWindowStyles.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 October 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #142]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:EquipSetBonus_Wildcards.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 18 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎-&lt;br /&gt;
: Equipment Set Bonuses&lt;br /&gt;
: Set Wildcards&lt;br /&gt;
: [[File:EquipSetBonus_Wildcards.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 September 20&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustella.itch.io/visumz-sample Battle Core]:''' Fixed an error with in-battle status where buffed parameter value were visibly hidden.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/multi-layer-hp-gauge Multi-Layer HP Gauge]:''' Fixed an error where multi-layer HP gauges would cover the in-battle status window.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 September 19&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #141]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎-&lt;br /&gt;
: Battle Core&lt;br /&gt;
: In-Battle Status&lt;br /&gt;
: [[File:BattleCore_InBattleStatus1.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: -&lt;br /&gt;
: Main Menu Core&lt;br /&gt;
: Custom Mouse Cursor&lt;br /&gt;
: [[File:MainMenuCore_CustomCursor.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: -&lt;br /&gt;
: Encounter Effects&lt;br /&gt;
: Battle Transition Effects&lt;br /&gt;
: [[File:EncEffect_Glitch.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: [[File:EncEffect_Twirl.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: [[File:EncEffect_Warp.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 August 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #140]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 16 Plugins&lt;br /&gt;
: Bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Core Engine&lt;br /&gt;
: Taller Tiles&lt;br /&gt;
: [[File:CoreEngine-TallerTiles.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 July 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #139]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 22 Plugins&lt;br /&gt;
: Lots of bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Options Core&lt;br /&gt;
: Rebind Keyboard/Controller&lt;br /&gt;
: [[File:OptionsCoreRebind1.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: [[File:OptionsCoreRebind2.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: [[File:OptionsCoreRebind3.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: ‎ &lt;br /&gt;
: Message Core&lt;br /&gt;
: Auto-Casing&lt;br /&gt;
: [[File:MessageCore-AutoCasing.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 June 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #138]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 18 Plugins&lt;br /&gt;
: Lots of bug fixes and new features!&lt;br /&gt;
: ‎ &lt;br /&gt;
: Extended Tactics Menu&lt;br /&gt;
: [[File:BattleGridSystem_ExtendedTactics.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: ‎ &lt;br /&gt;
: Tile expansion!&lt;br /&gt;
: [[File:EventsMoveCore_TileExpand.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: ‎ &lt;br /&gt;
: Extinction Effect&lt;br /&gt;
: [[File:LifeStateEffects_Extinct.gif|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
: ‎ &lt;br /&gt;
: Cascading Message Tooltips&lt;br /&gt;
: [[File:MessageKeywords_Cascades.png|300px|link=VisuStella MZ Changelog]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 May 18&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustella.itch.io/visumz-sample Battle Core]:''' Fixed an error that would cause a crash with Show Animation on the map scene.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 May 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #137]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 28 Plugins&lt;br /&gt;
: Lots of bug fixes and new features!&lt;br /&gt;
: [[File:DmgComboWindow.png]]&lt;br /&gt;
: A damage combo window added to Battle Core!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 May 8&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustella.itch.io/visumz-sample Skills &amp;amp; States Core]:''' Fixed an error with conditional switches not working for passive states.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/character-creation-system Character Creation System]:''' Fixed an error with BGM fading out after scene.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/skill-learn-system Skill Learn System]:''' Fixed incompatibility problem with Equip Passive System and ID clashing.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/item-amplify-skills Item Amplify Skills]:''' Fixed incompatibility problem with Sideview Battle UI.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 22&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' Fixed ''Area of Effect'' notetags should now work with regular targeting again.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-medal-system Equip Medal System]:''' Fixed odd error when medals have MaxHP/MaxMP traits.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/unique-tile-effects Unique Tile Effects]:''' ''Can Swim'' notetag can now work from inventory.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 April 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #136]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 30 Plugins&lt;br /&gt;
: Lots of bug fixes and new features!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 31&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for multiple plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustella.itch.io/visumz-sample Skills &amp;amp; States Core]:''' Non-show passive state fixes.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' Lots of fixes.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/date-time-system Date &amp;amp; Time System]:''' Fix HUD display plugin parameters.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-battle-skills Equip Battle Skills]:''' Better Command Remember support.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-passive-system Equip Passive States]:''' Fixed non-description crash.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/event-chain-reactions Event Chain Reactions]:''' Non-heavy player fix.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.150.jpg|300px|link=Battle Grid System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Battle Grid System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/swoS2bwVj0k here]!&lt;br /&gt;
: This is VisuStella MZ's #150th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Equip Medal System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.149.jpg|300px|link=Equip Medal System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Equip Medal System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/guIvEDn_X3o here]!&lt;br /&gt;
: This is VisuStella MZ's #149th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Equip Passive System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.148.jpg|300px|link=Equip Passive System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Equip Passive System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/n_X2J2Q9FHQ here]!&lt;br /&gt;
: This is VisuStella MZ's #148th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 18 + 24&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for 1 plugin!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' &lt;br /&gt;
::: Fixed a game freeze that would occur from displaying certain skill types within non-battle scenes.&lt;br /&gt;
::: Fixed a bug with weapon ranges used by enemies not registering correctly&lt;br /&gt;
::: Fixed a bug where crash targets did not register properly&lt;br /&gt;
::: Fixed a bug where starting ranks/flanks did not register properly&lt;br /&gt;
::: Fixed a notetag example that was just incorrect and wouldn't do anything&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #135]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 28 Plugins&lt;br /&gt;
: Lots of bug fixes!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 March 6&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for 5 plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-passive-system Equip Passive System]:''' Fixed some notetags that did not allow for numeric ID's.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-medal-system Equip Medal System]:''' Fixed some notetags that did not allow for numeric ID's. Also fixed the evolve into next notetag.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/item-concoct-skills Item Concoction Skills]:''' Fixed masking not updating.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 24&lt;br /&gt;
|align = left&lt;br /&gt;
|content = &lt;br /&gt;
&amp;lt;center&amp;gt;Hot Fix made for 5 plugins!&amp;lt;/center&amp;gt;&lt;br /&gt;
: [[File:HotFix.jpg|300px|center|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
:: '''[https://visustellamz.itch.io/aggro-control-system Aggro Control System]:''' Updated to better fit Battle Grid System&lt;br /&gt;
:: '''[https://visustellamz.itch.io/battle-grid-system Battle Grid System]:''' Fixed a bug where it required State Tooltips; Fixed a bug where the action sequence to add triggers to nodes did not work&lt;br /&gt;
:: '''[https://visustellamz.itch.io/item-crafting-system Item Crafting System]:''' Fixed a crash that would otherwise require the batch shop plugin.&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-passive-system Equip Passive System]:''' Fixed a crash that required passives to have help descriptions&lt;br /&gt;
:: '''[https://visustellamz.itch.io/equip-medal-system Equip Medal System]:''' Fixed the inability to access the medal menu if &amp;quot;Optimize&amp;quot; and &amp;quot;Clear&amp;quot; were removed.&lt;br /&gt;
&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/grande Early Access for the Grande Series has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:Grande.jpg|300px|link=https://visustellamz.itch.io/grande]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
; [[Equip Passive System VisuStella MZ]]&lt;br /&gt;
; [[Equip Medal System VisuStella MZ]]&lt;br /&gt;
; [[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Tile Grafter System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.147.jpg|300px|link=Tile Grafter System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Tile Grafter System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/3bbNd1Z_pX8 here]!&lt;br /&gt;
: This is VisuStella MZ's #147th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Picture Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.146.jpg|300px|link=Picture Effects VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Picture Effects VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/e_p8YAnEjbM here]!&lt;br /&gt;
: This is VisuStella MZ's #146th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 19&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Date and Time System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.145.jpg|300px|link=Date and Time System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Date and Time System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/qOF1qCMqqyU here]!&lt;br /&gt;
: This is VisuStella MZ's #145th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 February 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #134]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 21 Plugins&lt;br /&gt;
: Lots of new features added including Custom Font Manager!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/wanderlust-vol-2 Early Access for the Wanderlust Series Volume 2 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:WanderlustVol2.jpg|300px|link=https://visustellamz.itch.io/wanderlust-vol-2]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
; [[Date and Time System VisuStella MZ]]&lt;br /&gt;
; [[Picture Effects VisuStella MZ]]&lt;br /&gt;
; [[Tile Grafter System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Dice Rolls and RNG Seeds VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.144.jpg|300px|link=Dice Rolls and RNG Seeds VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Dice Rolls and RNG Seeds VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=EwwPnRvCrS4 here]!&lt;br /&gt;
: This is VisuStella MZ's #144th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Event Signals VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.143.jpg|300px|link=Event Signals VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Event Signals VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/lLCr7T93Ndw here]!&lt;br /&gt;
: This is VisuStella MZ's #143rd plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.142.jpg|300px|link=QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''QTE and Trigger System VisuStella MZ''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/UTak0ezYszI here]!&lt;br /&gt;
: This is VisuStella MZ's #142nd plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #133]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 16 Plugins&lt;br /&gt;
: Lots of new features added including Text &amp;amp; Audio Language Switching!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2024 January 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/custom-construct-vol-4 Early Access for the Custom Construct Series Volume 4 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:CustomConstructVol4.jpg|300px|link=https://visustellamz.itch.io/custom-construct-vol-4]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
; [[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
; [[Event Signals VisuStella MZ]]&lt;br /&gt;
; [[Dice Rolls and RNG Seeds VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 December 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #132]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 24 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 December 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Shop Bust Style UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.141.jpg|300px|link=Shop Bust Style UI VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Shop Bust Style UI''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=MDgeccpI3-0 here]!&lt;br /&gt;
: This is VisuStella MZ's #141st plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Hot Fix made for 3 plugins!&lt;br /&gt;
: [[File:HotFix.jpg|300px|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
: [https://visustella.itch.io/visumz-sample Message Core] (better Wordwrap Support for CN/JP)&lt;br /&gt;
: [https://visustella.itch.io/visumz-sample Items &amp;amp; Equips Core] (fixed Cursed Item message)&lt;br /&gt;
: [https://visustellamz.itch.io/skill-shop Skill Shop] (fixed crash at startup)&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Shop Batches VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.140.jpg|300px|link=Shop Batches VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Shop Batches''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=fYBUbaifslU here]!&lt;br /&gt;
: This is VisuStella MZ's #140th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.139.jpg|300px|link=Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Shop Listing Unlock''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=D2PGsbSZUUY here]!&lt;br /&gt;
: This is VisuStella MZ's #139th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 November 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #131]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 17 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/merchant-manager-series-vol-4 Early Access for the Merchant Manager Series Volume 4 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:MerchantManagerVol4.jpg|300px|link=https://visustellamz.itch.io/merchant-manager-series-vol-4]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
; [[Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
; [[Shop Batches VisuStella MZ]]&lt;br /&gt;
; [[Shop Bust Style UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.138.jpg|300px|link=Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Item Amplify Skills''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=o2uU2f08-oU here]!&lt;br /&gt;
: This is VisuStella MZ's #138th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Item Concoction Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.137.jpg|300px|link=Item Concoction Skills VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Item Concoction Skills''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=BZ0AAnKa-cA here]!&lt;br /&gt;
: This is VisuStella MZ's #137th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 23&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Item Throw Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.136.jpg|300px|link=Item Throw Skills VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Item Throw Skills''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=16yks-S7o_s here]!&lt;br /&gt;
: This is VisuStella MZ's #136th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 12&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #130]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 13 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 October 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/combat-crusaders-vol-2 Early Access for the Combat Crusaders Series Volume 2 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:CombatCrusadersVol2.jpg|300px|link=https://visustellamz.itch.io/combat-crusaders-vol-2]]&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Item Throw Skills VisuStella MZ]]&lt;br /&gt;
: [[Item Concoction Skills VisuStella MZ]]&lt;br /&gt;
: [[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.135.jpg|300px|link=Character Creation System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Character Creation System''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=BHMzb6UUgQM here]!&lt;br /&gt;
: This is VisuStella MZ's #135th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Challenge System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.134.jpg|300px|link=Challenge System VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Challenge System''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=Iz1YjaMpeuc here]!&lt;br /&gt;
: This is VisuStella MZ's #134th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 25&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Random Dungeon Maps VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.133.jpg|300px|link=Random Dungeon Maps VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Random Dungeon Maps''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=ZEF2WyxDDSU here]!&lt;br /&gt;
: This is VisuStella MZ's #133nd plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 14&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #129]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 19 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/dungeon-divers-vol-2 Early Access for the Dungeon Divers Series Volume 2 has begun!]&lt;br /&gt;
&lt;br /&gt;
: [[File:DungeonDiversVol2.jpg|300px|link=https://visustellamz.itch.io/dungeon-divers-vol-2]]&lt;br /&gt;
&amp;lt;!-- : &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2244952&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/dungeon-divers-vol-2&amp;quot;&amp;gt;[Access Key] Dungeon Divers Series Vol. 2 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Random Dungeon Maps VisuStella MZ]]&lt;br /&gt;
: [[Challenge System VisuStella MZ]]&lt;br /&gt;
: [[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 September 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Side Chatter VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.132.jpg|300px|link=Side Chatter VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Side Chatter''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/-BfMuGK4HAU here]!&lt;br /&gt;
: This is VisuStella MZ's #132nd plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Battle Voices VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.131.jpg|300px|link=Battle Voices VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Battle Voices''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/3mBMJL4rbFc here]!&lt;br /&gt;
: This is VisuStella MZ's #131st plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Voice Acting Control VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.130.jpg|300px|link=Voice Acting Control VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Voice Acting Control''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=cHlAP5bBJEY here]!&lt;br /&gt;
: This is VisuStella MZ's #130th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 August 17&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #128]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 26 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 29&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/visual-novel-vol-4 Early Access for the Visual Novel Series Volume 4 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2193581&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/visual-novel-vol-4&amp;quot;&amp;gt;[Access Key] Visual Novel Series Vol. 4 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Voice Acting Control VisuStella MZ]]&lt;br /&gt;
: [[Battle Voices VisuStella MZ]]&lt;br /&gt;
: [[Side Chatter VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Icon Balloons VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.129.jpg|300px|link=Icon Balloons VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Icon Balloons''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=seSLVWpaaVc here]!&lt;br /&gt;
: This is VisuStella MZ's #129th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Proximity Messages VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.128.jpg|300px|link=Proximity Messages VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Proximity Messages''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=oLHPOoqg6kc here]!&lt;br /&gt;
: This is VisuStella MZ's #128th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Map Event Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.127.jpg|300px|link=Map Event Effects VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Map Event Effects''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=Kk11pfa3v6w here]!&lt;br /&gt;
: This is VisuStella MZ's #127th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #127]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 23 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 July 1&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/enchanted-explorers-vol-2 Early Access for the Enchanted Explorers Series Volume 2 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2142226&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/enchanted-explorers-vol-2&amp;quot;&amp;gt;[Access Key] Enchanted Explorers Series Volume 2 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Map Event Effects VisuStella MZ]]&lt;br /&gt;
: [[Proximity Messages VisuStella MZ]]&lt;br /&gt;
: [[Icon Balloons VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 June 30&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Skill Stealer VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.126.jpg|300px|link=Skill Stealer VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Skill Stealer''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=ab6cIhYMav8 here]!&lt;br /&gt;
: This is VisuStella MZ's #126th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 June 28&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Skill Mastery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.125.jpg|300px|link=Skill Mastery VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Skill Mastery''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=hjAEq9xIuA4 here]!&lt;br /&gt;
: This is VisuStella MZ's #125th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 June 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.124.jpg|300px|link=Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Equip Battle Skills''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://youtu.be/EKaSYFdUdEE here]!&lt;br /&gt;
: This is VisuStella MZ's #124th plugin!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 June 15&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #126]]&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 14 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 31&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Hot Fix made for 2 plugins!&lt;br /&gt;
: [[File:HotFix.jpg|300px|link=]]&lt;br /&gt;
: A hot fix has been made for the following plugins:&lt;br /&gt;
: [https://visustellamz.itch.io/frontview-battle-ui Frontview Battle UI]&lt;br /&gt;
: [https://visustellamz.itch.io/furniture-system Furniture System]&lt;br /&gt;
: Please download them again.&lt;br /&gt;
: Thank you for your patience and sorry for the inconvenience.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 27&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/battle-technician-vol-4 Early Access for the Battle Technician Series Volume 4 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2088596&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/battle-technician-vol-4&amp;quot;&amp;gt;[Access Key] Battle Technician Series Vol. 4 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
: [[Skill Mastery VisuStella MZ]]&lt;br /&gt;
: [[Skill Stealer VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 26&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Skill Shop VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.123.jpg|300px|link=Skill Shop VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Skill Shop''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=jNZerP-1hXY here]!&lt;br /&gt;
: This is VisuStella MZ's #123 plugin!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Hot Fix made for Battle System - ATB&lt;br /&gt;
: [[File:VisuMZ.022.jpg|300px|link=https://visustellamz.itch.io/battle-system-atb]]&lt;br /&gt;
: A hot fix has been made for the Battle System - ATB plugin.&lt;br /&gt;
: [https://visustellamz.itch.io/battle-system-atb Please download it again].&lt;br /&gt;
: Thank you and sorry for the inconvenience!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 24&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Recruiting Board VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.122.jpg|300px|link=Recruiting Board VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Recruiting Board''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=j-QoO5dSja8 here]!&lt;br /&gt;
: This is VisuStella MZ's #122 plugin!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 22&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Hospital Shop VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZ.121.jpg|300px|link=Hospital Shop VisuStella MZ]]&lt;br /&gt;
: VisuStella MZ's '''Hospital Shop''' plugin for official release!&lt;br /&gt;
: Watch the preview video [https://www.youtube.com/watch?v=FdzG-ealtys here]!&lt;br /&gt;
: This is VisuStella MZ's #121 plugin!&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 May 18&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #125]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 17 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 13&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/merchant-manager-series-vol-3 Early Access for the Merchant Manager Series Volume 3 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2013860&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/merchant-manager-series-vol-3&amp;quot;&amp;gt;[Access Key] Merchant Manager Series Vol. 3 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Hospital Shop VisuStella MZ]]&lt;br /&gt;
: [[Recruiting Board VisuStella MZ]]&lt;br /&gt;
: [[Skill Shop VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #124]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 9 Plugins&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 7&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Multi-Layer HP Gauge VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=HgrL31Smu08&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 5&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Visual Gauge Styles VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=J7r-Yx2MBSA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 April 3&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Bestiary VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=VGzXdawZ16M&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 March 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; Hot Fix!&lt;br /&gt;
&lt;br /&gt;
Hot fixes have been made for plugin(s) below. Please download them again:&lt;br /&gt;
&lt;br /&gt;
: [[Unique Tile Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #123]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 22 Plugins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 February 16&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #122]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 19 Plugins&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 21&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [https://visustellamz.itch.io/visual-novel-vol-3 Early Access for the Visual Novel Series Volume 3 has begun!]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;html&amp;gt;&amp;lt;center&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/1886739&amp;quot; width=&amp;quot;208&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/visual-novel-vol-3&amp;quot;&amp;gt;[Access Key] Visual Novel Series Vol. 3 by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Includes the following Plugins:&lt;br /&gt;
&lt;br /&gt;
: [[Animated Message Text Effects VisuStella MZ]]&lt;br /&gt;
: [[Visual Cutin Effect VisuStella MZ]]&lt;br /&gt;
: [[CG Gallery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: These plugins are '''NOT''' a part of the [https://visustellamz.itch.io/waves-access-key-visustella-mz 8 Waves Bundle Collection].&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 20&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[VisuStella MZ Changelog|Plugin Updates! Update #121]]&lt;br /&gt;
&lt;br /&gt;
; [[VisuStella Sample Game Project]]&lt;br /&gt;
&lt;br /&gt;
: [[File:VisuMZChangelog.png|300px|center|link=VisuStella MZ Changelog]]&lt;br /&gt;
&amp;lt;!-- : [[File:MessageCore_RngTextCode.png|300px|center|link=VisuStella MZ Changelog]] --&amp;gt;&lt;br /&gt;
: Total Updated: 23 Plugins&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 6&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Unique Tile Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=lZesyw9DFdo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 4&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Event Chain Reactions VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=RY7rxwZTw0I&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewsEntry&lt;br /&gt;
|date = 2023 January 2&lt;br /&gt;
|align = center&lt;br /&gt;
|content = &lt;br /&gt;
; [[Tutorial Panel System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;180&amp;quot;&amp;gt;https://www.youtube.com/watch?v=Y9CwVDMpOPc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Latest Plugins 2023}}&lt;br /&gt;
{{Latest Plugins 2022 Q4}}&lt;br /&gt;
{{Latest Plugins 2022 Q3}}&lt;br /&gt;
{{Latest Plugins 2022 Q2}}&lt;br /&gt;
{{Latest Plugins 2022 Q1}}&lt;br /&gt;
{{Latest Plugins 2021 Q4}}&lt;br /&gt;
{{Latest Plugins 2021 Q3}}&lt;br /&gt;
{{Latest Plugins 2021 Q2}}&lt;br /&gt;
{{Latest Plugins 2021 Q1}}&lt;br /&gt;
{{Latest Plugins 2020 Q4}}&lt;br /&gt;
{{Latest Plugins 2020 Q3}}&lt;br /&gt;
{{Latest Plugins 2020 Q2}}&lt;br /&gt;
{{Latest Plugins 2020 Q1}}&lt;br /&gt;
{{Latest Plugins 2019}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Display templates|MainPageLatestPlugins]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;|}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Category:Notetags_(MZ)&amp;diff=17691</id>
		<title>Category:Notetags (MZ)</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Category:Notetags_(MZ)&amp;diff=17691"/>
		<updated>2026-05-17T08:51:16Z</updated>

		<summary type="html">&lt;p&gt;Irina: &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;
&amp;lt;html&amp;gt;&amp;lt;img src='https://img.itch.zone/aW1nLzQwMDQ3NzQucG5n/original/zLbbTl.png'&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[RPG Maker MZ]]'s editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc.  [[:Category:Notetags (MZ)|Notetags]] are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin.&lt;br /&gt;
&lt;br /&gt;
Here is a list of [[:Category:Notetags (MZ)|Notetag(s)]] that you may use.&lt;br /&gt;
&lt;br /&gt;
== [[Active Chain Skills VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Active Chain Skills Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Aggro Control System VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Aggro Control System Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Ambience Sounds VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Ambience Sounds Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Anti-Damage Barriers VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Anti-Damage Barriers Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Auto Skill Triggers VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Auto Skill Triggers Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Battle AI VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle AI Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Battle Command - Talk VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle Command - Talk Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Battle Core VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle Core Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Battle Cursor VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle Cursor Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Battle Grid System VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle Grid System Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Battle System - ATB VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System ATB Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Battle System - BTB VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System BTB Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Battle System - CTB VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System - CTB Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Battle System - ETB VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System - ETB Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Battle System - FTB VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System FTB Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Battle System - OTB VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System OTB Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Battle System - PTB VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System - PTB Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Battle System - STB VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System STB Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Battle Voices VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle Voices Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Bestiary VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Bestiary Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Boost Action VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Boost Action Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Break Shields VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Break Shields Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Bright Effects VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Bright Effects Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Button Trigger Events VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Button Trigger Events Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Challenge System VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Challenge System Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Character Creation System VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Character Creation System Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Class Change System VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Class Change System Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Combat Log VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Combat Log Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Common Event Menu VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Common Event Menu Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Conditional Random Encounters VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Conditional Random Encounters Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Consumable Defensive States VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Consumable Defensive States Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Core Engine VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Core Engine Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Database Inheritance VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Database Inheritance Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Date and Time VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Date and Time System Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Dragonbones Union VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Dragonbones Union Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Dice Rolls and RNG Seeds VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Dice Rolls and RNG Seeds Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Elements and Status Menu Core VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Elements and Status Menu Core Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Encounter Effects VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Encounter Effects Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Enhanced TP System VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Enhanced TP System Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Enemy Levels VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Enemy Levels Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Equip Battle Skills VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Equip Battle Skills Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Equip Medal System VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Equip Medal System Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Equip Passive System VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Equip Passive System Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Equipment Set Bonuses VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Equipment Set Bonuses Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Event Chain Reactions VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Event Chain Reactions Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Event Signals VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Event Signals Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Events and Movement Core VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Events and Movement Core Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Evolution Matrix Skills VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Evolution Matrix Skills Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Extra Enemy Drops VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Extra Enemy Drops Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Field Skills VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Field Skills Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Fluctuating Shop Prices VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Fluctuating Shop Prices Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Frontview Battle UI VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Frontview Battle UI Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Full Field Recovery VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Full Field Recovery Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Furniture System VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Furniture System Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Hospital Shop VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Hospital Shop Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Input Combo Skills VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Input Combo Skills Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Items and Equips Core VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Items and Equips Core Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Item Crafting System VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Item Crafting System Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Item Concoction Skills VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Item Concoction Skills Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Item Throw Skills VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Item Throw Skills Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Life State Effects VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Life State Effects Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Lighting Effects VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Lighting Effects Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Limited Skill Uses VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Limited Skill Uses Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Main Menu Core VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Main Menu Core Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Map Camera Zoom VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Map Camera Zoom Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Map Damage Effect VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Map Damage Effect Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Map Event Effects VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Map Event Effects Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[More Currencies VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ More Currencies Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Movement Effects VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Movement Effects Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Multi-Layer HP Gauge VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Multi-Layer HP Gauge Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[New Game Plus VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ New Game Plus Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[One Time Purchase VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ One Time Purchase Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Proximity Compass VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Proximity Compass Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Proximity Messages VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Proximity Messages Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Quest Journal System VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Quest Journal System Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[QTE and Trigger System VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ QTE and Trigger System Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Random Dungeon Maps VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Random Dungeon Maps Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Recruiting Board VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Recruiting Board Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Shop Batches VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Shop Batches Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Shop Common Events VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Shop Common Events Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Shop Listing Unlock VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Shop Listing Unlock Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Skill Containers VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Skill Containers Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Skill Cooldowns VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Skill Cooldowns Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Skill Learn System VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Skill Learn System Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Skill Mastery VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Skill Mastery Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Skill Shop VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Skill Shop Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Skill Stealer VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Skill Stealer Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Skills and States Core VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Skills and States Core Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[State Tooltips VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ State Tooltips Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Steal Items VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Steal Items Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Unique Tile Effects VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Unique Tile Effects Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Variable Gauges VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Variable Gauges Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Victory Aftermath VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Victory Aftermath Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Visual Cutin Effect VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Visual Cutin Effect Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Visual Fogs VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Visual Fogs Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Visual Item Inventory VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Visual Item Inventory Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Visual State Effects VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Visual State Effects Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Visual Parallaxes VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Visual Parallaxes Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Weakness Display VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Weakness Display Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Weapon Animation VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Weapon Animation Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Weapon Swap System VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Weapon Swap System Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Weapon Unleash VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Weapon Unleash Notetags}}&lt;br /&gt;
&lt;br /&gt;
== [[Weather Effects VisuStella MZ]] ==&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Weather Effects Notetags}}&lt;br /&gt;
&lt;br /&gt;
== End of List ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_One_Time_Purchase_Notetags&amp;diff=17690</id>
		<title>Template:VisuMZ One Time Purchase Notetags</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_One_Time_Purchase_Notetags&amp;diff=17690"/>
		<updated>2026-05-17T08:50:30Z</updated>

		<summary type="html">&lt;p&gt;Irina: Created page with &amp;quot;=== Bulk-Related Notetags ===  ---  &amp;lt;pre&amp;gt; &amp;lt;Allow Bulk Buy&amp;gt;  - Used for: Item, Weapon, Armor Notetags - Always allow item to be purchaseable in bulk, even with One Time Purchas...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Bulk-Related Notetags ===&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Allow Bulk Buy&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Item, Weapon, Armor Notetags&lt;br /&gt;
- Always allow item to be purchaseable in bulk, even with One Time Purchase&lt;br /&gt;
  mode enabled.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=One_Time_Purchase_VisuStella_MZ&amp;diff=17689</id>
		<title>One Time Purchase VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=One_Time_Purchase_VisuStella_MZ&amp;diff=17689"/>
		<updated>2026-05-17T08:50:12Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=yBNk0aT7cmQ&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/1395448&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/one-time-purchase&amp;quot;&amp;gt;One Time Purchase 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 Merchant Manager Vol 2}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OneTimePurchase_Preview.png|600px]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:OneTimePurchase_Preview.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Not all NPC peddlers have infinite stocks of items. Sometimes, it makes more&lt;br /&gt;
sense for them to only sell whatever they have on hand, regardless of the&lt;br /&gt;
item's usual limitability. This plugin allows you to switch between a &amp;quot;One&lt;br /&gt;
Time Purchase&amp;quot; mode where item entries can only be bought once in a store&lt;br /&gt;
versus unlimited. To sell more than one of a specific item type, just add&lt;br /&gt;
more entries to it. However, anything that has been bought will remain sold&lt;br /&gt;
out until the NPC peddler restocks.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Plugin Command that lets you switch between &amp;quot;One Time Purchase&amp;quot; mode for single entry buy versus unlimited buy.&lt;br /&gt;
* Shop contents are stored based on what the player has bought.&lt;br /&gt;
* Plugin Commands allow for the player to revisit those instances of the shop where the item entries have already been bought.&lt;br /&gt;
* Inserting multiple copies of the item type in a shop's goods listing will allow for the player to buy multiples in restricted form.&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;
* [[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 3}}&lt;br /&gt;
&lt;br /&gt;
== Instructions - Quick Start ==&lt;br /&gt;
&lt;br /&gt;
Here are some instructions to get yourself started quickly on using the&lt;br /&gt;
Randomize Shop feature.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:OneTimePurchase_Command1.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step 1: Create An Event with a Plugin Command&lt;br /&gt;
&lt;br /&gt;
1. Create a new event on a map.&lt;br /&gt;
2. Open it up.&lt;br /&gt;
3. Add a new Plugin Command: &amp;quot;Mode: Enable One Time Purchase Mode?&amp;quot;.&lt;br /&gt;
4. Set the &amp;quot;Enable/Disable&amp;quot; parameter to &amp;quot;true&amp;quot;.&lt;br /&gt;
5. Click OK to save the contents of the Plugin Command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:OneTimePurchase_Step2.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step 2: Populate Shop Goods&lt;br /&gt;
&lt;br /&gt;
1. Create a new event command with &amp;quot;Shop Processing&amp;quot;.&lt;br /&gt;
2. Add merchanise to it.&lt;br /&gt;
3. Add three copies of &amp;quot;Potion&amp;quot; (yes, the same exact item).&lt;br /&gt;
4. This will be used to demonstrate how to purchase multiple &amp;quot;copies&amp;quot; of the&lt;br /&gt;
   items in limited form.&lt;br /&gt;
5. Any price variations among the copies will be based on the first copy of&lt;br /&gt;
   the item listed. This is how vanilla RPG Maker MZ handles it.&lt;br /&gt;
6. Add in other items, too.&lt;br /&gt;
7. Click OK to save the contents of the &amp;quot;Shop Processing&amp;quot; event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:OneTimePurchase_Step3.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step 3: Close the One Time Purchase Mode:&lt;br /&gt;
&lt;br /&gt;
1. Add a new Plugin Command: &amp;quot;Mode: Enable One Time Purchase Mode?&amp;quot;.&lt;br /&gt;
2. Set the &amp;quot;Enable/Disable&amp;quot; parameter to &amp;quot;false&amp;quot;.&lt;br /&gt;
3. Click OK to save the contents of the Plugin Command.&lt;br /&gt;
4. This is so that the mode does not affect other shops.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:OneTimePurchase_Step4.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step 4: Add in a Self Switch&lt;br /&gt;
&lt;br /&gt;
1. After the Plugin Command is inserted, add in a Self Switch.&lt;br /&gt;
2. Set Self Switch &amp;quot;A&amp;quot; to ON.&lt;br /&gt;
3. Click OK to save the contents of the Self Switch.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:OneTimePurchase_Step5.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step 5: New Page&lt;br /&gt;
&lt;br /&gt;
1. Create a new page for the event.&lt;br /&gt;
2. Make the new page require Self Switch &amp;quot;A&amp;quot; to be ON in order to appear.&lt;br /&gt;
3. Remember to give the new event page a graphic.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:OneTimePurchase_Step6.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step 6: Add the &amp;quot;Open&amp;quot; Plugin Command&lt;br /&gt;
&lt;br /&gt;
1. Add a new Plugin Command: &amp;quot;Mode: Enable One Time Purchase Mode?&amp;quot; with&lt;br /&gt;
   the setting set to true.&lt;br /&gt;
2. Add a new Plugin Command: &amp;quot;This Event: Open Last Shop&amp;quot;.&lt;br /&gt;
3. Add a new Plugin Command: &amp;quot;Mode: Enable One Time Purchase Mode?&amp;quot; with&lt;br /&gt;
   the setting set to false.&lt;br /&gt;
4. Save the event.&lt;br /&gt;
5. Save your game and Play Test it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ One Time Purchase Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ One Time Purchase 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:OneTimePurchase_Params.png]]&lt;br /&gt;
&lt;br /&gt;
These are the general settings for this plugin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General Settings&lt;br /&gt;
&lt;br /&gt;
  Default On/Off:&lt;br /&gt;
  - Do you want &amp;quot;One Time Purchase&amp;quot; mode to be on by default?&lt;br /&gt;
    - One Time Purchase&lt;br /&gt;
    - Unlimited Purchase&lt;br /&gt;
&lt;br /&gt;
  Sold Text:&lt;br /&gt;
  - Text that's shown for any bought items.&lt;br /&gt;
  - You may use text codes.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Offset the &amp;quot;Sold Text&amp;quot; by this many pixels.&lt;br /&gt;
    - Negative: left, Positive: right&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Offset the &amp;quot;Sold Text&amp;quot; by this many pixels.&lt;br /&gt;
    - Negative: up, Positive: down&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[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 1.01: May 18, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where going to sell items while in One Time Purchase mode does not show other touch screen UI buttons other than OK. Fix by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Notetag added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Allow Bulk Buy&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Always allow item to be purchaseable in bulk, even with One Time Purchase mode enabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: March 9, 2022&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Merchant Manager Volume 2]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Item Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Equip Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Eventing Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Visual Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Menu Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Shop_Common_Events_Notetags&amp;diff=17688</id>
		<title>Template:VisuMZ Shop Common Events Notetags</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Shop_Common_Events_Notetags&amp;diff=17688"/>
		<updated>2026-05-17T08:49:09Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Shop Common Event-Related Notetags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Display templates|VisuMZ Shop Common Events 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;
---&lt;br /&gt;
&lt;br /&gt;
=== Shop Common Event-Related Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:ShopCommonEvents_Preview.gif]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Once Buy Common Event: id&amp;gt;&lt;br /&gt;
&amp;lt;Repeat Buy Common Event: id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Item, Weapon, Armor Notetags&lt;br /&gt;
- This will cause a specific Common Event to launch when bought.&lt;br /&gt;
  - Common Event must use Plugin Command &amp;quot;Return: To Last Shop&amp;quot; at the end&lt;br /&gt;
    of the event.&lt;br /&gt;
- Replace 'id' with a number representing the ID of the Common Event that&lt;br /&gt;
  you wish to launch upon this item being bought.&lt;br /&gt;
- The &amp;quot;Once&amp;quot; notetag variant will only occur once when bought.&lt;br /&gt;
  - Any subsequent purchases of the item will not launch the Common Event.&lt;br /&gt;
- The &amp;quot;Repeat&amp;quot; notetag variant will occur repeatedly when bought.&lt;br /&gt;
- If both &amp;quot;Once&amp;quot; and &amp;quot;Repeat&amp;quot; notetags are present in the item, then the&lt;br /&gt;
  &amp;quot;Once&amp;quot; variant will take priority first. Any subsequent purchases will go&lt;br /&gt;
  to the &amp;quot;Repeat&amp;quot; variant.&lt;br /&gt;
- Any switch requirement notetags need to be met in order for either&lt;br /&gt;
  notetag to have any effect.&lt;br /&gt;
- Use the Plugin Command &amp;quot;Return: To Last Shop&amp;quot; to return back to the last&lt;br /&gt;
  shop scene.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Once Sell Common Event: id&amp;gt;&lt;br /&gt;
&amp;lt;Repeat Sell Common Event: id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Item, Weapon, Armor Notetags&lt;br /&gt;
- This will cause a specific Common Event to launch when sold.&lt;br /&gt;
  - Common Event must use Plugin Command &amp;quot;Return: To Last Shop&amp;quot; at the end&lt;br /&gt;
    of the event.&lt;br /&gt;
- Replace 'id' with a number representing the ID of the Common Event that&lt;br /&gt;
  you wish to launch upon this item being sold.&lt;br /&gt;
- The &amp;quot;Once&amp;quot; notetag variant will only occur once when sold.&lt;br /&gt;
  - Any subsequent sellings of the item will not launch the Common Event.&lt;br /&gt;
- The &amp;quot;Repeat&amp;quot; notetag variant will occur repeatedly when sold.&lt;br /&gt;
- If both &amp;quot;Once&amp;quot; and &amp;quot;Repeat&amp;quot; notetags are present in the item, then the&lt;br /&gt;
  &amp;quot;Once&amp;quot; variant will take priority first. Any subsequent sellings will go&lt;br /&gt;
  to the &amp;quot;Repeat&amp;quot; variant.&lt;br /&gt;
- Any switch requirement notetags need to be met in order for either&lt;br /&gt;
  notetag to have any effect.&lt;br /&gt;
- Use the Plugin Command &amp;quot;Return: To Last Shop&amp;quot; to return back to the last&lt;br /&gt;
  shop scene.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Requirement Switch-Related Notetags ===&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Once Buy Common Event Switch: id&amp;gt;&lt;br /&gt;
&amp;lt;Once Buy Common Event All Switches: id, id, id&amp;gt;&lt;br /&gt;
&amp;lt;Once Buy Common Event Any Switches: id, id, id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Repeat Buy Common Event Switch: id&amp;gt;&lt;br /&gt;
&amp;lt;Repeat Buy Common Event All Switches: id, id, id&amp;gt;&lt;br /&gt;
&amp;lt;Repeat Buy Common Event Any Switches: id, id, id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Item, Weapon, Armor Notetags&lt;br /&gt;
- Requires the respective Buy Common Events to have these Switches enabled&lt;br /&gt;
  in the &amp;quot;ON&amp;quot; position in order for them to launch.&lt;br /&gt;
  - &amp;quot;Once&amp;quot; variant will only affect the &amp;quot;Once&amp;quot; notetag buy variants.&lt;br /&gt;
  - &amp;quot;Repeat&amp;quot; variant will only affect the &amp;quot;Repeat&amp;quot; notetag buy variants.&lt;br /&gt;
- The &amp;quot;All&amp;quot; variant will require all listed Switch ID's to be &amp;quot;ON&amp;quot;.&lt;br /&gt;
- The &amp;quot;Any&amp;quot; variant will require only one listed Switch ID to be &amp;quot;ON&amp;quot;.&lt;br /&gt;
- Replace 'id' with a number representing the Switch ID that needs to be in&lt;br /&gt;
  the &amp;quot;ON&amp;quot; position for the requirement to be met.&lt;br /&gt;
  - Insert multiple 'id' to require more Switch ID's.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Once Sell Common Event Switch: id&amp;gt;&lt;br /&gt;
&amp;lt;Once Sell Common Event All Switches: id, id, id&amp;gt;&lt;br /&gt;
&amp;lt;Once Sell Common Event Any Switches: id, id, id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Repeat Sell Common Event Switch: id&amp;gt;&lt;br /&gt;
&amp;lt;Repeat Sell Common Event All Switches: id, id, id&amp;gt;&lt;br /&gt;
&amp;lt;Repeat Sell Common Event Any Switches: id, id, id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Item, Weapon, Armor Notetags&lt;br /&gt;
- Requires the respective Sell Common Events to have these Switches enabled&lt;br /&gt;
  in the &amp;quot;ON&amp;quot; position in order for them to launch.&lt;br /&gt;
  - &amp;quot;Once&amp;quot; variant will only affect the &amp;quot;Once&amp;quot; notetag sell variants.&lt;br /&gt;
  - &amp;quot;Repeat&amp;quot; variant will only affect the &amp;quot;Repeat&amp;quot; notetag sell variants.&lt;br /&gt;
- The &amp;quot;All&amp;quot; variant will require all listed Switch ID's to be &amp;quot;ON&amp;quot;.&lt;br /&gt;
- The &amp;quot;Any&amp;quot; variant will require only one listed Switch ID to be &amp;quot;ON&amp;quot;.&lt;br /&gt;
- Replace 'id' with a number representing the Switch ID that needs to be in&lt;br /&gt;
  the &amp;quot;ON&amp;quot; position for the requirement to be met.&lt;br /&gt;
  - Insert multiple 'id' to require more Switch ID's.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=QTE_and_Trigger_System_VisuStella_MZ&amp;diff=17687</id>
		<title>QTE and Trigger System VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=QTE_and_Trigger_System_VisuStella_MZ&amp;diff=17687"/>
		<updated>2026-05-17T08:48:07Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://youtu.be/UTak0ezYszI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;!-- |preview = [[File:VisuMZ.142.jpg|600px]] --&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2452274&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/qte-trigger-sys&amp;quot;&amp;gt;QTE &amp;amp;amp; Trigger 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 Custom Construct Vol 4}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:QteTrigger_ButtonSequence.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:QteTrigger_FillGauge.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:QteTrigger_TimedHit.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:QteTrigger_TimedSeq.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:QteTrigger_TimingBar.gif]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.142.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
Sometimes, we need a way to trigger Switch or Variable changes. This can be&lt;br /&gt;
in an organic fashion or through Quick Time Events (QTE's). QTE's allow for&lt;br /&gt;
immediate changes to Switches or Variables through player inputs. Or if you&lt;br /&gt;
have ever wanted a Common Event to run when a specific Switch or Variable&lt;br /&gt;
changes its current value to something else, you can use this plugin's&lt;br /&gt;
trigger system for Switches, Variables, Items, Weapons, and Armors to call&lt;br /&gt;
and trigger Common Events whenever their values change. These don't have to&lt;br /&gt;
be recurring as they can also function as one-time &amp;quot;promises&amp;quot;, too.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Quick Time Events (QTE) can be played to adjust values of variables and/or switches based off different types of QTE's like Button Mashing, Direction Struggle, Timed Hits, and more. &lt;br /&gt;
* 10+ different QTE Plugin Commands for you to pick and choose from to give players more engaging gameplay. &lt;br /&gt;
* Trigger Common Events by simply changing certain Switches to ON/OFF positions or Variables to different values. &lt;br /&gt;
* Items, weapons, and armors can also register Common Events to trigger when the party gains or loses a copy of that item, weapon, or armor. &lt;br /&gt;
* If these triggers occur on a scene that isn't battle or the map, then the Common Events are queued up for until the player moves to the battle or map scenes to trigger them. &lt;br /&gt;
* If the triggering Common Event only has script calls, then the effect will run right then and there. &lt;br /&gt;
* Create Promises, one-time Common Event triggers upon a switch, variable, item, weapon, or armor having its value changed. &lt;br /&gt;
* Getting a Game Over can also result in a trigger that will bypass the Game Over scene, too. &lt;br /&gt;
* Game Over Common Events will prevent the game from ending completely and return back to map scene. &lt;br /&gt;
* The Common Event that is run upon a Game Over can be altered and changed. &lt;br /&gt;
* Have different Common Events depending on the map or troop encountered. &lt;br /&gt;
* The Game Over Common Event can be persistent or function as a one time deal depending on how you, as the game dev, choose to follow up with it.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
=== Required Plugin List ===&lt;br /&gt;
&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 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;
=== Quick Time Events ===&lt;br /&gt;
&lt;br /&gt;
[[File:QteTrigger_TimingBar.gif]]&lt;br /&gt;
&lt;br /&gt;
Also known as QTE's, these events function as player involved input trigger&lt;br /&gt;
systems which affect Variable or Switch values depending on the QTE type&lt;br /&gt;
(such as Variables for Button Mashing). Because these are player-input&lt;br /&gt;
reliant triggers, it's usually best for the event to be halted while the QTE&lt;br /&gt;
plays out (although you can disable this). Naturally, as such, the event&lt;br /&gt;
will not continue until the QTE is finished playing in the event commands.&lt;br /&gt;
&lt;br /&gt;
QTE's are activated through Plugin Commands and can have the messages and&lt;br /&gt;
such displayed with each QTE displayed differently each time. Adjust this in&lt;br /&gt;
the Plugin Parameters for each QTE to fit the situation.&lt;br /&gt;
&lt;br /&gt;
Only one QTE type can be played at a single time. Two or more QTE's cannot&lt;br /&gt;
be played at the same time. This is to prevent clutter and cause input&lt;br /&gt;
clashes.&lt;br /&gt;
&lt;br /&gt;
If a QTE Plugin Command has a Switch and/or Variable assigned (or multiple),&lt;br /&gt;
those Switches and Variables will be reset to OFF and 0 respectively. Based&lt;br /&gt;
on the QTE type, data can be recorded to both the Switches and Variables.&lt;br /&gt;
Some Switches can indicate the successful player input of a QTE while other&lt;br /&gt;
Variables can indicate how much time was remaining upon finishing the QTE or&lt;br /&gt;
the score for the QTE.&lt;br /&gt;
&lt;br /&gt;
Furthermore, for play testing purposes, during a QTE input sequence, you can&lt;br /&gt;
just hold down the &amp;quot;debug&amp;quot; button (usually Control) to automatically input&lt;br /&gt;
the needed input sequences. This ONLY works during Play Testing!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Switch and Variable Triggers ===&lt;br /&gt;
&lt;br /&gt;
[[File:SwVarTrigger.png]]&lt;br /&gt;
&lt;br /&gt;
Switches and Variables can have their names included with the name tags:&lt;br /&gt;
&amp;lt;Toggle Trigger Common Event: x&amp;gt; or &amp;lt;Change Trigger Common Event: x&amp;gt; to&lt;br /&gt;
automatically activate a Common Event at the next available moment. The&lt;br /&gt;
activated Common Event will only run once per trigger as opposed to&lt;br /&gt;
continuously like an Autorun or Parallel Common Event.&lt;br /&gt;
&lt;br /&gt;
These apply to Self Switches (only the custom ones added through the &amp;lt;Self&amp;gt;&lt;br /&gt;
name tag VisuMZ_1_ItemsEquipsCore) and Self Variables (likewise), too. The&lt;br /&gt;
same also applies to Map Switches and Variables (with &amp;lt;Map&amp;gt;) and any Global&lt;br /&gt;
Switches and Variables (with &amp;lt;Global&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
However, Self Switches/Variables that have triggered any Common Events will&lt;br /&gt;
not utilize any &amp;quot;This Event&amp;quot; event command functions. They will behave as if&lt;br /&gt;
they are triggered on a non-event environment.&lt;br /&gt;
&lt;br /&gt;
Possible uses for this mechanic can be things like making a picture change&lt;br /&gt;
into something else whenever a Variable's number value is altered, or have a&lt;br /&gt;
picture become visible or invisible depending on a Switch's ON/OFF value.&lt;br /&gt;
&lt;br /&gt;
Be wary of creating infinite loops by &amp;quot;turning off&amp;quot; Switches or &amp;quot;resetting&amp;quot;&lt;br /&gt;
any Variables. That will cause them to trigger, too. If you have to turn off&lt;br /&gt;
or reset switches/variables, consider using Promise Plugin Commands instead&lt;br /&gt;
of the auto-repeat tags.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== JS Switch and Variable Triggers ===&lt;br /&gt;
&lt;br /&gt;
[[File:QteTriggerSys_JsParam.png]]&lt;br /&gt;
&lt;br /&gt;
Triggers that function off of JS Switches and Variables will behave slightly&lt;br /&gt;
different. As these have dynamic values that may be constantly changing, in&lt;br /&gt;
order to prevent lag and endless loops, there is a delay system put in place&lt;br /&gt;
to ensure the triggers occur properly.&lt;br /&gt;
&lt;br /&gt;
This delay is set up in the Plugin Parameters. A delay of 60 means that&lt;br /&gt;
every 60 frames in-game, a check will be performed to see if a trigger&lt;br /&gt;
should occur or not.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Repeat Triggers ===&lt;br /&gt;
&lt;br /&gt;
A triggered Common Event can only be repeated once per availability. This&lt;br /&gt;
means that if you have toggled a Switch ON/OFF three times in a single frame&lt;br /&gt;
then the triggered Common Event will only process one time. The same applies&lt;br /&gt;
to variables, items, weapons, and armors.&lt;br /&gt;
&lt;br /&gt;
This also means that if the Common Event is triggered multiple times outside&lt;br /&gt;
of the battle and map scenes, then it will only run once when available to&lt;br /&gt;
run the Common Event.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Triggers for JavaScript Only Common Events ===&lt;br /&gt;
&lt;br /&gt;
[[File:QteTriggerSys_JsTrigger.png|600px]]&lt;br /&gt;
&lt;br /&gt;
If a triggered Common Event only has JavaScript in it through the &amp;quot;Script&amp;quot;&lt;br /&gt;
event command, then instead of waiting until reaching the battle or map&lt;br /&gt;
scene, the triggered Common Event will run the JS code immediately. Comments&lt;br /&gt;
will be ignored and allowed as a part of JavaScript Only Common Events.&lt;br /&gt;
&lt;br /&gt;
If multiple &amp;quot;Script&amp;quot; event commands are found in the triggered Common Event,&lt;br /&gt;
they will run independent of each other and as local functions. This means&lt;br /&gt;
that the any custom JS variables declared in one of the Script call events&lt;br /&gt;
may not necessarily transfer over to the others if not originally meant to.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Promise Triggers ===&lt;br /&gt;
&lt;br /&gt;
Anything that is assigned through a name tag or notetag will result in an&lt;br /&gt;
auto-repeat trigger and will always trigger without fail. However, if you&lt;br /&gt;
want something to trigger only once (or until you assign it again), use a&lt;br /&gt;
Promise Trigger.&lt;br /&gt;
&lt;br /&gt;
These are assigned through Plugin Commands and they will only trigger once.&lt;br /&gt;
After that, the condition that caused them to trigger will not trigger again&lt;br /&gt;
until another Promise is made to them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Game Over Scene ===&lt;br /&gt;
&lt;br /&gt;
[[File:GameOver.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The Game Over scene is skipped over if there's a designated Game Over Common&lt;br /&gt;
Event determined. If there isn't any Game Over Common Events, then the Game&lt;br /&gt;
Over scene will occur normally.&lt;br /&gt;
&lt;br /&gt;
If there are multiple Game Over Common Events, determined through the&lt;br /&gt;
default Plugin Parameters, Map Notetags, or Troop Name Tags, then a priority&lt;br /&gt;
system is used:&lt;br /&gt;
&lt;br /&gt;
# Battle Processing &amp;quot;Can Lose&amp;quot;&lt;br /&gt;
# Troop Name Tag Game Over Common Event&lt;br /&gt;
# Map Notetag Game Over Common Event&lt;br /&gt;
# Plugin Parameters/Command Game Over Common Event&lt;br /&gt;
&lt;br /&gt;
If a &amp;quot;Battle Processing&amp;quot; event command has a &amp;quot;Can Lose&amp;quot; option, then there&lt;br /&gt;
will be no Game Over Common Event to be run and instead, whatever is found&lt;br /&gt;
in the &amp;quot;Can Lose&amp;quot; segment will run instead. The event will not be&lt;br /&gt;
interrupted and continue forward. Ignore the rest.&lt;br /&gt;
&lt;br /&gt;
Otherwise, if there is a Game Over Common Event determined by the enemy&lt;br /&gt;
troop's name with the Name Tag &amp;lt;Game Over Common Event: x&amp;gt;, then priority&lt;br /&gt;
will go to that Common Event. Any event running will end prematurely in&lt;br /&gt;
favor of this Game Over Common Event. Ignore the rest.&lt;br /&gt;
&lt;br /&gt;
If there is a Game Over Common Event determined by the current map's notes&lt;br /&gt;
with the notetag &amp;lt;Game Over Common Event: x&amp;gt;, then priority will go to that&lt;br /&gt;
Common Event. Any event running will end prematurely in favor of this Game&lt;br /&gt;
Over Common Event. Ignore the rest.&lt;br /&gt;
&lt;br /&gt;
And finally, if there are any Game Over Common Events determined through&lt;br /&gt;
Plugin Commands or Plugin Parameters, then follow through with those. Keep&lt;br /&gt;
in mind that if it is based off a Plugin Parameter, and if the parameter&lt;br /&gt;
&amp;quot;Clear Common Event After?&amp;quot; is enabled, it will be only a one time deal.&lt;br /&gt;
&lt;br /&gt;
If there are no Game Over Common Events designated, then finally, the player&lt;br /&gt;
will reach the Game Over scene.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Extra Features ==&lt;br /&gt;
&lt;br /&gt;
There are some extra features found if other VisuStella MZ plugins are found&lt;br /&gt;
present in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Battle Core VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
Those using VisuStella MZ's Battle Core can launch QTE Plugin Commands from&lt;br /&gt;
this plugin during the middle of Action Sequences as long as there is not&lt;br /&gt;
a conflicting effect during it.&lt;br /&gt;
&lt;br /&gt;
Conflict effects include Active Chain Skills, Input Combo Skills, or&lt;br /&gt;
Evolution Matrix Skills. QTE events will not run at all while these skill&lt;br /&gt;
mechanics are active.&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 QTE and Trigger System Notetags}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ QTE and Trigger 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:VisuMZ.142.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
There aren't too many Plugin Parameters for this plugin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General Settings&lt;br /&gt;
&lt;br /&gt;
[[File:QteTriggerSys_JsParam.png]]&lt;br /&gt;
&lt;br /&gt;
  JS Watch Update Delay:&lt;br /&gt;
  - Used for &amp;lt;JS&amp;gt; Switches and Variables.&lt;br /&gt;
  - How many frames delay to wait for triggers?&lt;br /&gt;
  - 60 frames = 1 second.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Game Over Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:GameOver.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:QteTriggerSys_Param1.png]]&lt;br /&gt;
&lt;br /&gt;
These settings let you adjust Game Over-related trigger aspects.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Game Over Settings&lt;br /&gt;
&lt;br /&gt;
  Default Common Event:&lt;br /&gt;
  - Do you want there to be a Default Common Event?&lt;br /&gt;
  - It can be changed later with a Plugin Command.&lt;br /&gt;
  - 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Heal on Common Event?:&lt;br /&gt;
  - Do you want to heal 1 HP for all dead members after running the&lt;br /&gt;
    Game Over Common Event?&lt;br /&gt;
&lt;br /&gt;
  Clear After?:&lt;br /&gt;
  - Do you wish to clear the Game Over Common Event after it launches&lt;br /&gt;
    or not?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== QTE Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:QteTrigger_FillGauge.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:QteTriggerSys_Param2.png]]&lt;br /&gt;
&lt;br /&gt;
These settings let you adjust QTE-related trigger aspects.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Early Finish Duration:&lt;br /&gt;
  - How many frames should the game wait if the player finishes a QTE early?&lt;br /&gt;
&lt;br /&gt;
  Time Out &amp;gt; Play SFX?:&lt;br /&gt;
  - Play the &amp;quot;Miss&amp;quot; sound effect on time out?&lt;br /&gt;
  - Only applies to QTE's with &amp;quot;Miss&amp;quot; sound settings.&lt;br /&gt;
&lt;br /&gt;
  Show QTE Timer?:&lt;br /&gt;
  - Do you wish to show a QTE Timer over each QTE window?&lt;br /&gt;
&lt;br /&gt;
    Timer Gauge Style:&lt;br /&gt;
    - Select the gauge style to use for QTE Timer.&lt;br /&gt;
    - Requires VisuMZ_3_VisualGaugeStyles!&lt;br /&gt;
&lt;br /&gt;
    Gauge Color 1:&lt;br /&gt;
    Gauge Color 2:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    JS: X, Y, W, H:&lt;br /&gt;
    - Code used to determine the position and dimensions for this window&lt;br /&gt;
      containing the gauge.&lt;br /&gt;
&lt;br /&gt;
  Show QTE Progress?:&lt;br /&gt;
  - Show a progress gauge for certain types of QTE's?&lt;br /&gt;
&lt;br /&gt;
    Progress Gauge Style:&lt;br /&gt;
    - Select the gauge style to use for QTE Timer.&lt;br /&gt;
    - Requires VisuMZ_3_VisualGaugeStyles!&lt;br /&gt;
&lt;br /&gt;
    Gauge Color 1:&lt;br /&gt;
    Gauge Color 2:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    JS: X, Y, W, H:&lt;br /&gt;
    - Code used to determine the position and dimensions for this window&lt;br /&gt;
      containing the gauge.&lt;br /&gt;
&lt;br /&gt;
  Input Buffer Leeway:&lt;br /&gt;
  - How many input buffer frames of leeway should be granted to&lt;br /&gt;
    Button Sequence QTE?&lt;br /&gt;
&lt;br /&gt;
  Timed Hit Leeway:&lt;br /&gt;
  - How many frames of leeway should be granted to Timed Hit QTE?&lt;br /&gt;
&lt;br /&gt;
    Overlay Opacity:&lt;br /&gt;
    - Timed Hit overlay sprite opacity.&lt;br /&gt;
&lt;br /&gt;
    Max Scaling:&lt;br /&gt;
    - What's the max scaling for Timed Hit QTE indicators?&lt;br /&gt;
&lt;br /&gt;
  Timed Sequence Leeway:&lt;br /&gt;
  - How many frames of leeway should be granted to Timed Sequence QTE?&lt;br /&gt;
&lt;br /&gt;
    Sequence Position:&lt;br /&gt;
    - What is the position for the Timed Sequence Landing Icon?&lt;br /&gt;
    - Use a number between 0 and 100.&lt;br /&gt;
&lt;br /&gt;
  QTE Timing Bar Width:&lt;br /&gt;
  - This is the width of the Timing Bar in pixels.&lt;br /&gt;
&lt;br /&gt;
    Cursor Offset X:&lt;br /&gt;
    - Offsets the cursor x position.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Cursor Offset Y:&lt;br /&gt;
    - Offsets the cursor y position.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
    Label Font Size:&lt;br /&gt;
    - What is the font size used to display timing bar labels?&lt;br /&gt;
&lt;br /&gt;
    Label Offset X:&lt;br /&gt;
    - Offsets the label x position.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Label Offset Y:&lt;br /&gt;
    - Offsets the label y position.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
    Timing Bar Color 1:&lt;br /&gt;
    Timing Bar Color 2:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Vocabulary Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:QteTrigger_TimedHit.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:QteTriggerSys_Param3.png]]&lt;br /&gt;
&lt;br /&gt;
These settings let you adjust the text displayed and QTE text window for&lt;br /&gt;
this plugin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General Settings&lt;br /&gt;
&lt;br /&gt;
  Text Alignment:&lt;br /&gt;
  - What is the text alignment?&lt;br /&gt;
  - Requires VisuMZ_1_MessageCore!&lt;br /&gt;
  - Otherwise, defaults to left alignment.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Message Settings:&lt;br /&gt;
&lt;br /&gt;
  Button Mash Text:&lt;br /&gt;
  - Alter the text that appears for the QTE Window.&lt;br /&gt;
  - Text codes are supported.&lt;br /&gt;
  - Leave empty for no window.&lt;br /&gt;
&lt;br /&gt;
  Button Sequence Text:&lt;br /&gt;
  - Alter the text that appears for the QTE Window.&lt;br /&gt;
  - Text codes are supported.&lt;br /&gt;
&lt;br /&gt;
  Direction Struggle:&lt;br /&gt;
  - Alter the text that appears for the QTE Window.&lt;br /&gt;
  - Text codes are supported.&lt;br /&gt;
  - Leave empty for no window.&lt;br /&gt;
&lt;br /&gt;
  Fill Gauge Text:&lt;br /&gt;
  - Alter the text that appears for the QTE Window.&lt;br /&gt;
  - Text codes are supported.&lt;br /&gt;
  - Leave empty for no window.&lt;br /&gt;
&lt;br /&gt;
  Hold &amp;amp; Release Text:&lt;br /&gt;
  - Alter the text that appears for the QTE Window.&lt;br /&gt;
  - Text codes are supported.&lt;br /&gt;
  - Leave empty for no window.&lt;br /&gt;
&lt;br /&gt;
  Marcher Text:&lt;br /&gt;
  - Alter the text that appears for the QTE Window.&lt;br /&gt;
  - Text codes are supported.&lt;br /&gt;
  - Leave empty for no window.&lt;br /&gt;
&lt;br /&gt;
  Swapper Text:&lt;br /&gt;
  - Alter the text that appears for the QTE Window.&lt;br /&gt;
  - Text codes are supported.&lt;br /&gt;
  - Leave empty for no window.&lt;br /&gt;
&lt;br /&gt;
  Timed Hit Text:&lt;br /&gt;
  - Alter the text that appears for the QTE Window.&lt;br /&gt;
  - Text codes are supported.&lt;br /&gt;
  - Leave empty for no window.&lt;br /&gt;
&lt;br /&gt;
  Timed Sequence Text:&lt;br /&gt;
  - Alter the text that appears for the QTE Window.&lt;br /&gt;
  - Text codes are supported.&lt;br /&gt;
&lt;br /&gt;
  Timing Bar Text:&lt;br /&gt;
  - Alter the text that appears for the QTE Window.&lt;br /&gt;
  - Text codes are supported.&lt;br /&gt;
  - Leave empty for no window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Message Window:&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the position and dimensions for this window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.04: May 18, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Time Out &amp;gt; Play SFX?&lt;br /&gt;
**** Play the &amp;quot;Miss&amp;quot; sound effect on time out?&lt;br /&gt;
**** Only applies to QTE's with &amp;quot;Miss&amp;quot; sound settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where some QTE's did not work properly in battle. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; QTE Settings &amp;gt; Input Buffer Leeway&lt;br /&gt;
**** How many input buffer frames of leeway should be granted to Button Sequence QTE?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: February 15, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where any input can be used for Timed Sequence QTE. 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 Comman added by Arisu:&lt;br /&gt;
*** QTE: Clear Current QTE&lt;br /&gt;
**** Clears the currently existing QTE.&lt;br /&gt;
* Feature Updated!&lt;br /&gt;
** Plugin Command: QTE: Hold &amp;amp; Release (OK)&lt;br /&gt;
*** Added Hold Common Event&lt;br /&gt;
*** Added Release Common Event&lt;br /&gt;
*** Added Overload Common Event&lt;br /&gt;
**** These common events will play upon different aspects of the QTE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: January 22, 2024&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Custom Construct Volume 4]]&lt;br /&gt;
* [[Timed Hits with Action Sequences]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of Helpfile ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&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;
[[Category: RPG Maker MZ Eventing Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Item_Crafting_System_Notetags&amp;diff=17686</id>
		<title>Template:VisuMZ Item Crafting System Notetags</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Item_Crafting_System_Notetags&amp;diff=17686"/>
		<updated>2026-05-17T08:46:41Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Crafting Common Event Notetags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Display templates|VisuMZ Item Crafting System 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 Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemCraftingSys_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
These notetags are used to mark the item as a craftable item or as items&lt;br /&gt;
that can only be crafted through a custom crafting list.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Crafting Ingredients&amp;gt;&lt;br /&gt;
 Item id: x&lt;br /&gt;
 Item name: x&lt;br /&gt;
 Weapon id: x&lt;br /&gt;
 Weapon name: x&lt;br /&gt;
 Armor id: x&lt;br /&gt;
 Armor name: x&lt;br /&gt;
 Gold: x&lt;br /&gt;
 Category name: x&lt;br /&gt;
&amp;lt;/Crafting Ingredients&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Item, Weapon, Armor Notetags&lt;br /&gt;
- Turns this item/weapon/armor into a craftable item by using the listed&lt;br /&gt;
  ingredients to craft with.&lt;br /&gt;
- If the 'Category name' variant is used, it will draw from all items,&lt;br /&gt;
  weapons, and armors that have matching &amp;lt;Category: x&amp;gt; notetag data.&lt;br /&gt;
- Insert/delete any number of copies of the ingredients as needed.&lt;br /&gt;
- Replace 'id' with the item/weapon/armor ID of the ingredient to be used.&lt;br /&gt;
- Replace 'name' with the name of the item/weapon/armor/category to be used.&lt;br /&gt;
- Replace 'x' with the number of ingredients needed to be used for crafting.&lt;br /&gt;
&lt;br /&gt;
Category Rules:&lt;br /&gt;
&lt;br /&gt;
- If the 'Category name' variant is used, it will draw from all items,&lt;br /&gt;
  weapons, and armors that have matching &amp;lt;Category: x&amp;gt; notetag data.&lt;br /&gt;
- Multiples of the same category name can be used. However, the player must&lt;br /&gt;
  select different items each time.&lt;br /&gt;
- If the selected category item already exists as a static ingredient, that&lt;br /&gt;
  item cannot be selected either.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Crafting Ingredients&amp;gt;&lt;br /&gt;
 Item 5: 1&lt;br /&gt;
 Item 6: 3&lt;br /&gt;
 Gold: 100&lt;br /&gt;
&amp;lt;/Crafting Ingredients&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Crafting Ingredients&amp;gt;&lt;br /&gt;
 Item Potion: 1&lt;br /&gt;
 Item Magic Water: 3&lt;br /&gt;
 Gold: 100&lt;br /&gt;
&amp;lt;/Crafting Ingredients&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Crafting Ingredients&amp;gt;&lt;br /&gt;
 Weapon 1: 4&lt;br /&gt;
 Armor 2: 2&lt;br /&gt;
&amp;lt;/Crafting Ingredients&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Crafting Ingredients&amp;gt;&lt;br /&gt;
 Weapon Sword: 4&lt;br /&gt;
 Armor Hat: 2&lt;br /&gt;
&amp;lt;/Crafting Ingredients&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Crafting Ingredients&amp;gt;&lt;br /&gt;
 Category Fruit: 2&lt;br /&gt;
 Category Meat: 3&lt;br /&gt;
&amp;lt;/Crafting Ingredients&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 Crafting Only&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Item, Weapon, Armor Notetags&lt;br /&gt;
- This item can only be crafted with custom crafting lists selected through&lt;br /&gt;
  the Plugin Command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Proxy Notetags ===&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Proxy: id&amp;gt;&lt;br /&gt;
&amp;lt;Proxy: name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Item, Weapon, Armor Notetags&lt;br /&gt;
- REQUIRES the most up to date VisuMZ Items and Equips Core!&lt;br /&gt;
- Turns this item, weapon, or armor into a proxy for another item, allowing&lt;br /&gt;
  you to create recipes with different ingredients in &amp;lt;Crafting Ingredients&amp;gt;&lt;br /&gt;
  notetag contents and yield the same item.&lt;br /&gt;
- The proxy item itself will take on the name, icon, and description of the&lt;br /&gt;
  original item it is supposed to represent.&lt;br /&gt;
- No other properties are carried over from the original.&lt;br /&gt;
- When viewed through the Window_ShopStatus window, the contents will&lt;br /&gt;
  reference the original item and not the proxy item.&lt;br /&gt;
- Proxy items themselves cannot be acquired. This includes event commands,&lt;br /&gt;
  item drops, or equips.&lt;br /&gt;
- When crafted, the item yielded won't be the proxy item but the item it is&lt;br /&gt;
  a proxy for.&lt;br /&gt;
- Replace 'id' with a number representing the item, weapon, or armor ID of&lt;br /&gt;
  the same item type. If the proxy is an item, this will reference an item.&lt;br /&gt;
  If the proxy is a weapon, this will reference a weapon. Same for armors.&lt;br /&gt;
- Replace 'name' with text representing the item, weapon, or armor's name.&lt;br /&gt;
  The referenced item needs to be the same item type as the proxy. Item for&lt;br /&gt;
  item, weapon for weapon, armor for armor.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Switch-Related Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemCraftingSys_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
These notetags can make item crafting require certain switches to be on,&lt;br /&gt;
or turn switches on/off upon crafting items.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Crafting Show Switch: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Crafting Show All Switches: x,x,x&amp;gt;&lt;br /&gt;
&amp;lt;Crafting Show Any Switches: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Item, Weapon, Armor Notetags&lt;br /&gt;
- Determines the visibility of the craftable item in the crafting scene.&lt;br /&gt;
- Replace 'x' with the switch ID to determine the item's visibility.&lt;br /&gt;
- If 'All' notetag variant is used, item 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, item will be shown if any of the&lt;br /&gt;
  switches are ON. Otherwise, it would be hidden.&lt;br /&gt;
- Insert as many switch ID's as needed.&lt;br /&gt;
- This can be bypassed with the custom Item Crafting list plugin command&lt;br /&gt;
  option if 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;Crafting Turn On Switch: x&amp;gt;&lt;br /&gt;
&amp;lt;Crafting Turn On Switches: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Crafting Turn Off Switch: x&amp;gt;&lt;br /&gt;
&amp;lt;Crafting Turn Off Switches: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Item, Weapon, Armor Notetags&lt;br /&gt;
- Upon crafting this item, turn on/off the marked switch(es).&lt;br /&gt;
- Replace 'x' with the switch ID to turn on/off.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Masking-Related Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemCraftingSys_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
These notetags can are used to determine name-masking properties for&lt;br /&gt;
uncrafted items.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Crafting Mask: text&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Item, Weapon, Armor Notetags&lt;br /&gt;
- Displays the specific 'text' when the item has not yet been crafted.&lt;br /&gt;
- Replace 'text' with the text you wish to display if the item has not yet&lt;br /&gt;
  been crafted by the player.&lt;br /&gt;
- This can be bypassed with the custom Item Crafting list plugin command&lt;br /&gt;
  option if 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;Crafting No Mask&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Item, Weapon, Armor Notetags&lt;br /&gt;
- Bypasses name masking even if the item has not yet been crafted.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== JavaScript Notetag: Effect-Related ===&lt;br /&gt;
&lt;br /&gt;
The following are notetags made for users with JavaScript knowledge to&lt;br /&gt;
make custom effects that occur upon crafting the item.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS Crafting Effect&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS Crafting Effect&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Item, Weapon, Armor Notetags&lt;br /&gt;
- Replace 'code' with JavaScript code to determine what kinds of effects you&lt;br /&gt;
  want to occur upon crafting this item.&lt;br /&gt;
- The 'item' variable represents the item being crafted.&lt;br /&gt;
- The 'number' variable represents the number of items being crafted.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Crafting Animation-Related Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemCraftingSys_Animation.gif]]&lt;br /&gt;
&lt;br /&gt;
These notetags let you set custom crafting animations when a specific item,&lt;br /&gt;
weapon, or armor is crafted so that way, they don't all have to use the&lt;br /&gt;
default crafting animation from the plugin parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Crafting Animation: id&amp;gt;&lt;br /&gt;
&amp;lt;Crafting Animation: id, id, id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Item, Weapon, Armor Notetags&lt;br /&gt;
- Plays the animation(s) when this item, weapon, or armor is crafted.&lt;br /&gt;
- This will override the default animation settings found in the plugin&lt;br /&gt;
  parameters and use the unique one set through notetags instead.&lt;br /&gt;
- Replace 'id' with the ID of the animation you wish to play.&lt;br /&gt;
- If multiple ID's are found, then each animation will play one by one in&lt;br /&gt;
  the order they are listed.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Crafting Fade Speed: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Item, Weapon, Armor Notetags&lt;br /&gt;
- This determines the speed at which the item's icon fades in during the&lt;br /&gt;
  crafting animation.&lt;br /&gt;
- Replace 'x' with a number value to determine how fast the icon fades in.&lt;br /&gt;
- Use lower numbers for slower fade speeds and higher numbers for faster&lt;br /&gt;
  fade speeds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Crafting Picture: filename&amp;gt;&lt;br /&gt;
&amp;lt;Picture: filename&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Item, Weapon, Armor Notetags&lt;br /&gt;
- Uses a picture from your project's /img/pictures/ folder instead of the&lt;br /&gt;
  item, weapon, or armor's icon during crafting instead.&lt;br /&gt;
- Replace 'filename' with the filename of the image.&lt;br /&gt;
  - Do not include the file extension.&lt;br /&gt;
- Scaling will not apply to the picture.&lt;br /&gt;
- Use the &amp;lt;Picture: filename&amp;gt; version for any other plugins that may be&lt;br /&gt;
  using this as an image outside of crafting, too.&lt;br /&gt;
- The size used for the image will vary based on your game's resolution.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Crafting Common Event Notetags ===&lt;br /&gt;
&lt;br /&gt;
Requires:&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.083.jpg|300px|link=Shop Common Events VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Once Craft Common Event: id&amp;gt;&lt;br /&gt;
&amp;lt;Repeat Craft Common Event: id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Item, Weapon, Armor Notetags&lt;br /&gt;
- Requires VisuMZ_2_ShopCommonEvents!&lt;br /&gt;
- This will cause a specific Common Event to launch when crafted.&lt;br /&gt;
  - Common Event must use Plugin Command &amp;quot;Return: To Last Shop&amp;quot; at the end&lt;br /&gt;
    of the event.&lt;br /&gt;
- Replace 'id' with a number representing the ID of the Common Event that&lt;br /&gt;
  you wish to launch upon this item being crafted.&lt;br /&gt;
- The &amp;quot;Once&amp;quot; notetag variant will only occur once when crafted.&lt;br /&gt;
  - Any subsequent purchases of the item will not launch the Common Event.&lt;br /&gt;
- The &amp;quot;Repeat&amp;quot; notetag variant will occur repeatedly when crafted.&lt;br /&gt;
- If both &amp;quot;Once&amp;quot; and &amp;quot;Repeat&amp;quot; notetags are present in the item, then the&lt;br /&gt;
  &amp;quot;Once&amp;quot; variant will take priority first. Any subsequent purchases will go&lt;br /&gt;
  to the &amp;quot;Repeat&amp;quot; variant.&lt;br /&gt;
- Any switch requirement notetags need to be met in order for either&lt;br /&gt;
  notetag to have any effect.&lt;br /&gt;
- Use the Plugin Command &amp;quot;Scene: Common Event Return&amp;quot; to return back to the&lt;br /&gt;
  last Item Crafting scene.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Crafting Common Event Requirement-Related Notetags ===&lt;br /&gt;
&lt;br /&gt;
Requires:&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.083.jpg|300px|link=Shop Common Events VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Once Craft Common Event Switch: id&amp;gt;&lt;br /&gt;
&amp;lt;Once Craft Common Event All Switches: id, id, id&amp;gt;&lt;br /&gt;
&amp;lt;Once Craft Common Event Any Switches: id, id, id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Repeat Craft Common Event Switch: id&amp;gt;&lt;br /&gt;
&amp;lt;Repeat Craft Common Event All Switches: id, id, id&amp;gt;&lt;br /&gt;
&amp;lt;Repeat Craft Common Event Any Switches: id, id, id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Item, Weapon, Armor Notetags&lt;br /&gt;
- Requires VisuMZ_2_ShopCommonEvents!&lt;br /&gt;
- Requires the respective Craft Common Events to have these Switches enabled&lt;br /&gt;
  in the &amp;quot;ON&amp;quot; position in order for them to launch.&lt;br /&gt;
  - &amp;quot;Once&amp;quot; variant will only affect the &amp;quot;Once&amp;quot; notetag variants.&lt;br /&gt;
  - &amp;quot;Repeat&amp;quot; variant will only affect the &amp;quot;Repeat&amp;quot; notetag variants.&lt;br /&gt;
- The &amp;quot;All&amp;quot; variant will require all listed Switch ID's to be &amp;quot;ON&amp;quot;.&lt;br /&gt;
- The &amp;quot;Any&amp;quot; variant will require only one listed Switch ID to be &amp;quot;ON&amp;quot;.&lt;br /&gt;
- Replace 'id' with a number representing the Switch ID that needs to be in&lt;br /&gt;
  the &amp;quot;ON&amp;quot; position for the requirement to be met.&lt;br /&gt;
  - Insert multiple 'id' to require more Switch ID's.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Batch-Related Notetags ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.140.jpg|300px|link=]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Craft Batch&amp;gt;&lt;br /&gt;
 listing&lt;br /&gt;
 listing&lt;br /&gt;
 listing&lt;br /&gt;
&amp;lt;/Craft Batch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Item, Weapon, Armor Notetags&lt;br /&gt;
- Requires VisuMZ_3_ShopBatches!&lt;br /&gt;
- Creates a list of items, weapons, and armors that the player will gain&lt;br /&gt;
  when this batch object is crafted.&lt;br /&gt;
  - This also means that in addition to this notetag, the notetag for&lt;br /&gt;
    &amp;lt;Crafting Ingredients&amp;gt; is also needed.&lt;br /&gt;
  - This item will also not be masked.&lt;br /&gt;
- Proxy items, weapons, or armors cannot be listed and will be bypassed.&lt;br /&gt;
- This item, weapon, or armor cannot be crafted if all of the listed items,&lt;br /&gt;
  weapons, or armors are at max quantity within the party's inventory.&lt;br /&gt;
- The listed items will NOT utilize any on craft effects for the individual&lt;br /&gt;
  listed items themselves.&lt;br /&gt;
- Replace 'listing' with any of the listing types found below:&lt;br /&gt;
&lt;br /&gt;
    Item id&lt;br /&gt;
    Item name&lt;br /&gt;
    Weapon id&lt;br /&gt;
    Weapon name&lt;br /&gt;
    Armor id&lt;br /&gt;
    Armor name&lt;br /&gt;
&lt;br /&gt;
    Item id: quantity&lt;br /&gt;
    Item name: quantity&lt;br /&gt;
    Weapon id: quantity&lt;br /&gt;
    Weapon name: quantity&lt;br /&gt;
    Armor id: quantity&lt;br /&gt;
    Armor name: quantity&lt;br /&gt;
&lt;br /&gt;
  - Replace 'id' with a number representing the ID of the item, weapon, or&lt;br /&gt;
    armor that is to be listed.&lt;br /&gt;
    - Items CANNOT add themselves!&lt;br /&gt;
    - ie. Item #8 must not give Item #8.&lt;br /&gt;
  - Replace 'name' with the associated item, weapon, or armor's name.&lt;br /&gt;
    - Items CANNOT add themselves!&lt;br /&gt;
    - ie. Item 'Super Potion' must not give Item 'Super Potion'.&lt;br /&gt;
  - Replace 'quantity' with a number representing the number of items,&lt;br /&gt;
    weapons, or armors that will be acquired when the batch item is crafted.&lt;br /&gt;
    - If the variant without 'quantity' is used, quantity will default to 1.&lt;br /&gt;
&lt;br /&gt;
  Examples:&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;Craft Batch&amp;gt;&lt;br /&gt;
   Item Potion: 10&lt;br /&gt;
   Item Super Potion: 5&lt;br /&gt;
   Weapon Short Sword: 3&lt;br /&gt;
   Weapon Long Sword: 2&lt;br /&gt;
   Armor Linen Clothing: 4&lt;br /&gt;
   Armor Cloth Armor: 3&lt;br /&gt;
  &amp;lt;/Craft Batch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;Craft Batch&amp;gt;&lt;br /&gt;
   Item 7: 10&lt;br /&gt;
   Item 8: 5&lt;br /&gt;
   Weapon 1: 3&lt;br /&gt;
   Weapon 2: 2&lt;br /&gt;
   Armor 2: 4&lt;br /&gt;
   Armor 8: 3&lt;br /&gt;
  &amp;lt;/Craft Batch&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Items_and_Equips_Core_VisuStella_MZ&amp;diff=17685</id>
		<title>Items and Equips Core VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Items_and_Equips_Core_VisuStella_MZ&amp;diff=17685"/>
		<updated>2026-05-17T08:45:30Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=R7ylHVC-ykE&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = {{VisuStella Wave 1}}&lt;br /&gt;
|link2 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| [[File:ItemsEquipsCoreEquipTypes.png|400px]]&lt;br /&gt;
| [[File:ItemsEquipsCoreShopStatus.png|400px]]&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[File:ItemsEquipsCoreEquipChange.png|400px]]&lt;br /&gt;
| [[File:ItemsEquipsCoreShopEquip.png|400px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - ETB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - FTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
* [[Equip Medal System VisuStella MZ]]&lt;br /&gt;
* [[Equipment Set Bonuses VisuStella MZ]]&lt;br /&gt;
* [[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
* [[Item Crafting System VisuStella MZ]]&lt;br /&gt;
* [[Item Concoction Skills VisuStella MZ]]&lt;br /&gt;
* [[Item Throw Skills VisuStella MZ]]&lt;br /&gt;
* [[More Currencies VisuStella MZ]]&lt;br /&gt;
* [[One Time Purchase VisuStella MZ]]&lt;br /&gt;
* [[Shop Batches VisuStella MZ]]&lt;br /&gt;
* [[Shop Bust Style UI VisuStella MZ]]&lt;br /&gt;
* [[Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
* [[Weapon Swap System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Items &amp;amp; Equips Core makes improvements to the RPG Maker MZ item and&lt;br /&gt;
equipment dedicated scenes (including the shop) and how they're handled.&lt;br /&gt;
From more item categories, better parameter control, rulings, and more, game&lt;br /&gt;
devs are able to take control over key aspects of their game's items.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Modifying the appearances to the Item Scene, Equip Scene, and Shop Scene.&lt;br /&gt;
* Categorizing items in unique and multiple categories.&lt;br /&gt;
* Item Scene and Shop Scene will now display detailed information on items.&lt;br /&gt;
* NEW! marker can be displayed over recently acquired items in-game.&lt;br /&gt;
* Equipment notetags to adjust parameters past the editor limitations.&lt;br /&gt;
* Equipment Rulings to adjust what slot types can and can't be unequipped and/or optimized.&lt;br /&gt;
* Equipment Type Handling offers more control over equipment loadouts.&lt;br /&gt;
* Items sold in shops can be hidden/shown based on Switches.&lt;br /&gt;
* Items sold in shops can have varying prices adjusted by notetags.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 1}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes: New Hard-Coded Features ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Equipment Type Handling ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreEquipTypes.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Characters will no longer have one universal equipment slot setting.&lt;br /&gt;
Classes can have different equipment type loadouts, made possible through&lt;br /&gt;
the usage of notetags. Also, equipment types of matching names would be&lt;br /&gt;
treated as the same type, where previously, they would be different types.&lt;br /&gt;
This means if you have two &amp;quot;Accessory&amp;quot; slots, be it in the form of notetags&lt;br /&gt;
or through the Database &amp;gt; Types tab, they can both equip the same type of&lt;br /&gt;
accessories.&lt;br /&gt;
&lt;br /&gt;
The Change Equip event command is now updated to reflect this new change.&lt;br /&gt;
When processing an equip change, the slot changed will go to the first&lt;br /&gt;
empty slot of matching type. If all of the actor's matching slot types are&lt;br /&gt;
equipped, then the equip will replace the last slot available.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Shop Status Window ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreShopStatus.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The Status Window found in the Shop Scene was originally barren and did&lt;br /&gt;
not display much information at all. This is changed through this plugin's&lt;br /&gt;
new features. While the contents of the Shop Status Window can be customized&lt;br /&gt;
through the Plugin Parameters, it is a change that cannot be reversed and&lt;br /&gt;
for the better since it gives players the much needed information revolving&lt;br /&gt;
around the game's items.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Core Engine Compatibility: Modern Controls ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreShopEquip.png|600px]]&lt;br /&gt;
&lt;br /&gt;
If the [[Core Engine VisuStella MZ|VisuStella Core Engine]] is added to your game with Modern Controls&lt;br /&gt;
enabled, then the Item Menu Scene, Equip Menu Scene, and Shop Menu Scene's&lt;br /&gt;
controls will be changed a bit.&lt;br /&gt;
&lt;br /&gt;
The Item Menu Scene will automatically have the Item List Window active,&lt;br /&gt;
with using the Left/Right (for single column) or Page Up/Page Down (for&lt;br /&gt;
multi-columns) to navigate between the Item Categories. Similar will occur&lt;br /&gt;
when trying to sell items in the Shop Menu Scene.&lt;br /&gt;
&lt;br /&gt;
The Equip Menu Scene will automatically have the Equip Slots Window active&lt;br /&gt;
and only activate the command window upon moving up to it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== VisuStella MZ Compatibility ==&lt;br /&gt;
&lt;br /&gt;
While this plugin is compatible with the majority of the VisuStella MZ&lt;br /&gt;
plugin library, it is not compatible with specific plugins or specific&lt;br /&gt;
features. This section will highlight the main plugins/features that will&lt;br /&gt;
not be compatible with this plugin or put focus on how the make certain&lt;br /&gt;
features compatible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCore_37_Comp_1.png]]&lt;br /&gt;
&lt;br /&gt;
Changing the &amp;quot;Damage Multiplier&amp;quot; or &amp;quot;Healing Multiplier&amp;quot; vocabulary for the&lt;br /&gt;
Item and Equip Core's Shop Status Window is not done with the Item and Equip&lt;br /&gt;
Core's Plugin Parameters if you have the Battle Core installed.&lt;br /&gt;
&lt;br /&gt;
Instead, go to Battle Core's Plugin Parameters, Damage Settings, Damage&lt;br /&gt;
Styles, and adjust the style's version of the &amp;quot;Damage Multiplier&amp;quot; or&lt;br /&gt;
&amp;quot;Healing Multiplier&amp;quot; text instead.&lt;br /&gt;
&lt;br /&gt;
Why does this work this way? Because not all damage styles work off&lt;br /&gt;
&amp;quot;Multipliers&amp;quot; so in order for it to convey the proper message to the player,&lt;br /&gt;
each damage style has its own vocabulary to be more accurate.&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCore_37_Comp_2.png]]&lt;br /&gt;
&lt;br /&gt;
In case you forget about that, when you visit the Item and Equip Core's&lt;br /&gt;
plugin parameters for these, it should also remind you in the parameter's&lt;br /&gt;
description on where to change it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Weapon Swap System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
The custom equip slots feature from the VisuStella MZ Items and Equips Core&lt;br /&gt;
allowed you to add in extra weapon slots. This is now curated up to a max&lt;br /&gt;
of one weapon slot per character. This needs to be done to make the Weapon&lt;br /&gt;
Swap System viable.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Items and Equips Core Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Items and Equips Core Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Item Menu Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreShopStatus.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreParams01.png]]&lt;br /&gt;
&lt;br /&gt;
The Item Menu Settings allow you to adjust specifics on how key objects and&lt;br /&gt;
windows in the Item Menu Scene operate.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General Window&lt;br /&gt;
&lt;br /&gt;
  Use Updated Layout:&lt;br /&gt;
  - Use the Updated Item Menu Layout provided by this plugin?&lt;br /&gt;
  - This will automatically enable the Status Window.&lt;br /&gt;
  - This will override the Core Engine windows settings.&lt;br /&gt;
&lt;br /&gt;
    Disabled: Vanilla:&lt;br /&gt;
    - If NOT using the updated layout, keep all settings to pure vanilla and&lt;br /&gt;
      ignore other Plugin Parameters.&lt;br /&gt;
    - Used for those who do not wish to fiddle with the Plugin Parameter&lt;br /&gt;
      settings to return the item menu back to default MZ vanilla.&lt;br /&gt;
    - Does not apply if using updated layout.&lt;br /&gt;
    - The following settings are disabled if using vanilla:&lt;br /&gt;
      - Categories: Only the default 4&lt;br /&gt;
      - Category Names only display text and no icons&lt;br /&gt;
      - No Shop Status Window&lt;br /&gt;
      - Modern Controls Disabled&lt;br /&gt;
      - Columns: Any -&amp;gt; 2&lt;br /&gt;
&lt;br /&gt;
  Layout Style:&lt;br /&gt;
  - If using an updated layout, how do you want to style the menu scene?&lt;br /&gt;
    - Upper Help, Left Input&lt;br /&gt;
    - Upper Help, Right Input&lt;br /&gt;
    - Lower Help, Left Input&lt;br /&gt;
    - Lower Help, Right Input&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
List Window&lt;br /&gt;
&lt;br /&gt;
  Columns:&lt;br /&gt;
  - Number of maximum columns.&lt;br /&gt;
  - If you are using the VisuStella MZ Core Engine and the &amp;quot;Modern Controls&amp;quot;&lt;br /&gt;
    Plugin Parameter, please read through that section in case you have any&lt;br /&gt;
    questions about how to switch between categories when using multiple&lt;br /&gt;
    columns of items at a time.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Item Quantity&lt;br /&gt;
&lt;br /&gt;
  Item Max:&lt;br /&gt;
  Weapon Max:&lt;br /&gt;
  Armor Max:&lt;br /&gt;
  - The default maximum quantity for items, weapons, and/or armors.&lt;br /&gt;
&lt;br /&gt;
  Quantity Format:&lt;br /&gt;
  - How to display an item's quantity.&lt;br /&gt;
  - %1 - Item Quantity&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - Default font size for item quantity.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Shop Status Window&lt;br /&gt;
&lt;br /&gt;
  Show in Item Menu?:&lt;br /&gt;
  - Show the Shop Status Window in the Item Menu?&lt;br /&gt;
  - This is enabled if the Updated Layout is on.&lt;br /&gt;
&lt;br /&gt;
  Adjust List Window?:&lt;br /&gt;
  - Automatically adjust the Item List Window in the Item Menu if using the&lt;br /&gt;
    Shop Status Window?&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
    - 0 - Window&lt;br /&gt;
    - 1 - Dim&lt;br /&gt;
    - 2 - Transparent&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for this Status Window in the&lt;br /&gt;
    Item Menu.&lt;br /&gt;
  - Needs &amp;quot;Use Updated Layout&amp;quot; + &amp;quot;Disabled: Vanilla&amp;quot; as false.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Button Assist Window&lt;br /&gt;
&lt;br /&gt;
  Switch Category:&lt;br /&gt;
  - Button assist text used for switching categories.&lt;br /&gt;
  - For VisuStella MZ's Core Engine's Button Assist Window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Item Categories ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreCategories.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreParams02.png]]&lt;br /&gt;
&lt;br /&gt;
Item Categories appear both in the Item Menu Scene and Shop Menu Scene (but&lt;br /&gt;
only under the Sell command). These Plugin Parameters give you the ability&lt;br /&gt;
to add in the specific categories you want displayed, remove the ones you&lt;br /&gt;
don't, and associate them with icons.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
List&lt;br /&gt;
&lt;br /&gt;
  Category List&lt;br /&gt;
  - A list of the item categories displayed in the Item/Shop menus.&lt;br /&gt;
&lt;br /&gt;
    Type:&lt;br /&gt;
    - A list of the item categories displayed in the Item/Shop menus.&lt;br /&gt;
    - Replace x with ID numbers or text.&lt;br /&gt;
    - AllItems, RegularItems, KeyItems&lt;br /&gt;
    - HiddenItemA, HiddenItemB&lt;br /&gt;
    - Consumable, Nonconsumable&lt;br /&gt;
    - AlwaysUsable, BattleUsable, FieldUsable, NeverUsable&lt;br /&gt;
    - AllWeapons, WType:x&lt;br /&gt;
    - AllArmors, AType:x, EType:x&lt;br /&gt;
    - Category:x&lt;br /&gt;
&lt;br /&gt;
    Icon:&lt;br /&gt;
    - Icon used for this category.&lt;br /&gt;
    - Use 0 for no icon.&lt;br /&gt;
&lt;br /&gt;
    Visibility Switch:&lt;br /&gt;
    - This Switch must be turned ON in order for the category to show.&lt;br /&gt;
    - Use 0 for no Switch requirement.&lt;br /&gt;
&lt;br /&gt;
    Sort By:&lt;br /&gt;
    - Sort this category (in Scene_Item and Scene_Shop only) this way.&lt;br /&gt;
&lt;br /&gt;
  Style:&lt;br /&gt;
  - How do you wish to draw categorie entries in the Category Window?&lt;br /&gt;
  - Text Only: Display only the text.&lt;br /&gt;
  - Icon Only: Display only the icon.&lt;br /&gt;
  - Icon + Text: Display the icon first, then the text.&lt;br /&gt;
  - Auto: Determine which is better to use based on the size of the cell.&lt;br /&gt;
&lt;br /&gt;
  Text Alignment&lt;br /&gt;
  - Decide how you want the text to be aligned.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Vocabulary&lt;br /&gt;
&lt;br /&gt;
  Hidden Item A&lt;br /&gt;
  Hidden Item B&lt;br /&gt;
  Consumable&lt;br /&gt;
  Nonconsumable&lt;br /&gt;
  Always Usable&lt;br /&gt;
  Battle Usable&lt;br /&gt;
  Field Usable&lt;br /&gt;
  Never Usable&lt;br /&gt;
  - How these categories are named in the Item Menu.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== NEW! Labels ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreNew.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreParams03.png]]&lt;br /&gt;
&lt;br /&gt;
Whenever the player receives a new item(s), a NEW! Label can be placed on&lt;br /&gt;
top of the item's icon when browsing a menu displaying the item(s). This is&lt;br /&gt;
a quality of life addition from more modern RPG's to help players figure out&lt;br /&gt;
what they've recently received. The following are Plugin Parameters made to&lt;br /&gt;
adjust how the NEW! Labels are handled in-game.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
NEW! Labels&lt;br /&gt;
&lt;br /&gt;
  Use NEW! Labels?:&lt;br /&gt;
  - Use the NEW! Labels or not?&lt;br /&gt;
&lt;br /&gt;
  Icon:&lt;br /&gt;
  - The icon index used to represent the NEW! text.&lt;br /&gt;
  - Use 0 to not draw any icons.&lt;br /&gt;
&lt;br /&gt;
  Text:&lt;br /&gt;
  - The text written on the NEW! Label.&lt;br /&gt;
&lt;br /&gt;
    Font Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Font Size:&lt;br /&gt;
    - The font size used for the NEW! text.&lt;br /&gt;
&lt;br /&gt;
  Fade Limit:&lt;br /&gt;
  - What's the upper opaque limit before reversing?&lt;br /&gt;
&lt;br /&gt;
  Fade Speed:&lt;br /&gt;
  - What's the fade speed of the NEW! Label?&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - How much to offset the NEW! Label's X position by.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - How much to offset the NEW! Label's Y position by.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Equip Menu Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreEquipTypes.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreParams04.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters adjust the Equipment Menu Scene, ranging from using&lt;br /&gt;
a more updated and modern layout, changing the styles of other windows, and&lt;br /&gt;
other key visual aspects of the Equip Menu Scene. Other settings here allow&lt;br /&gt;
you to adjust how equipment operate under certain rulings, too.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Use Updated Layout:&lt;br /&gt;
  - Use the Updated Equip Layout provided by this plugin?&lt;br /&gt;
  - This will override the Core Engine windows settings.&lt;br /&gt;
&lt;br /&gt;
    Param Font Size:&lt;br /&gt;
    - The font size used for parameter values.&lt;br /&gt;
&lt;br /&gt;
    Show Menu Portraits?:&lt;br /&gt;
    - If Main Menu Core is installed, display the Menu Portraits instead of&lt;br /&gt;
      the actor's face in the status window?&lt;br /&gt;
&lt;br /&gt;
    JS: Portrait Upper:&lt;br /&gt;
    - If Menu Portraits are available, this is code used to draw the upper&lt;br /&gt;
      data like this in the Status Window.&lt;br /&gt;
&lt;br /&gt;
    JS: Face Upper:&lt;br /&gt;
    - If faces used used, this is code used to draw the upper data like this&lt;br /&gt;
      in the Status Window.&lt;br /&gt;
&lt;br /&gt;
    JS: Parameter Lower:&lt;br /&gt;
    - Code to determine how parameters are drawn in the Status Window.&lt;br /&gt;
&lt;br /&gt;
  Layout Style:&lt;br /&gt;
  - If using an updated layout, how do you want to style the menu scene?&lt;br /&gt;
    - Upper Help, Left Input&lt;br /&gt;
    - Upper Help, Right Input&lt;br /&gt;
    - Lower Help, Left Input&lt;br /&gt;
    - Lower Help, Right Input&lt;br /&gt;
&lt;br /&gt;
  Status Window Width:&lt;br /&gt;
  - The usual width of the status window if using the non-Updated Equip&lt;br /&gt;
    Menu Layout.&lt;br /&gt;
&lt;br /&gt;
  Show Back Rectangles?:&lt;br /&gt;
  - Show back rectangles of darker colors to display information better?&lt;br /&gt;
&lt;br /&gt;
    Back Rectangle Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Cursed Equip Popup:&lt;br /&gt;
  - Text popup appears when an actor equips a cursed weapon/armor.&lt;br /&gt;
  - Text codes allowed.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
  - Empty to not use.&lt;br /&gt;
  -  %1 - Actor, %2 - Equip, %3 - Icon.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Command Window&lt;br /&gt;
&lt;br /&gt;
  Style:&lt;br /&gt;
  - How do you wish to draw commands in the Command Window?&lt;br /&gt;
  - Text Only: Display only the text.&lt;br /&gt;
  - Icon Only: Display only the icon.&lt;br /&gt;
  - Icon + Text: Display the icon first, then the text.&lt;br /&gt;
  - Auto: Determine which is better to use based on the size of the cell.&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for the Command Window.&lt;br /&gt;
&lt;br /&gt;
  Equip Icon:&lt;br /&gt;
  - The icon used for the Equip command.&lt;br /&gt;
&lt;br /&gt;
    Help Description:&lt;br /&gt;
    - Help description used when this command is selected.&lt;br /&gt;
    - Text codes allowed.&lt;br /&gt;
&lt;br /&gt;
  Add Optimize Command?:&lt;br /&gt;
  - Add the &amp;quot;Optimize&amp;quot; command to the Command Window?&lt;br /&gt;
&lt;br /&gt;
    Help Description:&lt;br /&gt;
    - Help description used when this command is selected.&lt;br /&gt;
    - Text codes allowed.&lt;br /&gt;
&lt;br /&gt;
    Optimize Icon:&lt;br /&gt;
    - The icon used for the Optimize command.&lt;br /&gt;
&lt;br /&gt;
  Add Clear Command?:&lt;br /&gt;
  - Add the &amp;quot;Clear&amp;quot; command to the Command Window?&lt;br /&gt;
&lt;br /&gt;
    Help Description:&lt;br /&gt;
    - Help description used when this command is selected.&lt;br /&gt;
    - Text codes allowed.&lt;br /&gt;
&lt;br /&gt;
    Clear Icon:&lt;br /&gt;
    - The icon used for the Clear command.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Remove Equip&lt;br /&gt;
&lt;br /&gt;
  Icon:&lt;br /&gt;
  - Icon used for equipment removal.&lt;br /&gt;
&lt;br /&gt;
  Text:&lt;br /&gt;
  - Text used for equipment removal.&lt;br /&gt;
&lt;br /&gt;
  Use SHIFT Shortcut?:&lt;br /&gt;
  - Add the &amp;quot;Shift&amp;quot; button as a shortcut key to removing items?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Rulings&lt;br /&gt;
&lt;br /&gt;
  Equip-Adjust HP/MP:&lt;br /&gt;
  - Adjust HP/MP differences after changing equips with MaxHP/MaxMP values.&lt;br /&gt;
&lt;br /&gt;
  Non-Removable Types:&lt;br /&gt;
  - Insert ID's of the Equipment Types that must always have an item&lt;br /&gt;
    equipped and cannot be empty.&lt;br /&gt;
&lt;br /&gt;
  Non-Optimized Types:&lt;br /&gt;
  - Insert ID's of the Equipment Types that will be ignored when equipment&lt;br /&gt;
    is being optimized.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Button Assist Window&lt;br /&gt;
&lt;br /&gt;
  SHIFT: Remove:&lt;br /&gt;
  - Button assist text used for the SHIFT Remove Shortcut.&lt;br /&gt;
  - For VisuStella MZ's Core Engine's Button Assist Window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Shop Menu Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreShopEquip.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreParams05.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters allow you a number of options to adjust the Shop&lt;br /&gt;
Menu Scene. These options range from enabling an updated and modern layout,&lt;br /&gt;
adjust how various key visual aspects appear, and determine how prices can&lt;br /&gt;
be affected when it comes to selling them or buying them (for coders).&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Use Updated Layout:&lt;br /&gt;
  - Use the Updated Shop Layout provided by this plugin?&lt;br /&gt;
  - This will override the Core Engine windows settings.&lt;br /&gt;
&lt;br /&gt;
  Layout Style:&lt;br /&gt;
  - If using an updated layout, how do you want to style the menu scene?&lt;br /&gt;
    - Upper Help, Left Input&lt;br /&gt;
    - Upper Help, Right Input&lt;br /&gt;
    - Lower Help, Left Input&lt;br /&gt;
    - Lower Help, Right Input&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCore_Update28_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
Switches&lt;br /&gt;
&lt;br /&gt;
  Switch: Buy:&lt;br /&gt;
  - Buying items in the Shop Scene turns this Switch to ON.&lt;br /&gt;
  - Switch reverts to OFF whenever the Shop Scene opens.&lt;br /&gt;
&lt;br /&gt;
  Switch: Sell&lt;br /&gt;
  - Selling items in the Shop Scene turns this Switch to ON.&lt;br /&gt;
  - Switch reverts to OFF whenever the Shop Scene opens.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Command Window&lt;br /&gt;
&lt;br /&gt;
  Hide Unavailable?:&lt;br /&gt;
  - Hide all unavailable commands like when a shop is set to Purchase Only?&lt;br /&gt;
&lt;br /&gt;
  Style:&lt;br /&gt;
  - How do you wish to draw commands in the Command Window?&lt;br /&gt;
  - Text Only: Display only the text.&lt;br /&gt;
  - Icon Only: Display only the icon.&lt;br /&gt;
  - Icon + Text: Display the icon first, then the text.&lt;br /&gt;
  - Auto: Determine which is better to use based on the size of the cell.&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for the Command Window.&lt;br /&gt;
&lt;br /&gt;
  Buy Icon:&lt;br /&gt;
  - The icon used for the Buy command.&lt;br /&gt;
&lt;br /&gt;
  Sell Icon:&lt;br /&gt;
  - The icon used for the Sell command.&lt;br /&gt;
&lt;br /&gt;
  Cancel Icon:&lt;br /&gt;
  - The icon used for the Cancel command.&lt;br /&gt;
&lt;br /&gt;
  Rename &amp;quot;Cancel&amp;quot;:&lt;br /&gt;
  - Rename Cancel to something more logical for the Shop Menu Scene.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Prices&lt;br /&gt;
&lt;br /&gt;
  Sell Price Rate:&lt;br /&gt;
  - The default sell price rate.&lt;br /&gt;
&lt;br /&gt;
  JS: Buy Price:&lt;br /&gt;
  - Modificatons made to the buy price before finalizing it.&lt;br /&gt;
&lt;br /&gt;
  JS: Sell Price:&lt;br /&gt;
  - Modificatons made to the sell price before finalizing it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Button Assist Window&lt;br /&gt;
&lt;br /&gt;
  Small Increment:&lt;br /&gt;
  Large Increment:&lt;br /&gt;
  - Text used for changing amount bought/sold.&lt;br /&gt;
  - For VisuStella MZ's Core Engine's Button Assist Window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Shop Status Window ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreShopStatusWindow.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreParams06.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters focuses on the Shop Status Window and determines how&lt;br /&gt;
its data is displayed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Window Width:&lt;br /&gt;
  - The usual width of the status window.&lt;br /&gt;
&lt;br /&gt;
  Parameter Font Size:&lt;br /&gt;
  - Font size used for parameter changes.&lt;br /&gt;
&lt;br /&gt;
  Translucent Opacity:&lt;br /&gt;
  - Opacity setting used for translucent window objects.&lt;br /&gt;
&lt;br /&gt;
  Show Back Rectangles?:&lt;br /&gt;
  - Show back rectangles of darker colors to display information better?&lt;br /&gt;
&lt;br /&gt;
    Back Rectangle Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Equipment Data&lt;br /&gt;
&lt;br /&gt;
[[File:ItemEquipCore_StatusWindowStyles.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Data Style:&lt;br /&gt;
  - How do you wish to display equipment data?&lt;br /&gt;
    - Compare - Compares selected equip to equipped gear&lt;br /&gt;
      - Lists all main party actors&lt;br /&gt;
      - Displays the parameter differences when equipped&lt;br /&gt;
      - Calculates custom JS values&lt;br /&gt;
    - Classic - Shows basic parameters of selected equip&lt;br /&gt;
      - Involves no actors, only shows the item's stats&lt;br /&gt;
      - Shows weapon or armor specific parameters&lt;br /&gt;
      - Does not show custom JS values as those are calculated per actor&lt;br /&gt;
      - Does not show custom parameters as those are calculated per actor&lt;br /&gt;
      - Use &amp;lt;Status Info&amp;gt; and &amp;lt;Custom Status Info&amp;gt; notetags to overwrite or&lt;br /&gt;
        add custom data to classic equip data&lt;br /&gt;
    - Double - Shows basic parameters in double columns&lt;br /&gt;
      - Involves no actors, only shows the item's stats&lt;br /&gt;
      - Shows weapon or armor specific parameters&lt;br /&gt;
      - Does not show custom JS values as those are calculated per actor&lt;br /&gt;
      - Does not show custom parameters as those are calculated per actor&lt;br /&gt;
      - Use &amp;lt;Status Info&amp;gt; and &amp;lt;Custom Status Info&amp;gt; notetags to overwrite or&lt;br /&gt;
        add custom data to classic equip data&lt;br /&gt;
&lt;br /&gt;
    Compare Style:&lt;br /&gt;
&lt;br /&gt;
      Already Equipped:&lt;br /&gt;
      - Marker used to show an actor cannot equip an item.&lt;br /&gt;
&lt;br /&gt;
      Can't Equip:&lt;br /&gt;
      - Marker used to show an actor cannot equip an item.&lt;br /&gt;
&lt;br /&gt;
      No Changes:&lt;br /&gt;
      - Marker used to show no changes have occurred.&lt;br /&gt;
&lt;br /&gt;
      JS: Draw Equip Data:&lt;br /&gt;
      - Code used to draw the equipment data for the Shop Status Window.&lt;br /&gt;
&lt;br /&gt;
    Classic Style:&lt;br /&gt;
&lt;br /&gt;
      Added Weapon Params:&lt;br /&gt;
      Added Armor Params:&lt;br /&gt;
      - Display these parameters when a weapon/armor is selected.&lt;br /&gt;
      - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
      JS: Draw Equip Data:&lt;br /&gt;
      - Code used to draw the equipment data for the Shop Status Window.&lt;br /&gt;
&lt;br /&gt;
    Double Style:&lt;br /&gt;
&lt;br /&gt;
      Added Weapon Params:&lt;br /&gt;
      Added Armor Params:&lt;br /&gt;
      - Display these parameters when a weapon/armor is selected.&lt;br /&gt;
      - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
      JS: Draw Equip Data:&lt;br /&gt;
      - Code used to draw the equipment data for the Shop Status Window.&lt;br /&gt;
&lt;br /&gt;
  Delay MS:&lt;br /&gt;
  - How many milliseconds (MS) to delay the preview update?&lt;br /&gt;
  - This is to prevent lag spikes for equips only.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Item Data&lt;br /&gt;
&lt;br /&gt;
  Max State/Buff Icons:&lt;br /&gt;
  - Maximum number of icons that can be displayed for Add/Remove&lt;br /&gt;
    States/Buffs.&lt;br /&gt;
&lt;br /&gt;
  Multiplier Standard:&lt;br /&gt;
  - Constant standard to filter out random values when calculating the&lt;br /&gt;
    damage multiplier.&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Item Data:&lt;br /&gt;
  - Code used to draw the item data for the Shop Status Window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Vocabulary&lt;br /&gt;
&lt;br /&gt;
  Consumable:&lt;br /&gt;
  Occasions:&lt;br /&gt;
  Scope:&lt;br /&gt;
  Speed:&lt;br /&gt;
  Success Rate:&lt;br /&gt;
  Repeats:&lt;br /&gt;
  Hit Type:&lt;br /&gt;
  Element:&lt;br /&gt;
  Damage Type:&lt;br /&gt;
  Effects:&lt;br /&gt;
  - Vocabulary used for these data entries.&lt;br /&gt;
  - Some of these have Plugin Parameters have sub-entries.&lt;br /&gt;
&lt;br /&gt;
  NOTE: Regarding Damage Labels&lt;br /&gt;
&lt;br /&gt;
  If Visu_1_BattleCore is installed, priority goes to its Damage Style&lt;br /&gt;
  settings. The label displayed is based on the damage style settings in&lt;br /&gt;
  place for that specific skill or item.&lt;br /&gt;
&lt;br /&gt;
  Go to Battle Core &amp;gt; Plugin Parameters &amp;gt; Damage Settings &amp;gt; Style List &amp;gt;&lt;br /&gt;
  pick the damage style you want to edit &amp;gt; Damage Label and change the&lt;br /&gt;
  text settings you'd like there.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* Yanfly&lt;br /&gt;
* Arisu&lt;br /&gt;
* Olivia&lt;br /&gt;
* Irina&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.61: May 18, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for Plugin Parameters&lt;br /&gt;
*** Parameters &amp;gt; Item Menu Scene &amp;gt; Shop Status Window &amp;gt; JS: X, Y, W, H&lt;br /&gt;
**** Needs &amp;quot;Use Updated Layout&amp;quot; + &amp;quot;Disabled: Vanilla&amp;quot; as false.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.60: March 16, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Item Menu Settings &amp;gt; Use Updated Layout &amp;gt; Disabled: Vanilla&lt;br /&gt;
**** If NOT using the updated layout, keep all settings to pure vanilla and ignore other Plugin Parameters.&lt;br /&gt;
**** Used for those who do not wish to fiddle with the Plugin Parameter settings to return the item menu back to default MZ vanilla.&lt;br /&gt;
**** Does not apply if using updated layout.&lt;br /&gt;
**** The following settings are disabled if using vanilla:&lt;br /&gt;
***** Categories: Only the default 4&lt;br /&gt;
***** Category Names only display text and no icons&lt;br /&gt;
***** No Shop Status Window&lt;br /&gt;
***** Modern Controls Disabled&lt;br /&gt;
***** Columns: Any -&amp;gt; 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.59: October 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where a changed parameter in the equipment menu would accidentally highlight the next parameter's name. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.58: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Optimize no longer allows player to bypass the following notetags: &amp;lt;nowiki&amp;gt;&amp;lt;Equip Copy Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;, &amp;lt;nowiki&amp;gt;&amp;lt;Equip Weapon Type Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;, and &amp;lt;nowiki&amp;gt;&amp;lt;Equip Armor Type Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.57: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different line height settings. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Status Info&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** For clarity regarding &amp;quot;Damage Multiplier&amp;quot; and &amp;quot;HP Recovery&amp;quot;/&amp;quot;HP Damage&amp;quot;:&lt;br /&gt;
**** &amp;quot;Damage Multiplier&amp;quot; refers to the amount determined by damage formulas.&lt;br /&gt;
**** &amp;quot;HP Recovery&amp;quot;/&amp;quot;HP Damage&amp;quot; refers to the &amp;quot;Recover HP&amp;quot; database effect.&lt;br /&gt;
**** Likewise, the same will apply to &amp;quot;MP Recovery&amp;quot;/&amp;quot;MP Damage&amp;quot; if the damage formula type is to deal MP recovery/damage instead.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Status Style: type&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Changes up the way the shop status window displays data for this database object in particular.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Custom Status Parameters: name, name, name&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Customize which parameters are displayed for this equipment object's shop status window.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.56: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where newly added equipment would cause crashes upon interaction. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.55: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where you can no longer attempt to equip an actor with zero equip slots and causing a crash. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;lt;Status Info&amp;gt;&lt;br /&gt;
*** Used for: Skill, Item, Weapon, Armor Notetags&lt;br /&gt;
**** Replace 'key' with one of the following for weapons and armors:&lt;br /&gt;
***** 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK'&lt;br /&gt;
***** For those with VisuMZ_0_CoreEngine:&lt;br /&gt;
****** 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', 'HRG', 'MRG', 'TRG'&lt;br /&gt;
****** 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', 'MDR', 'FDR', 'EXR'&lt;br /&gt;
**** Only relevant if the Draw Style for equipment is &amp;quot;classic&amp;quot; or &amp;quot;double&amp;quot;.&lt;br /&gt;
** Updated &amp;lt;Custom Status Info&amp;gt; notetag:&lt;br /&gt;
*** Used for: Skill, Item, Weapon, Armor Notetags&lt;br /&gt;
**** When used with weapon or armor database objects, this information is only relevant if the Draw Style for equipment is &amp;quot;classic&amp;quot; or &amp;quot;double&amp;quot;.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameters:&lt;br /&gt;
*** Parameters &amp;gt; Shop Status Window &amp;gt; Data Style:&lt;br /&gt;
**** How do you wish to display equipment data?&lt;br /&gt;
***** Compare - Compares selected equip to equipped gear&lt;br /&gt;
****** Lists all main party actors&lt;br /&gt;
****** Displays the parameter differences when equipped&lt;br /&gt;
****** Calculates custom JS values&lt;br /&gt;
***** Classic - Shows basic parameters of selected equip&lt;br /&gt;
***** Double - Shows basic parameters in double columns&lt;br /&gt;
****** Involves no actors, only shows the item's stats&lt;br /&gt;
****** Shows weapon or armor specific parameters&lt;br /&gt;
****** Does not show custom JS values as those are calculated per actor&lt;br /&gt;
****** Does not show custom parameters as those are calculated per actor&lt;br /&gt;
****** Use &amp;lt;Status Info&amp;gt; and &amp;lt;Custom Status Info&amp;gt; notetags to overwrite or add custom data to classic equip data&lt;br /&gt;
**** Data Style &amp;gt; Classic Style:&lt;br /&gt;
**** Data Style &amp;gt; Double Style:&lt;br /&gt;
***** Added Weapon Params&lt;br /&gt;
***** Added Armor Params&lt;br /&gt;
****** Display these parameters when a weapon/armor is selected.&lt;br /&gt;
****** Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.54: October 17, 2024&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If &amp;quot;Modern Controls&amp;quot; is selected while &amp;quot;Remove Equip&amp;quot; and &amp;quot;Optimize&amp;quot; are gone from the Equip Menu, right click will exit the menu. Feature added by Arisu.&lt;br /&gt;
&lt;br /&gt;
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Version 1.53: July 18, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added warning to &amp;lt;JS Parameters&amp;gt;:&lt;br /&gt;
*** If you are trying to calculate a value based off a full parameter value, such as &amp;quot;ATK = user.atk * 0.10&amp;quot;, it's going to break and will cause an infinite loop. Use base parameter values instead.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Irina:&lt;br /&gt;
*** &amp;lt;ID Sort Priority: x&amp;gt;&lt;br /&gt;
**** Used for Scene_Item, Scene_Equip, Scene_Battle, and Scene_Shop's sell option (only when selling).&lt;br /&gt;
**** Changes sorting priority by ID for item, weapon, or armor to 'x'.&lt;br /&gt;
**** Default priority level is '50'.&lt;br /&gt;
**** Items, weapons, and armors with higher priority values will be sorted higher up on the list while lower values will be lower on the list.&lt;br /&gt;
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Version 1.52: May 16, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Item Categories &amp;gt; Category List &amp;gt; Category &amp;gt; Sorted By:&lt;br /&gt;
**** You can now sort specific item categories by ID or Name.&lt;br /&gt;
**** Only usable within Scene_Item and Scene_Shop.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.51: December 14, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an item is unequipped, it may cause a crash. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where &amp;lt;Proxy: id&amp;gt; did not properly give the proxy item. Fix made by Arisu.&lt;br /&gt;
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&lt;br /&gt;
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Version 1.50: November 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;JS Buy Price&amp;gt; and &amp;lt;JS Sell Price&amp;gt; was not working properly. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Cursed&amp;gt;&lt;br /&gt;
**** If this weapon or armor is equipped, it cannot manually be removed by the player until it is purified.&lt;br /&gt;
**** To remove it, it must be done by event commands, script calls, or through the Purify-related Plugin Commands provided by this plugin.&lt;br /&gt;
**** Once purified, the weapon or armor will become unequipped unless it has a purify transformation.&lt;br /&gt;
**** If the newly transformed weapon/armor is equippable, it will remain in the actor's equipment slots.&lt;br /&gt;
**** If you are using VisuMZ_2_WeaponSwapSystem, weapons cannot become cursed in order to allow free weapon swapping. Weaponry will not be cursed if VisuMZ_2_WeaponSwapSystem is installed.&lt;br /&gt;
*** &amp;lt;Purify Transform: id&amp;gt;&lt;br /&gt;
*** &amp;lt;Purify Transform: name&amp;gt;&lt;br /&gt;
**** If this notetag is present on a &amp;lt;Cursed&amp;gt; weapon or armor, then upon the actor receiving purification, the weapon or armor will transform into a different item.&lt;br /&gt;
** New Plugin Commands added by Arisu:&lt;br /&gt;
*** Purify: Target Actor(s)&lt;br /&gt;
**** Purifies target actor(s) of any cursed weapons or armors.&lt;br /&gt;
*** Purify: Whole Party&lt;br /&gt;
**** Purifies whole party of any cursed weapons or armors.&lt;br /&gt;
** Added &amp;quot;Cursed Equip Popup&amp;quot; to Equip Scene Plugin Parameters.&lt;br /&gt;
*** Text popup appears when an actor equips a cursed weapon/armor.&lt;br /&gt;
** Added &amp;quot;Ally or Enemy&amp;quot; or &amp;quot;Enemy or Ally&amp;quot; scopes to Shop Status Window Plugin Parameters.&lt;br /&gt;
*** If unused, will default to &amp;quot;1 Ally&amp;quot; or &amp;quot;1 Enemy&amp;quot; like usual. Added by Irina.&lt;br /&gt;
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Version 1.49: October 12, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem where for weapon types, all weapon types are listed in the equip menu even when the actor cannot equip them (though they would be disabled). Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Olivia and sponsored by AndyL:&lt;br /&gt;
*** &amp;lt;Added EType: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Added ETypes: x, x, x&amp;gt;&lt;br /&gt;
**** This is for armors only and does NOT work with weapons!&lt;br /&gt;
**** Allows a piece of armor to belong to multiple ETypes. This means a glove can be equipped as &amp;quot;Armgear&amp;quot; or as an &amp;quot;Accessory&amp;quot; if you so choose.&lt;br /&gt;
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&lt;br /&gt;
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Version 1.48: September 14, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem where the help window position of the non-updated layout would appear in the wrong position. Fix made by Irina.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized when weapons and armors exceed 2000 in database quantity.&lt;br /&gt;
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&lt;br /&gt;
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Version 1.47: July 13, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause the shop status window to display incorrect removed buffs and debuffs. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Changes made to dynamic shop listings in order to update upon listing changes rather than having to enter and exit the shop again. Update made by Arisu.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag effects added by Arisu and sponsored by AndyL:&lt;br /&gt;
*** &amp;lt;Conserve: x%&amp;gt;&lt;br /&gt;
**** Gives the item a percent chance when used to not consume the item.&lt;br /&gt;
*** &amp;lt;Buy Turn On Switches: x, x, x&amp;gt;&lt;br /&gt;
*** &amp;lt;Buy Turn Off Switches: x, x, x&amp;gt;&lt;br /&gt;
*** &amp;lt;Sell Turn On Switches: x, x, x&amp;gt;&lt;br /&gt;
*** &amp;lt;Sell Turn Off Switches: x, x, x&amp;gt;&lt;br /&gt;
**** When buying/selling an item, weapon, or armor with these notetags, turn on/off switch(es) 'x'.&lt;br /&gt;
*** New Plugin Parameters added by Arisu:&lt;br /&gt;
**** Params &amp;gt; Settings &amp;gt; Shop Status Window &amp;gt; Equipment Data &amp;gt; Delay MS:&lt;br /&gt;
***** How many milliseconds (MS) to delay the preview update?&lt;br /&gt;
***** This is to prevent lag spikes for equips only.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Version 1.46: June 15, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem where the help and input modes are not adequately adjusted when not used with the updated layout or without the Options Core custom UI placement. Fix made by Arisu.&lt;br /&gt;
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Version 1.45: May 18, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause equip slots to not be recognized properly if the equip slot name ends in a space.&lt;br /&gt;
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Version 1.44: April 13, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag effects added by Arisu and sponsored by Anon:&lt;br /&gt;
*** &amp;lt;Equip For Class Only: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Equip For Classes Only: x, x, x&amp;gt;&lt;br /&gt;
*** &amp;lt;Equip For Class Only: name&amp;gt;&lt;br /&gt;
*** &amp;lt;Equip For Classes Only: name, name, name&amp;gt;&lt;br /&gt;
**** The piece of equipment can only be worn by the listed classes.&lt;br /&gt;
*** &amp;lt;Equip Requirements&amp;gt; notetag added.&lt;br /&gt;
**** Define multiple requirements that the actor needs to meet in order for this equip item to be equippable.&lt;br /&gt;
**** See help file for more information on the types of requirements that can be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.43: March 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Artifact armors should now update and refresh the party members' cache upon acquisition. Fix made by Olivia.&lt;br /&gt;
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&lt;br /&gt;
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Version 1.42: February 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Proxy items should no longer cause infinite loops if they're made to reference other proxy items in a circular fashion. Instead, they just give the exact first found proxy instead of cycling through others. Fix made by Arisu.&lt;br /&gt;
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&lt;br /&gt;
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Version 1.41: December 15, 2022&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu and sponsored by Anon:&lt;br /&gt;
*** Equip Scene &amp;gt; Equip Command &amp;gt; Help Description&lt;br /&gt;
*** Equip Scene &amp;gt; Optimize Command &amp;gt; Help Description&lt;br /&gt;
*** Equip Scene &amp;gt; Clear Command &amp;gt; Help Description&lt;br /&gt;
**** Help description used when these commands are selected.&lt;br /&gt;
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Version 1.40: October 20, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** For the shop status window, when comparing equipment of a type where there are multiple equipment slots (such as accessories), the plugin will now check for an empty equipment slot first and then make calculations there. Otherwise, it will use the first available equipment slot of that type regardless of the equipped item. Update made by Arisu.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.39: September 29, 2022:&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Changed the default code for the equip scene's status window display to prevent the face graphic and basic actor stats from going above the window boundaries if there are too many parameters displayed in the status window at a time.&lt;br /&gt;
** If you already have this plugin installed the changes will not be reflected unless you do the following:&lt;br /&gt;
**** BACKUP your game project.&lt;br /&gt;
**** REMOVE this plugin from the Plugin Manager list.&lt;br /&gt;
**** REINSTALL this plugin into the Plugin Manager list.&lt;br /&gt;
**** SAVE the game project.&lt;br /&gt;
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Version 1.38: March 3, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New mechanics and notetags added by Olivia and sponsored by Anon:&lt;br /&gt;
*** &amp;lt;Party Artifact&amp;gt;&lt;br /&gt;
*** &amp;lt;Troop Artifact&amp;gt;&lt;br /&gt;
*** &amp;lt;Stackable Party Artifact&amp;gt;&lt;br /&gt;
*** &amp;lt;Stackable Troop Artifact&amp;gt;&lt;br /&gt;
**** Armors only! This armor cannot be equipped at all. However, by simply being in the party's inventory, its parameter bonuses and traits will be applied globally throughout the whole party or troop (depending on the notetag). Add both notetags to affect both groups.&lt;br /&gt;
**** The normal versions of the notetag is only applied once regardless of the number of copies are found in the party's inventory.&lt;br /&gt;
**** The stackable versions of the notetag will have the bonuses and traits stacked multiple times relative to the number of copies found in the party's inventory.&lt;br /&gt;
**** This item will NOT be added during the setup phase for Battle Tests.&lt;br /&gt;
***** If you want to add the item, do it manually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Version 1.37: December 23, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Created foundation for proxy items to be used in any applicable system and extension plugins. Update made by Arisu.&lt;br /&gt;
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Version 1.36: December 2, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** For those using custom parameters from the Core Engine and do not have the parameters all-capitalized, the plugin will automatically do it for you to prevent errors. Update made by Olivia.&lt;br /&gt;
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Version 1.35: November 18, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** If this plugin's updated scene is disabled, the Help Window locations for the Item, Equip, and Shop Scenes should now be at their designated locations as calculated by the VisuMZ Core Engine instead of the RMMZ default location. Update made by Irina.&lt;br /&gt;
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Version 1.34: October 28, 2021&lt;br /&gt;
* Feature Update&lt;br /&gt;
** Added fail safe checks for projects that are using old data for starting equipment that no longer exist, thus preventing the game from opening. Update made by Arisu.&lt;br /&gt;
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Version 1.33: August 6, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Removed &amp;quot;Weapon&amp;quot; and &amp;quot;Armor&amp;quot; from &amp;quot;Used For&amp;quot; for &amp;lt;Status Info&amp;gt;. This was an unintended piece of documentation.&lt;br /&gt;
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Version 1.32: July 23, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause armor duplication when changing to classes with unaligned equipment slot types. Fix made by Arisu.&lt;br /&gt;
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Version 1.31: July 9, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added a failsafe for price manipulation JavaScript to never have prices drop below 0 if possible. Update made by Arisu.&lt;br /&gt;
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Version 1.30: July 2, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added an extra note to the help file for the following: Plugin Parameters &amp;gt; Item Menu Settings &amp;gt; List Window &amp;gt; Columns&lt;br /&gt;
*** If you are using the VisuStella MZ Core Engine and the &amp;quot;Modern Controls&amp;quot; Plugin Parameter, please read through that section in case you have any questions about how to switch between categories when using multiple columns of items at a time.&lt;br /&gt;
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Version 1.29: June 25, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Compatibility update with RPG Maker MZ 1.3.0+.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Phantom data when changing equipment types in the database should no longer affect actors with cached equip ID's. Update made by Arisu.&lt;br /&gt;
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Version 1.28: June 4, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.27: May 21, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Using the mouse right click in the Equip Scene while inside of the item to slot window will no longer exit the Equip Scene. Fix made by Yanfly.&lt;br /&gt;
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Version 1.26: April 30, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** &amp;quot;VisuStella MZ Compatibility&amp;quot; added VisuMZ_1_BattleCore section regarding Damage Multiplier and Healing Multiplier vocabulary settings to reduce commonly asked questions.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Irina and sponsored by Archeia:&lt;br /&gt;
*** &amp;lt;Shop Picture Name: filename&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Layer: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Max Width: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Max Height: y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Max Dimensions: x, y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Alignment: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Position: y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Offset X: +x&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Offset X: -x&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Offset Y: +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Offset Y: -y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Offset: +x, +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Offset: -x, -y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Opacity: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Opacity: x%&amp;gt;&lt;br /&gt;
**** Add images from the game project's img/pictures/ folder to display in the Shop Status Window.&lt;br /&gt;
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Version 1.25: April 23, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added clarity to the &amp;lt;param: +x&amp;gt; and &amp;lt;param: -x&amp;gt; notetags:&lt;br /&gt;
*** These notetags do NOT work with X Parameters, S Parameters, or any custom parameters. These notetags ONLY work with the base parameters.&lt;br /&gt;
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Version 1.24: April 16, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Changing an actor's equipment slots to past their original amount will no longer yield errors with duplicate slot types. Fix made by Arisu.&lt;br /&gt;
** Completely selling an item should now refresh the help window to the new selected item's help description. Fix made by Arisu.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Non-removable equipment restrictions for the equipment scene are now better optimized. Update made by Olivia.&lt;br /&gt;
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Version 1.23: April 2, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.22: March 26, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;VisuStella MZ Compatibility&amp;quot; section for detailed compatibility explanations with the VisuMZ_4_BreakShields plugin.&lt;br /&gt;
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Version 1.21: March 5, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Custom equipment slots are disabled during Battle Testing for better accuracy and results.&lt;br /&gt;
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Version 1.20: February 26, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina and sponsored by AndyL:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Shop Menu Settings &amp;gt; Switches &amp;gt; Switch: Buy&lt;br /&gt;
*** Plugin Parameters &amp;gt; Shop Menu Settings &amp;gt; Switches &amp;gt; Switch: Sell&lt;br /&gt;
**** Buying/selling items in the Shop Scene turns this Switch to ON.&lt;br /&gt;
**** Switch reverts to OFF whenever the Shop Scene opens.&lt;br /&gt;
**** These switches can be used after a &amp;quot;Shop Processing&amp;quot; event command to determine if the player has bought an item, bought and sold an item, sold an item, or neither.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: January 29, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Irina.&lt;br /&gt;
*** &amp;lt;Equip Copy Limit: x&amp;gt;&lt;br /&gt;
**** Sets a maximum number of copies that the actor can wear of this equipment. Usage Example: Actors can only equip one copy of the &amp;quot;One-of-a-Kind Ring&amp;quot; on at any time despite having empty accessory slots because the ring has a &amp;lt;Equip Copy Limit: 1&amp;gt; notetag.&lt;br /&gt;
*** &amp;lt;Equip Weapon Type Limit: x&amp;gt;&lt;br /&gt;
**** This weapon cannot be equipped with other weapons of the same type once the limited amount has been reached. Usage Example: A dualwielding warrior who can only equip one sword and a dagger but never two swords or two daggers because the swords and daggers all have the &amp;lt;Equip Weapon Type Limit: 1&amp;gt; notetags on them.&lt;br /&gt;
*** &amp;lt;Equip Armor Type Limit: x&amp;gt;&lt;br /&gt;
**** This armor cannot be equipped with other armors of the same type once the limited amount has been reached. Usage Example: People cannot equip more than two glove accessories on at a time because the glove is a &amp;quot;Glove&amp;quot; armor-type and each glove item has the &amp;lt;Equip Armor Type Limit: 2&amp;gt; notetags on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: January 15, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Pressing &amp;quot;Shift&amp;quot; to remove equipment will now refresh the status window unlike before. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameters added&lt;br /&gt;
*** Plugin Parameters &amp;gt; Item Menu Settings &amp;gt; Background Type&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: January 1, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Equipping should be working properly again. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: December 25, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Equip-Adjust HP/MP should work properly now. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added more clarity for &amp;lt;JS Item Enable&amp;gt; to state that if the VisuStella Battle Core is installed, then all battle scope items are visible, but not necessarily enabled if they are disabled otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: December 18, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** RPG Maker MZ Bug: Unusable items on an individual-actor basis will no longer be overwritten by party-based usability for battle. Fix by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added more clarity for &amp;lt;JS Item Enable&amp;gt; to state that it removes the usable item from visibility as well if the actor unable to use it is the only person in the party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: December 11, 2020&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: December 4, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Arisu!&lt;br /&gt;
*** Actor: Change Equip Slots&lt;br /&gt;
*** Actor: Reset Equip Slots&lt;br /&gt;
**** These plugin commands allow you to forcefully change the equip slots available to an actor regardless of the slots provided by its class as well as reset them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: November 15, 2020&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: November 8, 2020&lt;br /&gt;
* Bug Fix!&lt;br /&gt;
** Font size ratio for the shop status window now scales to a hard coded value to prevent smaller font sizes from expanding icon sizes. Fix made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Currency display in the shop menu is now reflected upon how the plugin parameters set them to display. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: November 1, 2020&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Modern Controls compatibility with Core Engine no longer enables the Item Categories window and child classes to utilize the Home/End keys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: October 25, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;All Items&amp;quot; category should now display the &amp;quot;Items&amp;quot; text. Fix by Irina.&lt;br /&gt;
** WType, AType, and EType categories now work with text. Fix by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: October 18, 2020&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: October 11, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** XParams and SParams in the Window_EquipStatus window will no longer show a non-percentile difference if the original value is not a whole value. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: October 4, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Select Item event command now displays the default amount of columns instead of whatever setting is made with the plugin parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: September 27, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When using the updated shop layout, leaving the sell option will no longer cause the dummy window to appear.&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** &amp;quot;Use Updated Layout&amp;quot; plugin parameters now have the added clause: &amp;quot;This will override the Core Engine windows settings.&amp;quot; to reduce confusion. Added by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: September 13, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Pressing Shift to quickly remove equipment should no longer crash the game. This will also clear the help window text. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: September 6, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** If both Optimize and Clear commands have been removed and using modern controls, pressing up at the top of the slot window list will not go to the window. Fix made by Yanfly.&lt;br /&gt;
** If both Optimize and Clear commands have been removed, the window will no longer appear and the slot window will be moved upward to fill any empty spaces. Fix made by Yanfly.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added in NEW! Label to let you adjust the font face.&lt;br /&gt;
** New Plugin Parameters added in Equip Menu Scene Settings for disabling the back rectangles and/or changing their colors.&lt;br /&gt;
** New Plugin Parameters added in Shop Status Window Settings for disabling the back rectangles and/or changing their colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: August 30, 2020&lt;br /&gt;
* Documentation Fix!&lt;br /&gt;
** Added: NOTE: Regarding Damage Labels&lt;br /&gt;
*** If Visu_1_BattleCore is installed, priority goes to its Damage Style settings. The label displayed is based on the damage style settings in place for that specific skill or item.&lt;br /&gt;
*** Go to Battle Core &amp;gt; Plugin Parameters &amp;gt; Damage Settings &amp;gt; Style List &amp;gt; pick the damage style you want to edit &amp;gt; Damage Label and change the text settings you'd like there.&lt;br /&gt;
*** Documentation update added by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: August 23, 2020&lt;br /&gt;
* Added failsafe to prevent non-existent equipment (because the database entries have been deleted) from being equipped as initial equipment. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: August 20, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Core Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Item Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Equip Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Menu Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Events_and_Movement_Core_Notetags&amp;diff=17684</id>
		<title>Template:VisuMZ Events and Movement Core Notetags</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Events_and_Movement_Core_Notetags&amp;diff=17684"/>
		<updated>2026-05-17T08:44:32Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Map Notetags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Display templates|VisuMZ Events and Movement Core]]&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;
Some of these are comment tags. Comment tags are used for events to mark and&lt;br /&gt;
affect individual event pages rather than the whole event.&lt;br /&gt;
&lt;br /&gt;
=== Map Notetags ===&lt;br /&gt;
&lt;br /&gt;
The following notetags are used for maps only. While some of these options&lt;br /&gt;
are also available in the Plugin Parameters, some of these notetags extend&lt;br /&gt;
usage to specific maps marked by these notetags as well.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Diagonal Movement: On&amp;gt;&lt;br /&gt;
&amp;lt;Diagonal Movement: Off&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Map Notetags&lt;br /&gt;
- Turns on/off diagonal movement for those maps.&lt;br /&gt;
- If notetag isn't present, use Plugin Parameter setting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventMoveCoreRegions.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;type Allow Region: x&amp;gt;&lt;br /&gt;
&amp;lt;type Allow Region: x, x, x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;type Forbid Region: x&amp;gt;&lt;br /&gt;
&amp;lt;type Forbid Region: x, x, x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;type Dock Region: x&amp;gt;&lt;br /&gt;
&amp;lt;type Dock Region: x, x, x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Map Notetags&lt;br /&gt;
- Replace 'type' with 'All', 'Walk', 'Player', 'Event', 'Vehicle', 'Boat',&lt;br /&gt;
  'Ship', or 'Airship'.&lt;br /&gt;
- 'Allow' notetag variants allow that type to pass through them no matter&lt;br /&gt;
  what other passability settings are in place.&lt;br /&gt;
- 'Forbid' notetag variants forbid that type from passing through at all.&lt;br /&gt;
- 'Dock' notetag variants allow vehicles to dock there. Boats and ships must&lt;br /&gt;
  face the region direction while airships must land directly on top.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&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;
&lt;br /&gt;
- Used for: Map Notetags&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;
- Replace 'x' with a number representing the ID of the Common Event you wish&lt;br /&gt;
  to reserve and run once ready.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Save Event Locations&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Maps Notetags&lt;br /&gt;
- Saves the locations of all events on the map so that when you return to&lt;br /&gt;
  that map at a later point, the events will be in the position they were&lt;br /&gt;
  last in.&lt;br /&gt;
&amp;lt;/pre&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 Player&amp;gt;&lt;br /&gt;
&amp;lt;Show Player&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Map Notetags&lt;br /&gt;
- Forcefully hides or shows the player sprite. This is so you don't need to&lt;br /&gt;
  manually turn the setting on/off each time you enter a specific map.&lt;br /&gt;
- These settings will take priority over the event commands.&lt;br /&gt;
- If the player sprite is hidden, so are the player's followers.&lt;br /&gt;
- If the player sprite is visible, the player's followers will still depend&lt;br /&gt;
  on their settings.&lt;br /&gt;
- These notetags are mutually exclusive from each other.&lt;br /&gt;
&amp;lt;/pre&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 Followers&amp;gt;&lt;br /&gt;
&amp;lt;Show Followers&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Map Notetags&lt;br /&gt;
- Forcefully hides or shows the player's followers. This is so you don't&lt;br /&gt;
  need to manually turn them on/off each time you enter a specific map.&lt;br /&gt;
- These settings will take priority over the event commands.&lt;br /&gt;
- These notetags are mutually exclusive from each other.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== JavaScript Notetag: Map Effects ===&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS On Map Load&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS On Map Load&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Map Notetags&lt;br /&gt;
- Replace 'code' with JavaScript code to run the moment the map finishes&lt;br /&gt;
  loading and before fading in.&lt;br /&gt;
&amp;lt;/pre&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 Map Exit&amp;gt;&lt;br /&gt;
 code&lt;br /&gt;
 code&lt;br /&gt;
&amp;lt;/JS On Map Exit&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Map Notetags&lt;br /&gt;
- Replace 'code' with JavaScript code to run the moment the player transfers&lt;br /&gt;
  to a different map and the screen completely fades out.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Page Comment Tags ===&lt;br /&gt;
&lt;br /&gt;
The following comment tags are to be put inside of the pages of events,&lt;br /&gt;
troops, and common events for them to work!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Page Conditions&amp;gt;&lt;br /&gt;
  conditions&lt;br /&gt;
  conditions&lt;br /&gt;
  conditions&lt;br /&gt;
&amp;lt;/Page Conditions&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Map Event Page, Troop Page, and Common Event Page Comment Tags&lt;br /&gt;
- This allows you to create custom page conditions that utilize the&lt;br /&gt;
  Conditional Branch event command to see if the additional page conditions&lt;br /&gt;
  are 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;Conditions Met&amp;gt;&lt;br /&gt;
- Used for: Map Event Page, Troop Page, and Common Event Page Comment Tags&lt;br /&gt;
- If used between the &amp;lt;Page Conditions&amp;gt; and &amp;lt;/Page Conditions&amp;gt; comment tag,&lt;br /&gt;
  upon reaching this part of event command list, the custom page conditions&lt;br /&gt;
  will be considered met.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreCustomPageCondition.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
◆Comment：&amp;lt;Page Conditions&amp;gt;&lt;br /&gt;
◆If：Reid has equipped Potion Sword&lt;br /&gt;
  ◆Comment：If Reid has equipped the Potion Sword&lt;br /&gt;
：       ：&amp;lt;Condition Met&amp;gt;&lt;br /&gt;
  ◆&lt;br /&gt;
：End&lt;br /&gt;
◆Comment：&amp;lt;/Page Conditions&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If Reid has the &amp;quot;Potion Sword&amp;quot; weapon equipped, then the additional custom&lt;br /&gt;
page conditions are met and the event page will be present/active.&lt;br /&gt;
&lt;br /&gt;
If this is a troop condition, the troop page event will activate.&lt;br /&gt;
&lt;br /&gt;
If this is a common event, there will be a parallel common event active.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Event and Event Page Notetags ===&lt;br /&gt;
&lt;br /&gt;
The following notetags have comment tag variants (with a few exceptions).&lt;br /&gt;
If a notetag is used for an event, it will affect the event constantly.&lt;br /&gt;
If a comment tag is used, it will only affect the page the comment tag is&lt;br /&gt;
on and only that page.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreActivationRegion.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Activation Region: x&amp;gt;&lt;br /&gt;
&amp;lt;Activation Regions: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Allows this event to be remotely activated as long as the player is&lt;br /&gt;
  standing within a tile marked by a designated region.&lt;br /&gt;
- Replace 'x' with the regions you wish to remotely activate this event in.&lt;br /&gt;
  - Action Button: Player must press OK while being in the region.&lt;br /&gt;
  - Player/Event Touch: Player must step onto the region.&lt;br /&gt;
  - Autorun/Parallel: Player be in the region.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
- NOTE: This cannot be used with any other activation tags.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreActivationAreas.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Activation Square: x&amp;gt;&lt;br /&gt;
&amp;lt;Activation Circle: x&amp;gt;&lt;br /&gt;
&amp;lt;Activation Delta: x&amp;gt;&lt;br /&gt;
&amp;lt;Activation Row: x&amp;gt;&lt;br /&gt;
&amp;lt;Activation Column: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Allows this event to be remotely activated as long as the player is&lt;br /&gt;
  within range of its activation type.&lt;br /&gt;
- Replace 'x' with a number stating the range in tiles.&lt;br /&gt;
  - Square: A square-shaped range with the event at the center.&lt;br /&gt;
  - Circle: A circle-shaped range with the event at the center.&lt;br /&gt;
  - Delta: A diamond-shaped range with the event at the center.&lt;br /&gt;
  - Row: Spans horizontally across the map. 'x' expands up and down.&lt;br /&gt;
  - Column: Spans vertically across the map. 'x' expands left and right.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
- NOTE: This cannot be used with any other activation tags.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Always Update Movement&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Events normally have to be within screen range for them to update their&lt;br /&gt;
  self movement. If this tag is present, the event is always updating.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreClickTrigger.gif]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Click Trigger&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Allows this event to activate upon being clicked on with the mouse.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Copy Event: Map x, Event y&amp;gt;&lt;br /&gt;
&amp;lt;Copy Event: x, y&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Copy Event: template&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags ONLY&lt;br /&gt;
- Makes this event copy all of the event settings from a different event&lt;br /&gt;
  that can be found on a different map (as long as that map is registered&lt;br /&gt;
  inside of Plugin Parameters =&amp;gt; Event Template Settings =&amp;gt; Preloaded Maps).&lt;br /&gt;
- Replace 'x' with a number representing the copied event's Map ID.&lt;br /&gt;
  - If '0' is used for the Map ID, reference the current map.&lt;br /&gt;
- Replace 'y' with a number representing the copied event's Event ID.&lt;br /&gt;
- For the 'template' variant, replace 'template' with the name of the&lt;br /&gt;
  template made in Plugin Parameters =&amp;gt; Event Template Settings =&amp;gt;&lt;br /&gt;
  Event Template List.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages 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;Custom Z: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Replace 'x' with a number value to determine the event sprite's Z value&lt;br /&gt;
  relative to the tilemap.&lt;br /&gt;
- For reference from rmmz_core.js:&lt;br /&gt;
  - 0 : Lower tiles&lt;br /&gt;
  - 1 : Lower characters&lt;br /&gt;
  - 3 : Normal characters&lt;br /&gt;
  - 4 : Upper tiles&lt;br /&gt;
  - 5 : Upper characters&lt;br /&gt;
  - 6 : Airship shadow&lt;br /&gt;
  - 7 : Balloon&lt;br /&gt;
  - 8 : Animation&lt;br /&gt;
  - 9 : Destination&lt;br /&gt;
- You can use numbers below 0 and above 9.&lt;br /&gt;
  - Values under 0 go below the tilemap.&lt;br /&gt;
  - Values above 9 go above everything else on the tilemap.&lt;br /&gt;
  - These values do NOT go below or above other screen objects that are&lt;br /&gt;
    NOT attached to the tilemap layer such as parallaxes or weather or&lt;br /&gt;
    windows because that's simply not how z-axis work with sprite layers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&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;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- If the player is within the 'x' area effect of this event, the random&lt;br /&gt;
  encounter rate will be halved.&lt;br /&gt;
- Replace 'x' with a number stating the range in tiles.&lt;br /&gt;
  - Square: A square-shaped range with the event at the center.&lt;br /&gt;
  - Circle: A circle-shaped range with the event at the center.&lt;br /&gt;
  - Delta: A diamond-shaped range with the event at the center.&lt;br /&gt;
  - Row: Spans horizontally across the map. 'x' expands up and down.&lt;br /&gt;
  - Column: Spans vertically across the map. 'x' expands left and right.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
&lt;br /&gt;
Script Call Check:&lt;br /&gt;
&lt;br /&gt;
  $isTileEncounterHalf(x, y)&lt;br /&gt;
&lt;br /&gt;
- This can be used to check if a certain map tile (x, y) has an encounter&lt;br /&gt;
  rate halving effect on it.&lt;br /&gt;
- Returns a boolean (true or false) when 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;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;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- If the player is within the 'x' area effect of this event, the random&lt;br /&gt;
  encounter rate will be suppressed completely.&lt;br /&gt;
- Replace 'x' with a number stating the range in tiles.&lt;br /&gt;
  - Square: A square-shaped range with the event at the center.&lt;br /&gt;
  - Circle: A circle-shaped range with the event at the center.&lt;br /&gt;
  - Delta: A diamond-shaped range with the event at the center.&lt;br /&gt;
  - Row: Spans horizontally across the map. 'x' expands up and down.&lt;br /&gt;
  - Column: Spans vertically across the map. 'x' expands left and right.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
&lt;br /&gt;
Script Call Check:&lt;br /&gt;
&lt;br /&gt;
  $isTileEncounterNone(x, y)&lt;br /&gt;
&lt;br /&gt;
- This can be used to check if a certain map tile (x, y) has an encounter&lt;br /&gt;
  rate suppression effect on it.&lt;br /&gt;
- Returns a boolean (true or false) when 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;Erase if Encounter Half&amp;gt;&lt;br /&gt;
&amp;lt;Erase if Encounter None&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags ONLY&lt;br /&gt;
- Automatically erase this event if the player's party has an encounter half&lt;br /&gt;
  or encounter none effect, or if the event has spawned in an encounter half&lt;br /&gt;
  or encounter none area.&lt;br /&gt;
- This check only occurs in two situations: when the map is first loaded&lt;br /&gt;
  after being teleported into or when the player leaves a menu and returns&lt;br /&gt;
  back to the map.&lt;br /&gt;
- Events that have been erased due to this effect will NOT return even if&lt;br /&gt;
  the encounter half/none effect is removed while the player is still on the&lt;br /&gt;
  map. The event will return if the player exits the map and comes back.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Exit Reset Self Data&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags ONLY&lt;br /&gt;
- When the player leaves the current map, all Self Switches and Self&lt;br /&gt;
  Variables related to this event will be reset.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreHitbox_fixed.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Hitbox Left: x&amp;gt;&lt;br /&gt;
&amp;lt;Hitbox Right: x&amp;gt;&lt;br /&gt;
&amp;lt;Hitbox Up: x&amp;gt;&lt;br /&gt;
&amp;lt;Hitbox Down: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Replace 'x' with a number to extend the hitbox of the event by that many&lt;br /&gt;
  tiles towards the listed direction.&lt;br /&gt;
- Use multiples of this notetag to extend them to different directions.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&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;
&amp;lt;Icon: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Replace 'x' with the Icon ID you wish to put above this event.&lt;br /&gt;
- This will not override any Icons designated to the ID through a&lt;br /&gt;
  Plugin Command.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Icon Buffer X: +x&amp;gt;&lt;br /&gt;
&amp;lt;Icon Buffer X: -x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Icon Buffer Y: +x&amp;gt;&lt;br /&gt;
&amp;lt;Icon Buffer Y: -x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Icon Buffer: +x, +y&amp;gt;&lt;br /&gt;
&amp;lt;Icon Buffer: -x, -y&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Allows you to adjust the positions of the icon on the envent by buffers.&lt;br /&gt;
- Replace 'x' and 'y' with the values to adjust the position buffers by.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreLabel.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Label: text&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Puts a label over the event's head displaying 'text'.&lt;br /&gt;
- Text codes can be used.&lt;br /&gt;
  - If text codes are used, avoid text codes that use &amp;lt; and &amp;gt; wrappers.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Label&amp;gt;&lt;br /&gt;
text&lt;br /&gt;
text&lt;br /&gt;
&amp;lt;/Label&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Puts a label over the event's head displaying 'text'.&lt;br /&gt;
- This can display multiple lines.&lt;br /&gt;
- Text codes can be used.&lt;br /&gt;
  - You can use text codes with &amp;lt; and &amp;gt; wrappers.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Label Range: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Sets a range requirement for the player to be in order for the event's&lt;br /&gt;
  label to appear.&lt;br /&gt;
- Replace 'x' with a number value depicting the range in tiles.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&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;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Sets a range type for the label to appear visible for.&lt;br /&gt;
  - Square: A square-shaped range with the event at the center.&lt;br /&gt;
  - Circle: A circle-shaped range with the event at the center.&lt;br /&gt;
  - Diamond: A diamond-shaped range with the event at the center.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
- If this tag is not used, refer to the default 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;Label Offset X: +x&amp;gt;&lt;br /&gt;
&amp;lt;Label Offset X: -x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Label Offset Y: +x&amp;gt;&lt;br /&gt;
&amp;lt;Label Offset Y: -x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Label Offset: +x, +y&amp;gt;&lt;br /&gt;
&amp;lt;Label Offset: -x, -y&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Allows you to adjust the positions of the label on the envent by offsets.&lt;br /&gt;
- Replace 'x' and 'y' with the values to adjust the position offsets by.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCore_LabelHueShift.gif]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&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;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&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&lt;br /&gt;
    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&lt;br /&gt;
  with the legacy version.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Location X: +x&amp;gt;&lt;br /&gt;
&amp;lt;Location X: -x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Location Y: +x&amp;gt;&lt;br /&gt;
&amp;lt;Location Y: -x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Location: +x, +y&amp;gt;&lt;br /&gt;
&amp;lt;Location: +x, -y&amp;gt;&lt;br /&gt;
&amp;lt;Location: -x, +y&amp;gt;&lt;br /&gt;
&amp;lt;Location: -x, -y&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&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&lt;br /&gt;
  various places of the map.&lt;br /&gt;
- Replace 'x' with a number that represents the horizontal tiles to adjust&lt;br /&gt;
  the initial starting location by.&lt;br /&gt;
- Replace 'y' with a number that represents the vertical tiles to adjust&lt;br /&gt;
  the initial starting location by.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCore_MirrorSprite.gif]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Mirror Sprite&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- The event sprite's visual appearance is mirrored.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreMoveOnlyRegion.gif]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Move Only Region: x&amp;gt;&lt;br /&gt;
&amp;lt;Move Only Regions: x,x,x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Sets the move range of this event to only the region(s) marked by the&lt;br /&gt;
  notetag(s) or comment tag(s).&lt;br /&gt;
- This will bypass terrain passability.&lt;br /&gt;
- This will not bypass event collision.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreMoveSynch.gif]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Move Synch Target: Player&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Move Synch Target: Event x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Synchronizes the movement of this event with a target (either the player&lt;br /&gt;
  or another event). This event will only move whenever the synchronized&lt;br /&gt;
  target moves.&lt;br /&gt;
- For 'Event x' variant, replace 'x' with the ID of the event to synch to.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Move Synch Type: Random&amp;gt;&lt;br /&gt;
&amp;lt;Move Synch Type: Approach&amp;gt;&lt;br /&gt;
&amp;lt;Move Synch Type: Away&amp;gt;&lt;br /&gt;
&amp;lt;Move Synch Type: Custom&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Move Synch Type: Mimic&amp;gt;&lt;br /&gt;
&amp;lt;Move Synch Type: Reverse Mimic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Move Synch Type: Mirror Horizontal&amp;gt;&lt;br /&gt;
&amp;lt;Move Synch Type: Mirror Vertical&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Choose the type of movement the event will have if it is synchronized to&lt;br /&gt;
  a target.&lt;br /&gt;
  - Random: Move to a random position.&lt;br /&gt;
  - Approach: Approaches target.&lt;br /&gt;
  - Away: Flees from target.&lt;br /&gt;
  - Custom: Follows a custom move route.&lt;br /&gt;
  - Mimic: Imitates the target's movement style.&lt;br /&gt;
  - Reverse Mimic: Does the opposite of the target's movement.&lt;br /&gt;
  - Mirror Horizontal: Moves as if a mirror is placed horizontally.&lt;br /&gt;
  - Mirror Vertical: Moves as if a mirror is placed vertically.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Move Synch Delay: 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 present, the event will wait a bit after each move before&lt;br /&gt;
  moving again.&lt;br /&gt;
- Replace 'x' with the number of movement instances in between.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Move Synch Distance Opacity: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Changes the opacity of the event based on the distance between it and its&lt;br /&gt;
  move synched target. Closer means more opaque. Further away means more&lt;br /&gt;
  transparent.&lt;br /&gt;
- Replace 'x' with a number representing the opacity change per pixel&lt;br /&gt;
  distance away. 'x' can use decimal values like 1.05 and 1.5.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCore_EventPicture.gif]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Picture Filename: filename&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Applies a picture graphic from the /img/pictures/ folder of your project.&lt;br /&gt;
- This graphic will be on top of the character sprite but below the event&lt;br /&gt;
  icon sprite.&lt;br /&gt;
  - The picture priority will be the same as the event's priority.&lt;br /&gt;
  - If it is &amp;quot;below characters&amp;quot;, the player can walk on top of it.&lt;br /&gt;
  - If it is &amp;quot;above characters&amp;quot;, the player will behind it.&lt;br /&gt;
  - If it is &amp;quot;same as characters&amp;quot;, the priority will be based on the&lt;br /&gt;
    current relative Y position. This also means, if the picture is big&lt;br /&gt;
    enough, it can clip into the top of tree tiles and such.&lt;br /&gt;
- Replace 'filename' with a filename from the game project's /img/pictures/&lt;br /&gt;
  folder. This is case sensitive. Do NOT include the file extension.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Picture Type: Enemy&amp;gt;&lt;br /&gt;
&amp;lt;Picture Type: SV Enemy&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Used with &amp;lt;Picture Filename: filename&amp;gt; notetag.&lt;br /&gt;
- Will use /img/enemies/ or /img/sv_enemies/ instead of /img/pictures/ to&lt;br /&gt;
  grab a picture graphic from.&lt;br /&gt;
- Other picture graphic sprite related notetags will apply as normal.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCore_EventPicture.gif]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Picture Max Size: x&amp;gt;&lt;br /&gt;
&amp;lt;Picture Scale: y%&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Used with &amp;lt;Picture Filename: filename&amp;gt; notetag.&lt;br /&gt;
- If the &amp;quot;Max Size&amp;quot; or &amp;quot;Scale&amp;quot; supplementary notetags are used, the picture&lt;br /&gt;
  graphic will be scaled proportionally to fit either the exact pixel size&lt;br /&gt;
  for &amp;quot;Max Size&amp;quot; or the &amp;quot;Scale&amp;quot; ratio.&lt;br /&gt;
  - Both the &amp;quot;Max Size&amp;quot; and &amp;quot;Scale&amp;quot; notetags require the &amp;quot;Filename&amp;quot; notetag.&lt;br /&gt;
- Replace 'x' with a number value representing the exact pixel size for the&lt;br /&gt;
  &amp;quot;Max Size&amp;quot; notetag.&lt;br /&gt;
- Replace 'y' with a number value representing the scale on which to shrink&lt;br /&gt;
  or enlarge the picture. 100% is normal size. 50% is half size. 200% is&lt;br /&gt;
  double size.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCore_EventPicture.gif]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Picture Offset X: +x&amp;gt;&lt;br /&gt;
&amp;lt;Picture Offset X: -x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Picture Offset Y: +x&amp;gt;&lt;br /&gt;
&amp;lt;Picture Offset Y: -x&amp;gt;&lt;br /&gt;
&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;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Used with &amp;lt;Picture Filename: filename&amp;gt; notetag.&lt;br /&gt;
- Offsets the X and Y position of the event picture relative to the event&lt;br /&gt;
  sprite's own position.&lt;br /&gt;
- Replace 'x' and 'y' with numbers indicating the offset in pixels.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCore_EventPicture.gif]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Picture Wait Frames: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Used with &amp;lt;Picture Filename: filename&amp;gt; notetag.&lt;br /&gt;
- Requires VisuMZ_4_AnimatedPictures!&lt;br /&gt;
- &amp;quot;Wait Frames&amp;quot; is used with VisuMZ's Animated Pictures plugin. This&lt;br /&gt;
  determines the delay inbetween frame changes.&lt;br /&gt;
- Replace 'x' with a number representing the amount of frames to wait&lt;br /&gt;
  inbetween frame changes.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Playtest&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags.&lt;br /&gt;
- This does NOT work when it's in the Event Page Comment Tags.&lt;br /&gt;
- If this notetag is found in the event's notebox (NOT comments), then the&lt;br /&gt;
  event will only appear during a playtest session. It will not appear in a&lt;br /&gt;
  deployed game where the playtest flag is not on.&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;
&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;
---&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;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Save Event Location&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags ONLY&lt;br /&gt;
- Saves the locations of the event on the map so that when you return to&lt;br /&gt;
  that map at a later point, the event will be in the position it was&lt;br /&gt;
  last in.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&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;
&amp;lt;Hide Shadow&amp;gt;&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Hides the shadow for the event.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCore_Update123_Preview.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Scale: x%&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Scale X: x%&amp;gt;&lt;br /&gt;
&amp;lt;Scale Y: y%&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Changes the scale of the sprite to the designated size.&lt;br /&gt;
- For &amp;lt;Scale: x%&amp;gt; variant: replace 'x' with a number representing the&lt;br /&gt;
  scaling overall percentage to be used.&lt;br /&gt;
- For &amp;lt;Scale X: x%&amp;gt; variant, replace 'x' with a number representing the x&lt;br /&gt;
  factor for the horizontal scaling percentage to be used.&lt;br /&gt;
- For &amp;lt;Scale Y: y%&amp;gt; variant, replace 'y' with a number representing the y&lt;br /&gt;
  factor for the vertical scaling percentage to be used.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Shadow Filename: filename&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Replaces the shadow graphic used with 'filename' found in the&lt;br /&gt;
  img/system/ project folder.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Sprite Offset X: +x&amp;gt;&lt;br /&gt;
&amp;lt;Sprite Offset X: -x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Sprite Offset Y: +x&amp;gt;&lt;br /&gt;
&amp;lt;Sprite Offset Y: -x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Sprite Offset: +x, +y&amp;gt;&lt;br /&gt;
&amp;lt;Sprite Offset: -x, -y&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Changes how much the event's sprite is visibly offset by.&lt;br /&gt;
- Replace 'x' and 'y' with numbers indicating the offset in pixels.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Step Pattern: Left to Right&amp;gt;&lt;br /&gt;
&amp;lt;Step Pattern: Right to Left&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Step Pattern: Spin Clockwise&amp;gt;&lt;br /&gt;
&amp;lt;Step Pattern: Spin CW&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Step Pattern: Spin CounterClockwise&amp;gt;&lt;br /&gt;
&amp;lt;Step Pattern: Spin CCW&amp;gt;&lt;br /&gt;
&amp;lt;Step Pattern: Spin AntiClockwise&amp;gt;&lt;br /&gt;
&amp;lt;Step Pattern: Spin ACW&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Changes the way the event animates if a tag is present.&lt;br /&gt;
  - Left to Right: Makes the event sprite's step behavior go from frame 0 to&lt;br /&gt;
    1 to 2, then back to 0 instead of looping backward.&lt;br /&gt;
  - Right to Left: Makes the event sprite's step behavior go from frame 2 to&lt;br /&gt;
    1 to 0, then back to 2 instead of looping forward.&lt;br /&gt;
  - Spin Clockwise: Makes the event sprite's step behavior spin CW.&lt;br /&gt;
  - Spin CounterClockwise: Makes the event sprite's step behavior spin CCW.&lt;br /&gt;
- If this is placed in a notetag, the effect will be present across&lt;br /&gt;
  all event pages used.&lt;br /&gt;
- If this is placed inside a page's comment, the effect will only occur&lt;br /&gt;
  if that event page is currently active.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCore_TileExpand.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&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;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- Used for events with tile graphics. Expands the graphic up, down, left, or&lt;br /&gt;
  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&lt;br /&gt;
  even if you expanded downward, the actual event's position will still be&lt;br /&gt;
  the current event's X/Y coordinates. It's just grown more vertically and&lt;br /&gt;
  is still centered horizontally.&lt;br /&gt;
- This is primarily used to save on having to use too many events for tiles&lt;br /&gt;
  that expanded past 1x1 tile sizes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Events_and_Movement_Core_VisuStella_MZ&amp;diff=17683</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=17683"/>
		<updated>2026-05-17T08:43:52Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=DA8gr31HPLc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = {{VisuStella Wave 1}}&lt;br /&gt;
|link2 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Button Trigger Events VisuStella MZ]]&lt;br /&gt;
* [[Common Event Menu VisuStella MZ]]&lt;br /&gt;
* [[Event Signals VisuStella MZ]]&lt;br /&gt;
* [[Field Skills VisuStella MZ]]&lt;br /&gt;
* [[Furniture System VisuStella MZ]]&lt;br /&gt;
* [[Lighting Effects VisuStella MZ]]&lt;br /&gt;
* [[Movement Effects VisuStella MZ]]&lt;br /&gt;
* [[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
* [[Tile Grafter System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Events &amp;amp; Movement Core plugin adds a lot of new functionality in terms&lt;br /&gt;
of event flexibility and movement options to RPG Maker MZ. These range from&lt;br /&gt;
adding in old capabilities from previous iterations of RPG Maker to more&lt;br /&gt;
mainstream techniques found in other game engines. Movement options are also&lt;br /&gt;
expanded to support 8-directional movement as well as sprite sheets provided&lt;br /&gt;
that the VisuStella 8 format is used.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Event commands expanded upon to include old and new functions.&lt;br /&gt;
* Event templates for Copying Events, Morphing Events, and Spawning Events.&lt;br /&gt;
* 8-directional movement option available and sprite sheet support.&lt;br /&gt;
* Aesthetics for tilting the sprite when dashing and having shadows below.&lt;br /&gt;
* Pathfinding support for event movement through custom Move Route commands.&lt;br /&gt;
* Advanced switches and variable support to run code automatically.&lt;br /&gt;
* Turn regular Switches and Variables into Self Switches and Self Variables.&lt;br /&gt;
* Put labels and icons over events.&lt;br /&gt;
* Allow numerous ways to trigger events, through clicking, proximity, or by usage of Regions.&lt;br /&gt;
* Change the hitbox sizes of events to larger in any direction.&lt;br /&gt;
* Synchronize event movement options to move when player/other events move.&lt;br /&gt;
* The ability for the player to turn in place.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 1}}&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
=== Advanced Switches and Variables ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreAdvSwitchesVariables.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Switches and variables can now run JavaScript code and return values&lt;br /&gt;
instantly. While at first glance, this may seem no different from using&lt;br /&gt;
the Control Variables event command's Script option, this can be used to&lt;br /&gt;
instantly set up Switch and/or Variable conditions for Parallel Common&lt;br /&gt;
Events, Event Page Conditions, Enemy Skill Conditions, and Troop Page&lt;br /&gt;
Conditions instantly without needing to make an event command to do so.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS&amp;gt; code &amp;lt;/JS&amp;gt;&lt;br /&gt;
- Used for: Switch and Variable names&lt;br /&gt;
- Replace 'code' with JavaScript code on what value to return.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
NOTE: Tagged Switches/Variables are mutually exclusive from one another.&lt;br /&gt;
You cannot tag them with &amp;lt;JS&amp;gt;, &amp;lt;Self&amp;gt;, or &amp;lt;Global&amp;gt; simultaneously.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Self Switches and Variables ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreSelfSwitchesVariables.png|600px]]&lt;br /&gt;
&lt;br /&gt;
RPG Maker MZ by default has 4 Self Switches: A, B, C, D. For some types of&lt;br /&gt;
games, this isn't enough. This plugin gives you the ability convert regular&lt;br /&gt;
Switches into Self Switches so you could have more.&lt;br /&gt;
&lt;br /&gt;
Self Variables also do not exist in RPG Maker MZ by default. Just like with&lt;br /&gt;
Switches, you can turn regular Variables into Self Variables.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Self&amp;gt;&lt;br /&gt;
- Used for: Switch and Variable names&lt;br /&gt;
- Converts the Switch/Variable into a Self Switch/Variable.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
After, just use them like you would for normal Switches and Variables in an&lt;br /&gt;
event's page conditions. If the &amp;lt;Self&amp;gt; tag is present inside the Switch or&lt;br /&gt;
Variable's name, then it will use data unique to only that event.&lt;br /&gt;
&lt;br /&gt;
NOTE: Tagged Switches/Variables are mutually exclusive from one another.&lt;br /&gt;
You cannot tag them with &amp;lt;JS&amp;gt;, &amp;lt;Self&amp;gt;, or &amp;lt;Global&amp;gt; simultaneously.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
If you need to use a script call to get a Self Switch or Self Variable's&lt;br /&gt;
value, you can use the following script calls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Get Self Switch Values:&lt;br /&gt;
&lt;br /&gt;
  getSelfSwitchValue(mapID, eventID, switchID)&lt;br /&gt;
  - Replace 'mapID' with the map ID the target event is located on.&lt;br /&gt;
  - Replace 'eventID' with the ID of the target event.&lt;br /&gt;
  - Replace 'switchID' with the ID number if it is a Self Switch made with&lt;br /&gt;
    &amp;lt;Self&amp;gt; or a capital letter surrounded by quotes if it's A, B, C, or D.&lt;br /&gt;
  - This will return the true/false value of the Self Switch.&lt;br /&gt;
  - Example: getSelfSwitchValue(12, 34, 56)&lt;br /&gt;
  - Example: getSelfSwitchValue(12, 34, 'B')&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Get Self Variable Values:&lt;br /&gt;
&lt;br /&gt;
  getSelfVariableValue(mapID, eventID, variableID)&lt;br /&gt;
  - Replace 'mapID' with the map ID the target event is located on.&lt;br /&gt;
  - Replace 'eventID' with the ID of the target event.&lt;br /&gt;
  - Replace 'variableID' with the ID number of the Self Variable.&lt;br /&gt;
  - This will return whatever stored value is found in the Self Variable.&lt;br /&gt;
  - Example: getSelfVariableValue(12, 34, 56)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Set Self Switch Values:&lt;br /&gt;
&lt;br /&gt;
  setSelfSwitchValue(mapID, eventID, switchID, value)&lt;br /&gt;
  - Replace 'mapID' with the map ID the target event is located on.&lt;br /&gt;
  - Replace 'eventID' with the ID of the target event.&lt;br /&gt;
  - Replace 'switchID' with the ID number if it is a Self Switch made with&lt;br /&gt;
    &amp;lt;Self&amp;gt; or a capital letter surrounded by quotes if it's A, B, C, or D.&lt;br /&gt;
  - Replace 'value' with either 'true' or 'false' for ON/OFF respectively.&lt;br /&gt;
    Do not use quotes.&lt;br /&gt;
  - This will change the Self Switch's value to true/false.&lt;br /&gt;
    - Example: setSelfSwitchValue(12, 34, 56, false)&lt;br /&gt;
    - Example: setSelfSwitchValue(12, 34, 'B', true)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Set Self Variable Values:&lt;br /&gt;
&lt;br /&gt;
  setSelfVariableValue(mapID, eventID, variableID, value)&lt;br /&gt;
  - Replace 'mapID' with the map ID the target event is located on.&lt;br /&gt;
  - Replace 'eventID' with the ID of the target event.&lt;br /&gt;
  - Replace 'variableID' with the ID number of the Self Variable.&lt;br /&gt;
  - Replace 'value' with the value you want to set the Self Variable to.&lt;br /&gt;
  - Example: setSelfVariableValue(12, 34, 56, 88888)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Map Switches and Variables ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMovementCore_MapSwitches.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Similar to Self Switches and Self Variables, Map Switches and Map Variables&lt;br /&gt;
are switches and variables that retain data based on the map the player is&lt;br /&gt;
currently located in. In other words, they're self switches and variables&lt;br /&gt;
but for maps instead!&lt;br /&gt;
&lt;br /&gt;
These features do not exist in RPG Maker MZ by default. Just like with the&lt;br /&gt;
Self Switches and Self Variables, you can turn regular Switches or Variables&lt;br /&gt;
into Map Switches and Map Variables using the following name tag:&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Map&amp;gt;&lt;br /&gt;
- Used for: Switch and Variable names&lt;br /&gt;
- Converts the Switch/Variable into a Map Switch/Variable.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
After, just use them like you would for normal Switches and Variables in an&lt;br /&gt;
event's page conditions. If the &amp;lt;Map&amp;gt; tag is present inside the Switch or&lt;br /&gt;
Variable's name, then it will use data unique to only that map.&lt;br /&gt;
&lt;br /&gt;
NOTE: Tagged Switches/Variables are mutually exclusive from one another.&lt;br /&gt;
You cannot tag them with &amp;lt;JS&amp;gt;, &amp;lt;Self&amp;gt;, &amp;lt;Map&amp;gt;, or &amp;lt;Global&amp;gt; simultaneously.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
If you need to use a script call to get a Map Switch or Map Variable's&lt;br /&gt;
value, you can use the following script calls:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Get Map Switch Values:&lt;br /&gt;
&lt;br /&gt;
  getMapSwitchValue(mapID, switchID)&lt;br /&gt;
  - Replace 'mapID' with the map ID the switch is located on.&lt;br /&gt;
  - Replace 'switchID' with the ID number of the switch to get data.&lt;br /&gt;
  - Example: getMapSwitchValue(4, 20)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Get Variable Switch Values:&lt;br /&gt;
&lt;br /&gt;
  getMapVariableValue(mapID, variableID)&lt;br /&gt;
  - Replace 'mapID' with the map ID the switch is located on.&lt;br /&gt;
  - Replace 'variableID' with the ID number of the variable to get data.&lt;br /&gt;
  - Example: getMapVariableValue(6, 9)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Set Map Switch Values:&lt;br /&gt;
&lt;br /&gt;
  setMapSwitchValue(mapID, switchID, value)&lt;br /&gt;
  - Replace 'mapID' with the map ID the switch is located on.&lt;br /&gt;
  - Replace 'switchID' with the ID number of the switch to get data.&lt;br /&gt;
  - Replace 'value' with either 'true' or 'false' for ON/OFF respectively.&lt;br /&gt;
    Do not use quotes.&lt;br /&gt;
  - Example: setMapSwitchValue(4, 20, true)&lt;br /&gt;
  - Example: setMapSwitchValue(6, 9, false)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Set Map Variable Values:&lt;br /&gt;
&lt;br /&gt;
  setMapVariableValue(mapID, variableID, value)&lt;br /&gt;
  - Replace 'mapID' with the map ID the switch is located on.&lt;br /&gt;
  - Replace 'variableID' with the ID number of the variable to get data.&lt;br /&gt;
  - Replace 'value' with the value you want to set the Map Variable to.&lt;br /&gt;
  - Example: setMapVariableValue(6, 9, 420)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Reference Switches and Reference Variables ===&lt;br /&gt;
&lt;br /&gt;
Reference Switches and Reference Variables are added in version 1.62 of this&lt;br /&gt;
plugin. These switches and variables allow you to reference them through&lt;br /&gt;
strings when using script calls.&lt;br /&gt;
&lt;br /&gt;
By simply naming your switch or variable ((Reference Name)), you can use&lt;br /&gt;
that 'reference name' in a string to call them for script calls. This is&lt;br /&gt;
just so you don't need to remember the ID's of every other Switch/Variable.&lt;br /&gt;
&lt;br /&gt;
When referencing the strings in the script calls, case does not matter,&lt;br /&gt;
which means you can use all capitals or all lower case and they'll still&lt;br /&gt;
reference the same switch or variable.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Switch 10 Name: ((Priscilla Joined))&lt;br /&gt;
&lt;br /&gt;
  Script Call: $gameSwitches.value('Priscilla Joined')&lt;br /&gt;
               $gameSwitches.setValue('Priscilla Joined', true)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Variable 20 Name: Total ((Goblins Slain))&lt;br /&gt;
&lt;br /&gt;
  Script Call: $gameVariables.value('Goblins Slain')&lt;br /&gt;
               $gameVariables.setValue('Goblins Slain', 50)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember to put quotes around the name for the script call!&lt;br /&gt;
&lt;br /&gt;
This only applies for the $gameSwitches and $gameVariables functions of&lt;br /&gt;
value(id) and setValue(id, value). They do not apply to the other&lt;br /&gt;
$gameSwitches and $gameVariables functions.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Character Sprite Filename Tags ===&lt;br /&gt;
&lt;br /&gt;
For the files located inside of your project's /img/characters/ folder, if&lt;br /&gt;
the filenames themselves have specific &amp;quot;tags&amp;quot; in them, special properties&lt;br /&gt;
will be applied to them. These tags can be combined together with a few&lt;br /&gt;
exceptions.&lt;br /&gt;
&lt;br /&gt;
Some of these are new to VisuStella MZ, while others are default to MZ.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  !filename.png&lt;br /&gt;
  - Tag: !&lt;br /&gt;
  - Causes this character's sprite to align with the tile grid instead of&lt;br /&gt;
    being lifted a few pixels higher.&lt;br /&gt;
  - This is primarily used for things like doors, chests, and floor plates.&lt;br /&gt;
  - Default to RPG Maker MZ.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  $filename.png&lt;br /&gt;
  - Tag: $&lt;br /&gt;
  - Causes this character's sprite to use the &amp;quot;big character&amp;quot; format.&lt;br /&gt;
  - Primarily used for sprites like the big monsters and such which only&lt;br /&gt;
    have 3x4 cells as opposed to 12x8 cells that regular sprite sheets have.&lt;br /&gt;
  - Cannot be combined with the [VS8] tag.&lt;br /&gt;
  - Default to RPG Maker MZ.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  filename[Invisible].png&lt;br /&gt;
  - Tag: [Invisible] or [Inv]&lt;br /&gt;
  - This character's sprite will become invisible on the map screen in-game&lt;br /&gt;
    while almost everything else about it is visible.&lt;br /&gt;
  - This is used for those who wish to use sprite labels for things such as&lt;br /&gt;
    autorun and parallel events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  filename[VS8].png&lt;br /&gt;
  - Tag: [VS8]&lt;br /&gt;
  - Converts this sprite into a VisuStella-Style 8-Direction Sprite Sheet.&lt;br /&gt;
  - Refer to the section below.&lt;br /&gt;
  - Cannot be combined with the $ tag.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== VisuStella-Style 8-Directional Sprite Sheets ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
This plugin provides support for the VisuStella-Style 8-Directional Sprite&lt;br /&gt;
Sheets, also know as VS8. VS8 sprite sheets offer support for walking&lt;br /&gt;
frames, dashing frames, carrying frames, and emotes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
To designate a sprite sheet as VS8, simply add [VS8] to the filename.&lt;br /&gt;
Something like Actor1.png would become Actor1_[VS8].png.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
VS8 sprites are formatted as such. Each block below is a set of 3 frames.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Walk Down    Walk DL     Dash Down   Dash DL&lt;br /&gt;
Walk Left    Walk DR     Dash Left   Dash DR&lt;br /&gt;
Walk Right   Walk UL     Dash Right  Dash UL&lt;br /&gt;
Walk Up      Walk UR     Dash Up     Dash UR&lt;br /&gt;
&lt;br /&gt;
Carry Down   Carry DL    Ladder      Emotes 3&lt;br /&gt;
Carry Left   Carry DR    Rope        Emotes 4&lt;br /&gt;
Carry Right  Carry UL    Emotes 1    Emotes 5&lt;br /&gt;
Carry Up     Carry UR    Emotes 2    Emotes 6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' While jumping, the &amp;quot;carry&amp;quot; frame is used as most of the time, this is a sprite pose with arms up in the air where the &amp;quot;carried&amp;quot; icon is.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Here are how each of the emote sets are grouped from left to right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Emotes 1: Item, Hmph, Victory&lt;br /&gt;
Emotes 2: Hurt, Kneel, Collapse&lt;br /&gt;
Emotes 3: !, ?, Music Note&lt;br /&gt;
Emotes 4: Heart, Anger, Sweat&lt;br /&gt;
Emotes 5: Cobweb, ..., Light Bulb&lt;br /&gt;
Emotes 6: Sleep0, Sleep1, Sleep2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Weighted Random Movement ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMovementCore_Update25_WeightedRandom.png|600px]]&lt;br /&gt;
&lt;br /&gt;
When creating events to place on the map, you can determine what type of&lt;br /&gt;
autonomous movement the event will have. When selecting &amp;quot;Random&amp;quot;, the event&lt;br /&gt;
will move randomly across the map.&lt;br /&gt;
&lt;br /&gt;
However, with the way &amp;quot;Random&amp;quot; movement works with the RPG Maker MZ default&lt;br /&gt;
code, the event is more likely to hit a wall and then hug the said wall as&lt;br /&gt;
it maps laps around the map's outer borders making it feel very unnatural&lt;br /&gt;
for any player who's been on the map long enough.&lt;br /&gt;
&lt;br /&gt;
This is where &amp;quot;Weighted Random Movement&amp;quot; comes in. It changes up the random&lt;br /&gt;
movement behavior to function where the farther the event is, the more&lt;br /&gt;
likely the event is to step back towards its &amp;quot;home&amp;quot; position (aka where it&lt;br /&gt;
spawned upon loading the map). This is so that a housewife NPC doesn't&lt;br /&gt;
suddenly wander off into the middle of an army's training grounds on the&lt;br /&gt;
same town map.&lt;br /&gt;
&lt;br /&gt;
The event will stay closer to its home value depending on how high the&lt;br /&gt;
weight's value is. There are a number of ways to adjust the weighted value.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Plugin Parameters &amp;gt; Movement &amp;gt; Event Movement &amp;gt; Random Move Weight&lt;br /&gt;
&lt;br /&gt;
This Plugin Parameter setting allows you to set the default weight for all&lt;br /&gt;
events with &amp;quot;Random&amp;quot; autonomous movement. It is set at a default value of&lt;br /&gt;
0.10 to give the event an understandable degree of freedom.&lt;br /&gt;
&lt;br /&gt;
Lower numbers give events more freedom to move. Larger numbers will make the&lt;br /&gt;
events stick closer to home.&lt;br /&gt;
&lt;br /&gt;
Change this value to 0 to disable it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
You can customize this individually per event by using Notetags and/or&lt;br /&gt;
Comment Tags for the events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Random Move Weight: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- If this tag is used on an event with random-type autonomous movement, then&lt;br /&gt;
  the event will stick closer to their home location (where they are located&lt;br /&gt;
  upon spawning on the map). How close they stick to their home location&lt;br /&gt;
  will depend on the weighted 'x' value.&lt;br /&gt;
- Replace 'x' with a number between 0 and 1. Numbers closer to 0 give the&lt;br /&gt;
  event more freedom when moving randomly while numbers closer to 1 cause&lt;br /&gt;
  the event to stick closer to their home position.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;True Random Move&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- If this tag is used on an event with random-type autonomous movement, then&lt;br /&gt;
  that event will ignore the effects of weighted randomized movement.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Events and Movement Core Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Events and Movement Core Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Move Route Custom Commands ==&lt;br /&gt;
&lt;br /&gt;
Some custom commands have been added to the &amp;quot;Set Movement Route&amp;quot; event&lt;br /&gt;
command. These can be accessed by pressing the &amp;quot;Script...&amp;quot; command and&lt;br /&gt;
typing in the following, which don't need to be in code form.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that since these are custom additions and RPG Maker MZ does not&lt;br /&gt;
allow plugins to modify the editor, the &amp;quot;Preview&amp;quot; button will not factor in&lt;br /&gt;
the effects of these commands.&lt;br /&gt;
&lt;br /&gt;
If you wish to use a value from a variable, insert $gameVariables.value(x)&lt;br /&gt;
or \V[x] in place of the x in any of the below.&lt;br /&gt;
&lt;br /&gt;
If you wish to use a value from a self variable, insert \SelfVar[x] in place&lt;br /&gt;
of the x in any of the below. This will only draw from the current event. If&lt;br /&gt;
you wish to draw data from outside event self variables, we recommend you&lt;br /&gt;
use the \V[x] variant after using the Plugin Commands to draw data from them&lt;br /&gt;
for the best accuracy.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Animation: x&lt;br /&gt;
- Replace 'x' with the ID of the animation to play on moving unit.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Balloon: name&lt;br /&gt;
- Replace 'name' with any of the following to play a balloon on that the&lt;br /&gt;
  target moving unit.&lt;br /&gt;
- '!', '?', 'Music Note', 'Heart', 'Anger', 'Sweat', 'Cobweb', 'Silence',&lt;br /&gt;
  'Light Bulb', 'Sleep', 'User-Defined 1', 'User-Defined 2',&lt;br /&gt;
  'User-Defined 3', 'User-Defined 4', 'User-Defined 5'&lt;br /&gt;
   - Do NOT insert quotes.&lt;br /&gt;
- Examples:&lt;br /&gt;
  - Balloon: !&lt;br /&gt;
  - Balloon: Sleep&lt;br /&gt;
  - Balloon: Heart&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Fade In: x&lt;br /&gt;
Fade Out: x&lt;br /&gt;
- Fades in/out the sprite's opacity.&lt;br /&gt;
- Fade In will continuously raise the opacity level until it reaches 255.&lt;br /&gt;
- Fade Out will continuously lower the opacity level until it reaches 0.&lt;br /&gt;
- Replace 'x' with the speed to fade in/out the sprite.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Force Carry: On&lt;br /&gt;
Force Carry: Off&lt;br /&gt;
- For usage with the VS8 sprite sheet.&lt;br /&gt;
- Use ON to turn force carrying on.&lt;br /&gt;
- Use OFF to turn force carrying off.&lt;br /&gt;
- Sprites using the VS8 sprite sheet will also show the VS8 Carry frames.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Force Dash: On&lt;br /&gt;
Force Dash: Off&lt;br /&gt;
- Use ON to turn force dashing on.&lt;br /&gt;
- Use OFF to turn force dashing off.&lt;br /&gt;
- Forces dashing will prompt the player or event to be in the dashing state.&lt;br /&gt;
- Sprites using the VS8 sprite sheet will also show the VS8 Dashing frames.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Hug: Left&lt;br /&gt;
Hug: Right&lt;br /&gt;
- Causes the moving unit to hug the left/right side of the wall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Index: x&lt;br /&gt;
- Replace 'x' with a number depicting the character index to change the&lt;br /&gt;
  moving unit's sprite to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Index: +x&lt;br /&gt;
Index: -x&lt;br /&gt;
- Replace 'x' with the value to change the character index of the moving&lt;br /&gt;
  unit's sprite by.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump Forward: x&lt;br /&gt;
- Replace 'x' with the number of tiles for the unit to jump forward by.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump To: x, y&lt;br /&gt;
- Replace 'x' and 'y' with the coordinates for the unit to jump to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event for the unit to jump to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump to Player&lt;br /&gt;
- Causes the moving unit to jump to the player.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump To Home&lt;br /&gt;
- Causes the event to jump to its home position.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move Lower Left Until Stop&lt;br /&gt;
Move Down Until Stop&lt;br /&gt;
Move Lower Right Until Stop&lt;br /&gt;
Move Left Until Stop&lt;br /&gt;
Move Right Until Stop&lt;br /&gt;
Move Upper Left Until Stop&lt;br /&gt;
Move Up Until Stop&lt;br /&gt;
Move Upper Right Until Stop&lt;br /&gt;
- Causes the moving unit to move that direction until it hits a stop.&lt;br /&gt;
- Events will stop moving before they make contact with the player.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Crash Move Lower Left Until Stop&lt;br /&gt;
Crash Move Down Until Stop&lt;br /&gt;
Crash Move Lower Right Until Stop&lt;br /&gt;
Crash Move Left Until Stop&lt;br /&gt;
Crash Move Right Until Stop&lt;br /&gt;
Crash Move Upper Left Until Stop&lt;br /&gt;
Crash Move Up Until Stop&lt;br /&gt;
Crash Move Upper Right Until Stop&lt;br /&gt;
- Causes the moving unit to move that direction until it hits a stop.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move To: x, y&lt;br /&gt;
- Replace 'x' and 'y' with the map coordinates to move the unit to through&lt;br /&gt;
  pathfinding.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events will go around the player.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Crash Move To: x, y&lt;br /&gt;
- Replace 'x' and 'y' with the map coordinates to move the unit to through&lt;br /&gt;
  pathfinding.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to move the unit to.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events will go around the player.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Crash Move to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to move the unit to.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move to Player&lt;br /&gt;
- Moves the unit to the player.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move to Home&lt;br /&gt;
- Moves the unit towards their home position on the map.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Crash Move to Home&lt;br /&gt;
- Moves the unit towards their home position on the map.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move Lower Left: x&lt;br /&gt;
Move Down: x&lt;br /&gt;
Move Lower Right: x&lt;br /&gt;
Move Left: x&lt;br /&gt;
Move Right: x&lt;br /&gt;
Move Upper Left: x&lt;br /&gt;
Move Up: x&lt;br /&gt;
Move Upper Right: x&lt;br /&gt;
- Replace 'x' with the number of times to move the unit by in the designated&lt;br /&gt;
  direction on the map.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Opacity: x%&lt;br /&gt;
- Replace 'x' with the percentage to change the unit's sprite opacity to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Opacity: +x&lt;br /&gt;
Opacity: -x&lt;br /&gt;
- Replace 'x' with the increment to change the unit's sprite opacity by.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Pattern Lock: x&lt;br /&gt;
- Replace 'x' with the step pattern to lock the unit's sprite to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Pattern Unlock&lt;br /&gt;
- Removes pattern lock effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Pose: name&lt;br /&gt;
- If using a VS8 sprite, this will cause the unit to strike a pose.&lt;br /&gt;
- Replace 'name' with any the following:&lt;br /&gt;
- 'Item', 'Hmph', 'Victory', 'Hurt', 'Kneel', 'Collapse',&lt;br /&gt;
  '!', '?', 'Music Note', 'Heart', 'Anger', 'Sweat', 'Cobweb', 'Silence',&lt;br /&gt;
  'Light Bulb', 'Sleep'&lt;br /&gt;
   - Do NOT insert quotes.&lt;br /&gt;
- Examples:&lt;br /&gt;
  - Balloon: Item&lt;br /&gt;
  - Balloon: Victory&lt;br /&gt;
  - Balloon: ?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Toward: x, y&lt;br /&gt;
- Replace 'x' and 'y' for the desired coordinates for the unit to take one&lt;br /&gt;
  step towards.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Toward Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event for the unit to take one step to.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Toward Player&lt;br /&gt;
- Causes event to take one step towards the player.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Toward Home&lt;br /&gt;
- Causes the event to take one step towards its home position.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Away From: x, y&lt;br /&gt;
- Replace 'x' and 'y' for the desired coordinates for the unit to take one&lt;br /&gt;
  step away from.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Away From Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event for the unit to take one step from.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Away From Player&lt;br /&gt;
- Causes event to take one step away from the player.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn To: x, y&lt;br /&gt;
- Replace 'x' and 'y' for the coordinates to make the unit face towards.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to turn the unit towards.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn to Player&lt;br /&gt;
- Causes the unit to turn towards the player.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn to Home&lt;br /&gt;
- Causes the event to turn towards its home position.&lt;br /&gt;
- This refers to the original position's X/Y on the map.&lt;br /&gt;
- The event will turn and face the tile that is its original X/Y location.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Away From Home&lt;br /&gt;
- Causes the event to take one step away from its home position.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Away From: x, y&lt;br /&gt;
- Replace 'x' and 'y' for the coordinates to make the unit face away from.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Away From Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to turn the unit away from.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Away From Player&lt;br /&gt;
- Causes the unit to turn away from the player.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Away From Home&lt;br /&gt;
- Causes the event to turn away from its home position.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Lower Left&lt;br /&gt;
Turn Lower Right&lt;br /&gt;
Turn Upper Left&lt;br /&gt;
Turn Upper Right&lt;br /&gt;
- Causes the unit to turn to one of the diagonal directions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Self Switch x: On&lt;br /&gt;
Self Switch x: Off&lt;br /&gt;
Self Switch x: Toggle&lt;br /&gt;
- Replace 'x' with 'A', 'B', 'C', 'D', or a &amp;lt;Self&amp;gt; Switch ID to adjust the&lt;br /&gt;
  unit's self switch.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Self Variable x: y&lt;br /&gt;
- Replace 'x' with a &amp;lt;Self&amp;gt; Variable ID to adjust the unit's self variable.&lt;br /&gt;
- Replace 'y' with a number value to set the self variable to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Teleport To: x, y&lt;br /&gt;
- Replace 'x' and 'y' with the coordinates to instantly move the unit to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Teleport to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to instantly move the unit to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Teleport to Player&lt;br /&gt;
- Instantly moves the unit to the player's location.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Teleport to Home&lt;br /&gt;
- Instantly teleports an event to its home position on the map.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If none of the commands are detected above, then a script call will be ran.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Event Label Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreLabel.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams01.png]]&lt;br /&gt;
&lt;br /&gt;
Event Labels are small windows created to display text over an event's head.&lt;br /&gt;
They're set up using the &amp;lt;Label&amp;gt; notetags and/or comment tags. Event Labels&lt;br /&gt;
are a great way to instantly relay information about the event's role to&lt;br /&gt;
the player.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Event Labels&lt;br /&gt;
&lt;br /&gt;
  Sprite Based?:&lt;br /&gt;
  - Use sprite-based labels instead of legacy-window version.&lt;br /&gt;
  - Legacy-window version will not be supported in future.&lt;br /&gt;
  - Sprite-based labels are more memory efficient and work better&lt;br /&gt;
    compatibility-wise.&lt;br /&gt;
&lt;br /&gt;
  Mobile-Enabled?:&lt;br /&gt;
  - Enable event labels for mobile devices?&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - The font size used for the Event Labels.&lt;br /&gt;
&lt;br /&gt;
  Icon Size:&lt;br /&gt;
  - The size of the icons used in the Event Labels.&lt;br /&gt;
&lt;br /&gt;
  Line Height:&lt;br /&gt;
  - The line height used for the Event Labels.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Globally offset all labels horizontally by this amount.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Globally offset all labels vertically by this amount.&lt;br /&gt;
&lt;br /&gt;
  Fade Speed:&lt;br /&gt;
  - Fade speed for labels.&lt;br /&gt;
&lt;br /&gt;
  Visible Range:&lt;br /&gt;
  - Range the player has to be within the event to make its label visible.&lt;br /&gt;
&lt;br /&gt;
    Range Type:&lt;br /&gt;
    - What do you want the default label visible range type?&lt;br /&gt;
      - Square&lt;br /&gt;
      - Diamond&lt;br /&gt;
      - Circle&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Event Icon Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreIcon.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams02.png]]&lt;br /&gt;
&lt;br /&gt;
Icons can be displayed over an event's head through the &amp;lt;Icon&amp;gt; notetags&lt;br /&gt;
and/or comment tags. These can be used for a variety of things such as&lt;br /&gt;
making them look like they're carrying an item or to indicate they have a&lt;br /&gt;
specific role.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Event Icon&lt;br /&gt;
&lt;br /&gt;
  Buffer X:&lt;br /&gt;
  - Default X position buffer for event icons.&lt;br /&gt;
&lt;br /&gt;
  Buffer Y:&lt;br /&gt;
  - Default Y position buffer for event icons.&lt;br /&gt;
&lt;br /&gt;
  Blend Mode:&lt;br /&gt;
  - Default blend mode for even icons.&lt;br /&gt;
    - 0 - Normal&lt;br /&gt;
    - 1 - Additive&lt;br /&gt;
    - 2 - Multiply&lt;br /&gt;
    - 3 - Screen&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Event Template Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams03.png]]&lt;br /&gt;
&lt;br /&gt;
Event Templates allow you to store specific maps and/or event data to bring&lt;br /&gt;
out on need while having a premade set base. They're similar to prefabs but&lt;br /&gt;
aren't things that can be altered individually as one setting for an event&lt;br /&gt;
template will serve as a blueprint for all of them that use them.&lt;br /&gt;
&lt;br /&gt;
Event Templates are used for the &amp;lt;Copy Event&amp;gt; notetags, the Morph Event and&lt;br /&gt;
Spawn Event Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Preloaded Maps:&lt;br /&gt;
  - A list of all the ID's of the maps that will be preloaded to serve as&lt;br /&gt;
    template maps for this plugin.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Templates&lt;br /&gt;
- A list of all the Event Templates used by this project. Used for notetags&lt;br /&gt;
  and Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
    Name:&lt;br /&gt;
    - Name of the template. It'll be used as anchor points for notetags and&lt;br /&gt;
      Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
    Map ID:&lt;br /&gt;
    - ID of the map the template event is stored on.&lt;br /&gt;
    - This will automatically add this ID to preloaded list.&lt;br /&gt;
&lt;br /&gt;
    Event ID:&lt;br /&gt;
    - ID of the event the template event is based on.&lt;br /&gt;
&lt;br /&gt;
    JavaScript:&lt;br /&gt;
      JS: Pre-Copy:&lt;br /&gt;
      JS: Post-Copy:&lt;br /&gt;
      JS: Pre-Morph:&lt;br /&gt;
      JS: Post-Morph:&lt;br /&gt;
      JS: Pre-Spawn:&lt;br /&gt;
      JS: Post-Spawn:&lt;br /&gt;
      - Code that's ran during certain circumstances.&lt;br /&gt;
      - The code will occur at the same time as the ones listed in the main&lt;br /&gt;
        Event Template Settings Plugin Parameters. However, the ones listed&lt;br /&gt;
        in these individual entries will only occur for these specific&lt;br /&gt;
        templates and only if the templates are used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
JavaScript&lt;br /&gt;
&lt;br /&gt;
  JS: Pre-Copy:&lt;br /&gt;
  JS: Post-Copy:&lt;br /&gt;
  JS: Pre-Morph:&lt;br /&gt;
  JS: Post-Morph:&lt;br /&gt;
  JS: Pre-Spawn:&lt;br /&gt;
  JS: Post-Spawn:&lt;br /&gt;
  - Code that's ran during certain circumstances.&lt;br /&gt;
  - These are global and are ran for all copies, morphs, and/or spawns.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Movement Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams04.png]]&lt;br /&gt;
&lt;br /&gt;
These plugin parameters allow you to control how movement works in your&lt;br /&gt;
game, toggling it from 4-directional to 8-directional, setting up rules to&lt;br /&gt;
stop self-movement from events while an event or message is present, and&lt;br /&gt;
other aesthetics such as tilting the sprite while dashing, setting shadows&lt;br /&gt;
beneath the sprites, and allow for turning in place.&lt;br /&gt;
&lt;br /&gt;
⚠️⚠️⚠️Shadows do NOT appear for sprites using a &amp;quot;!&amp;quot; as their leading filename&lt;br /&gt;
marker. These sprites are environmental and are considered &amp;quot;object&amp;quot;&lt;br /&gt;
characters by the RPG Maker MZ core scripts. They do not utilize character&lt;br /&gt;
shadows due.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
8 Directional Movement&lt;br /&gt;
&lt;br /&gt;
  Enable:&lt;br /&gt;
  - Allow 8-directional movement by default? Players can move diagonally.&lt;br /&gt;
&lt;br /&gt;
  Strict Collision:&lt;br /&gt;
  - Enforce strict collission rules where the player must be able to pass&lt;br /&gt;
    both cardinal directions?&lt;br /&gt;
&lt;br /&gt;
  Favor Horizontal:&lt;br /&gt;
  - Favor horizontal if cannot pass diagonally but can pass both&lt;br /&gt;
    horizontally and vertically?&lt;br /&gt;
&lt;br /&gt;
  Slower Diagonals?&lt;br /&gt;
  - Enforce a slower movement speed when moving diagonally?&lt;br /&gt;
&lt;br /&gt;
    Speed Multiplier&lt;br /&gt;
    - What's the multiplier to adjust movement speed when moving diagonally?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Automatic Movement&lt;br /&gt;
&lt;br /&gt;
  Stop During Events:&lt;br /&gt;
  - Stop automatic event movement while events are running.&lt;br /&gt;
&lt;br /&gt;
  Stop During Messages:&lt;br /&gt;
  - Stop automatic event movement while a message is running.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Bitmap&lt;br /&gt;
&lt;br /&gt;
  Smoothing:&lt;br /&gt;
  - Do you want to smooth or pixelate the map sprites?&lt;br /&gt;
  - Pixelating them is better for zooming and tilting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dash&lt;br /&gt;
&lt;br /&gt;
  Dash Modifier:&lt;br /&gt;
  - Alters the dash speed modifier.&lt;br /&gt;
&lt;br /&gt;
  Dash on Ladder?&lt;br /&gt;
  - Allow dashing while on a ladder or rope?&lt;br /&gt;
&lt;br /&gt;
  Enable Dash Tilt?:&lt;br /&gt;
  - Tilt any sprites that are currently dashing?&lt;br /&gt;
&lt;br /&gt;
    Tilt Left Amount:&lt;br /&gt;
    - Amount in radians when moving left (upper left, left, lower left).&lt;br /&gt;
&lt;br /&gt;
    Tilt Right Amount:&lt;br /&gt;
    - Amount in radians when moving right (upper right, right, lower right).&lt;br /&gt;
&lt;br /&gt;
    Tilt Vertical Amount:&lt;br /&gt;
    - Amount in radians when moving vertical (up, down).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMovementCore_Update25_WeightedRandom.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Event Movement&lt;br /&gt;
&lt;br /&gt;
  Random Move Weight:&lt;br /&gt;
  - Use numbers between 0 and 1.&lt;br /&gt;
  - Numbers closer to 1 stay closer to their home position.&lt;br /&gt;
  - 0 to disable it.&lt;br /&gt;
&lt;br /&gt;
  Shift Y:&lt;br /&gt;
  - How many pixels should non-tile characters be shifted by?&lt;br /&gt;
  - Negative: up. Positive: down.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Path Finding&lt;br /&gt;
&lt;br /&gt;
  Mobile-Enabled?:&lt;br /&gt;
  - Enable diagonal pathfinding for mobile devices?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreShadow.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Shadows&lt;br /&gt;
&lt;br /&gt;
  Show:&lt;br /&gt;
  - Show shadows on all events and player-related sprites.&lt;br /&gt;
&lt;br /&gt;
  Default Filename:&lt;br /&gt;
  - Default filename used for shadows found in img/system/ folder.&lt;br /&gt;
&lt;br /&gt;
  Shadow Z Layer:&lt;br /&gt;
  - What is the sprite Z layer used for the shadow sprites?&lt;br /&gt;
    - In-game layers are as follows:&lt;br /&gt;
    - 0 : Lower tiles&lt;br /&gt;
    - 1 : Lower characters&lt;br /&gt;
    - 3 : Normal characters&lt;br /&gt;
    - 4 : Upper tiles&lt;br /&gt;
    - 5 : Upper characters&lt;br /&gt;
    - 6 : Airship shadow&lt;br /&gt;
    - 7 : Balloon&lt;br /&gt;
    - 8 : Animation&lt;br /&gt;
    - 9 : Destination&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn in Place&lt;br /&gt;
&lt;br /&gt;
  Enable:&lt;br /&gt;
  - When not dashing, player will turn in place before moving.&lt;br /&gt;
  - This only applies with keyboard inputs.&lt;br /&gt;
&lt;br /&gt;
  Delay in Frames:&lt;br /&gt;
  - The number of frames to wait before moving.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Vehicle Speeds&lt;br /&gt;
&lt;br /&gt;
  Boat Speed:&lt;br /&gt;
  - Allows you to adjust the base speed of the boat vehicle.&lt;br /&gt;
&lt;br /&gt;
  Ship Speed:&lt;br /&gt;
  - Allows you to adjust the base speed of the ship vehicle.&lt;br /&gt;
&lt;br /&gt;
  Airship Speed:&lt;br /&gt;
  - Allows you to adjust the base speed of the airship vehicle.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== VisuStella 8-Dir Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams05.png]]&lt;br /&gt;
&lt;br /&gt;
These are settings for sprite sheets using the VS8 format.&lt;br /&gt;
For more information on the VS8 format, look in the help section above.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Balloon Icon Settings&lt;br /&gt;
&lt;br /&gt;
  Auto-Balloon Poses:&lt;br /&gt;
  - Automatically pose VS8 sprites when using balloon icons.&lt;br /&gt;
&lt;br /&gt;
  Balloon Offset X:&lt;br /&gt;
  - Offset balloon icons on VS8 sprites by x pixels.&lt;br /&gt;
&lt;br /&gt;
  Balloon Offset Y:&lt;br /&gt;
  - Offset balloon icons on VS8 sprites by y pixels.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreIcon.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Icons&lt;br /&gt;
&lt;br /&gt;
  Auto Buffer:&lt;br /&gt;
  - Automatically buffer the X and Y coordinates of VS8 sprites?&lt;br /&gt;
&lt;br /&gt;
  Use Carry Pose:&lt;br /&gt;
  - Use the carry pose when moving with an icon overhead.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Region Rulings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventMoveCoreRegions.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams06.png]]&lt;br /&gt;
&lt;br /&gt;
These settings allow you to decide the passability of the player, events,&lt;br /&gt;
and various vehicles through the usage of Regions.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Allow Regions&lt;br /&gt;
&lt;br /&gt;
  All Allow:&lt;br /&gt;
  Walk Allow:&lt;br /&gt;
  Player Allow:&lt;br /&gt;
  Event Allow:&lt;br /&gt;
  Vehicle Allow:&lt;br /&gt;
  Boat Allow:&lt;br /&gt;
  Ship Allow:&lt;br /&gt;
  Airship Allow:&lt;br /&gt;
  - Insert Region ID's where the affected unit type can enter.&lt;br /&gt;
  - Region ID's range from 0 to 255.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Forbid Regions&lt;br /&gt;
&lt;br /&gt;
  All Forbid:&lt;br /&gt;
  Walk Forbid:&lt;br /&gt;
  Player Forbid:&lt;br /&gt;
  Event Forbid:&lt;br /&gt;
  Vehicle Forbid:&lt;br /&gt;
  Boat Forbid:&lt;br /&gt;
  Ship Forbid:&lt;br /&gt;
  Airship Forbid:&lt;br /&gt;
  - Insert Region ID's where the affected unit type cannot enter.&lt;br /&gt;
  - Region ID's range from 0 to 255.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dock Regions&lt;br /&gt;
&lt;br /&gt;
  Vehicle Dock:&lt;br /&gt;
  Boat Dock:&lt;br /&gt;
  Ship Dock:&lt;br /&gt;
  Airship Dock:&lt;br /&gt;
  - Insert Region ID's where the affected vehicle can dock&lt;br /&gt;
  - Region ID's range from 0 to 255.&lt;br /&gt;
&lt;br /&gt;
  Only Region Dockable:&lt;br /&gt;
  - Vehicles are only able to dock at designated regions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Common Event on OK Button ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams07.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters allow you to setup Common Events that activate using&lt;br /&gt;
Regions when pressing the OK button while standing on top of them or in&lt;br /&gt;
front of them. These let you create near universally interactable objects&lt;br /&gt;
using Regions, such as rivers to start up fishing events or locations to&lt;br /&gt;
places items on.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Regions&lt;br /&gt;
&lt;br /&gt;
  Regions 1 - 255:&lt;br /&gt;
  - Which Common Event does this region activate?&lt;br /&gt;
  - Use 0 to not activate any Common Events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams07a.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Target Tile&lt;br /&gt;
&lt;br /&gt;
  Target Tile:&lt;br /&gt;
  - Which tile should be checked for Common Event on OK Button?&lt;br /&gt;
    - Tile in front of player.&lt;br /&gt;
    - Tile player is standing on top of.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Common Event on Touch ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams08.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters allow you to setup Common Events that trigger when&lt;br /&gt;
stepping onto Region-marked tiles. These let you create custom effects that&lt;br /&gt;
will occur such as customized damage floors, traps, and/or events.&lt;br /&gt;
&lt;br /&gt;
Areas marked with these regions will not allow random encounters to occur.&lt;br /&gt;
This is how RPG Maker works. Assuming you are not using plugins at all, by&lt;br /&gt;
putting on touch events all over the map, tiles with those on touch events&lt;br /&gt;
will not let random encounters trigger.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Regions&lt;br /&gt;
&lt;br /&gt;
  Regions 1 - 255:&lt;br /&gt;
  - Which Common Event does this region activate?&lt;br /&gt;
  - Use 0 to not activate any Common Events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Terrain Tag Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams09.png]]&lt;br /&gt;
&lt;br /&gt;
Terrain Tags are used in Database =&amp;gt; Tilesets to mark certain tiles and&lt;br /&gt;
give them unique properties through terrain tags.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Terrain Tag ID's&lt;br /&gt;
&lt;br /&gt;
  Rope:&lt;br /&gt;
  - Which terrain tag number to use for ropes?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.65: May 18, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New JavaScript notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JS On Map Load&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Replace 'code' with JavaScript code to run the moment the map finishes loading and before fading in.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JS On Map Exit&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Replace 'code' with JavaScript code to run the moment the player transfers to a different map and the screen completely fades out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.64: March 16, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Click + hold movement no longer crashes when moving over events without any active pages. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.63: February 16, 2026&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** When moving by clicking and holding down the mouse button, the touch input will no longer lock onto any events with empty event lists or populated by just comments. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.62: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** New section added: Reference Switches and Reference Variables&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.61: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where shadows would appear under lower-priority event sprites making usage of certain tiles awkward looking. This is corrected by the new Plugin Parameter. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Movement Settings &amp;gt; Shadows &amp;gt; Shadow Z Layer&lt;br /&gt;
**** What is the sprite Z layer used for the shadow sprites?&lt;br /&gt;
**** By default, this layer will now be 0.5 instead of 0.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If a event is made whose priority is &amp;quot;Below characters&amp;quot; and is a tile object (ie taking a sprite from the map tileset or a character sprite with &amp;quot;!&amp;quot; in front of the name), it will be automatically regulated to a custom Z layer of 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.60: August 29, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where events with large hitboxes do not work with crash move. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where single-mode save games by Save Core would freeze after executed event movements. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Event Labels will adjust their vertical position to the picture of any attached event picture if one is present. Update by Arisu.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Picture Type: Enemy&amp;gt;&lt;br /&gt;
*** &amp;lt;Picture Type: SV Enemy&amp;gt;&lt;br /&gt;
**** Will use /img/enemies/ or /img/sv_enemies/ instead of /img/pictures/ to grab a picture graphic from.&lt;br /&gt;
**** Other picture graphic sprite related notetags will apply as normal.&lt;br /&gt;
*** &amp;lt;Label Range Type: Square&amp;gt;&lt;br /&gt;
*** &amp;lt;Label Range Type: Circle&amp;gt;&lt;br /&gt;
*** &amp;lt;Label Range Type: Diamond&amp;gt;&lt;br /&gt;
**** Sets a range type for the label to appear visible for.&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Event Label Settings &amp;gt; Visible Range &amp;gt; Range Type:&lt;br /&gt;
**** What do you want the default label visible range type?&lt;br /&gt;
&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;
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Version 1.37: March 24, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity to &amp;quot;Turn to Home&amp;quot; Movement Command.&lt;br /&gt;
*** This refers to the original position's X/Y on the map.&lt;br /&gt;
*** The event will turn and face the tile that is its original X/Y location.&lt;br /&gt;
&lt;br /&gt;
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Version 1.36: March 17, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;Turn To Home&amp;quot; movement command now properly faces the home position. Fix made by Irina.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Commands now have separators for easier selection.&lt;br /&gt;
&lt;br /&gt;
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Version 1.35: March 3, 2022&lt;br /&gt;
* IMPORTANT! Compatibility Update!&lt;br /&gt;
** Compatibility Update with RPG Maker MZ 1.4.4.&lt;br /&gt;
*** For some reason this update broke any saves made before 1.4.4 was updated and they cannot be loaded. The only way saves would load is if you made a safe after 1.4.4 was done. This should be fixed and saves made with 1.4.3 and before should now be working. Update made by Irina.&lt;br /&gt;
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Version 1.34: February 17, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Arisu has created new event notetag/comment tags:&lt;br /&gt;
*** &amp;lt;Custom Z: x&amp;gt;&lt;br /&gt;
**** Replace 'x' with a number value to determine the event sprite's Z value relative to the tilemap.&lt;br /&gt;
**** View the helpfile for more information.&lt;br /&gt;
*** &amp;lt;Mirror Sprite&amp;gt;&lt;br /&gt;
**** The event sprite's visual appearance is mirrored.&lt;br /&gt;
*** &amp;lt;Move Synch Distance Opacity: x&amp;gt;&lt;br /&gt;
**** Changes the opacity of the event based on the distance between it and its move synched target. Closer means more opaque. Further away means more transparent.&lt;br /&gt;
** Irina has created a more memory efficient version of Event Labels.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Event Label Settings &amp;gt; Sprite Based?&lt;br /&gt;
**** Use sprite-based labels instead of legacy-window version.&lt;br /&gt;
**** Legacy-window version will not be supported in future.&lt;br /&gt;
&lt;br /&gt;
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Version 1.33: February 3, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu!&lt;br /&gt;
*** &amp;lt;Hide Player&amp;gt;&lt;br /&gt;
*** &amp;lt;Show Player&amp;gt;&lt;br /&gt;
**** Map Notetag. Forcefully hides or shows the player sprite. This is so you don't need to manually turn the setting on/off each time you enter a specific map.&lt;br /&gt;
*** &amp;lt;Hide Followers&amp;gt;&lt;br /&gt;
*** &amp;lt;Show Followers&amp;gt;&lt;br /&gt;
**** Map Notetag. Forcefully hides or shows the player's followers. This is so you don't need to manually turn them on/off each time you enter a specific map.&lt;br /&gt;
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Version 1.32: January 20, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Self Variable changes from custom move routes should no longer cause crashes. Fix made by Arisu.&lt;br /&gt;
** Self Switch custom move route toggles should now work properly. Fix made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Better shadow tracking algorithm to remove any shadow twitching. Update made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Version 1.31: January 6, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Version 1.30: November 25, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Map Switches and Map Variables added by Arisu:&lt;br /&gt;
*** Map Switches are self-switches for maps. Instead of using &amp;lt;Self&amp;gt;, use &amp;lt;Map&amp;gt; in the Switch name to designate it as a Map Switch. The ON/OFF data for that Switch will vary depending on the map the player is currently on.&lt;br /&gt;
*** Map Variables are self-variables for maps. Instead of using &amp;lt;Self&amp;gt;, use &amp;lt;Map&amp;gt; in the Variable name to designate it as a Map Switch. The number data for that Variable will vary depending on the map the player is currently on.&lt;br /&gt;
*** Script Calls have been added for these features as well.&lt;br /&gt;
**** See help file for them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.29: October 7, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Same map event spawning should now work properly without the need to add the current map ID to the preloaded map array. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.28: September 30, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New move route commands added by Arisu:&lt;br /&gt;
*** Jump to Home&lt;br /&gt;
*** Move to Home&lt;br /&gt;
*** Crash Move to Home&lt;br /&gt;
*** Step Toward Home&lt;br /&gt;
*** Step Away From Home&lt;br /&gt;
*** Turn to Home&lt;br /&gt;
*** Turn Away From Home&lt;br /&gt;
*** Teleport to Home&lt;br /&gt;
**** These only work on events. Their actions should be reflective of what their command names suggest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.27: September 17, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed event spawn templates so that they can work properly with Common Events. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.26: September 3, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;Step Towards Player&amp;quot; custom command should now work properly. Fix made by Arisu.&lt;br /&gt;
** Having multiple region restriction notetags for a map will no longer cause others to lock out. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.25: July 30, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem that caused the 'setSelfSwitchValue' and 'setSelfVariableValue' functions to not work properly. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.24: June 4, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added extra clarification on which commands will go around the player character and which ones won't.&lt;br /&gt;
* New Move Route Custom Commands added by Arisu:&lt;br /&gt;
** Crash Move (direction) Until Stop&lt;br /&gt;
** Crash Move To: x, y&lt;br /&gt;
** Crash Move To Event: x&lt;br /&gt;
*** These allow events to collide with the player character and trigger Event Touch events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.23: May 21, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Morphing by templates should no longer cause a crash. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.22: May 7, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Plugin Commands for Event Label Visibility should now update without needing to take steps as per distance detection. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added clarity to &amp;quot;Common Event on Touch&amp;quot; Plugin Parameters.&lt;br /&gt;
*** Areas marked with these regions will not allow random encounters to occur. This is how RPG Maker works. Assuming you are not using plugins at all, by putting on touch events all over the map, tiles with those on touch events will not let random encounters trigger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.21: March 12, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Move until stop custom move routes should no longer cause crashes. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.20: February 26, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Region Restrictions regarding Player Allow will no longer affect vehicle passability. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: February 12, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;Self Variable: Variable ID&amp;quot; plugin command's Map ID should now be able to use &amp;quot;0&amp;quot; to self reference the current map. Fix made by Olivia.&lt;br /&gt;
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Version 1.18: February 5, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Event icon plugin commands should now work properly. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added new &amp;quot;Features: Weighted Random Movement&amp;quot; section.&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Random Move Weight: x&amp;gt;&lt;br /&gt;
**** If this tag is used on an event with random-type autonomous movement, then the event will stick closer to their home location (where they are located upon spawning on the map). How close they stick to their home location will depend on the weighted 'x' value.&lt;br /&gt;
*** &amp;lt;True Random Move&amp;gt;&lt;br /&gt;
**** If this tag is used on an event with random-type autonomous movement, then that event will ignore the effects of weighted randomized movement.&lt;br /&gt;
** New Plugin Commands added by Arisu and sponsored by AndyL:&lt;br /&gt;
*** Event Timer: Change Speed&lt;br /&gt;
*** Event Timer: Expire Event Assign&lt;br /&gt;
*** Event Timer: Expire Event Clear&lt;br /&gt;
*** Event Timer: Frames Gain&lt;br /&gt;
*** Event Timer: Frames Set&lt;br /&gt;
*** Event Timer: Pause&lt;br /&gt;
*** Event Timer: Resume&lt;br /&gt;
**** The above Plugin Commands allow you to control the game timer better.&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Movement &amp;gt; Event Movement &amp;gt; Random Move Weight&lt;br /&gt;
**** Use numbers between 0 and 1. Numbers closer to 1 stay closer to their home position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: January 29, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;Do NOT insert quotes&amp;quot; to &amp;quot;Balloon: name&amp;quot; and &amp;quot;Pose: name&amp;quot;.&lt;br /&gt;
** Added Examples for extra clarification.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** When touch clicking an event on a map with multiple events, pathfinding will utilize the non-diagonal function for less resource consumption to prevent FPS frame drops. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: January 22, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** When touch clicking multiple times on an impassable tile, pathfinding will utilize the non-diagonal function for less resource consumption to prevent FPS frame drops. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: January 1, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Spawned events should now resume their automated self movement after being interacted with. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Help file updated for updated features.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Collission checks for the Spawn Event Plugin Commands now account for the spawning event's Hitbox, too. Update made by Yanfly.&lt;br /&gt;
** Spawn Event Plugin Commands adds a new parameter &amp;quot;Success Switch ID&amp;quot; to check if the spawning has been successful or not.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Yanfly!&lt;br /&gt;
*** Spawn Event: Spawn At Terrain Tag&lt;br /&gt;
*** Spawn Event: Despawn Terrain Tag(s)&lt;br /&gt;
**** These function similar to their region counterparts except they target terrain tags instead.&lt;br /&gt;
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Version 1.14: December 18, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Caching for event label positions now account for page index. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for the new features!&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Irina.&lt;br /&gt;
*** Follower: Set Global Chase&lt;br /&gt;
*** Follower: Set Target Chase&lt;br /&gt;
*** Follower: Set Control&lt;br /&gt;
*** Follower: Reset&lt;br /&gt;
**** These plugin commands allow you to change whether or not the followers will chase their intended targets and/or shift control over their movement route from the &amp;quot;Player&amp;quot; to the target follower.&lt;br /&gt;
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Version 1.13: December 4, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Caching for event label positions now account for one-screen maps. Fix made by Arisu.&lt;br /&gt;
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&lt;br /&gt;
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Version 1.12: November 29, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Click Triggers no longer work on erased events. Fix made by Arisu.&lt;br /&gt;
** Erased events no longer have icons appear above their heads. Fix made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Initialization of the plugin's effects no only occur if the event's current page settings have been altered. Change made by Arisu.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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&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;
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Version 1.10: November 1, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Spawned Event preserve function now works properly. Fix made by Arisu.&lt;br /&gt;
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&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;
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Version 1.08: October 11, 2020&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added failsafes for better compatibility.&lt;br /&gt;
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&lt;br /&gt;
Version 1.07: October 4, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated for the new features!&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Data from deleted events will now be cleared and removed from maps if the events do not exist to prevent conflict with plugins from the VisuStella MZ library and other plugins. Feature added by Irina.&lt;br /&gt;
** Move Route Custom Commands now support self variable values! If you wish to use a value from a self variable, insert \SelfVar[x] in place of the x in any of the below. This will only draw from the current event. If you wish to draw data from outside event self variables, we recommend you use the \V[x] variant after using the Plugin Commands to draw data from them for the best accuracy.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Yanfly!&lt;br /&gt;
*** Movement &amp;gt; Bitmap &amp;gt; Smoothing&lt;br /&gt;
**** Do you want to smooth or pixelate the map sprites? Pixelating them is better for zooming and tilting.&lt;br /&gt;
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Version 1.06: September 27, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Events &amp;amp; Movement Core no longer disables the Core Engine's Smart Event Collision plugin parameter. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Move Route Custom Commands updated with the new feature for inserting variable values.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Move Route Custom Commands now support $gameVariable.value(x) values. You can also just use \V[x] for variable values, too. Added by Irina.&lt;br /&gt;
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&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;
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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;
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&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;
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&lt;br /&gt;
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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;
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|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Core Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Movement Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Eventing Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=One_Time_Purchase_VisuStella_MZ&amp;diff=17682</id>
		<title>One Time Purchase VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=One_Time_Purchase_VisuStella_MZ&amp;diff=17682"/>
		<updated>2026-05-17T08:43:26Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=yBNk0aT7cmQ&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/1395448&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/one-time-purchase&amp;quot;&amp;gt;One Time Purchase 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 Merchant Manager Vol 2}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:OneTimePurchase_Preview.png|600px]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:OneTimePurchase_Preview.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Not all NPC peddlers have infinite stocks of items. Sometimes, it makes more&lt;br /&gt;
sense for them to only sell whatever they have on hand, regardless of the&lt;br /&gt;
item's usual limitability. This plugin allows you to switch between a &amp;quot;One&lt;br /&gt;
Time Purchase&amp;quot; mode where item entries can only be bought once in a store&lt;br /&gt;
versus unlimited. To sell more than one of a specific item type, just add&lt;br /&gt;
more entries to it. However, anything that has been bought will remain sold&lt;br /&gt;
out until the NPC peddler restocks.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Plugin Command that lets you switch between &amp;quot;One Time Purchase&amp;quot; mode for single entry buy versus unlimited buy.&lt;br /&gt;
* Shop contents are stored based on what the player has bought.&lt;br /&gt;
* Plugin Commands allow for the player to revisit those instances of the shop where the item entries have already been bought.&lt;br /&gt;
* Inserting multiple copies of the item type in a shop's goods listing will allow for the player to buy multiples in restricted form.&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;
* [[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 3}}&lt;br /&gt;
&lt;br /&gt;
== Instructions - Quick Start ==&lt;br /&gt;
&lt;br /&gt;
Here are some instructions to get yourself started quickly on using the&lt;br /&gt;
Randomize Shop feature.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:OneTimePurchase_Command1.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step 1: Create An Event with a Plugin Command&lt;br /&gt;
&lt;br /&gt;
1. Create a new event on a map.&lt;br /&gt;
2. Open it up.&lt;br /&gt;
3. Add a new Plugin Command: &amp;quot;Mode: Enable One Time Purchase Mode?&amp;quot;.&lt;br /&gt;
4. Set the &amp;quot;Enable/Disable&amp;quot; parameter to &amp;quot;true&amp;quot;.&lt;br /&gt;
5. Click OK to save the contents of the Plugin Command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:OneTimePurchase_Step2.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step 2: Populate Shop Goods&lt;br /&gt;
&lt;br /&gt;
1. Create a new event command with &amp;quot;Shop Processing&amp;quot;.&lt;br /&gt;
2. Add merchanise to it.&lt;br /&gt;
3. Add three copies of &amp;quot;Potion&amp;quot; (yes, the same exact item).&lt;br /&gt;
4. This will be used to demonstrate how to purchase multiple &amp;quot;copies&amp;quot; of the&lt;br /&gt;
   items in limited form.&lt;br /&gt;
5. Any price variations among the copies will be based on the first copy of&lt;br /&gt;
   the item listed. This is how vanilla RPG Maker MZ handles it.&lt;br /&gt;
6. Add in other items, too.&lt;br /&gt;
7. Click OK to save the contents of the &amp;quot;Shop Processing&amp;quot; event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:OneTimePurchase_Step3.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step 3: Close the One Time Purchase Mode:&lt;br /&gt;
&lt;br /&gt;
1. Add a new Plugin Command: &amp;quot;Mode: Enable One Time Purchase Mode?&amp;quot;.&lt;br /&gt;
2. Set the &amp;quot;Enable/Disable&amp;quot; parameter to &amp;quot;false&amp;quot;.&lt;br /&gt;
3. Click OK to save the contents of the Plugin Command.&lt;br /&gt;
4. This is so that the mode does not affect other shops.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:OneTimePurchase_Step4.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step 4: Add in a Self Switch&lt;br /&gt;
&lt;br /&gt;
1. After the Plugin Command is inserted, add in a Self Switch.&lt;br /&gt;
2. Set Self Switch &amp;quot;A&amp;quot; to ON.&lt;br /&gt;
3. Click OK to save the contents of the Self Switch.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:OneTimePurchase_Step5.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step 5: New Page&lt;br /&gt;
&lt;br /&gt;
1. Create a new page for the event.&lt;br /&gt;
2. Make the new page require Self Switch &amp;quot;A&amp;quot; to be ON in order to appear.&lt;br /&gt;
3. Remember to give the new event page a graphic.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:OneTimePurchase_Step6.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step 6: Add the &amp;quot;Open&amp;quot; Plugin Command&lt;br /&gt;
&lt;br /&gt;
1. Add a new Plugin Command: &amp;quot;Mode: Enable One Time Purchase Mode?&amp;quot; with&lt;br /&gt;
   the setting set to true.&lt;br /&gt;
2. Add a new Plugin Command: &amp;quot;This Event: Open Last Shop&amp;quot;.&lt;br /&gt;
3. Add a new Plugin Command: &amp;quot;Mode: Enable One Time Purchase Mode?&amp;quot; with&lt;br /&gt;
   the setting set to false.&lt;br /&gt;
4. Save the event.&lt;br /&gt;
5. Save your game and Play Test it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ One Time Purchase 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:OneTimePurchase_Params.png]]&lt;br /&gt;
&lt;br /&gt;
These are the general settings for this plugin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General Settings&lt;br /&gt;
&lt;br /&gt;
  Default On/Off:&lt;br /&gt;
  - Do you want &amp;quot;One Time Purchase&amp;quot; mode to be on by default?&lt;br /&gt;
    - One Time Purchase&lt;br /&gt;
    - Unlimited Purchase&lt;br /&gt;
&lt;br /&gt;
  Sold Text:&lt;br /&gt;
  - Text that's shown for any bought items.&lt;br /&gt;
  - You may use text codes.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Offset the &amp;quot;Sold Text&amp;quot; by this many pixels.&lt;br /&gt;
    - Negative: left, Positive: right&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Offset the &amp;quot;Sold Text&amp;quot; by this many pixels.&lt;br /&gt;
    - Negative: up, Positive: down&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[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 1.01: May 18, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where going to sell items while in One Time Purchase mode does not show other touch screen UI buttons other than OK. Fix by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Notetag added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Allow Bulk Buy&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Always allow item to be purchaseable in bulk, even with One Time Purchase mode enabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: March 9, 2022&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Merchant Manager Volume 2]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Item Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Equip Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Eventing Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Visual Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Menu Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Action_Sequence_Impact_VisuStella_MZ&amp;diff=17681</id>
		<title>Action Sequence Impact VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Action_Sequence_Impact_VisuStella_MZ&amp;diff=17681"/>
		<updated>2026-05-17T08:43:17Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=s5NcqWxVMqU&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/827763&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/action-sequence-impact&amp;quot;&amp;gt;Action Sequence Impact 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:ActSeqImpact_ColorBreak.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:ActSeqImpact_MotionBlur.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:ActSeqImpact_Shockwave.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:ActSeqImpact_MotionTrail.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:ActSeqImpact_ZoomBlur.gif]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
With the aid of Pixi JS Filters, this plugin adds more impact to battle by&lt;br /&gt;
producing special on screen filter effects to make certain actions like&lt;br /&gt;
critical hits, guarding, and dodging more visibly different adding to the&lt;br /&gt;
flavor of the battle.&lt;br /&gt;
&lt;br /&gt;
This plugin also adds new Action Sequences for the Battle Core, allowing&lt;br /&gt;
impacting effects like color breaks, motion blurs, shockwaves, motion&lt;br /&gt;
trails, and zoom blurs.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Creating a color break effect when landing critical hits akin to a chromatic aberration effect.&lt;br /&gt;
* A battler who dodges an attack will display a motion blur effect.&lt;br /&gt;
* Guarding damage will cause a shockwave effect.&lt;br /&gt;
* Adds new Action Sequences available from the Battle Core Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
=== Required Plugin List ===&lt;br /&gt;
&lt;br /&gt;
* Pixi JS Filters*&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
'''Note''': You can download the Pixi JS Filters plugin library from the below&lt;br /&gt;
URL or from the Action Sequence Impact product page. Install it as a&lt;br /&gt;
Tier 0 plugin.&lt;br /&gt;
&lt;br /&gt;
'''Note2''': Pixi JS Filters perform differently on different machines/devices.&lt;br /&gt;
Please understand that this is outside of VisuStella's control.&lt;br /&gt;
&lt;br /&gt;
URL: [https://filters.pixijs.download/v3.1.0/pixi-filters.js PixiJS]&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 3}}&lt;br /&gt;
&lt;br /&gt;
== New Effects ==&lt;br /&gt;
&lt;br /&gt;
The following are new visual effects added through this plugin. These visual&lt;br /&gt;
effects are added and modified with the sense of adding more impact to&lt;br /&gt;
visuals in battle.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Bizarro Inversion ===&lt;br /&gt;
&lt;br /&gt;
[[File:ActionSequenceImpact_Bizarro.png]]&lt;br /&gt;
&lt;br /&gt;
Swaps the blue/red colors on the battlefield. What was originally blue will&lt;br /&gt;
become red and what was originally red will become blue.&lt;br /&gt;
&lt;br /&gt;
Anything that is attached to the battlefield will be affected. UI objects,&lt;br /&gt;
pictures, etc. that aren't attached to the battlefield will not be affected&lt;br /&gt;
by the effect. Depending on your settings, this may or may not include&lt;br /&gt;
battle animations, too.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Color Break ===&lt;br /&gt;
&lt;br /&gt;
[[File:ActSeqImpact_ColorBreak.gif]]&lt;br /&gt;
&lt;br /&gt;
When a critical hit occurs, the colors on the screen will break apart into&lt;br /&gt;
red, green, and blue into random directions and then come back together&lt;br /&gt;
similar to a chromatic aberration. This creates a sense of weight when&lt;br /&gt;
delivering a powerful strike.&lt;br /&gt;
&lt;br /&gt;
This is optional and can be disabled.&lt;br /&gt;
&lt;br /&gt;
This effect is also available as an Action Sequence in the Battle Core.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Desaturation ===&lt;br /&gt;
&lt;br /&gt;
[[File:ActionSequenceImpact_Desat.png]]&lt;br /&gt;
&lt;br /&gt;
Desaturates all colors on the battlefield. This will result in a black and&lt;br /&gt;
white greyscale effect.&lt;br /&gt;
&lt;br /&gt;
Anything that is attached to the battlefield will be affected. UI objects,&lt;br /&gt;
pictures, etc. that aren't attached to the battlefield will not be affected&lt;br /&gt;
by the effect. Depending on your settings, this may or may not include&lt;br /&gt;
battle animations, too.&lt;br /&gt;
&lt;br /&gt;
Created by [https://manugamingcreations.itch.io Manu Gaming]!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Motion Blur ===&lt;br /&gt;
&lt;br /&gt;
[[File:ActSeqImpact_MotionBlur.gif]]&lt;br /&gt;
&lt;br /&gt;
When a battler dodges an attack (either a miss or evasion proc), then the&lt;br /&gt;
battler will generate a motion blur effect. Their image splits apart in a&lt;br /&gt;
blurred manner and then fuses back together to become whole again. This&lt;br /&gt;
generates the illusion that they're hard to hit.&lt;br /&gt;
&lt;br /&gt;
This is optional and can be disabled.&lt;br /&gt;
&lt;br /&gt;
This effect is also available as an Action Sequence in the Battle Core.&lt;br /&gt;
There are two versions, one that affects only the battler while another that&lt;br /&gt;
affects the whole screen.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Negative Inversion ===&lt;br /&gt;
&lt;br /&gt;
[[File:ActionSequenceImpact_Negative.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Inverts all colors on the battlefield. They pretty much swap 180 degrees of&lt;br /&gt;
hue with whatever color is on the opposite side.&lt;br /&gt;
&lt;br /&gt;
Anything that is attached to the battlefield will be affected. UI objects,&lt;br /&gt;
pictures, etc. that aren't attached to the battlefield will not be affected&lt;br /&gt;
by the effect. Depending on your settings, this may or may not include&lt;br /&gt;
battle animations, too.&lt;br /&gt;
&lt;br /&gt;
Created by [https://manugamingcreations.itch.io Manu Gaming]!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Oversaturation ===&lt;br /&gt;
&lt;br /&gt;
[[File:ActionSequenceImpact_Oversat.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Oversaturates all colors on the battlefield. Colors will become extra vivid&lt;br /&gt;
and look extremely concentrated. Brighter colors become brighter while&lt;br /&gt;
darker colors become darker.&lt;br /&gt;
&lt;br /&gt;
Anything that is attached to the battlefield will be affected. UI objects,&lt;br /&gt;
pictures, etc. that aren't attached to the battlefield will not be affected&lt;br /&gt;
by the effect. Depending on your settings, this may or may not include&lt;br /&gt;
battle animations, too.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Shockwave ===&lt;br /&gt;
&lt;br /&gt;
[[File:ActSeqImpact_Shockwave.gif]]&lt;br /&gt;
&lt;br /&gt;
When a guarding battler would receive HP damage (or manages to defend to 0&lt;br /&gt;
damage), a shockwave effect occurs to display the impact. The shockwave will&lt;br /&gt;
ripple out from the battler to the edges of the screen before disappearing.&lt;br /&gt;
&lt;br /&gt;
This is optional and can be disabled.&lt;br /&gt;
&lt;br /&gt;
This effect is also available as an Action Sequence in the Battle Core.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Motion Trail ===&lt;br /&gt;
&lt;br /&gt;
[[File:ActSeqImpact_MotionTrail.gif]]&lt;br /&gt;
&lt;br /&gt;
If motion trails are enabled on a battler, whenever they move, they leave&lt;br /&gt;
behind a residual sprite of their motion during that particular frame. The&lt;br /&gt;
motion blurs aid in visualizing the path the battler moved in case the&lt;br /&gt;
battler's movement trajectory is normally too fast to portray. Motion trails&lt;br /&gt;
can have different hue and/or tones.&lt;br /&gt;
&lt;br /&gt;
This is an Action Sequence-only effect.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Time Scale ===&lt;br /&gt;
&lt;br /&gt;
[[File:ActionSequenceImpact_TimeSlow.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:ActionSequenceImpact_TimeFast.gif]]&lt;br /&gt;
&lt;br /&gt;
This causes time to go slower or faster depending on the settings. All&lt;br /&gt;
things related to the game client will go slower or faster.&lt;br /&gt;
&lt;br /&gt;
This only affects battle. The effects go away during the input phase or when&lt;br /&gt;
a message is present.&lt;br /&gt;
&lt;br /&gt;
Created by [https://manugamingcreations.itch.io Manu Gaming]!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Time Stop ===&lt;br /&gt;
&lt;br /&gt;
[[File:ActionSequenceImpact_TimeStop.gif]]&lt;br /&gt;
&lt;br /&gt;
The game client will pause time for set amount of time, only the music and&lt;br /&gt;
any sound effects continuing.&lt;br /&gt;
&lt;br /&gt;
Created by [https://manugamingcreations.itch.io Manu Gaming]!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Zoom Blur ===&lt;br /&gt;
&lt;br /&gt;
[[File:ActSeqImpact_ZoomBlur.gif]]&lt;br /&gt;
&lt;br /&gt;
A zoom blur will direct its focus at a specific point on the screen and&lt;br /&gt;
create a visual radial distortion towards that point. The intensity of the&lt;br /&gt;
zoom effect will diminish over the duration of the zoom blur. This helps&lt;br /&gt;
draw focus towards specific parts of the screen.&lt;br /&gt;
&lt;br /&gt;
This is an Action Sequence-only effect.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
The following are Action Sequence Plugin Commands that have been added with&lt;br /&gt;
this plugin. These are accessible from the Battle Core plugin (not this one)&lt;br /&gt;
in order to keep all the Action Sequences in place.&lt;br /&gt;
&lt;br /&gt;
Once again, these plugin commands are only accessible through the Battle&lt;br /&gt;
Core plugin and not this one! Make sure you have the most update to date&lt;br /&gt;
version of the Battle Core for them.&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Action Sequence Impact Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Critical Color Break Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ActSeqImpact_ColorBreak.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:ActSeqImpact_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
When critical hits occur, you can cause a Color Break effect to occur.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Enable/Disable?:&lt;br /&gt;
  - Enables/disables the Color Break effect whenever a critical hit occurs?&lt;br /&gt;
&lt;br /&gt;
  Intensity:&lt;br /&gt;
  - How intense do you want the Color Break effect to be?&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - What is the duration of the Color Break effect?&lt;br /&gt;
&lt;br /&gt;
  Easing Type:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Dodge Motion Blur Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ActSeqImpact_MotionBlur.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:ActSeqImpact_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
When a battler dodges an attack, you can create a motion blur effect.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Enable/Disable?:&lt;br /&gt;
  - Enables/disables the Motion Blur effect whenever a battler evades an&lt;br /&gt;
    attack?&lt;br /&gt;
&lt;br /&gt;
  Intensity Rate:&lt;br /&gt;
  - This determines intensity rate of the motion blur.&lt;br /&gt;
  - Use a number between 0 and 1.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - How many frames should the motion blur last?&lt;br /&gt;
  - What do you want to be its duration?&lt;br /&gt;
&lt;br /&gt;
  Easing Type:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Guard Shockwave Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ActSeqImpact_Shockwave.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:ActSeqImpact_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
When a guarding battler receives damage, you can create a shockwave effect.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Category&lt;br /&gt;
&lt;br /&gt;
  Enable/Disable?:&lt;br /&gt;
  - Enables/disables the Shockwave effect whenever a battler is attacked&lt;br /&gt;
    while guarding?&lt;br /&gt;
&lt;br /&gt;
  Amplitude:&lt;br /&gt;
  - What is the aplitude of the shockwave effect?&lt;br /&gt;
&lt;br /&gt;
  Wavelength:&lt;br /&gt;
  - What is the wavelength of the shockwave effect?&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - What is the duration of the shockwave?&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;
Manu Gaming Creations&lt;br /&gt;
* URL: [https://manugamingcreations.itch.io https://manugamingcreations.itch.io]&lt;br /&gt;
* Responsible for the following Impact Effects and adapted by VisuStella:&lt;br /&gt;
** Desaturation&lt;br /&gt;
** Negative Impact&lt;br /&gt;
** Time Scale&lt;br /&gt;
** Time Stop&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.10: May 18, 2026&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Action Sequence Impact. Previously, Dragonbones would block certain effects. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: September 14, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated this plugin to work with Dragonbones Union's newest feature update to stop Dragonbones armatures from having their blend modes suppressed by PixiJS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: June 15, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Inject animations should now work properly for animated enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: September 8, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem with motion trails not working for Dragonbones animations that have looping properties. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: May 26, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Action Sequence Effects added by Irina and sponsored by MirageV:&lt;br /&gt;
*** INJECT: Animation Begin&lt;br /&gt;
**** Injects and plays a whole spritesheet animation.&lt;br /&gt;
**** The spritesheet animation will play over the battler until it is finished.&lt;br /&gt;
**** The battler's original sprite will be invisible until finished.&lt;br /&gt;
*** INJECT: Animation End&lt;br /&gt;
**** Stops and ends any injected animations on target(s).&lt;br /&gt;
**** Any inject animation will be prematurely terminated.&lt;br /&gt;
*** INJECT: Animation Pause/Resume&lt;br /&gt;
**** Pauses/resumes any injected animations on target(s).&lt;br /&gt;
*** INJECT: Wait For Injected Animation&lt;br /&gt;
**** Waits for injected animations to complete before performing next command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: April 14, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Impact Effects added by Irina and collaborating with Manu Gaming!&lt;br /&gt;
*** Impact: Bizarro Inversion&lt;br /&gt;
*** Impact: Desaturation&lt;br /&gt;
*** Impact: Negative Inversion&lt;br /&gt;
*** Impact: Oversaturation&lt;br /&gt;
*** Impact: Time Scale&lt;br /&gt;
*** Impact: Time Stop&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: October 28, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Guard shockwave now originates from the proper location with front view sprites enabled under specific battle layouts. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: December 11, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Action Sequence Impact Action Sequences &amp;quot;Shockwave from Each Target(s)&amp;quot;, &amp;quot;Shockwave from Target(s) Center&amp;quot;, and &amp;quot;Zoom Blur at Target(s) Center&amp;quot; now have &amp;quot;Offset X&amp;quot; and &amp;quot;Offset Y&amp;quot; plugin parameters. Added by Yanfly.&lt;br /&gt;
* 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: December 4, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Enemies with a SV Battler attached to them will no longer desynch after using a motion trail effect. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: November 29, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Motion Trails for Dragonbones armatures are now properly adjusted for their scale and offset. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: December 2, 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;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Gameplay Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Eventing Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Utility Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Mechanical Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Shop_Common_Events_VisuStella_MZ&amp;diff=17680</id>
		<title>Shop Common Events VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Shop_Common_Events_VisuStella_MZ&amp;diff=17680"/>
		<updated>2026-05-17T08:43:10Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=UcIVHJq4NVA&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/1196394&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/shop-common-events&amp;quot;&amp;gt;Shop Common Events 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 Merchant Manager Vol 1}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ShopCommonEvents_Preview.gif]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:ShopCommonEvents_Preview.gif]]&lt;br /&gt;
&lt;br /&gt;
This plugin allows for shop items, weapons, and/or armors to launch common&lt;br /&gt;
events upon buying or selling them, either as a one-time event or repeating.&lt;br /&gt;
These launched Common Events will take the player outside of the shop to&lt;br /&gt;
process the Common Events before (optionally) returning back, giving your&lt;br /&gt;
player's party members a chance to comment on his or her purchases.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Items, weapons, and armors can launch Common Events went bought or sold.&lt;br /&gt;
* These launched Common Events can occur once or repeat multiple times.&lt;br /&gt;
* Store the quantity of an item bought or sold into variables to allow for some more dynamic Common Events.&lt;br /&gt;
* Use switches to function as requirements to determine if the Common Events will launch, either by having all switches enabled or any one of a set.&lt;br /&gt;
* A plugin command that will return the player back to the previous shop with all of the shop settings intact.&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;
* [[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 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;
=== Launching Common Events ===&lt;br /&gt;
&lt;br /&gt;
[[File:ShopCommonEvents_Preview.gif]]&lt;br /&gt;
&lt;br /&gt;
When launching a Common Event, through either buying or selling, any of the&lt;br /&gt;
event commands part of the initial shop launch will be cached away until the&lt;br /&gt;
player exits the shop normally.&lt;br /&gt;
&lt;br /&gt;
However, if the Common Event finishes without returning the player back to&lt;br /&gt;
the shop without usage of the Plugin Command, then any of the cached event&lt;br /&gt;
commands will be lost.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Shop Common Events Notetags}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Shop Common Events 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:ShopCommonEvents_Preview.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:ShopCommonEvents_Params.png]]&lt;br /&gt;
&lt;br /&gt;
These are primarily settings to automatically record the quantity/amount&lt;br /&gt;
of an item, weapon, or armor bought or sold in the shop in case you want to&lt;br /&gt;
have a dynamic Common Event dependent on them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General Settings&lt;br /&gt;
&lt;br /&gt;
  Variable: Buy Quantity:&lt;br /&gt;
  - When buying, register amount bought to this variable.&lt;br /&gt;
  - 0 to not use this feature.&lt;br /&gt;
&lt;br /&gt;
  Variable: Sell Quantity:&lt;br /&gt;
  - When Selling, register amount sold to this variable.&lt;br /&gt;
  - 0 to not use this feature.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.03: May 18, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Once Buy Common Event: id&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** Common Event must use Plugin Command &amp;quot;Scene: Common Event Return&amp;quot; at the end of the event.&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Once Sell Common Event: id&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** Common Event must use Plugin Command &amp;quot;Scene: Common Event Return&amp;quot; at the end of the event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: May 12, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added the following text to the &amp;lt;Once Buy Common Event: id&amp;gt;, &amp;lt;Repeat Buy Common Event: id&amp;gt;, &amp;lt;Once Sell Common Event: id&amp;gt;, and &amp;lt;Repeat Sell Common Event: id&amp;gt; notetags:&lt;br /&gt;
*** Use the Plugin Command &amp;quot;Return: To Last Shop&amp;quot; to return back to the last shop scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: September 17, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Prevents canceling purchases from launching Common Events. Fix by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: October 4, 2021&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Merchant Manager Volume 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Item Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Gameplay Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Eventing Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Mechanical Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Visual Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=QTE_and_Trigger_System_VisuStella_MZ&amp;diff=17679</id>
		<title>QTE and Trigger System VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=QTE_and_Trigger_System_VisuStella_MZ&amp;diff=17679"/>
		<updated>2026-05-17T08:43:03Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://youtu.be/UTak0ezYszI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;!-- |preview = [[File:VisuMZ.142.jpg|600px]] --&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2452274&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/qte-trigger-sys&amp;quot;&amp;gt;QTE &amp;amp;amp; Trigger 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 Custom Construct Vol 4}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:QteTrigger_ButtonSequence.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:QteTrigger_FillGauge.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:QteTrigger_TimedHit.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:QteTrigger_TimedSeq.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:QteTrigger_TimingBar.gif]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.142.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
Sometimes, we need a way to trigger Switch or Variable changes. This can be&lt;br /&gt;
in an organic fashion or through Quick Time Events (QTE's). QTE's allow for&lt;br /&gt;
immediate changes to Switches or Variables through player inputs. Or if you&lt;br /&gt;
have ever wanted a Common Event to run when a specific Switch or Variable&lt;br /&gt;
changes its current value to something else, you can use this plugin's&lt;br /&gt;
trigger system for Switches, Variables, Items, Weapons, and Armors to call&lt;br /&gt;
and trigger Common Events whenever their values change. These don't have to&lt;br /&gt;
be recurring as they can also function as one-time &amp;quot;promises&amp;quot;, too.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Quick Time Events (QTE) can be played to adjust values of variables and/or switches based off different types of QTE's like Button Mashing, Direction Struggle, Timed Hits, and more. &lt;br /&gt;
* 10+ different QTE Plugin Commands for you to pick and choose from to give players more engaging gameplay. &lt;br /&gt;
* Trigger Common Events by simply changing certain Switches to ON/OFF positions or Variables to different values. &lt;br /&gt;
* Items, weapons, and armors can also register Common Events to trigger when the party gains or loses a copy of that item, weapon, or armor. &lt;br /&gt;
* If these triggers occur on a scene that isn't battle or the map, then the Common Events are queued up for until the player moves to the battle or map scenes to trigger them. &lt;br /&gt;
* If the triggering Common Event only has script calls, then the effect will run right then and there. &lt;br /&gt;
* Create Promises, one-time Common Event triggers upon a switch, variable, item, weapon, or armor having its value changed. &lt;br /&gt;
* Getting a Game Over can also result in a trigger that will bypass the Game Over scene, too. &lt;br /&gt;
* Game Over Common Events will prevent the game from ending completely and return back to map scene. &lt;br /&gt;
* The Common Event that is run upon a Game Over can be altered and changed. &lt;br /&gt;
* Have different Common Events depending on the map or troop encountered. &lt;br /&gt;
* The Game Over Common Event can be persistent or function as a one time deal depending on how you, as the game dev, choose to follow up with it.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
=== Required Plugin List ===&lt;br /&gt;
&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 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;
=== Quick Time Events ===&lt;br /&gt;
&lt;br /&gt;
[[File:QteTrigger_TimingBar.gif]]&lt;br /&gt;
&lt;br /&gt;
Also known as QTE's, these events function as player involved input trigger&lt;br /&gt;
systems which affect Variable or Switch values depending on the QTE type&lt;br /&gt;
(such as Variables for Button Mashing). Because these are player-input&lt;br /&gt;
reliant triggers, it's usually best for the event to be halted while the QTE&lt;br /&gt;
plays out (although you can disable this). Naturally, as such, the event&lt;br /&gt;
will not continue until the QTE is finished playing in the event commands.&lt;br /&gt;
&lt;br /&gt;
QTE's are activated through Plugin Commands and can have the messages and&lt;br /&gt;
such displayed with each QTE displayed differently each time. Adjust this in&lt;br /&gt;
the Plugin Parameters for each QTE to fit the situation.&lt;br /&gt;
&lt;br /&gt;
Only one QTE type can be played at a single time. Two or more QTE's cannot&lt;br /&gt;
be played at the same time. This is to prevent clutter and cause input&lt;br /&gt;
clashes.&lt;br /&gt;
&lt;br /&gt;
If a QTE Plugin Command has a Switch and/or Variable assigned (or multiple),&lt;br /&gt;
those Switches and Variables will be reset to OFF and 0 respectively. Based&lt;br /&gt;
on the QTE type, data can be recorded to both the Switches and Variables.&lt;br /&gt;
Some Switches can indicate the successful player input of a QTE while other&lt;br /&gt;
Variables can indicate how much time was remaining upon finishing the QTE or&lt;br /&gt;
the score for the QTE.&lt;br /&gt;
&lt;br /&gt;
Furthermore, for play testing purposes, during a QTE input sequence, you can&lt;br /&gt;
just hold down the &amp;quot;debug&amp;quot; button (usually Control) to automatically input&lt;br /&gt;
the needed input sequences. This ONLY works during Play Testing!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Switch and Variable Triggers ===&lt;br /&gt;
&lt;br /&gt;
[[File:SwVarTrigger.png]]&lt;br /&gt;
&lt;br /&gt;
Switches and Variables can have their names included with the name tags:&lt;br /&gt;
&amp;lt;Toggle Trigger Common Event: x&amp;gt; or &amp;lt;Change Trigger Common Event: x&amp;gt; to&lt;br /&gt;
automatically activate a Common Event at the next available moment. The&lt;br /&gt;
activated Common Event will only run once per trigger as opposed to&lt;br /&gt;
continuously like an Autorun or Parallel Common Event.&lt;br /&gt;
&lt;br /&gt;
These apply to Self Switches (only the custom ones added through the &amp;lt;Self&amp;gt;&lt;br /&gt;
name tag VisuMZ_1_ItemsEquipsCore) and Self Variables (likewise), too. The&lt;br /&gt;
same also applies to Map Switches and Variables (with &amp;lt;Map&amp;gt;) and any Global&lt;br /&gt;
Switches and Variables (with &amp;lt;Global&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
However, Self Switches/Variables that have triggered any Common Events will&lt;br /&gt;
not utilize any &amp;quot;This Event&amp;quot; event command functions. They will behave as if&lt;br /&gt;
they are triggered on a non-event environment.&lt;br /&gt;
&lt;br /&gt;
Possible uses for this mechanic can be things like making a picture change&lt;br /&gt;
into something else whenever a Variable's number value is altered, or have a&lt;br /&gt;
picture become visible or invisible depending on a Switch's ON/OFF value.&lt;br /&gt;
&lt;br /&gt;
Be wary of creating infinite loops by &amp;quot;turning off&amp;quot; Switches or &amp;quot;resetting&amp;quot;&lt;br /&gt;
any Variables. That will cause them to trigger, too. If you have to turn off&lt;br /&gt;
or reset switches/variables, consider using Promise Plugin Commands instead&lt;br /&gt;
of the auto-repeat tags.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== JS Switch and Variable Triggers ===&lt;br /&gt;
&lt;br /&gt;
[[File:QteTriggerSys_JsParam.png]]&lt;br /&gt;
&lt;br /&gt;
Triggers that function off of JS Switches and Variables will behave slightly&lt;br /&gt;
different. As these have dynamic values that may be constantly changing, in&lt;br /&gt;
order to prevent lag and endless loops, there is a delay system put in place&lt;br /&gt;
to ensure the triggers occur properly.&lt;br /&gt;
&lt;br /&gt;
This delay is set up in the Plugin Parameters. A delay of 60 means that&lt;br /&gt;
every 60 frames in-game, a check will be performed to see if a trigger&lt;br /&gt;
should occur or not.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Repeat Triggers ===&lt;br /&gt;
&lt;br /&gt;
A triggered Common Event can only be repeated once per availability. This&lt;br /&gt;
means that if you have toggled a Switch ON/OFF three times in a single frame&lt;br /&gt;
then the triggered Common Event will only process one time. The same applies&lt;br /&gt;
to variables, items, weapons, and armors.&lt;br /&gt;
&lt;br /&gt;
This also means that if the Common Event is triggered multiple times outside&lt;br /&gt;
of the battle and map scenes, then it will only run once when available to&lt;br /&gt;
run the Common Event.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Triggers for JavaScript Only Common Events ===&lt;br /&gt;
&lt;br /&gt;
[[File:QteTriggerSys_JsTrigger.png|600px]]&lt;br /&gt;
&lt;br /&gt;
If a triggered Common Event only has JavaScript in it through the &amp;quot;Script&amp;quot;&lt;br /&gt;
event command, then instead of waiting until reaching the battle or map&lt;br /&gt;
scene, the triggered Common Event will run the JS code immediately. Comments&lt;br /&gt;
will be ignored and allowed as a part of JavaScript Only Common Events.&lt;br /&gt;
&lt;br /&gt;
If multiple &amp;quot;Script&amp;quot; event commands are found in the triggered Common Event,&lt;br /&gt;
they will run independent of each other and as local functions. This means&lt;br /&gt;
that the any custom JS variables declared in one of the Script call events&lt;br /&gt;
may not necessarily transfer over to the others if not originally meant to.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Promise Triggers ===&lt;br /&gt;
&lt;br /&gt;
Anything that is assigned through a name tag or notetag will result in an&lt;br /&gt;
auto-repeat trigger and will always trigger without fail. However, if you&lt;br /&gt;
want something to trigger only once (or until you assign it again), use a&lt;br /&gt;
Promise Trigger.&lt;br /&gt;
&lt;br /&gt;
These are assigned through Plugin Commands and they will only trigger once.&lt;br /&gt;
After that, the condition that caused them to trigger will not trigger again&lt;br /&gt;
until another Promise is made to them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Game Over Scene ===&lt;br /&gt;
&lt;br /&gt;
[[File:GameOver.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The Game Over scene is skipped over if there's a designated Game Over Common&lt;br /&gt;
Event determined. If there isn't any Game Over Common Events, then the Game&lt;br /&gt;
Over scene will occur normally.&lt;br /&gt;
&lt;br /&gt;
If there are multiple Game Over Common Events, determined through the&lt;br /&gt;
default Plugin Parameters, Map Notetags, or Troop Name Tags, then a priority&lt;br /&gt;
system is used:&lt;br /&gt;
&lt;br /&gt;
# Battle Processing &amp;quot;Can Lose&amp;quot;&lt;br /&gt;
# Troop Name Tag Game Over Common Event&lt;br /&gt;
# Map Notetag Game Over Common Event&lt;br /&gt;
# Plugin Parameters/Command Game Over Common Event&lt;br /&gt;
&lt;br /&gt;
If a &amp;quot;Battle Processing&amp;quot; event command has a &amp;quot;Can Lose&amp;quot; option, then there&lt;br /&gt;
will be no Game Over Common Event to be run and instead, whatever is found&lt;br /&gt;
in the &amp;quot;Can Lose&amp;quot; segment will run instead. The event will not be&lt;br /&gt;
interrupted and continue forward. Ignore the rest.&lt;br /&gt;
&lt;br /&gt;
Otherwise, if there is a Game Over Common Event determined by the enemy&lt;br /&gt;
troop's name with the Name Tag &amp;lt;Game Over Common Event: x&amp;gt;, then priority&lt;br /&gt;
will go to that Common Event. Any event running will end prematurely in&lt;br /&gt;
favor of this Game Over Common Event. Ignore the rest.&lt;br /&gt;
&lt;br /&gt;
If there is a Game Over Common Event determined by the current map's notes&lt;br /&gt;
with the notetag &amp;lt;Game Over Common Event: x&amp;gt;, then priority will go to that&lt;br /&gt;
Common Event. Any event running will end prematurely in favor of this Game&lt;br /&gt;
Over Common Event. Ignore the rest.&lt;br /&gt;
&lt;br /&gt;
And finally, if there are any Game Over Common Events determined through&lt;br /&gt;
Plugin Commands or Plugin Parameters, then follow through with those. Keep&lt;br /&gt;
in mind that if it is based off a Plugin Parameter, and if the parameter&lt;br /&gt;
&amp;quot;Clear Common Event After?&amp;quot; is enabled, it will be only a one time deal.&lt;br /&gt;
&lt;br /&gt;
If there are no Game Over Common Events designated, then finally, the player&lt;br /&gt;
will reach the Game Over scene.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Extra Features ==&lt;br /&gt;
&lt;br /&gt;
There are some extra features found if other VisuStella MZ plugins are found&lt;br /&gt;
present in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Battle Core VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
Those using VisuStella MZ's Battle Core can launch QTE Plugin Commands from&lt;br /&gt;
this plugin during the middle of Action Sequences as long as there is not&lt;br /&gt;
a conflicting effect during it.&lt;br /&gt;
&lt;br /&gt;
Conflict effects include Active Chain Skills, Input Combo Skills, or&lt;br /&gt;
Evolution Matrix Skills. QTE events will not run at all while these skill&lt;br /&gt;
mechanics are active.&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 QTE and Trigger System Notetags}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ QTE and Trigger 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:VisuMZ.142.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
There aren't too many Plugin Parameters for this plugin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General Settings&lt;br /&gt;
&lt;br /&gt;
[[File:QteTriggerSys_JsParam.png]]&lt;br /&gt;
&lt;br /&gt;
  JS Watch Update Delay:&lt;br /&gt;
  - Used for &amp;lt;JS&amp;gt; Switches and Variables.&lt;br /&gt;
  - How many frames delay to wait for triggers?&lt;br /&gt;
  - 60 frames = 1 second.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Game Over Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:GameOver.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:QteTriggerSys_Param1.png]]&lt;br /&gt;
&lt;br /&gt;
These settings let you adjust Game Over-related trigger aspects.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Game Over Settings&lt;br /&gt;
&lt;br /&gt;
  Default Common Event:&lt;br /&gt;
  - Do you want there to be a Default Common Event?&lt;br /&gt;
  - It can be changed later with a Plugin Command.&lt;br /&gt;
  - 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Heal on Common Event?:&lt;br /&gt;
  - Do you want to heal 1 HP for all dead members after running the&lt;br /&gt;
    Game Over Common Event?&lt;br /&gt;
&lt;br /&gt;
  Clear After?:&lt;br /&gt;
  - Do you wish to clear the Game Over Common Event after it launches&lt;br /&gt;
    or not?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== QTE Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:QteTrigger_FillGauge.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:QteTriggerSys_Param2.png]]&lt;br /&gt;
&lt;br /&gt;
These settings let you adjust QTE-related trigger aspects.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Early Finish Duration:&lt;br /&gt;
  - How many frames should the game wait if the player finishes a QTE early?&lt;br /&gt;
&lt;br /&gt;
  Show QTE Timer?:&lt;br /&gt;
  - Do you wish to show a QTE Timer over each QTE window?&lt;br /&gt;
&lt;br /&gt;
    Timer Gauge Style:&lt;br /&gt;
    - Select the gauge style to use for QTE Timer.&lt;br /&gt;
    - Requires VisuMZ_3_VisualGaugeStyles!&lt;br /&gt;
&lt;br /&gt;
    Gauge Color 1:&lt;br /&gt;
    Gauge Color 2:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    JS: X, Y, W, H:&lt;br /&gt;
    - Code used to determine the position and dimensions for this window&lt;br /&gt;
      containing the gauge.&lt;br /&gt;
&lt;br /&gt;
  Show QTE Progress?:&lt;br /&gt;
  - Show a progress gauge for certain types of QTE's?&lt;br /&gt;
&lt;br /&gt;
    Progress Gauge Style:&lt;br /&gt;
    - Select the gauge style to use for QTE Timer.&lt;br /&gt;
    - Requires VisuMZ_3_VisualGaugeStyles!&lt;br /&gt;
&lt;br /&gt;
    Gauge Color 1:&lt;br /&gt;
    Gauge Color 2:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    JS: X, Y, W, H:&lt;br /&gt;
    - Code used to determine the position and dimensions for this window&lt;br /&gt;
      containing the gauge.&lt;br /&gt;
&lt;br /&gt;
  Input Buffer Leeway:&lt;br /&gt;
  - How many input buffer frames of leeway should be granted to&lt;br /&gt;
    Button Sequence QTE?&lt;br /&gt;
&lt;br /&gt;
  Timed Hit Leeway:&lt;br /&gt;
  - How many frames of leeway should be granted to Timed Hit QTE?&lt;br /&gt;
&lt;br /&gt;
    Overlay Opacity:&lt;br /&gt;
    - Timed Hit overlay sprite opacity.&lt;br /&gt;
&lt;br /&gt;
    Max Scaling:&lt;br /&gt;
    - What's the max scaling for Timed Hit QTE indicators?&lt;br /&gt;
&lt;br /&gt;
  Timed Sequence Leeway:&lt;br /&gt;
  - How many frames of leeway should be granted to Timed Sequence QTE?&lt;br /&gt;
&lt;br /&gt;
    Sequence Position:&lt;br /&gt;
    - What is the position for the Timed Sequence Landing Icon?&lt;br /&gt;
    - Use a number between 0 and 100.&lt;br /&gt;
&lt;br /&gt;
  QTE Timing Bar Width:&lt;br /&gt;
  - This is the width of the Timing Bar in pixels.&lt;br /&gt;
&lt;br /&gt;
    Cursor Offset X:&lt;br /&gt;
    - Offsets the cursor x position.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Cursor Offset Y:&lt;br /&gt;
    - Offsets the cursor y position.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
    Label Font Size:&lt;br /&gt;
    - What is the font size used to display timing bar labels?&lt;br /&gt;
&lt;br /&gt;
    Label Offset X:&lt;br /&gt;
    - Offsets the label x position.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Label Offset Y:&lt;br /&gt;
    - Offsets the label y position.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
    Timing Bar Color 1:&lt;br /&gt;
    Timing Bar Color 2:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Vocabulary Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:QteTrigger_TimedHit.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:QteTriggerSys_Param3.png]]&lt;br /&gt;
&lt;br /&gt;
These settings let you adjust the text displayed and QTE text window for&lt;br /&gt;
this plugin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General Settings&lt;br /&gt;
&lt;br /&gt;
  Text Alignment:&lt;br /&gt;
  - What is the text alignment?&lt;br /&gt;
  - Requires VisuMZ_1_MessageCore!&lt;br /&gt;
  - Otherwise, defaults to left alignment.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Message Settings:&lt;br /&gt;
&lt;br /&gt;
  Button Mash Text:&lt;br /&gt;
  - Alter the text that appears for the QTE Window.&lt;br /&gt;
  - Text codes are supported.&lt;br /&gt;
  - Leave empty for no window.&lt;br /&gt;
&lt;br /&gt;
  Button Sequence Text:&lt;br /&gt;
  - Alter the text that appears for the QTE Window.&lt;br /&gt;
  - Text codes are supported.&lt;br /&gt;
&lt;br /&gt;
  Direction Struggle:&lt;br /&gt;
  - Alter the text that appears for the QTE Window.&lt;br /&gt;
  - Text codes are supported.&lt;br /&gt;
  - Leave empty for no window.&lt;br /&gt;
&lt;br /&gt;
  Fill Gauge Text:&lt;br /&gt;
  - Alter the text that appears for the QTE Window.&lt;br /&gt;
  - Text codes are supported.&lt;br /&gt;
  - Leave empty for no window.&lt;br /&gt;
&lt;br /&gt;
  Hold &amp;amp; Release Text:&lt;br /&gt;
  - Alter the text that appears for the QTE Window.&lt;br /&gt;
  - Text codes are supported.&lt;br /&gt;
  - Leave empty for no window.&lt;br /&gt;
&lt;br /&gt;
  Marcher Text:&lt;br /&gt;
  - Alter the text that appears for the QTE Window.&lt;br /&gt;
  - Text codes are supported.&lt;br /&gt;
  - Leave empty for no window.&lt;br /&gt;
&lt;br /&gt;
  Swapper Text:&lt;br /&gt;
  - Alter the text that appears for the QTE Window.&lt;br /&gt;
  - Text codes are supported.&lt;br /&gt;
  - Leave empty for no window.&lt;br /&gt;
&lt;br /&gt;
  Timed Hit Text:&lt;br /&gt;
  - Alter the text that appears for the QTE Window.&lt;br /&gt;
  - Text codes are supported.&lt;br /&gt;
  - Leave empty for no window.&lt;br /&gt;
&lt;br /&gt;
  Timed Sequence Text:&lt;br /&gt;
  - Alter the text that appears for the QTE Window.&lt;br /&gt;
  - Text codes are supported.&lt;br /&gt;
&lt;br /&gt;
  Timing Bar Text:&lt;br /&gt;
  - Alter the text that appears for the QTE Window.&lt;br /&gt;
  - Text codes are supported.&lt;br /&gt;
  - Leave empty for no window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Message Window:&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the position and dimensions for this window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.04: May 18, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Time Out &amp;gt; Play SFX?&lt;br /&gt;
**** Play the &amp;quot;Miss&amp;quot; sound effect on time out?&lt;br /&gt;
**** Only applies to QTE's with &amp;quot;Miss&amp;quot; sound settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where some QTE's did not work properly in battle. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; QTE Settings &amp;gt; Input Buffer Leeway&lt;br /&gt;
**** How many input buffer frames of leeway should be granted to Button Sequence QTE?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: February 15, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where any input can be used for Timed Sequence QTE. 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 Comman added by Arisu:&lt;br /&gt;
*** QTE: Clear Current QTE&lt;br /&gt;
**** Clears the currently existing QTE.&lt;br /&gt;
* Feature Updated!&lt;br /&gt;
** Plugin Command: QTE: Hold &amp;amp; Release (OK)&lt;br /&gt;
*** Added Hold Common Event&lt;br /&gt;
*** Added Release Common Event&lt;br /&gt;
*** Added Overload Common Event&lt;br /&gt;
**** These common events will play upon different aspects of the QTE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: January 22, 2024&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Custom Construct Volume 4]]&lt;br /&gt;
* [[Timed Hits with Action Sequences]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of Helpfile ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&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;
[[Category: RPG Maker MZ Eventing Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Item_Crafting_System_VisuStella_MZ&amp;diff=17678</id>
		<title>Item Crafting System VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Item_Crafting_System_VisuStella_MZ&amp;diff=17678"/>
		<updated>2026-05-17T08:42:54Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=44nhdhWTSbM&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/786776&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/item-crafting-system&amp;quot;&amp;gt;Item Crafting System by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Wave 4}}&lt;br /&gt;
|link3 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ItemCraftingSys_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemCraftingSys_Preview2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemCraftingSys_Animation.gif]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Item crafting has become a common feature in many RPG's. However, it is not&lt;br /&gt;
a feature included by default with RPG Maker MZ. This plugin adds in a scene&lt;br /&gt;
that supports item crafting, either through the main menu, or through an&lt;br /&gt;
event initiated command.&lt;br /&gt;
&lt;br /&gt;
Craftable items are normally all available by default, but they can be&lt;br /&gt;
barred away through switch requirements. Upon crafting items, switches can&lt;br /&gt;
also be turned on/off to make a progression system if desired.&lt;br /&gt;
&lt;br /&gt;
Item ingredients can be items, weapons, armors, and cost gold as well.&lt;br /&gt;
Multiple ingredients can be required at a time or just one. Some items can&lt;br /&gt;
also be set to only be craftable at custom crafting areas.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Adds an item crafting scene to the game.&lt;br /&gt;
* Item crafting scene can be accessible from the Main Menu or through event-based Plugin Commands.&lt;br /&gt;
* Crafting ingredients can consist of items, weapons, armors, and gold.&lt;br /&gt;
* Crafting specific items can require switches to be turned on in order to be listed in the crafting list.&lt;br /&gt;
* Upon crafting specific items, they can also turn on/off other switches, making a progression system to be possible.&lt;br /&gt;
* Custom item crafting effects can occur for those who understand JavaScript to implement.&lt;br /&gt;
* This plugin can mask the names of uncrafted items, too.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
'''Required Plugin List'''&lt;br /&gt;
&lt;br /&gt;
* [[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 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;
=== Proxy Items ===&lt;br /&gt;
&lt;br /&gt;
Proxy Items are temporary substitutes for another. When they are acquired&lt;br /&gt;
through crafting, they will turn into the item, weapon, or armor they are a&lt;br /&gt;
proxy for. Only the icon, name, help description, and status details will&lt;br /&gt;
match up. Everything else will remain separate such as the notetag data and&lt;br /&gt;
the ingredients list. This allows you to effectively have multiple ways to&lt;br /&gt;
craft the same item using different recipes.&lt;br /&gt;
&lt;br /&gt;
For more details, look inside of the Notetags section for Proxy items.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Item Crafting System Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Item Crafting 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:ItemCraftingSys_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemCraftingSys_Param1.png]]&lt;br /&gt;
&lt;br /&gt;
General settings pertaining to Item Crafting.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Scene_ItemCrafting&lt;br /&gt;
&lt;br /&gt;
  Assist Button:&lt;br /&gt;
  - Text used to for the Button Assist Window's OK button when about ready&lt;br /&gt;
    to craft an item.&lt;br /&gt;
&lt;br /&gt;
  Crafted Icon:&lt;br /&gt;
  - Icon used to depict of an item has already been crafted.&lt;br /&gt;
&lt;br /&gt;
  Ingredient Bridge:&lt;br /&gt;
  - Text used to bridge ingredients in the item crafting scene.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Switches&lt;br /&gt;
&lt;br /&gt;
  Switch: Craft:&lt;br /&gt;
  - Crafting items in Crafting Scene turns this Switch to ON.&lt;br /&gt;
  - Switch reverts to OFF whenever the Crafting Scene opens.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Categories&lt;br /&gt;
&lt;br /&gt;
  Category Title:&lt;br /&gt;
  - Text format used for display categories.&lt;br /&gt;
  - %1 - Category Name, %2 - Needed Quantity&lt;br /&gt;
&lt;br /&gt;
  Selected 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;
  Selected Text:&lt;br /&gt;
  - This is the add on text that is displayed after an item's name that's&lt;br /&gt;
    already an ingredient.&lt;br /&gt;
&lt;br /&gt;
  Uncategorized Text:&lt;br /&gt;
  - Text used for an uncategorized item category.&lt;br /&gt;
&lt;br /&gt;
  Uncategorized Icon:&lt;br /&gt;
  - Icon used for uncategorized item category.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Vocabulary&lt;br /&gt;
&lt;br /&gt;
  Owned:&lt;br /&gt;
  -Text used for how much of an item is owned.&lt;br /&gt;
&lt;br /&gt;
  Shift:&lt;br /&gt;
  - Text used for the change in value.&lt;br /&gt;
&lt;br /&gt;
  Net:&lt;br /&gt;
  - Text used for the net result.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Global JS Effects&lt;br /&gt;
&lt;br /&gt;
  JS: Listing:&lt;br /&gt;
  - Code that is run globally across all items when checking if an item&lt;br /&gt;
    should be listed or not.&lt;br /&gt;
&lt;br /&gt;
  JS: Craft Effect:&lt;br /&gt;
  - Code that is run globally across all items when crafted.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Masking Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemCraftingSys_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemCraftingSys_Param2.png]]&lt;br /&gt;
&lt;br /&gt;
Masking settings related to uncrafted items.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Masking&lt;br /&gt;
&lt;br /&gt;
  Enable Masking:&lt;br /&gt;
  - Enable masking for uncrafted items?&lt;br /&gt;
&lt;br /&gt;
  Italics For Masking:&lt;br /&gt;
  - Use Italics when masking?&lt;br /&gt;
&lt;br /&gt;
  Mask Character:&lt;br /&gt;
  - Text used for masking per individual character.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Main Menu Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemCraftingSys_MainMenu.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemCraftingSys_Param3.png]]&lt;br /&gt;
&lt;br /&gt;
Main Menu settings for Item Crafting.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Main Menu&lt;br /&gt;
&lt;br /&gt;
  Command Name:&lt;br /&gt;
  - Name of the 'Crafting' option in the Main Menu.&lt;br /&gt;
&lt;br /&gt;
  Show in Main Menu?:&lt;br /&gt;
  - Add the 'Crafting' option to the Main Menu by default?&lt;br /&gt;
&lt;br /&gt;
  Enable in Main Menu?:&lt;br /&gt;
  - Enable the 'Crafting' option to the Main Menu by default?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Animation Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemCraftingSys_Animation.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemCraftingSys_Param4.png]]&lt;br /&gt;
&lt;br /&gt;
Default settings for playing animations after crafting.&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 crafting an item?&lt;br /&gt;
&lt;br /&gt;
  Show Windows?:&lt;br /&gt;
  - Show windows during an item crafting animation?&lt;br /&gt;
&lt;br /&gt;
  Default Animations:&lt;br /&gt;
  - Default animation(s) do you want to play when crafting.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Sprite&lt;br /&gt;
&lt;br /&gt;
  Scale:&lt;br /&gt;
  - How big do you want the item sprite to be on screen?&lt;br /&gt;
&lt;br /&gt;
  Fade Speed:&lt;br /&gt;
  - How fast do you want the item to fade in?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Crafting Sound Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemCraftingSys_Animation.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemCraftingSys_Param5.png]]&lt;br /&gt;
&lt;br /&gt;
Default settings for the sound effect played when crafting an item.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Sound&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;
=== Background Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemCraftingSys_Preview2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemCraftingSys_Param6.png]]&lt;br /&gt;
&lt;br /&gt;
Background settings for Scene_ItemCrafting.&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;
  Background 2:&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;
---&lt;br /&gt;
&lt;br /&gt;
=== Window Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemCraftingSys_Preview2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemCraftingSys_Param7.png]]&lt;br /&gt;
&lt;br /&gt;
Window settings pertaining to Item Crafting.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Windows&lt;br /&gt;
&lt;br /&gt;
  Requirement Font Size:&lt;br /&gt;
  - Font size used for requirement quantity.&lt;br /&gt;
&lt;br /&gt;
  Show Tooltips:&lt;br /&gt;
  - Show tooltips when the mouse hovers over an ingredient?&lt;br /&gt;
&lt;br /&gt;
  Custom Window Skin:&lt;br /&gt;
  - Select a custom window skin if you want the tooltip window to have one.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Background Types&lt;br /&gt;
&lt;br /&gt;
  Help Window:&lt;br /&gt;
  Category Window:&lt;br /&gt;
  Gold Window:&lt;br /&gt;
  List Window:&lt;br /&gt;
  Status Window:&lt;br /&gt;
  Ingredient Title:&lt;br /&gt;
  Ingredient List:&lt;br /&gt;
  Number Window:&lt;br /&gt;
  Button Assist Window:&lt;br /&gt;
  - Select background type for the specific window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Custom Layout&lt;br /&gt;
&lt;br /&gt;
  Added in version 1.20&lt;br /&gt;
&lt;br /&gt;
  Enable Custom Layout:&lt;br /&gt;
  - Enable a custom layout or automatically create a layout based on the&lt;br /&gt;
    shop scene?&lt;br /&gt;
&lt;br /&gt;
  Help Window JS:&lt;br /&gt;
  - Code used to determine the dimensions for this window.&lt;br /&gt;
&lt;br /&gt;
  Category Window JS:&lt;br /&gt;
  - Code used to determine the dimensions for this window.&lt;br /&gt;
  - These settings are also used for the ingredients title window.&lt;br /&gt;
&lt;br /&gt;
  Gold Window JS:&lt;br /&gt;
  - Code used to determine the dimensions for this window.&lt;br /&gt;
&lt;br /&gt;
  Item Window JS:&lt;br /&gt;
  - Code used to determine the dimensions for this window.&lt;br /&gt;
  - These settings are also used for ingredients list and number windows.&lt;br /&gt;
&lt;br /&gt;
  Status Window JS:&lt;br /&gt;
  - Code used to determine the dimensions for this window.&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: May 18, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Once Craft Common Event: id&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** Common Event must use Plugin Command &amp;quot;Scene: Common Event Return&amp;quot; at the end of the event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.25: October 16, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility checks for shop batches to make sure they don't give out free items. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.24: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a name masking bug that would result in a crash. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.23: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Message Core's text language settings. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.22: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity to &amp;lt;nowiki&amp;gt;&amp;lt;Craft Batch&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** Items CANNOT add themselves!&lt;br /&gt;
*** ie. Item 'Super Potion' must not give Item 'Super Potion'.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Add fail safes to prevent items from having batch entries add themselves. Added by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.21: July 18, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility with new Items and Equips Core features!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.20: March 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash that would cause a conflict with related non-crafting scenes. 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; Windows &amp;gt; Custom Layout&lt;br /&gt;
**** By enabling this, you can use JS to determine the window positions you want to layout in the item crafting scene. Otherwise, if left disabled, the plugin will automatically utilize the layout found in the shop scene to determine where the windows will go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: February 15, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Craft Batch&amp;gt;&lt;br /&gt;
**** When this &amp;quot;item&amp;quot; is crafted, yields multiples of the listed item.&lt;br /&gt;
**** Requires VisuMZ_3_ShopBatches&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: August 4, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Crafting an item on a different tab than the first will no longer reset back to the first tab. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: July 14, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: May 12, 2022&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Compatibility with VisuMZ Shop Common Events added.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag effects added by Irina and sponsored by MirageV:&lt;br /&gt;
*** &amp;lt;Once Craft Common Event: id&amp;gt;&lt;br /&gt;
*** &amp;lt;Repeat Craft Common Event: id&amp;gt;&lt;br /&gt;
**** Requires VisuMZ_2_ShopCommonEvents!&lt;br /&gt;
**** This will cause a specific Common Event to launch when crafted.&lt;br /&gt;
*** &amp;lt;Once Craft Common Event Switch: id&amp;gt;&lt;br /&gt;
*** &amp;lt;Once Craft Common Event All Switches: id, id, id&amp;gt;&lt;br /&gt;
*** &amp;lt;Once Craft Common Event Any Switches: id, id, id&amp;gt;&lt;br /&gt;
*** &amp;lt;Repeat Craft Common Event Switch: id&amp;gt;&lt;br /&gt;
*** &amp;lt;Repeat Craft Common Event All Switches: id, id, id&amp;gt;&lt;br /&gt;
*** &amp;lt;Repeat Craft Common Event Any Switches: id, id, id&amp;gt;&lt;br /&gt;
**** Requires the respective Craft Common Events to have these Switches enabled in the &amp;quot;ON&amp;quot; position in order for them to launch.&lt;br /&gt;
** New Plugin Command added by Irina and sponsored by MirageV:&lt;br /&gt;
*** Scene: Common Event Return&lt;br /&gt;
**** Requires VisuMZ_2_ShopCommonEvents!&lt;br /&gt;
**** Return to the last shop if coming from a Crafting Common Event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: April 7, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Any disappearing categories as a result of hiding recipes after crafting an item will result in the first category being selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: March 31, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Failsafe added for situations where if the game dev decides to force an impossible situation in the Item Crafting scene (such as turning on a switch that erases all recipes), then the Item Scene will automatically exit out of it with zero prompts. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: January 20, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Tooltips for proxy items no longer show the original item's materials. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: December 23, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added Major Changes section for &amp;quot;Proxy Items&amp;quot;.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Number window is now updated to show how much of an ingredient the player owns, how much will be consumed, and the number result of the crafting.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu!&lt;br /&gt;
*** &amp;lt;Proxy: id&amp;gt;&lt;br /&gt;
*** &amp;lt;Proxy: name&amp;gt;&lt;br /&gt;
**** REQUIRES the most up to date VisuMZ Items and Equips Core!&lt;br /&gt;
**** Turns this item, weapon, or armor into a proxy for another item, allowing you to create recipes with different ingredients in &amp;lt;Crafting Ingredients&amp;gt; notetag contents and yield the same item.&lt;br /&gt;
**** The proxy item itself will take on the name, icon, and description of the original item it is supposed to represent.&lt;br /&gt;
**** No other properties are carried over from the original.&lt;br /&gt;
**** When viewed through the Window_ShopStatus window, the contents will reference the original item and not the proxy item.&lt;br /&gt;
**** Proxy items themselves cannot be acquired. This includes event commands, item drops, or equips.&lt;br /&gt;
**** When crafted, the item yielded won't be the proxy item but the item it is a proxy for.&lt;br /&gt;
**** Replace 'id' with a number representing the item, weapon, or armor ID of the same item type. If the proxy is an item, this will reference an item. If the proxy is a weapon, this will reference a weapon. Same for armors.&lt;br /&gt;
**** Replace 'name' with text representing the item, weapon, or armor's name. The referenced item needs to be the same item type as the proxy. Item for item, weapon for weapon, armor for armor.&lt;br /&gt;
** New Plugin Parameters added by Arisu!&lt;br /&gt;
*** Plugin Parameters &amp;gt; General &amp;gt; Vocab &amp;gt; Owned&lt;br /&gt;
*** Plugin Parameters &amp;gt; General &amp;gt; Vocab &amp;gt; Shift&lt;br /&gt;
*** Plugin Parameters &amp;gt; General &amp;gt; Vocab &amp;gt; Net&lt;br /&gt;
**** These are new vocabulary terms for the new number window appearance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: 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 1.10: June 25, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When exiting out of the ingredients list back towards the item selection window, the help window should now be properly updated. Fix by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: March 12, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Having extra spaces before an ingredient's name should no longer cause problems to information parsing. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: March 5, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Commands and Item Crafting Scene option will not appear if you do not have any recipes prepared at all in your game. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: February 26, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina and sponsored by AndyL:&lt;br /&gt;
*** Plugin Parameters &amp;gt; General Settings &amp;gt; Switches &amp;gt; Switch: Craft&lt;br /&gt;
**** Crafting items in Crafting Scene turns this Switch to ON.&lt;br /&gt;
**** Switch reverts to OFF whenever the Crafting Scene opens.&lt;br /&gt;
**** This can be used after an &amp;quot;Item Crafting&amp;quot; plugin command to determine if the player has crafted an item or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: 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;Crafting 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 item, weapon, or armor's icon during crafting instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: November 29, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** If on-screen touch buttons are disabled, they will no longer cause crash errors. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: November 15, 2020&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: October 25, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Masked Names no longer show in the number input window. Fixed by Irina.&lt;br /&gt;
** Plugin no longer requires a new game to be started in order for Item Crafting to work for the main menu. Fix made by Irina.&lt;br /&gt;
** Touch Button for OK will no longer bypass the item requirements. Fix made by Irina.&lt;br /&gt;
** Uncategorized items will now default to a newly created Uncategorized list of items. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Plugin Parameters &amp;gt; General will is updated with &amp;quot;Uncategorized Text&amp;quot; and &amp;quot;Uncategorized Icon&amp;quot; for uncategorized items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: October 18, 2020&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Bounce SFX pitch plugin parameter is now uncapped.&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Color matches no longer crash the game if the matching amount is set to zero. Bug fixed by Yanfly.&lt;br /&gt;
** Selecting a category without modern controls will now activate the list window. Bug fixed by Yanfly.&lt;br /&gt;
** The Category Window no longer disappears when there's only one category. Bug fixed by Yanfly.&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 1.00: November 2, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Item Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Utility Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Menu Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Battle_System_-_STB_VisuStella_MZ&amp;diff=17677</id>
		<title>Battle System - STB VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Battle_System_-_STB_VisuStella_MZ&amp;diff=17677"/>
		<updated>2026-05-17T08:42:50Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=b1O0fvM5VQ8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/827753&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/battle-system-stb&amp;quot;&amp;gt;Battle System - STB plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Wave 5}}&lt;br /&gt;
|link3 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_Instant.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_Exploit.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_AllOut.png|600px]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Standard Turn Battle (STB) system uses RPG Maker MZ's default non-TPB&lt;br /&gt;
battle system as a base. Action orders are determined by the battler's AGI&lt;br /&gt;
values and they go from highest to lowest. However, actions are not selected&lt;br /&gt;
at the start of the turn. Instead, as the turn progresses, actions are then&lt;br /&gt;
picked as each battler's turn comes up and is executed immediately.&lt;br /&gt;
&lt;br /&gt;
Optional to the battle system but fine tuned to it is the Exploit System.&lt;br /&gt;
When landing an elemental weakness or critical hit against a foe, the&lt;br /&gt;
battler can gain bonuses as well as an extra turn while the foe will become&lt;br /&gt;
stunned or gain any desired state(s). When all enemies are exploited in a&lt;br /&gt;
single turn, a common event can also be played, too.&lt;br /&gt;
&lt;br /&gt;
A Turn Order Display will also appear on the screen to show the order the&lt;br /&gt;
battlers will take their turns in. This lets the player plan in advance on&lt;br /&gt;
how to go about the rest of the turn.&lt;br /&gt;
&lt;br /&gt;
*NOTE* To use this battle system, you will need the updated version of&lt;br /&gt;
VisuStella's Core Engine. Go into its Plugin Parameters and change the&lt;br /&gt;
&amp;quot;Battle System&amp;quot; plugin parameter to &amp;quot;stb&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Utilizes the balanced AGI nature of the Default Turn Battle system.&lt;br /&gt;
* Allows for actions to execute immediately upon selection.&lt;br /&gt;
* A Turn Order Display to show the player when each battler will have its turn to perform an action.&lt;br /&gt;
* Skills and Items can have an &amp;quot;Instant Use&amp;quot; effect, which allows them to perform an action immediately without using up a turn.&lt;br /&gt;
* An optional Exploit System that can be disabled if desired, but otherwise, fine tuned to make use of STB's highly compatible nature.&lt;br /&gt;
* Landing an elemental weakness or critical hit can allow the active battler to gain bonuses, ranging from states to extra actions to custom effects that can be added on through JavaScript plugin parameters.&lt;br /&gt;
* An exploited enemy can suffer from states and/or custom effects added through JavaScript plugin parameters.&lt;br /&gt;
* If all enemies are exploited, a common event can run to allow for a custom follow up action.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
=== Required Plugin List ===&lt;br /&gt;
&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Turn Order Display ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_TurnOrder.png]]&lt;br /&gt;
&lt;br /&gt;
The Turn Order Display will capture the battle's currently active battler&lt;br /&gt;
and any battlers found in the active battlers array for the BattleManager.&lt;br /&gt;
This does not overwrite any functions, but the Turn Order Display may or may&lt;br /&gt;
not conflict with any existing HUD elements that are already positioned on&lt;br /&gt;
the screen. If so, you can choose to offset the Turn Order Display or move&lt;br /&gt;
it to a different part of the screen through the plugin parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Speed ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_ActionSpeed.png]]&lt;br /&gt;
&lt;br /&gt;
For skills and items, action speeds now behave differently now. Because&lt;br /&gt;
actions are now decided after a turn starts, positioning will no longer be&lt;br /&gt;
decided from the selected skill/item's action speed for the current turn.&lt;br /&gt;
&lt;br /&gt;
Instead, the action speed used by a skill or item will determine the bonus&lt;br /&gt;
speed (or speed penalty if negative) for the following turn. Using a Guard&lt;br /&gt;
action with a +2000 Action Speed will raise the following turn's speed by&lt;br /&gt;
+2000, whereas what is originally a long charge time skill with -1000 speed&lt;br /&gt;
will decrease the following action's speed by -1000.&lt;br /&gt;
&lt;br /&gt;
You can also customize how speed is calculated through JS Plugin Parameters&lt;br /&gt;
found in the Mechanics Settings.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Instant Use ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_Instant.gif]]&lt;br /&gt;
&lt;br /&gt;
Skills and Items can have an &amp;quot;Instant Use&amp;quot; property which allows them to be&lt;br /&gt;
used immediately without consuming a turn. This can be used for actions that&lt;br /&gt;
otherwise do not warrant a whole turn. These can be used for minor buffs,&lt;br /&gt;
debuffs, toggles, etc.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Exploit System ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_Exploit.gif]]&lt;br /&gt;
&lt;br /&gt;
This is an optional system. If you wish to turn it off, you can do so in the&lt;br /&gt;
plugin parameters.&lt;br /&gt;
&lt;br /&gt;
There are two main ways that battlers can be exploited. One is by receiving&lt;br /&gt;
damage that strikes an elemental weakness. The other is by receiving damage&lt;br /&gt;
from a Critical Hit. Exploited battlers can receive penalty states. These&lt;br /&gt;
states can be adjusted in the plugin parameters. The default penalty state&lt;br /&gt;
is the Stunned state.&lt;br /&gt;
&lt;br /&gt;
The battler doing the exploiting can receive bonuses instead. This is to&lt;br /&gt;
reward a power play. These bonuses can range from added states to receiving&lt;br /&gt;
an extra action and allowing the active battler to immediately attack again.&lt;br /&gt;
&lt;br /&gt;
Each battler can only be exploited once per turn. This means if an enemy&lt;br /&gt;
would receive multiple attacks to its elemental weakness(es), the exploited&lt;br /&gt;
effect will only occur once per turn, meaning the penalty states won't stack&lt;br /&gt;
multiple times over. This limitation is for the sake of game balance, but if&lt;br /&gt;
you so wish, you can turn off this limitation in the plugin parameters.&lt;br /&gt;
&lt;br /&gt;
Each action can also exploit only once per use and against an unexploited&lt;br /&gt;
target. This means battlers cannot use the same elemental attacks against&lt;br /&gt;
the same foes over and over to stack up an infinite amount of turns. If the&lt;br /&gt;
player wants to gain more bonuses, the player would have to strike against&lt;br /&gt;
unexploited foes. This limitation is for the sake of game balance, but if&lt;br /&gt;
you so wish, you can turn off this limitation in the plugin parameters.&lt;br /&gt;
&lt;br /&gt;
When all members of a party/troop are exploited, a common event can be&lt;br /&gt;
triggered to run, allowing for potential follow up actions. How you wish to&lt;br /&gt;
make these common events is up to you.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== VisuStella MZ Compatibility ==&lt;br /&gt;
&lt;br /&gt;
While this plugin is compatible with the majority of the VisuStella MZ&lt;br /&gt;
plugin library, it is not compatible with specific plugins. Here is a list&lt;br /&gt;
of the ones this plugin is not compatible with.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Party System VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
In battle, the player cannot change entire parties at once from the Party&lt;br /&gt;
Command Window. The feature will be unaccessible while Standard Turn Battle&lt;br /&gt;
is in play. However, the player can still change party members through the&lt;br /&gt;
Actor Command Window by having actors replace other actors. Party changing&lt;br /&gt;
is also available through battle events, Common Events, and script calls.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Break Shields VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
The Break Shields plugin can be used together with Battle System - STB.&lt;br /&gt;
However, it cannot be used together with the STB Exploit system. This is&lt;br /&gt;
because both Break Shields and the Exploit system function under similar&lt;br /&gt;
mechanics and will conflict. However, if STB's Exploit system is turned off,&lt;br /&gt;
then you can use all of the Break Shield plugin's features fully.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System STB Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System STB Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Speed Mechanics ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_ActionSpeed.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
Determines the mechanics of the STB Battle System.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Speed&lt;br /&gt;
&lt;br /&gt;
  JS: Finalized Speed:&lt;br /&gt;
  - Code used to calculate the finalized speed at the start of each turn.&lt;br /&gt;
&lt;br /&gt;
  JS: Next Turn Speed:&lt;br /&gt;
  - Code used to calculate speed for a following turn.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Exploit System Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_Exploit.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
Here, you can adjust the main settings for the Exploit System, including&lt;br /&gt;
where you can turn it on/off. The Exploited and Exploiter settings are&lt;br /&gt;
extensions of the Exploit System and are better off with their own sections.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Enable System?:&lt;br /&gt;
  - Enable the exploit system?&lt;br /&gt;
  - If disabled, ignore all the  mechanics regarding the Exploit System.&lt;br /&gt;
&lt;br /&gt;
  Critical Hits:&lt;br /&gt;
  - Do critical hits exploit the opponent?&lt;br /&gt;
&lt;br /&gt;
  Elemental Weakness:&lt;br /&gt;
  - Do elemental weaknesses exploit the opponent?&lt;br /&gt;
&lt;br /&gt;
    Minimum Rate:&lt;br /&gt;
    - What's the minimum rate needed to count as an elemental weakness?&lt;br /&gt;
&lt;br /&gt;
  Forced Actions:&lt;br /&gt;
  - Apply exploit system to Forced Actions?&lt;br /&gt;
  - We added this function because forced actions can disrupt player&lt;br /&gt;
    strategies when used with the exploit system.&lt;br /&gt;
&lt;br /&gt;
  Reset Each Turn:&lt;br /&gt;
  - Reset exploits at the end of each turn?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Exploited Effects Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_Exploit.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
These are effects for the exploited battlers (the receiving end). Change how&lt;br /&gt;
you want exploited battlers to behave here.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Mechanics&lt;br /&gt;
&lt;br /&gt;
  Added States:&lt;br /&gt;
  - A list of the states that are added when a target is exploited.&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_AllOut.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Full Exploit Events:&lt;br /&gt;
  vs Actors Event:&lt;br /&gt;
  vs Enemies Event:&lt;br /&gt;
  - If all actors/enemies have been fully exploited, run this common event.&lt;br /&gt;
  - Does not work with unlimited exploits.&lt;br /&gt;
&lt;br /&gt;
  Unlimited Exploits:&lt;br /&gt;
  - Can battlers be exploited endlessly?&lt;br /&gt;
&lt;br /&gt;
  JS: On Exploited:&lt;br /&gt;
  - Code used when the target has been exploited.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Animation&lt;br /&gt;
&lt;br /&gt;
  Animation ID:&lt;br /&gt;
  - Play this animation when the effect activates.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the effect animation?&lt;br /&gt;
&lt;br /&gt;
  Mute Animation:&lt;br /&gt;
  - Mute the effect animation?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Popups&lt;br /&gt;
&lt;br /&gt;
  Text:&lt;br /&gt;
  - Text displayed upon the effect activating.&lt;br /&gt;
&lt;br /&gt;
  Text Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Flash Color:&lt;br /&gt;
  - Adjust the popup's flash color.&lt;br /&gt;
  - Format: [red, green, blue, alpha]&lt;br /&gt;
&lt;br /&gt;
  Flash Duration:&lt;br /&gt;
  - What is the frame duration of the flash effect?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Exploiter Effects Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_Exploit.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_Params4.png]]&lt;br /&gt;
&lt;br /&gt;
These are effects for the battlers doing the exploiting. Change how you want&lt;br /&gt;
exploiter battlers to behave here.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Mechanics&lt;br /&gt;
&lt;br /&gt;
  Added States:&lt;br /&gt;
  - A list of the states that are added when a user exploits a foe.&lt;br /&gt;
&lt;br /&gt;
  Extra Actions:&lt;br /&gt;
  - Successfully exploiting an enemy will grant the user this many&lt;br /&gt;
    extra actions.&lt;br /&gt;
&lt;br /&gt;
  Multiple Exploits:&lt;br /&gt;
  - Can battlers exploit opponents multiple times with one action?&lt;br /&gt;
&lt;br /&gt;
  JS: On Exploiting:&lt;br /&gt;
  - Code used when the user is exploiting a foe's weakness.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Animation&lt;br /&gt;
&lt;br /&gt;
  Animation ID:&lt;br /&gt;
  - Play this animation when the effect activates.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the effect animation?&lt;br /&gt;
&lt;br /&gt;
  Mute Animation:&lt;br /&gt;
  - Mute the effect animation?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Popups&lt;br /&gt;
&lt;br /&gt;
  Text:&lt;br /&gt;
  - Text displayed upon the effect activating.&lt;br /&gt;
&lt;br /&gt;
  Text Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Flash Color:&lt;br /&gt;
  - Adjust the popup's flash color.&lt;br /&gt;
  - Format: [red, green, blue, alpha]&lt;br /&gt;
&lt;br /&gt;
  Flash Duration:&lt;br /&gt;
  - What is the frame duration of the flash effect?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Turn Order Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_TurnOrder.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysSTB_Params5.png]]&lt;br /&gt;
&lt;br /&gt;
Turn Order Display settings used for Battle System STB. These adjust how the&lt;br /&gt;
visible turn order appears in-game.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Display Position:&lt;br /&gt;
  - Select where the Turn Order will appear on the screen.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much to offset the X coordinate by.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much to offset the Y coordinate by.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  Center Horizontal?:&lt;br /&gt;
  - Reposition the Turn Order Display to always be centered if it is a&lt;br /&gt;
    'top' or 'bottom' position?&lt;br /&gt;
&lt;br /&gt;
  Reposition for Help?:&lt;br /&gt;
  - If the display position is at the top, reposition the display when the&lt;br /&gt;
    help window is open?&lt;br /&gt;
&lt;br /&gt;
  Reposition Log?:&lt;br /&gt;
  - If the display position is at the top, reposition the Battle Log Window&lt;br /&gt;
    to be lower?&lt;br /&gt;
&lt;br /&gt;
  Forward Direction:&lt;br /&gt;
  - Decide on the direction of the Turn Order.&lt;br /&gt;
  - Settings may vary depending on position.&lt;br /&gt;
  - Left to Right / Down to Up&lt;br /&gt;
  - Right to Left / Up to Down&lt;br /&gt;
&lt;br /&gt;
  Subject Distance:&lt;br /&gt;
  - How far do you want the currently active battler to distance itself from&lt;br /&gt;
    the rest of the Turn Order?&lt;br /&gt;
&lt;br /&gt;
  Screen Buffer:&lt;br /&gt;
  - What distance do you want the display to be away from the edge of the&lt;br /&gt;
    screen by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Reposition For Help&lt;br /&gt;
&lt;br /&gt;
  Repostion X By:&lt;br /&gt;
  Repostion Y By:&lt;br /&gt;
  - Reposition the display's coordinates by this much when the Help Window&lt;br /&gt;
    is visible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slots&lt;br /&gt;
&lt;br /&gt;
  Max Horizontal:&lt;br /&gt;
  - Maximum slots you want to display for top and bottom Turn Order Display&lt;br /&gt;
    positions?&lt;br /&gt;
&lt;br /&gt;
  Max Vertical:&lt;br /&gt;
  - Maximum slots you want to display for left and right Turn Order Display&lt;br /&gt;
    positions?&lt;br /&gt;
&lt;br /&gt;
  Length:&lt;br /&gt;
  - How many pixels long should the slots be on the Turn Order display?&lt;br /&gt;
&lt;br /&gt;
  Thin:&lt;br /&gt;
  - How many pixels thin should the slots be on the Turn Order display?&lt;br /&gt;
&lt;br /&gt;
  Update Frames:&lt;br /&gt;
  - How many frames should it take for the slots to update their&lt;br /&gt;
    positions by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Border&lt;br /&gt;
&lt;br /&gt;
  Show Border?:&lt;br /&gt;
  - Show borders for the slot sprites?&lt;br /&gt;
&lt;br /&gt;
  Border Thickness:&lt;br /&gt;
  - How many pixels thick should the colored portion of the border be?&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Border Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Border Skin:&lt;br /&gt;
    - Optional. Place a skin on the actor/enemy borders instead of&lt;br /&gt;
      rendering them?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Sprites&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
&lt;br /&gt;
    Sprite Type:&lt;br /&gt;
    - Select the type of sprite used for the actor graphic.&lt;br /&gt;
    - Face Graphic - Show the actor's face.&lt;br /&gt;
    - Icon - Show a specified icon.&lt;br /&gt;
    - Sideview Actor - Show the actor's sideview battler.&lt;br /&gt;
&lt;br /&gt;
    Default Icon:&lt;br /&gt;
    - Which icon do you want to use for actors by default?&lt;br /&gt;
&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Sprite Type:&lt;br /&gt;
    - Select the type of sprite used for the enemy graphic.&lt;br /&gt;
    - Face Graphic - Show a specified face graphic.&lt;br /&gt;
    - Icon - Show a specified icon.&lt;br /&gt;
    - Enemy - Show the enemy's graphic or sideview battler.&lt;br /&gt;
&lt;br /&gt;
    Default Face Name:&lt;br /&gt;
    - Use this default face graphic if there is no specified face.&lt;br /&gt;
&lt;br /&gt;
    Default Face Index:&lt;br /&gt;
    - Use this default face index if there is no specified index.&lt;br /&gt;
&lt;br /&gt;
    Default Icon:&lt;br /&gt;
    - Which icon do you want to use for enemies by default?&lt;br /&gt;
&lt;br /&gt;
    Match Hue?:&lt;br /&gt;
    - Match the hue for enemy battlers?&lt;br /&gt;
    - Does not apply if there's a sideview battler.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Letter&lt;br /&gt;
&lt;br /&gt;
  Show Enemy Letter?:&lt;br /&gt;
  - Show the enemy's letter on the slot sprite?&lt;br /&gt;
&lt;br /&gt;
  Font Name:&lt;br /&gt;
  - The font name used for the text of the Letter.&lt;br /&gt;
  - Leave empty to use the default game's font.&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - The font size used for the text of the Letter.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Background&lt;br /&gt;
&lt;br /&gt;
  Show Background?:&lt;br /&gt;
  - Show the background on the slot sprite?&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Background Color 1:&lt;br /&gt;
    Background Color 2:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Background Skin:&lt;br /&gt;
    - Optional. Use a skin for the actor background instead of&lt;br /&gt;
      rendering them?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.23: May 18, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if a stun is cleared before an actor's turn, the actor would lose that turn. This should no longer happen. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.22: February 16, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;lt;nowiki&amp;gt;&amp;lt;STB Cannot Be Exploited&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;STB Cannot Be Exploiter&amp;gt;&amp;lt;/nowiki&amp;gt; notetags were not working properly. Bug fixed by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.21: September 14, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where auto-battle would not give ONE MORE! bonus to actors. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.20: July 13, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug involving auto-battle that would give infinite actions if cancelled at specific timings. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: January 20, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: December 15, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: August 18, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed bugs that caused the STB Turn Order faces and icons to not change properly for actors and enemies. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: July 7, 2022&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugin is now updated to support larger than 8 troop sizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: June 9, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Exploit System Settings &amp;gt; Forced Actions&lt;br /&gt;
**** Apply exploit system to Forced Actions?&lt;br /&gt;
**** We added this function because forced actions can disrupt player strategies when used with the exploit system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: March 3, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: November 11, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Critical hits for enemies with only one action per turn should now properly allow for the exploited effect to occur. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: October 28, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Turn Order display will no longer appear at differing X and Y positions when using specific battle layouts. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: July 23, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that altered the current action choice when enemies are using a skill that utilizes instants when there is only enough MP left for one of those actions. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: July 2, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Dead battlers will no longer reappear in the turn order on subsequent turns. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for updated features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;quot;Mechanics Settings&amp;quot; Plugin Parameters has been updated into &amp;quot;Speed Mechanics&amp;quot; with updated formulas that will now correlate any adjusted AGI changes made to battlers to alter the following turn properly. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: March 26, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Enemy exploit actions should now associate A.I. properly. Fix by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;VisuStella MZ Compatibility&amp;quot; section for detailed compatibility explanations with the VisuMZ_4_BreakShields plugin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: March 19, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Turn Order Window calculations slightly tweaked for times when the window layer is bigger than it should be. Update made by Olivia.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: January 22, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** A different kind of end battle check is now made to determine hiding the turn order display. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: January 1, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: December 25, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Starting battle from a surprise attack will no longer skip turn 1. And starting battle without any inputtable actors will no longer skip turn 1. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: December 18, 2020&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Enemies can now benefit from &amp;lt;STB Instant&amp;gt; skills. Update made by Olivia.&lt;br /&gt;
** Action End States updating are now handled by Skills and States Core v1.07+ for proper intended usage. Change from Battle System - STB v1.02 is reverted here to prevent triggering the update twice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: December 4, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Select Next Command no longer returns undefined. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: November 22, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Action End States now update at the end of each individual action. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: November 15, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Now compatible with Party Command Window Disable from the Battle Core. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: November 23, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Battle System Differences VisuStella MZ]]&lt;br /&gt;
* [[Inspiration Behind Wave 5]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Utility Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Battle_System_-_BTB_VisuStella_MZ&amp;diff=17676</id>
		<title>Battle System - BTB VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Battle_System_-_BTB_VisuStella_MZ&amp;diff=17676"/>
		<updated>2026-05-17T08:42:38Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=dwo-92nHRqc&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/862880&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/battle-system-btb&amp;quot;&amp;gt;Battle System - BTB 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:BattleSysBTB_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
* [[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
* [[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysBTB_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The Brave Turn Battle (BTB) system plays off RPG Maker MZ's default battle&lt;br /&gt;
system with a twist of allowing actors (and enemies) to use up actions from&lt;br /&gt;
the future or save up for later. These actions will be queued and delivered&lt;br /&gt;
all in one go! Any borrowed actions from the future will result in following&lt;br /&gt;
turns without any actions to use. Should a player decide to save up their&lt;br /&gt;
actions instead through Guarding, they can charge actions with less&lt;br /&gt;
repercussions. Players will have to be brave about how to go about the&lt;br /&gt;
battle system strategically.&lt;br /&gt;
&lt;br /&gt;
Because multiple actions can be queued up all at once, they can result in&lt;br /&gt;
the creation of an action fusion. Some skills (and items) can appear instead&lt;br /&gt;
of the originally queued actions to result in stronger, better, and more&lt;br /&gt;
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&lt;br /&gt;
battlers will take their turns in. This lets the player plan in advance on&lt;br /&gt;
how to go about the rest of the turn.&lt;br /&gt;
&lt;br /&gt;
*NOTE* To use this battle system, you will need the updated version of&lt;br /&gt;
VisuStella's Core Engine. Go into its Plugin Parameters and change the&lt;br /&gt;
&amp;quot;Battle System&amp;quot; plugin parameter to &amp;quot;btb&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Puts a twist on the Default Turn Battle system by allowing brave players to borrow actions from the future turns or save them up for later turns.&lt;br /&gt;
* Brave Points, a new currency, are added to mark how many saved turns there are for each battler.&lt;br /&gt;
* Certain actions can cost more Brave Points than others.&lt;br /&gt;
* Effects that allow battlers to alter the Brave Points of their targets.&lt;br /&gt;
* A Turn Order Display to show the player when each battler will have its turn to perform an action.&lt;br /&gt;
* Action fusion system which takes any of the queued up skills and/or items to bring forth new ones.&lt;br /&gt;
* Action fusion combinations can be either flexible or strict.&lt;br /&gt;
* Flexible action fusion combinations can have their actions queued up in any order to bring forth the result.&lt;br /&gt;
* Strict action fusion combinations must require their actions to be queued up in a specific order in order to bring forth the result.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
=== Required Plugin List ===&lt;br /&gt;
&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
* [[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
* [[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Turn Order Display ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysBTB_TurnOrder.png]]&lt;br /&gt;
&lt;br /&gt;
The Turn Order Display will capture the battle's currently active battler&lt;br /&gt;
and any battlers found in the active battlers array for the BattleManager.&lt;br /&gt;
This does not overwrite any functions, but the Turn Order Display may or may&lt;br /&gt;
not conflict with any existing HUD elements that are already positioned on&lt;br /&gt;
the screen. If so, you can choose to offset the Turn Order Display or move&lt;br /&gt;
it to a different part of the screen through the plugin parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Brave Points and the Brave Command ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysBTB_BraveCmd.png]]&lt;br /&gt;
&lt;br /&gt;
Abbreviated to &amp;quot;BP&amp;quot;, Brave Points are a new currency available through the&lt;br /&gt;
Brave Turn Battle system. Battlers require at least 0 BP in order to perform&lt;br /&gt;
any actions for that turn. By default, each action consumes 1 BP. At the end&lt;br /&gt;
of each turn, each battler regenerates 1 BP. With the normal flow of battle,&lt;br /&gt;
this results in a net balance.&lt;br /&gt;
&lt;br /&gt;
However, the player can activate the &amp;quot;Brave Command&amp;quot; located right above the&lt;br /&gt;
Guard Command. This lets the battler create an extra action to perform. When&lt;br /&gt;
used, the flow of battle will result in a negative net of BP. When BP is at&lt;br /&gt;
-1 or under, that battler's turn is skipped until it raises back to 0. This&lt;br /&gt;
effectively means that the &amp;quot;Brave Command&amp;quot; will borrow actions from future&lt;br /&gt;
turns.&lt;br /&gt;
&lt;br /&gt;
The Guard Command, however will never consume any BP for its actions even if&lt;br /&gt;
replaced as it is always determined by the battler's current guard skill.&lt;br /&gt;
This means that when used, the Guard Command lets a battler save up BP for&lt;br /&gt;
future turns, allowing BP to go net positive for the turn.&lt;br /&gt;
&lt;br /&gt;
By strategically deciding when to borrow actions or save up for them, whole&lt;br /&gt;
new strategies can be created for battle.&lt;br /&gt;
&lt;br /&gt;
The game dev has control over how many max actions can be borrowed at once,&lt;br /&gt;
the maximum and minimum amounts for BP to go to, how much BP will cost at&lt;br /&gt;
default, and how much BP can be regenerated by default. These settings can&lt;br /&gt;
all be made within the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Times + ===&lt;br /&gt;
&lt;br /&gt;
While the Brave Turn Battle system is active, the &amp;quot;Action Times +&amp;quot; trait&lt;br /&gt;
is disabled. This is to prevent any conflicts with the Brave system. If the&lt;br /&gt;
Brave Turn Battle system is disabled during the course of the game, then the&lt;br /&gt;
&amp;quot;Action Times +&amp;quot; will resume working like normal.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Can Input ===&lt;br /&gt;
&lt;br /&gt;
As mentioned in the &amp;quot;Brave Points and the Brave Command&amp;quot; above, if BP is&lt;br /&gt;
under 0, then that battler cannot input or act for that turn. The battler&lt;br /&gt;
would have to wait for BP regenerate back up to 0 first.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Can Guard ===&lt;br /&gt;
&lt;br /&gt;
The Guard action is only enabled when there's one action to use for that&lt;br /&gt;
turn. This means that if the &amp;quot;Brave Command&amp;quot; is used to generate new actions&lt;br /&gt;
to perform during that turn, the Guard Command will be disabled. It can be&lt;br /&gt;
enabled once again if the player cancels out the Brave Command until the&lt;br /&gt;
action count reaches 1.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Enemy Brave Actions ===&lt;br /&gt;
&lt;br /&gt;
Enemies can also use the &amp;quot;Brave Command&amp;quot; by faking it. By making a dummy&lt;br /&gt;
skill with the &amp;lt;BTB Multiple Actions: id, id, id, id&amp;gt; skill notetag or the&lt;br /&gt;
&amp;lt;BTB Multiple Actions: name, name, name, name&amp;gt; skill notetag, you can have&lt;br /&gt;
the enemy perform the exact skills you want in a multi-action queue.&lt;br /&gt;
&lt;br /&gt;
Enemies that use this will also suffer from heavy BP expenditure and wait on&lt;br /&gt;
subsequent turns until they have enough BP to perform actions again.&lt;br /&gt;
&lt;br /&gt;
This is also how you can have enemies perform Action Fusions. For the queued&lt;br /&gt;
skills, load up the Action Fusion's skill combination you want for the enemy&lt;br /&gt;
to perform.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Action Fusions ==&lt;br /&gt;
&lt;br /&gt;
This feature deserves its own section as it's quite indepth with how it&lt;br /&gt;
works. Action Fusions can be performed by either the actor and/or enemy&lt;br /&gt;
(though this can be disabled in the Plugin Parameters or through traits).&lt;br /&gt;
In order for them to occur, the queued up action list must have a certain&lt;br /&gt;
combination of skills/items for the Action Fusion to occur.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Fusion Types ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysBTB_ActionFusion.png]]&lt;br /&gt;
&lt;br /&gt;
[https://cazwolf.itch.io/ Icons by CazWolf]&lt;br /&gt;
&lt;br /&gt;
There are two types of Action Fusions: Flexible and Strict. Flexible Action&lt;br /&gt;
Fusions can use a combination of skills/items in any order (thus flexible),&lt;br /&gt;
while Strict Action Fusions must have their skill/item combinations queued&lt;br /&gt;
up in the exact order they're listed (thus strict).&lt;br /&gt;
&lt;br /&gt;
They all share the following properties:&lt;br /&gt;
&lt;br /&gt;
Skill Action Fusions can only use skills for combinations. This means that&lt;br /&gt;
Action Fusions made as a skill database object cannot have item requirements&lt;br /&gt;
for the combinations.&lt;br /&gt;
&lt;br /&gt;
Item Action Fusions can only use items for combinations. This means that&lt;br /&gt;
Action Fusions made as an item database object cannot have skills for the&lt;br /&gt;
combination requirements.&lt;br /&gt;
&lt;br /&gt;
Skills and items that have selectable targets need to have matching targets&lt;br /&gt;
to be a part of the same Action Fusion combination. For example, if &amp;quot;Quad&lt;br /&gt;
Attack&amp;quot; requires &amp;quot;Attack&amp;quot;, &amp;quot;Attack&amp;quot;, &amp;quot;Attack&amp;quot;, &amp;quot;Attack&amp;quot;, then the player&lt;br /&gt;
would have to target the same enemy for each of the &amp;quot;Attack&amp;quot; actions. This&lt;br /&gt;
is to prevent the cases where the player wants to spread out the damage&lt;br /&gt;
evenly across various enemies without forming it into a single target &amp;quot;Quad&lt;br /&gt;
Attack&amp;quot; against one.&lt;br /&gt;
&lt;br /&gt;
Skills and items that do not have selectable targets are combination targets&lt;br /&gt;
for any and all candidates. This means an area of effect &amp;quot;Flame&amp;quot; spell can&lt;br /&gt;
combine with any target selectable or otherwise skill.&lt;br /&gt;
&lt;br /&gt;
When an Action Fusion is performed, it will not consume the resources for&lt;br /&gt;
the database object itself, but instead, from each of the skills/items used&lt;br /&gt;
to bring it out. This means the skill costs of the Action Fusion itself are&lt;br /&gt;
irrelevant, but the skill costs of the combinations do matter and will be&lt;br /&gt;
consumed instead. The same applies to items.&lt;br /&gt;
&lt;br /&gt;
If the Action Fusion skill/item is used directly, its resource consumption&lt;br /&gt;
will be performed as if it was not an Action Fusion skill/item. The &amp;quot;Quad&lt;br /&gt;
Attack&amp;quot; skill will use its regular MP and TP costs while the &amp;quot;Double Elixir&amp;quot;&lt;br /&gt;
item will consume itself.&lt;br /&gt;
&lt;br /&gt;
If a queue could potentially meet the demands of multiple Action Fusions,&lt;br /&gt;
then the Action Fusion with the highest database ID will be given priority,&lt;br /&gt;
as to make it less complicated. This means if the &amp;quot;Double Attack&amp;quot; Action&lt;br /&gt;
Fusion and &amp;quot;Triple Attack&amp;quot; Action Fusion were to occur at the same time,&lt;br /&gt;
if the &amp;quot;Triple Attack&amp;quot; skill has a higher ID than &amp;quot;Double Attack&amp;quot;, then&lt;br /&gt;
&amp;quot;Triple Attack&amp;quot; will take priority instead.&lt;br /&gt;
&lt;br /&gt;
The battler must be able to pay the actions of each of the queued actions&lt;br /&gt;
used to form the Action Fusion. This means if a battler would run out of MP&lt;br /&gt;
or items for the cost, it will just simply not occur.&lt;br /&gt;
&lt;br /&gt;
An Action Fusion can have multiple combinations that create it as long as&lt;br /&gt;
there are multiple notetags that determine the Action Fusion. As an example,&lt;br /&gt;
the &amp;quot;Flame Strike&amp;quot; can occur with the &amp;quot;Attack&amp;quot; and &amp;quot;Flame&amp;quot; combination or&lt;br /&gt;
the &amp;quot;Strike&amp;quot; and &amp;quot;Flame&amp;quot; combination.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Flexible Action Fusion ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysBTB_ActionFusion.png]]&lt;br /&gt;
&lt;br /&gt;
[https://cazwolf.itch.io/ Icons by CazWolf]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;BTB Flexible Fusion: id, id&amp;gt;&lt;br /&gt;
&amp;lt;BTB Flexible Fusion: id, id, id&amp;gt;&lt;br /&gt;
&amp;lt;BTB Flexible Fusion: id, id, id, id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BTB Flexible Fusion: name, name&amp;gt;&lt;br /&gt;
&amp;lt;BTB Flexible Fusion: name, name, name&amp;gt;&lt;br /&gt;
&amp;lt;BTB Flexible Fusion: name, name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- This Action Fusion skill/item will occur as long as any of the listed&lt;br /&gt;
  combination skills/items are queued in the action list for that turn.&lt;br /&gt;
  These actions can be queued in any order.&lt;br /&gt;
- Replace 'id' with the database ID of the skill/item to use as a&lt;br /&gt;
  combination requirement.&lt;br /&gt;
- Replace 'name' with the name of the skill/item to use as a combination&lt;br /&gt;
  requirement.&lt;br /&gt;
- Skill Action Fusions can only use skills for combinations.&lt;br /&gt;
- Item Action Fusions can only use items for combinations.&lt;br /&gt;
- Skills and items that have selectable targets need to have matching&lt;br /&gt;
  targets to be a part of the same Action Fusion combination.&lt;br /&gt;
- Skills and items that do not have selectable targets are combination&lt;br /&gt;
  targets for any and all candidates.&lt;br /&gt;
- When an Action Fusion is performed, it will not consume the resources for&lt;br /&gt;
  the database object itself, but instead, from each of the skills/items&lt;br /&gt;
  used to bring it out.&lt;br /&gt;
- Is used directly, this action's resource consumption will be performed as&lt;br /&gt;
  if it was not an Action Fusion skill/item.&lt;br /&gt;
- If a queue could potentially meet the demands of multiple Action Fusions,&lt;br /&gt;
  then the Action Fusion with the highest database ID is given priority.&lt;br /&gt;
- The battler must be able to pay the actions of each of the queued actions&lt;br /&gt;
  used to form the Action Fusion.&lt;br /&gt;
- Insert multiple copies of this notetag to give this Action Fusion more&lt;br /&gt;
  combinations that can activate it.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Fire Strike&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;BTB Flexible Fusion: Attack, Fire&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  This Action Fusion will occur if a battler has the &amp;quot;Attack&amp;quot; and &amp;quot;Fire&amp;quot;&lt;br /&gt;
  actions queued up in any order. &amp;quot;Attack&amp;quot; can come before &amp;quot;Fire&amp;quot; or &amp;quot;Fire&amp;quot;&lt;br /&gt;
  can come before &amp;quot;Attack&amp;quot; and it would still call upon &amp;quot;Fire Strike&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Flame Strike&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;BTB Flexible Fusion: Attack, Flame&amp;gt;&lt;br /&gt;
  &amp;lt;BTB Flexible Fusion: Strike, Flame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  This Action Fusion will occur if a battler has &amp;quot;Attack&amp;quot; and &amp;quot;Flame&amp;quot;,&lt;br /&gt;
  &amp;quot;Flame&amp;quot; and &amp;quot;Attack&amp;quot;, &amp;quot;Strike&amp;quot; and &amp;quot;Flame&amp;quot;, or &amp;quot;Flame&amp;quot; and &amp;quot;Strike&amp;quot; in its&lt;br /&gt;
  action queue.&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;
=== Strict Action Fusion ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysBTB_ActionFusion.png]]&lt;br /&gt;
&lt;br /&gt;
[https://cazwolf.itch.io/ Icons by CazWolf]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;BTB Strict Fusion: id, id&amp;gt;&lt;br /&gt;
&amp;lt;BTB Strict Fusion: id, id, id&amp;gt;&lt;br /&gt;
&amp;lt;BTB Strict Fusion: id, id, id, id&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;BTB Strict Fusion: name, name&amp;gt;&lt;br /&gt;
&amp;lt;BTB Strict Fusion: name, name, name&amp;gt;&lt;br /&gt;
&amp;lt;BTB Strict Fusion: name, name, name, name&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Skill, Item Notetags&lt;br /&gt;
- This Action Fusion skill/item will occur as long as the exact listed&lt;br /&gt;
  combination(s) of skills/items is queued in the action list for that turn.&lt;br /&gt;
  These actions can be queued in any order.&lt;br /&gt;
- Replace 'id' with the database ID of the skill/item to use as a&lt;br /&gt;
  combination requirement.&lt;br /&gt;
- Replace 'name' with the name of the skill/item to use as a combination&lt;br /&gt;
  requirement.&lt;br /&gt;
- Skill Action Fusions can only use skills for combinations.&lt;br /&gt;
- Item Action Fusions can only use items for combinations.&lt;br /&gt;
- Skills and items that have selectable targets need to have matching&lt;br /&gt;
  targets to be a part of the same Action Fusion combination.&lt;br /&gt;
- Skills and items that do not have selectable targets are combination&lt;br /&gt;
  targets for any and all candidates.&lt;br /&gt;
- When an Action Fusion is performed, it will not consume the resources for&lt;br /&gt;
  the database object itself, but instead, from each of the skills/items&lt;br /&gt;
  used to bring it out.&lt;br /&gt;
- Is used directly, this action's resource consumption will be performed as&lt;br /&gt;
  if it was not an Action Fusion skill/item.&lt;br /&gt;
- If a queue could potentially meet the demands of multiple Action Fusions,&lt;br /&gt;
  then the Action Fusion with the highest database ID is given priority.&lt;br /&gt;
- The battler must be able to pay the actions of each of the queued actions&lt;br /&gt;
  used to form the Action Fusion.&lt;br /&gt;
- Insert multiple copies of this notetag to give this Action Fusion more&lt;br /&gt;
  combinations that can activate it.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Shadow Flare Blade&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;BTB Strict Fusion: Shade II, Fire II, Attack&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  The battler must queue up &amp;quot;Shade II&amp;quot;, &amp;quot;Fire II&amp;quot;, and &amp;quot;Attack&amp;quot; in that&lt;br /&gt;
  exact order or else &amp;quot;Shadow Flare Blade&amp;quot; will not occur. Even if the&lt;br /&gt;
  battler changed the order to &amp;quot;Fire II&amp;quot;, &amp;quot;Shade II&amp;quot;, and &amp;quot;Attack&amp;quot;, the&lt;br /&gt;
  Action Fusion will not occur.&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;
== VisuStella MZ Compatibility ==&lt;br /&gt;
&lt;br /&gt;
While this plugin is compatible with the majority of the VisuStella MZ&lt;br /&gt;
plugin library, it is not compatible with specific plugins or specific&lt;br /&gt;
features. This section will highlight the main plugins/features that will&lt;br /&gt;
not be compatible with this plugin or put focus on how the make certain&lt;br /&gt;
features compatible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Boost Action VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
The Boost Actions plugin cannot be used together with Battle System - BTB.&lt;br /&gt;
If the Battle System is switched to using Battle System - BTB, then the&lt;br /&gt;
Boost Actions plugin will shut itself off.&lt;br /&gt;
&lt;br /&gt;
The reason why these plugins cannot work together is because their mechanics&lt;br /&gt;
play off too similarly to each other and cause conflicts. We, the plugin&lt;br /&gt;
developer team, highly recommend that you utilize Battle System - BTB's&lt;br /&gt;
Brave system instead of the Boost system to make the best use of the battle&lt;br /&gt;
system in effect.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System BTB Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System BTB 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:BattleSysBTB_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysBTB_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
General settings regarding Battle System BTB. These range from how Brave&lt;br /&gt;
Points (BP) appear in-game to how their costs are displayed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Brave Points&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysBTB_BraveCmd.png]]&lt;br /&gt;
&lt;br /&gt;
  Full Name:&lt;br /&gt;
  - What is the full name of &amp;quot;Brave Points&amp;quot; in your game?&lt;br /&gt;
&lt;br /&gt;
  Abbreviation:&lt;br /&gt;
  - What is the abbreviation of &amp;quot;Brave Points&amp;quot; in your game?&lt;br /&gt;
&lt;br /&gt;
  Icon:&lt;br /&gt;
  - What icon do you wish to use to represent Brave Points?&lt;br /&gt;
&lt;br /&gt;
  Cost Format:&lt;br /&gt;
  - How are Brave Point costs displayed?&lt;br /&gt;
  - %1 - Cost, %2 - BP Text, %3 - Icon&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Displayed Costs&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysBTB_Costs.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Cost Position Front?:&lt;br /&gt;
  - Put the BP Cost at the front of skill/item costs?&lt;br /&gt;
&lt;br /&gt;
  Show Cost: Attack:&lt;br /&gt;
  - Show the BP cost for the Attack command?&lt;br /&gt;
&lt;br /&gt;
  Show Cost: Guard:&lt;br /&gt;
  - Show the BP cost for the Guard command?&lt;br /&gt;
&lt;br /&gt;
  Reduce Shown BP Cost:&lt;br /&gt;
  - Reduce shown BP costs by this much.&lt;br /&gt;
  - Used to match traditional games.&lt;br /&gt;
&lt;br /&gt;
  Show Cost: 0 BP:&lt;br /&gt;
  - Show the BP cost when the cost is 0 BP?&lt;br /&gt;
  - Shown BP Cost reduction is applied.&lt;br /&gt;
&lt;br /&gt;
  Show Cost: 1 BP:&lt;br /&gt;
  - Show the BP cost when the cost is 1 BP?&lt;br /&gt;
  - Shown BP Cost reduction is applied.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Mechanics Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysBTB_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
Adjust the mechanics settings for the Battle System BTB. Mechanics range&lt;br /&gt;
from how speed is handled to Brave action caps, how Brave Points are&lt;br /&gt;
managed, and Action Fusions.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Action Speed&lt;br /&gt;
&lt;br /&gt;
  Allow Random Speed?:&lt;br /&gt;
  - Allow speed to be randomized base off the user's AGI?&lt;br /&gt;
&lt;br /&gt;
  JS: Calculate:&lt;br /&gt;
  - Code used to calculate action speed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Brave Action Max&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysBTB_BraveCmd.png]]&lt;br /&gt;
&lt;br /&gt;
  Default:&lt;br /&gt;
  - What is the default number of max actions a battler can have from the&lt;br /&gt;
    Brave system?&lt;br /&gt;
&lt;br /&gt;
  Hard Cap:&lt;br /&gt;
  - What is the absolute highest for maximum actions a battler can have&lt;br /&gt;
    from the Brave system?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Brave Points &amp;gt; Limits&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysBTB_BPManip.png]]&lt;br /&gt;
&lt;br /&gt;
  Default Maximum:&lt;br /&gt;
  - What is the default maximum number of Brave Points a battler can have at&lt;br /&gt;
    a time?&lt;br /&gt;
&lt;br /&gt;
  Default Minimum:&lt;br /&gt;
  - What is the default minimum number of Brave Points a battler can have at&lt;br /&gt;
    a time?&lt;br /&gt;
&lt;br /&gt;
  Hard Cap Maximum:&lt;br /&gt;
  - What is the absolute maximum number of Brave Points a battler can have&lt;br /&gt;
    at a time?&lt;br /&gt;
&lt;br /&gt;
  Hard Cap Minimum:&lt;br /&gt;
  - What is the absolute minimum number of Brave Points a battler can have&lt;br /&gt;
    at a time?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Brave Points &amp;gt; Costs&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysBTB_Costs.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Default Skill Cost:&lt;br /&gt;
  - How many Brave Points does a skill cost by default?&lt;br /&gt;
&lt;br /&gt;
  Default Item Cost:&lt;br /&gt;
  - How many Brave Points does an item cost by default?&lt;br /&gt;
&lt;br /&gt;
  Predicted Cost:&lt;br /&gt;
  - What is considered predicted cost?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Brave Points &amp;gt; Start Battle&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysBTB_BPManip.png]]&lt;br /&gt;
&lt;br /&gt;
  Neutral:&lt;br /&gt;
  - How many Brave Points should a battler have if the battle advantage is&lt;br /&gt;
    neutral?&lt;br /&gt;
&lt;br /&gt;
  Favored:&lt;br /&gt;
  - How many Brave Points should a battler have if the battle advantage is&lt;br /&gt;
    favored?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Brave Points &amp;gt; Regeneration&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysBTB_BPManip.png]]&lt;br /&gt;
&lt;br /&gt;
  Base Recovery:&lt;br /&gt;
  - How many Brave Points are regenerated at the end of each turn?&lt;br /&gt;
&lt;br /&gt;
  Needs to be Alive?:&lt;br /&gt;
  - Do battlers need to be alive to regenerate Brave Points?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Action Fusions&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysBTB_ActionFusion.png]]&lt;br /&gt;
&lt;br /&gt;
[https://cazwolf.itch.io/ Icons by CazWolf]&lt;br /&gt;
&lt;br /&gt;
  Actor Access?:&lt;br /&gt;
  - Allow actors access to Action Fusions?&lt;br /&gt;
&lt;br /&gt;
  Enemy Access?:&lt;br /&gt;
  - Allow enemies access to Action Fusions?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Brave Animations Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysBTB_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
Animation when applying/canceling Brave effects.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
On Brave&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysBTB_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Animation ID:&lt;br /&gt;
  - Play this animation when the effect activates.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the effect animation?&lt;br /&gt;
&lt;br /&gt;
  Mute Animation:&lt;br /&gt;
  - Mute the effect animation?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Cancel Brave&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysBTB_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Animation ID:&lt;br /&gt;
  - Play this animation when the effect activates.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the effect animation?&lt;br /&gt;
&lt;br /&gt;
  Mute Animation:&lt;br /&gt;
  - Mute the effect animation?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Enemy Brave&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysBTB_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Show Activation?:&lt;br /&gt;
  - Show the enemy activating Brave?&lt;br /&gt;
&lt;br /&gt;
  Wait Frames:&lt;br /&gt;
  - This is the number of frames to wait between activations.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Turn Order Display Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysBTB_TurnOrder.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysBTB_Params4.png]]&lt;br /&gt;
&lt;br /&gt;
Turn Order Display settings used for Battle System BTB. These adjust how the&lt;br /&gt;
visible turn order appears in-game.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Display Position:&lt;br /&gt;
  - Select where the Turn Order will appear on the screen.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much to offset the X coordinate by.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much to offset the Y coordinate by.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  Center Horizontal?:&lt;br /&gt;
  - Reposition the Turn Order Display to always be centered if it is a&lt;br /&gt;
    'top' or 'bottom' position?&lt;br /&gt;
&lt;br /&gt;
  Reposition for Help?:&lt;br /&gt;
  - If the display position is at the top, reposition the display when the&lt;br /&gt;
    help window is open?&lt;br /&gt;
&lt;br /&gt;
  Reposition Log?:&lt;br /&gt;
  - If the display position is at the top, reposition the Battle Log Window&lt;br /&gt;
    to be lower?&lt;br /&gt;
&lt;br /&gt;
  Forward Direction:&lt;br /&gt;
  - Decide on the direction of the Turn Order.&lt;br /&gt;
  - Settings may vary depending on position.&lt;br /&gt;
  - Left to Right / Down to Up&lt;br /&gt;
  - Right to Left / Up to Down&lt;br /&gt;
&lt;br /&gt;
  Subject Distance:&lt;br /&gt;
  - How far do you want the currently active battler to distance itself from&lt;br /&gt;
    the rest of the Turn Order?&lt;br /&gt;
&lt;br /&gt;
  Screen Buffer:&lt;br /&gt;
  - What distance do you want the display to be away from the edge of the&lt;br /&gt;
    screen by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Reposition For Help&lt;br /&gt;
&lt;br /&gt;
  Repostion X By:&lt;br /&gt;
  Repostion Y By:&lt;br /&gt;
  - Reposition the display's coordinates by this much when the Help Window&lt;br /&gt;
    is visible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slots&lt;br /&gt;
&lt;br /&gt;
  Max Horizontal:&lt;br /&gt;
  - Maximum slots you want to display for top and bottom Turn Order Display&lt;br /&gt;
    positions?&lt;br /&gt;
&lt;br /&gt;
  Max Vertical:&lt;br /&gt;
  - Maximum slots you want to display for left and right Turn Order Display&lt;br /&gt;
    positions?&lt;br /&gt;
&lt;br /&gt;
  Length:&lt;br /&gt;
  - How many pixels long should the slots be on the Turn Order display?&lt;br /&gt;
&lt;br /&gt;
  Thin:&lt;br /&gt;
  - How many pixels thin should the slots be on the Turn Order display?&lt;br /&gt;
&lt;br /&gt;
  Update Frames:&lt;br /&gt;
  - How many frames should it take for the slots to update their&lt;br /&gt;
    positions by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Border&lt;br /&gt;
&lt;br /&gt;
  Show Border?:&lt;br /&gt;
  - Show borders for the slot sprites?&lt;br /&gt;
&lt;br /&gt;
  Border Thickness:&lt;br /&gt;
  - How many pixels thick should the colored portion of the border be?&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Border Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Border Skin:&lt;br /&gt;
    - Optional. Place a skin on the actor/enemy borders instead of&lt;br /&gt;
      rendering them?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Sprites&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
&lt;br /&gt;
    Sprite Type:&lt;br /&gt;
    - Select the type of sprite used for the actor graphic.&lt;br /&gt;
    - Face Graphic - Show the actor's face.&lt;br /&gt;
    - Icon - Show a specified icon.&lt;br /&gt;
    - Sideview Actor - Show the actor's sideview battler.&lt;br /&gt;
&lt;br /&gt;
    Default Icon:&lt;br /&gt;
    - Which icon do you want to use for actors by default?&lt;br /&gt;
&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Sprite Type:&lt;br /&gt;
    - Select the type of sprite used for the enemy graphic.&lt;br /&gt;
    - Face Graphic - Show a specified face graphic.&lt;br /&gt;
    - Icon - Show a specified icon.&lt;br /&gt;
    - Enemy - Show the enemy's graphic or sideview battler.&lt;br /&gt;
&lt;br /&gt;
    Default Face Name:&lt;br /&gt;
    - Use this default face graphic if there is no specified face.&lt;br /&gt;
&lt;br /&gt;
    Default Face Index:&lt;br /&gt;
    - Use this default face index if there is no specified index.&lt;br /&gt;
&lt;br /&gt;
    Default Icon:&lt;br /&gt;
    - Which icon do you want to use for enemies by default?&lt;br /&gt;
&lt;br /&gt;
    Match Hue?:&lt;br /&gt;
    - Match the hue for enemy battlers?&lt;br /&gt;
    - Does not apply if there's a sideview battler.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Letter&lt;br /&gt;
&lt;br /&gt;
  Show Enemy Letter?:&lt;br /&gt;
  - Show the enemy's letter on the slot sprite?&lt;br /&gt;
&lt;br /&gt;
  Font Name:&lt;br /&gt;
  - The font name used for the text of the Letter.&lt;br /&gt;
  - Leave empty to use the default game's font.&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - The font size used for the text of the Letter.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Background&lt;br /&gt;
&lt;br /&gt;
  Show Background?:&lt;br /&gt;
  - Show the background on the slot sprite?&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Background Color 1:&lt;br /&gt;
    Background Color 2:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Background Skin:&lt;br /&gt;
    - Optional. Use a skin for the actor background instead of&lt;br /&gt;
      rendering them?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Window Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysBTB_BPManip.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysBTB_Params5.png]]&lt;br /&gt;
&lt;br /&gt;
Settings regarding the windows of the Battle System BTB. These mostly adjust&lt;br /&gt;
how certain aspects of the Brave Turn Battle system appear in-game.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Window_ActorCommand&lt;br /&gt;
&lt;br /&gt;
  Command Text:&lt;br /&gt;
  - What is the text that appears for the Brave command?&lt;br /&gt;
&lt;br /&gt;
  Show Command?:&lt;br /&gt;
  - Show the Brave command in the Actor Command Window?&lt;br /&gt;
&lt;br /&gt;
  Page Up/Dn Shortcuts?:&lt;br /&gt;
  - Use Page Up/Down for shortcuts on activating Brave?&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Counters:&lt;br /&gt;
  - Code used to determine how the action counters are displayed on&lt;br /&gt;
    the window.&lt;br /&gt;
&lt;br /&gt;
    Action Slot:&lt;br /&gt;
    - This is the text used to represent a non-selected action slot.&lt;br /&gt;
&lt;br /&gt;
    Current Action:&lt;br /&gt;
    - This is the text used to represent the current action slot.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Window_BattleStatus&lt;br /&gt;
&lt;br /&gt;
  Display Format:&lt;br /&gt;
  - How are actor Brave Point displayed?&lt;br /&gt;
  - %1 - Total BP, %2 - BP Text, %3 - Icon&lt;br /&gt;
&lt;br /&gt;
  Predict Format:&lt;br /&gt;
  - How are predicted Brave Point displayed?&lt;br /&gt;
  - %1 - Total BP, %2 - BP Text, %3 - Icon, %4 - Predicted&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Window_BattleStatus &amp;gt; Text Colors&lt;br /&gt;
&lt;br /&gt;
  Neutral Color:&lt;br /&gt;
  - Text code color for neutral number values.&lt;br /&gt;
&lt;br /&gt;
  Positive Color:&lt;br /&gt;
  - Text code color for positive number values.&lt;br /&gt;
&lt;br /&gt;
  Negative Color:&lt;br /&gt;
  - Text code color for negative number values.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Window_BattleStatus &amp;gt; Style Settings &amp;gt; Default Style&lt;br /&gt;
&lt;br /&gt;
Window_BattleStatus &amp;gt; Style Settings &amp;gt; List Style&lt;br /&gt;
&lt;br /&gt;
Window_BattleStatus &amp;gt; Style Settings &amp;gt; XP Style&lt;br /&gt;
&lt;br /&gt;
Window_BattleStatus &amp;gt; Style Settings &amp;gt; Portrait Style&lt;br /&gt;
&lt;br /&gt;
Window_BattleStatus &amp;gt; Style Settings &amp;gt; Border Style&lt;br /&gt;
&lt;br /&gt;
Window_BattleStatus &amp;gt; Style Settings &amp;gt; Alignment Style&lt;br /&gt;
&lt;br /&gt;
  Show Display?:&lt;br /&gt;
  - Show the actor's BP values in the Battle Status Window?&lt;br /&gt;
&lt;br /&gt;
  Alignment:&lt;br /&gt;
  - How do you want the actor BP values to be aligned?&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offset the actor BP display X/Y by how many pixels?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.20: May 18, 2026&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 1.19: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where notetags like &amp;lt;nowiki&amp;gt;&amp;lt;Target: Enemy or Ally&amp;gt;&amp;lt;/nowiki&amp;gt; would cause action fusions to not work properly. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where some special targeting cases were not preserved when performing action fusions. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: April 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where flex fusion combinations did not work properly and where the strict fusion combinations would draw from flex fusions. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where for certain battle layouts, the BTB Action Counter on the actor command window would start off center. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: March 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where strict action fusion combinations would not register. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: February 15, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where action fusions would consume double the amount of items if the skills were to cost items. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: December 15, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: August 18, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed bugs that caused the BTB Turn Order faces and icons to not change properly for actors and enemies. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: August 11, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused a crash due to removing actors midway in battle. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: July 7, 2022&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugin is now updated to support larger than 8 troop sizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: 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 1.09: March 3, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: January 13, 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 1.07: May 21, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Using items and skills outside of battle will no longer have BP restrictions imposed upon them. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: March 26, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;VisuStella MZ Compatibility&amp;quot; section for detailed compatibility explanations with the VisuMZ_3_BoostAction plugin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: March 19, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Turn Order Window calculations slightly tweaked for times when the window layer is bigger than it should be. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: March 5, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;BTB User Set BP: x&amp;gt;, &amp;lt;BTB User Gain BP: +x&amp;gt;, &amp;lt;BTB User Lose BP: -x&amp;gt; notetags should no work properly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: January 22, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** A different kind of end battle check is now made to determine hiding the turn order display. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: 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 1.01: December 25, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Brave Point preview in the battle status will now be bound by the absolute minimum hard card and the maximum soft cap. Fixed by Yanfly.&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;BTB Enable Fusion&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: January 4, 2021&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Battle System Differences VisuStella MZ]]&lt;br /&gt;
* [[Inspiration Behind Wave 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;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Item Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Skill Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Utility Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Items_and_Equips_Core_VisuStella_MZ&amp;diff=17675</id>
		<title>Items and Equips Core VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Items_and_Equips_Core_VisuStella_MZ&amp;diff=17675"/>
		<updated>2026-05-17T08:42:31Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=R7ylHVC-ykE&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = {{VisuStella Wave 1}}&lt;br /&gt;
|link2 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| [[File:ItemsEquipsCoreEquipTypes.png|400px]]&lt;br /&gt;
| [[File:ItemsEquipsCoreShopStatus.png|400px]]&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[File:ItemsEquipsCoreEquipChange.png|400px]]&lt;br /&gt;
| [[File:ItemsEquipsCoreShopEquip.png|400px]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - ETB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - FTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
* [[Equip Medal System VisuStella MZ]]&lt;br /&gt;
* [[Equipment Set Bonuses VisuStella MZ]]&lt;br /&gt;
* [[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
* [[Item Crafting System VisuStella MZ]]&lt;br /&gt;
* [[Item Concoction Skills VisuStella MZ]]&lt;br /&gt;
* [[Item Throw Skills VisuStella MZ]]&lt;br /&gt;
* [[More Currencies VisuStella MZ]]&lt;br /&gt;
* [[One Time Purchase VisuStella MZ]]&lt;br /&gt;
* [[Shop Batches VisuStella MZ]]&lt;br /&gt;
* [[Shop Bust Style UI VisuStella MZ]]&lt;br /&gt;
* [[Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
* [[Weapon Swap System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Items &amp;amp; Equips Core makes improvements to the RPG Maker MZ item and&lt;br /&gt;
equipment dedicated scenes (including the shop) and how they're handled.&lt;br /&gt;
From more item categories, better parameter control, rulings, and more, game&lt;br /&gt;
devs are able to take control over key aspects of their game's items.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Modifying the appearances to the Item Scene, Equip Scene, and Shop Scene.&lt;br /&gt;
* Categorizing items in unique and multiple categories.&lt;br /&gt;
* Item Scene and Shop Scene will now display detailed information on items.&lt;br /&gt;
* NEW! marker can be displayed over recently acquired items in-game.&lt;br /&gt;
* Equipment notetags to adjust parameters past the editor limitations.&lt;br /&gt;
* Equipment Rulings to adjust what slot types can and can't be unequipped and/or optimized.&lt;br /&gt;
* Equipment Type Handling offers more control over equipment loadouts.&lt;br /&gt;
* Items sold in shops can be hidden/shown based on Switches.&lt;br /&gt;
* Items sold in shops can have varying prices adjusted by notetags.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 1}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes: New Hard-Coded Features ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Equipment Type Handling ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreEquipTypes.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Characters will no longer have one universal equipment slot setting.&lt;br /&gt;
Classes can have different equipment type loadouts, made possible through&lt;br /&gt;
the usage of notetags. Also, equipment types of matching names would be&lt;br /&gt;
treated as the same type, where previously, they would be different types.&lt;br /&gt;
This means if you have two &amp;quot;Accessory&amp;quot; slots, be it in the form of notetags&lt;br /&gt;
or through the Database &amp;gt; Types tab, they can both equip the same type of&lt;br /&gt;
accessories.&lt;br /&gt;
&lt;br /&gt;
The Change Equip event command is now updated to reflect this new change.&lt;br /&gt;
When processing an equip change, the slot changed will go to the first&lt;br /&gt;
empty slot of matching type. If all of the actor's matching slot types are&lt;br /&gt;
equipped, then the equip will replace the last slot available.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Shop Status Window ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreShopStatus.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The Status Window found in the Shop Scene was originally barren and did&lt;br /&gt;
not display much information at all. This is changed through this plugin's&lt;br /&gt;
new features. While the contents of the Shop Status Window can be customized&lt;br /&gt;
through the Plugin Parameters, it is a change that cannot be reversed and&lt;br /&gt;
for the better since it gives players the much needed information revolving&lt;br /&gt;
around the game's items.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Core Engine Compatibility: Modern Controls ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreShopEquip.png|600px]]&lt;br /&gt;
&lt;br /&gt;
If the [[Core Engine VisuStella MZ|VisuStella Core Engine]] is added to your game with Modern Controls&lt;br /&gt;
enabled, then the Item Menu Scene, Equip Menu Scene, and Shop Menu Scene's&lt;br /&gt;
controls will be changed a bit.&lt;br /&gt;
&lt;br /&gt;
The Item Menu Scene will automatically have the Item List Window active,&lt;br /&gt;
with using the Left/Right (for single column) or Page Up/Page Down (for&lt;br /&gt;
multi-columns) to navigate between the Item Categories. Similar will occur&lt;br /&gt;
when trying to sell items in the Shop Menu Scene.&lt;br /&gt;
&lt;br /&gt;
The Equip Menu Scene will automatically have the Equip Slots Window active&lt;br /&gt;
and only activate the command window upon moving up to it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== VisuStella MZ Compatibility ==&lt;br /&gt;
&lt;br /&gt;
While this plugin is compatible with the majority of the VisuStella MZ&lt;br /&gt;
plugin library, it is not compatible with specific plugins or specific&lt;br /&gt;
features. This section will highlight the main plugins/features that will&lt;br /&gt;
not be compatible with this plugin or put focus on how the make certain&lt;br /&gt;
features compatible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCore_37_Comp_1.png]]&lt;br /&gt;
&lt;br /&gt;
Changing the &amp;quot;Damage Multiplier&amp;quot; or &amp;quot;Healing Multiplier&amp;quot; vocabulary for the&lt;br /&gt;
Item and Equip Core's Shop Status Window is not done with the Item and Equip&lt;br /&gt;
Core's Plugin Parameters if you have the Battle Core installed.&lt;br /&gt;
&lt;br /&gt;
Instead, go to Battle Core's Plugin Parameters, Damage Settings, Damage&lt;br /&gt;
Styles, and adjust the style's version of the &amp;quot;Damage Multiplier&amp;quot; or&lt;br /&gt;
&amp;quot;Healing Multiplier&amp;quot; text instead.&lt;br /&gt;
&lt;br /&gt;
Why does this work this way? Because not all damage styles work off&lt;br /&gt;
&amp;quot;Multipliers&amp;quot; so in order for it to convey the proper message to the player,&lt;br /&gt;
each damage style has its own vocabulary to be more accurate.&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCore_37_Comp_2.png]]&lt;br /&gt;
&lt;br /&gt;
In case you forget about that, when you visit the Item and Equip Core's&lt;br /&gt;
plugin parameters for these, it should also remind you in the parameter's&lt;br /&gt;
description on where to change it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Weapon Swap System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
The custom equip slots feature from the VisuStella MZ Items and Equips Core&lt;br /&gt;
allowed you to add in extra weapon slots. This is now curated up to a max&lt;br /&gt;
of one weapon slot per character. This needs to be done to make the Weapon&lt;br /&gt;
Swap System viable.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Items and Equips Core Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Items and Equips Core Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Item Menu Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreShopStatus.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreParams01.png]]&lt;br /&gt;
&lt;br /&gt;
The Item Menu Settings allow you to adjust specifics on how key objects and&lt;br /&gt;
windows in the Item Menu Scene operate.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General Window&lt;br /&gt;
&lt;br /&gt;
  Use Updated Layout:&lt;br /&gt;
  - Use the Updated Item Menu Layout provided by this plugin?&lt;br /&gt;
  - This will automatically enable the Status Window.&lt;br /&gt;
  - This will override the Core Engine windows settings.&lt;br /&gt;
&lt;br /&gt;
    Disabled: Vanilla:&lt;br /&gt;
    - If NOT using the updated layout, keep all settings to pure vanilla and&lt;br /&gt;
      ignore other Plugin Parameters.&lt;br /&gt;
    - Used for those who do not wish to fiddle with the Plugin Parameter&lt;br /&gt;
      settings to return the item menu back to default MZ vanilla.&lt;br /&gt;
    - Does not apply if using updated layout.&lt;br /&gt;
    - The following settings are disabled if using vanilla:&lt;br /&gt;
      - Categories: Only the default 4&lt;br /&gt;
      - Category Names only display text and no icons&lt;br /&gt;
      - No Shop Status Window&lt;br /&gt;
      - Modern Controls Disabled&lt;br /&gt;
      - Columns: Any -&amp;gt; 2&lt;br /&gt;
&lt;br /&gt;
  Layout Style:&lt;br /&gt;
  - If using an updated layout, how do you want to style the menu scene?&lt;br /&gt;
    - Upper Help, Left Input&lt;br /&gt;
    - Upper Help, Right Input&lt;br /&gt;
    - Lower Help, Left Input&lt;br /&gt;
    - Lower Help, Right Input&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
List Window&lt;br /&gt;
&lt;br /&gt;
  Columns:&lt;br /&gt;
  - Number of maximum columns.&lt;br /&gt;
  - If you are using the VisuStella MZ Core Engine and the &amp;quot;Modern Controls&amp;quot;&lt;br /&gt;
    Plugin Parameter, please read through that section in case you have any&lt;br /&gt;
    questions about how to switch between categories when using multiple&lt;br /&gt;
    columns of items at a time.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Item Quantity&lt;br /&gt;
&lt;br /&gt;
  Item Max:&lt;br /&gt;
  Weapon Max:&lt;br /&gt;
  Armor Max:&lt;br /&gt;
  - The default maximum quantity for items, weapons, and/or armors.&lt;br /&gt;
&lt;br /&gt;
  Quantity Format:&lt;br /&gt;
  - How to display an item's quantity.&lt;br /&gt;
  - %1 - Item Quantity&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - Default font size for item quantity.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Shop Status Window&lt;br /&gt;
&lt;br /&gt;
  Show in Item Menu?:&lt;br /&gt;
  - Show the Shop Status Window in the Item Menu?&lt;br /&gt;
  - This is enabled if the Updated Layout is on.&lt;br /&gt;
&lt;br /&gt;
  Adjust List Window?:&lt;br /&gt;
  - Automatically adjust the Item List Window in the Item Menu if using the&lt;br /&gt;
    Shop Status Window?&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
    - 0 - Window&lt;br /&gt;
    - 1 - Dim&lt;br /&gt;
    - 2 - Transparent&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for this Status Window in the&lt;br /&gt;
    Item Menu.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Button Assist Window&lt;br /&gt;
&lt;br /&gt;
  Switch Category:&lt;br /&gt;
  - Button assist text used for switching categories.&lt;br /&gt;
  - For VisuStella MZ's Core Engine's Button Assist Window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Item Categories ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreCategories.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreParams02.png]]&lt;br /&gt;
&lt;br /&gt;
Item Categories appear both in the Item Menu Scene and Shop Menu Scene (but&lt;br /&gt;
only under the Sell command). These Plugin Parameters give you the ability&lt;br /&gt;
to add in the specific categories you want displayed, remove the ones you&lt;br /&gt;
don't, and associate them with icons.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
List&lt;br /&gt;
&lt;br /&gt;
  Category List&lt;br /&gt;
  - A list of the item categories displayed in the Item/Shop menus.&lt;br /&gt;
&lt;br /&gt;
    Type:&lt;br /&gt;
    - A list of the item categories displayed in the Item/Shop menus.&lt;br /&gt;
    - Replace x with ID numbers or text.&lt;br /&gt;
    - AllItems, RegularItems, KeyItems&lt;br /&gt;
    - HiddenItemA, HiddenItemB&lt;br /&gt;
    - Consumable, Nonconsumable&lt;br /&gt;
    - AlwaysUsable, BattleUsable, FieldUsable, NeverUsable&lt;br /&gt;
    - AllWeapons, WType:x&lt;br /&gt;
    - AllArmors, AType:x, EType:x&lt;br /&gt;
    - Category:x&lt;br /&gt;
&lt;br /&gt;
    Icon:&lt;br /&gt;
    - Icon used for this category.&lt;br /&gt;
    - Use 0 for no icon.&lt;br /&gt;
&lt;br /&gt;
    Visibility Switch:&lt;br /&gt;
    - This Switch must be turned ON in order for the category to show.&lt;br /&gt;
    - Use 0 for no Switch requirement.&lt;br /&gt;
&lt;br /&gt;
    Sort By:&lt;br /&gt;
    - Sort this category (in Scene_Item and Scene_Shop only) this way.&lt;br /&gt;
&lt;br /&gt;
  Style:&lt;br /&gt;
  - How do you wish to draw categorie entries in the Category Window?&lt;br /&gt;
  - Text Only: Display only the text.&lt;br /&gt;
  - Icon Only: Display only the icon.&lt;br /&gt;
  - Icon + Text: Display the icon first, then the text.&lt;br /&gt;
  - Auto: Determine which is better to use based on the size of the cell.&lt;br /&gt;
&lt;br /&gt;
  Text Alignment&lt;br /&gt;
  - Decide how you want the text to be aligned.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Vocabulary&lt;br /&gt;
&lt;br /&gt;
  Hidden Item A&lt;br /&gt;
  Hidden Item B&lt;br /&gt;
  Consumable&lt;br /&gt;
  Nonconsumable&lt;br /&gt;
  Always Usable&lt;br /&gt;
  Battle Usable&lt;br /&gt;
  Field Usable&lt;br /&gt;
  Never Usable&lt;br /&gt;
  - How these categories are named in the Item Menu.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== NEW! Labels ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreNew.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreParams03.png]]&lt;br /&gt;
&lt;br /&gt;
Whenever the player receives a new item(s), a NEW! Label can be placed on&lt;br /&gt;
top of the item's icon when browsing a menu displaying the item(s). This is&lt;br /&gt;
a quality of life addition from more modern RPG's to help players figure out&lt;br /&gt;
what they've recently received. The following are Plugin Parameters made to&lt;br /&gt;
adjust how the NEW! Labels are handled in-game.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
NEW! Labels&lt;br /&gt;
&lt;br /&gt;
  Use NEW! Labels?:&lt;br /&gt;
  - Use the NEW! Labels or not?&lt;br /&gt;
&lt;br /&gt;
  Icon:&lt;br /&gt;
  - The icon index used to represent the NEW! text.&lt;br /&gt;
  - Use 0 to not draw any icons.&lt;br /&gt;
&lt;br /&gt;
  Text:&lt;br /&gt;
  - The text written on the NEW! Label.&lt;br /&gt;
&lt;br /&gt;
    Font Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Font Size:&lt;br /&gt;
    - The font size used for the NEW! text.&lt;br /&gt;
&lt;br /&gt;
  Fade Limit:&lt;br /&gt;
  - What's the upper opaque limit before reversing?&lt;br /&gt;
&lt;br /&gt;
  Fade Speed:&lt;br /&gt;
  - What's the fade speed of the NEW! Label?&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - How much to offset the NEW! Label's X position by.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - How much to offset the NEW! Label's Y position by.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Equip Menu Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreEquipTypes.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreParams04.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters adjust the Equipment Menu Scene, ranging from using&lt;br /&gt;
a more updated and modern layout, changing the styles of other windows, and&lt;br /&gt;
other key visual aspects of the Equip Menu Scene. Other settings here allow&lt;br /&gt;
you to adjust how equipment operate under certain rulings, too.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Use Updated Layout:&lt;br /&gt;
  - Use the Updated Equip Layout provided by this plugin?&lt;br /&gt;
  - This will override the Core Engine windows settings.&lt;br /&gt;
&lt;br /&gt;
    Param Font Size:&lt;br /&gt;
    - The font size used for parameter values.&lt;br /&gt;
&lt;br /&gt;
    Show Menu Portraits?:&lt;br /&gt;
    - If Main Menu Core is installed, display the Menu Portraits instead of&lt;br /&gt;
      the actor's face in the status window?&lt;br /&gt;
&lt;br /&gt;
    JS: Portrait Upper:&lt;br /&gt;
    - If Menu Portraits are available, this is code used to draw the upper&lt;br /&gt;
      data like this in the Status Window.&lt;br /&gt;
&lt;br /&gt;
    JS: Face Upper:&lt;br /&gt;
    - If faces used used, this is code used to draw the upper data like this&lt;br /&gt;
      in the Status Window.&lt;br /&gt;
&lt;br /&gt;
    JS: Parameter Lower:&lt;br /&gt;
    - Code to determine how parameters are drawn in the Status Window.&lt;br /&gt;
&lt;br /&gt;
  Layout Style:&lt;br /&gt;
  - If using an updated layout, how do you want to style the menu scene?&lt;br /&gt;
    - Upper Help, Left Input&lt;br /&gt;
    - Upper Help, Right Input&lt;br /&gt;
    - Lower Help, Left Input&lt;br /&gt;
    - Lower Help, Right Input&lt;br /&gt;
&lt;br /&gt;
  Status Window Width:&lt;br /&gt;
  - The usual width of the status window if using the non-Updated Equip&lt;br /&gt;
    Menu Layout.&lt;br /&gt;
&lt;br /&gt;
  Show Back Rectangles?:&lt;br /&gt;
  - Show back rectangles of darker colors to display information better?&lt;br /&gt;
&lt;br /&gt;
    Back Rectangle Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Cursed Equip Popup:&lt;br /&gt;
  - Text popup appears when an actor equips a cursed weapon/armor.&lt;br /&gt;
  - Text codes allowed.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
  - Empty to not use.&lt;br /&gt;
  -  %1 - Actor, %2 - Equip, %3 - Icon.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Command Window&lt;br /&gt;
&lt;br /&gt;
  Style:&lt;br /&gt;
  - How do you wish to draw commands in the Command Window?&lt;br /&gt;
  - Text Only: Display only the text.&lt;br /&gt;
  - Icon Only: Display only the icon.&lt;br /&gt;
  - Icon + Text: Display the icon first, then the text.&lt;br /&gt;
  - Auto: Determine which is better to use based on the size of the cell.&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for the Command Window.&lt;br /&gt;
&lt;br /&gt;
  Equip Icon:&lt;br /&gt;
  - The icon used for the Equip command.&lt;br /&gt;
&lt;br /&gt;
    Help Description:&lt;br /&gt;
    - Help description used when this command is selected.&lt;br /&gt;
    - Text codes allowed.&lt;br /&gt;
&lt;br /&gt;
  Add Optimize Command?:&lt;br /&gt;
  - Add the &amp;quot;Optimize&amp;quot; command to the Command Window?&lt;br /&gt;
&lt;br /&gt;
    Help Description:&lt;br /&gt;
    - Help description used when this command is selected.&lt;br /&gt;
    - Text codes allowed.&lt;br /&gt;
&lt;br /&gt;
    Optimize Icon:&lt;br /&gt;
    - The icon used for the Optimize command.&lt;br /&gt;
&lt;br /&gt;
  Add Clear Command?:&lt;br /&gt;
  - Add the &amp;quot;Clear&amp;quot; command to the Command Window?&lt;br /&gt;
&lt;br /&gt;
    Help Description:&lt;br /&gt;
    - Help description used when this command is selected.&lt;br /&gt;
    - Text codes allowed.&lt;br /&gt;
&lt;br /&gt;
    Clear Icon:&lt;br /&gt;
    - The icon used for the Clear command.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Remove Equip&lt;br /&gt;
&lt;br /&gt;
  Icon:&lt;br /&gt;
  - Icon used for equipment removal.&lt;br /&gt;
&lt;br /&gt;
  Text:&lt;br /&gt;
  - Text used for equipment removal.&lt;br /&gt;
&lt;br /&gt;
  Use SHIFT Shortcut?:&lt;br /&gt;
  - Add the &amp;quot;Shift&amp;quot; button as a shortcut key to removing items?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Rulings&lt;br /&gt;
&lt;br /&gt;
  Equip-Adjust HP/MP:&lt;br /&gt;
  - Adjust HP/MP differences after changing equips with MaxHP/MaxMP values.&lt;br /&gt;
&lt;br /&gt;
  Non-Removable Types:&lt;br /&gt;
  - Insert ID's of the Equipment Types that must always have an item&lt;br /&gt;
    equipped and cannot be empty.&lt;br /&gt;
&lt;br /&gt;
  Non-Optimized Types:&lt;br /&gt;
  - Insert ID's of the Equipment Types that will be ignored when equipment&lt;br /&gt;
    is being optimized.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Button Assist Window&lt;br /&gt;
&lt;br /&gt;
  SHIFT: Remove:&lt;br /&gt;
  - Button assist text used for the SHIFT Remove Shortcut.&lt;br /&gt;
  - For VisuStella MZ's Core Engine's Button Assist Window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Shop Menu Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreShopEquip.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreParams05.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters allow you a number of options to adjust the Shop&lt;br /&gt;
Menu Scene. These options range from enabling an updated and modern layout,&lt;br /&gt;
adjust how various key visual aspects appear, and determine how prices can&lt;br /&gt;
be affected when it comes to selling them or buying them (for coders).&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Use Updated Layout:&lt;br /&gt;
  - Use the Updated Shop Layout provided by this plugin?&lt;br /&gt;
  - This will override the Core Engine windows settings.&lt;br /&gt;
&lt;br /&gt;
  Layout Style:&lt;br /&gt;
  - If using an updated layout, how do you want to style the menu scene?&lt;br /&gt;
    - Upper Help, Left Input&lt;br /&gt;
    - Upper Help, Right Input&lt;br /&gt;
    - Lower Help, Left Input&lt;br /&gt;
    - Lower Help, Right Input&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCore_Update28_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
Switches&lt;br /&gt;
&lt;br /&gt;
  Switch: Buy:&lt;br /&gt;
  - Buying items in the Shop Scene turns this Switch to ON.&lt;br /&gt;
  - Switch reverts to OFF whenever the Shop Scene opens.&lt;br /&gt;
&lt;br /&gt;
  Switch: Sell&lt;br /&gt;
  - Selling items in the Shop Scene turns this Switch to ON.&lt;br /&gt;
  - Switch reverts to OFF whenever the Shop Scene opens.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Command Window&lt;br /&gt;
&lt;br /&gt;
  Hide Unavailable?:&lt;br /&gt;
  - Hide all unavailable commands like when a shop is set to Purchase Only?&lt;br /&gt;
&lt;br /&gt;
  Style:&lt;br /&gt;
  - How do you wish to draw commands in the Command Window?&lt;br /&gt;
  - Text Only: Display only the text.&lt;br /&gt;
  - Icon Only: Display only the icon.&lt;br /&gt;
  - Icon + Text: Display the icon first, then the text.&lt;br /&gt;
  - Auto: Determine which is better to use based on the size of the cell.&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for the Command Window.&lt;br /&gt;
&lt;br /&gt;
  Buy Icon:&lt;br /&gt;
  - The icon used for the Buy command.&lt;br /&gt;
&lt;br /&gt;
  Sell Icon:&lt;br /&gt;
  - The icon used for the Sell command.&lt;br /&gt;
&lt;br /&gt;
  Cancel Icon:&lt;br /&gt;
  - The icon used for the Cancel command.&lt;br /&gt;
&lt;br /&gt;
  Rename &amp;quot;Cancel&amp;quot;:&lt;br /&gt;
  - Rename Cancel to something more logical for the Shop Menu Scene.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Prices&lt;br /&gt;
&lt;br /&gt;
  Sell Price Rate:&lt;br /&gt;
  - The default sell price rate.&lt;br /&gt;
&lt;br /&gt;
  JS: Buy Price:&lt;br /&gt;
  - Modificatons made to the buy price before finalizing it.&lt;br /&gt;
&lt;br /&gt;
  JS: Sell Price:&lt;br /&gt;
  - Modificatons made to the sell price before finalizing it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Button Assist Window&lt;br /&gt;
&lt;br /&gt;
  Small Increment:&lt;br /&gt;
  Large Increment:&lt;br /&gt;
  - Text used for changing amount bought/sold.&lt;br /&gt;
  - For VisuStella MZ's Core Engine's Button Assist Window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Shop Status Window ===&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreShopStatusWindow.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:ItemsEquipsCoreParams06.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters focuses on the Shop Status Window and determines how&lt;br /&gt;
its data is displayed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Window Width:&lt;br /&gt;
  - The usual width of the status window.&lt;br /&gt;
&lt;br /&gt;
  Parameter Font Size:&lt;br /&gt;
  - Font size used for parameter changes.&lt;br /&gt;
&lt;br /&gt;
  Translucent Opacity:&lt;br /&gt;
  - Opacity setting used for translucent window objects.&lt;br /&gt;
&lt;br /&gt;
  Show Back Rectangles?:&lt;br /&gt;
  - Show back rectangles of darker colors to display information better?&lt;br /&gt;
&lt;br /&gt;
    Back Rectangle Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Equipment Data&lt;br /&gt;
&lt;br /&gt;
[[File:ItemEquipCore_StatusWindowStyles.png|600px]]&lt;br /&gt;
&lt;br /&gt;
  Data Style:&lt;br /&gt;
  - How do you wish to display equipment data?&lt;br /&gt;
    - Compare - Compares selected equip to equipped gear&lt;br /&gt;
      - Lists all main party actors&lt;br /&gt;
      - Displays the parameter differences when equipped&lt;br /&gt;
      - Calculates custom JS values&lt;br /&gt;
    - Classic - Shows basic parameters of selected equip&lt;br /&gt;
      - Involves no actors, only shows the item's stats&lt;br /&gt;
      - Shows weapon or armor specific parameters&lt;br /&gt;
      - Does not show custom JS values as those are calculated per actor&lt;br /&gt;
      - Does not show custom parameters as those are calculated per actor&lt;br /&gt;
      - Use &amp;lt;Status Info&amp;gt; and &amp;lt;Custom Status Info&amp;gt; notetags to overwrite or&lt;br /&gt;
        add custom data to classic equip data&lt;br /&gt;
    - Double - Shows basic parameters in double columns&lt;br /&gt;
      - Involves no actors, only shows the item's stats&lt;br /&gt;
      - Shows weapon or armor specific parameters&lt;br /&gt;
      - Does not show custom JS values as those are calculated per actor&lt;br /&gt;
      - Does not show custom parameters as those are calculated per actor&lt;br /&gt;
      - Use &amp;lt;Status Info&amp;gt; and &amp;lt;Custom Status Info&amp;gt; notetags to overwrite or&lt;br /&gt;
        add custom data to classic equip data&lt;br /&gt;
&lt;br /&gt;
    Compare Style:&lt;br /&gt;
&lt;br /&gt;
      Already Equipped:&lt;br /&gt;
      - Marker used to show an actor cannot equip an item.&lt;br /&gt;
&lt;br /&gt;
      Can't Equip:&lt;br /&gt;
      - Marker used to show an actor cannot equip an item.&lt;br /&gt;
&lt;br /&gt;
      No Changes:&lt;br /&gt;
      - Marker used to show no changes have occurred.&lt;br /&gt;
&lt;br /&gt;
      JS: Draw Equip Data:&lt;br /&gt;
      - Code used to draw the equipment data for the Shop Status Window.&lt;br /&gt;
&lt;br /&gt;
    Classic Style:&lt;br /&gt;
&lt;br /&gt;
      Added Weapon Params:&lt;br /&gt;
      Added Armor Params:&lt;br /&gt;
      - Display these parameters when a weapon/armor is selected.&lt;br /&gt;
      - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
      JS: Draw Equip Data:&lt;br /&gt;
      - Code used to draw the equipment data for the Shop Status Window.&lt;br /&gt;
&lt;br /&gt;
    Double Style:&lt;br /&gt;
&lt;br /&gt;
      Added Weapon Params:&lt;br /&gt;
      Added Armor Params:&lt;br /&gt;
      - Display these parameters when a weapon/armor is selected.&lt;br /&gt;
      - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
      JS: Draw Equip Data:&lt;br /&gt;
      - Code used to draw the equipment data for the Shop Status Window.&lt;br /&gt;
&lt;br /&gt;
  Delay MS:&lt;br /&gt;
  - How many milliseconds (MS) to delay the preview update?&lt;br /&gt;
  - This is to prevent lag spikes for equips only.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Item Data&lt;br /&gt;
&lt;br /&gt;
  Max State/Buff Icons:&lt;br /&gt;
  - Maximum number of icons that can be displayed for Add/Remove&lt;br /&gt;
    States/Buffs.&lt;br /&gt;
&lt;br /&gt;
  Multiplier Standard:&lt;br /&gt;
  - Constant standard to filter out random values when calculating the&lt;br /&gt;
    damage multiplier.&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Item Data:&lt;br /&gt;
  - Code used to draw the item data for the Shop Status Window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Vocabulary&lt;br /&gt;
&lt;br /&gt;
  Consumable:&lt;br /&gt;
  Occasions:&lt;br /&gt;
  Scope:&lt;br /&gt;
  Speed:&lt;br /&gt;
  Success Rate:&lt;br /&gt;
  Repeats:&lt;br /&gt;
  Hit Type:&lt;br /&gt;
  Element:&lt;br /&gt;
  Damage Type:&lt;br /&gt;
  Effects:&lt;br /&gt;
  - Vocabulary used for these data entries.&lt;br /&gt;
  - Some of these have Plugin Parameters have sub-entries.&lt;br /&gt;
&lt;br /&gt;
  NOTE: Regarding Damage Labels&lt;br /&gt;
&lt;br /&gt;
  If Visu_1_BattleCore is installed, priority goes to its Damage Style&lt;br /&gt;
  settings. The label displayed is based on the damage style settings in&lt;br /&gt;
  place for that specific skill or item.&lt;br /&gt;
&lt;br /&gt;
  Go to Battle Core &amp;gt; Plugin Parameters &amp;gt; Damage Settings &amp;gt; Style List &amp;gt;&lt;br /&gt;
  pick the damage style you want to edit &amp;gt; Damage Label and change the&lt;br /&gt;
  text settings you'd like there.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* Yanfly&lt;br /&gt;
* Arisu&lt;br /&gt;
* Olivia&lt;br /&gt;
* Irina&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.61: May 18, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for Plugin Parameters&lt;br /&gt;
*** Parameters &amp;gt; Item Menu Scene &amp;gt; Shop Status Window &amp;gt; JS: X, Y, W, H&lt;br /&gt;
**** Needs &amp;quot;Use Updated Layout&amp;quot; + &amp;quot;Disabled: Vanilla&amp;quot; as false.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.60: March 16, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Item Menu Settings &amp;gt; Use Updated Layout &amp;gt; Disabled: Vanilla&lt;br /&gt;
**** If NOT using the updated layout, keep all settings to pure vanilla and ignore other Plugin Parameters.&lt;br /&gt;
**** Used for those who do not wish to fiddle with the Plugin Parameter settings to return the item menu back to default MZ vanilla.&lt;br /&gt;
**** Does not apply if using updated layout.&lt;br /&gt;
**** The following settings are disabled if using vanilla:&lt;br /&gt;
***** Categories: Only the default 4&lt;br /&gt;
***** Category Names only display text and no icons&lt;br /&gt;
***** No Shop Status Window&lt;br /&gt;
***** Modern Controls Disabled&lt;br /&gt;
***** Columns: Any -&amp;gt; 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.59: October 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where a changed parameter in the equipment menu would accidentally highlight the next parameter's name. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.58: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Optimize no longer allows player to bypass the following notetags: &amp;lt;nowiki&amp;gt;&amp;lt;Equip Copy Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;, &amp;lt;nowiki&amp;gt;&amp;lt;Equip Weapon Type Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;, and &amp;lt;nowiki&amp;gt;&amp;lt;Equip Armor Type Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.57: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different line height settings. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Status Info&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** For clarity regarding &amp;quot;Damage Multiplier&amp;quot; and &amp;quot;HP Recovery&amp;quot;/&amp;quot;HP Damage&amp;quot;:&lt;br /&gt;
**** &amp;quot;Damage Multiplier&amp;quot; refers to the amount determined by damage formulas.&lt;br /&gt;
**** &amp;quot;HP Recovery&amp;quot;/&amp;quot;HP Damage&amp;quot; refers to the &amp;quot;Recover HP&amp;quot; database effect.&lt;br /&gt;
**** Likewise, the same will apply to &amp;quot;MP Recovery&amp;quot;/&amp;quot;MP Damage&amp;quot; if the damage formula type is to deal MP recovery/damage instead.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Status Style: type&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Changes up the way the shop status window displays data for this database object in particular.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Custom Status Parameters: name, name, name&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Customize which parameters are displayed for this equipment object's shop status window.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.56: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where newly added equipment would cause crashes upon interaction. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.55: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where you can no longer attempt to equip an actor with zero equip slots and causing a crash. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;lt;Status Info&amp;gt;&lt;br /&gt;
*** Used for: Skill, Item, Weapon, Armor Notetags&lt;br /&gt;
**** Replace 'key' with one of the following for weapons and armors:&lt;br /&gt;
***** 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK'&lt;br /&gt;
***** For those with VisuMZ_0_CoreEngine:&lt;br /&gt;
****** 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', 'HRG', 'MRG', 'TRG'&lt;br /&gt;
****** 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', 'MDR', 'FDR', 'EXR'&lt;br /&gt;
**** Only relevant if the Draw Style for equipment is &amp;quot;classic&amp;quot; or &amp;quot;double&amp;quot;.&lt;br /&gt;
** Updated &amp;lt;Custom Status Info&amp;gt; notetag:&lt;br /&gt;
*** Used for: Skill, Item, Weapon, Armor Notetags&lt;br /&gt;
**** When used with weapon or armor database objects, this information is only relevant if the Draw Style for equipment is &amp;quot;classic&amp;quot; or &amp;quot;double&amp;quot;.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameters:&lt;br /&gt;
*** Parameters &amp;gt; Shop Status Window &amp;gt; Data Style:&lt;br /&gt;
**** How do you wish to display equipment data?&lt;br /&gt;
***** Compare - Compares selected equip to equipped gear&lt;br /&gt;
****** Lists all main party actors&lt;br /&gt;
****** Displays the parameter differences when equipped&lt;br /&gt;
****** Calculates custom JS values&lt;br /&gt;
***** Classic - Shows basic parameters of selected equip&lt;br /&gt;
***** Double - Shows basic parameters in double columns&lt;br /&gt;
****** Involves no actors, only shows the item's stats&lt;br /&gt;
****** Shows weapon or armor specific parameters&lt;br /&gt;
****** Does not show custom JS values as those are calculated per actor&lt;br /&gt;
****** Does not show custom parameters as those are calculated per actor&lt;br /&gt;
****** Use &amp;lt;Status Info&amp;gt; and &amp;lt;Custom Status Info&amp;gt; notetags to overwrite or add custom data to classic equip data&lt;br /&gt;
**** Data Style &amp;gt; Classic Style:&lt;br /&gt;
**** Data Style &amp;gt; Double Style:&lt;br /&gt;
***** Added Weapon Params&lt;br /&gt;
***** Added Armor Params&lt;br /&gt;
****** Display these parameters when a weapon/armor is selected.&lt;br /&gt;
****** Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.54: October 17, 2024&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If &amp;quot;Modern Controls&amp;quot; is selected while &amp;quot;Remove Equip&amp;quot; and &amp;quot;Optimize&amp;quot; are gone from the Equip Menu, right click will exit the menu. Feature added by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.53: July 18, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added warning to &amp;lt;JS Parameters&amp;gt;:&lt;br /&gt;
*** If you are trying to calculate a value based off a full parameter value, such as &amp;quot;ATK = user.atk * 0.10&amp;quot;, it's going to break and will cause an infinite loop. Use base parameter values instead.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Irina:&lt;br /&gt;
*** &amp;lt;ID Sort Priority: x&amp;gt;&lt;br /&gt;
**** Used for Scene_Item, Scene_Equip, Scene_Battle, and Scene_Shop's sell option (only when selling).&lt;br /&gt;
**** Changes sorting priority by ID for item, weapon, or armor to 'x'.&lt;br /&gt;
**** Default priority level is '50'.&lt;br /&gt;
**** Items, weapons, and armors with higher priority values will be sorted higher up on the list while lower values will be lower on the list.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
Version 1.52: May 16, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Item Categories &amp;gt; Category List &amp;gt; Category &amp;gt; Sorted By:&lt;br /&gt;
**** You can now sort specific item categories by ID or Name.&lt;br /&gt;
**** Only usable within Scene_Item and Scene_Shop.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.51: December 14, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an item is unequipped, it may cause a crash. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where &amp;lt;Proxy: id&amp;gt; did not properly give the proxy item. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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Version 1.50: November 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;JS Buy Price&amp;gt; and &amp;lt;JS Sell Price&amp;gt; was not working properly. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Cursed&amp;gt;&lt;br /&gt;
**** If this weapon or armor is equipped, it cannot manually be removed by the player until it is purified.&lt;br /&gt;
**** To remove it, it must be done by event commands, script calls, or through the Purify-related Plugin Commands provided by this plugin.&lt;br /&gt;
**** Once purified, the weapon or armor will become unequipped unless it has a purify transformation.&lt;br /&gt;
**** If the newly transformed weapon/armor is equippable, it will remain in the actor's equipment slots.&lt;br /&gt;
**** If you are using VisuMZ_2_WeaponSwapSystem, weapons cannot become cursed in order to allow free weapon swapping. Weaponry will not be cursed if VisuMZ_2_WeaponSwapSystem is installed.&lt;br /&gt;
*** &amp;lt;Purify Transform: id&amp;gt;&lt;br /&gt;
*** &amp;lt;Purify Transform: name&amp;gt;&lt;br /&gt;
**** If this notetag is present on a &amp;lt;Cursed&amp;gt; weapon or armor, then upon the actor receiving purification, the weapon or armor will transform into a different item.&lt;br /&gt;
** New Plugin Commands added by Arisu:&lt;br /&gt;
*** Purify: Target Actor(s)&lt;br /&gt;
**** Purifies target actor(s) of any cursed weapons or armors.&lt;br /&gt;
*** Purify: Whole Party&lt;br /&gt;
**** Purifies whole party of any cursed weapons or armors.&lt;br /&gt;
** Added &amp;quot;Cursed Equip Popup&amp;quot; to Equip Scene Plugin Parameters.&lt;br /&gt;
*** Text popup appears when an actor equips a cursed weapon/armor.&lt;br /&gt;
** Added &amp;quot;Ally or Enemy&amp;quot; or &amp;quot;Enemy or Ally&amp;quot; scopes to Shop Status Window Plugin Parameters.&lt;br /&gt;
*** If unused, will default to &amp;quot;1 Ally&amp;quot; or &amp;quot;1 Enemy&amp;quot; like usual. Added by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.49: October 12, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem where for weapon types, all weapon types are listed in the equip menu even when the actor cannot equip them (though they would be disabled). Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Olivia and sponsored by AndyL:&lt;br /&gt;
*** &amp;lt;Added EType: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Added ETypes: x, x, x&amp;gt;&lt;br /&gt;
**** This is for armors only and does NOT work with weapons!&lt;br /&gt;
**** Allows a piece of armor to belong to multiple ETypes. This means a glove can be equipped as &amp;quot;Armgear&amp;quot; or as an &amp;quot;Accessory&amp;quot; if you so choose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.48: September 14, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem where the help window position of the non-updated layout would appear in the wrong position. Fix made by Irina.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized when weapons and armors exceed 2000 in database quantity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.47: July 13, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause the shop status window to display incorrect removed buffs and debuffs. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Changes made to dynamic shop listings in order to update upon listing changes rather than having to enter and exit the shop again. Update made by Arisu.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag effects added by Arisu and sponsored by AndyL:&lt;br /&gt;
*** &amp;lt;Conserve: x%&amp;gt;&lt;br /&gt;
**** Gives the item a percent chance when used to not consume the item.&lt;br /&gt;
*** &amp;lt;Buy Turn On Switches: x, x, x&amp;gt;&lt;br /&gt;
*** &amp;lt;Buy Turn Off Switches: x, x, x&amp;gt;&lt;br /&gt;
*** &amp;lt;Sell Turn On Switches: x, x, x&amp;gt;&lt;br /&gt;
*** &amp;lt;Sell Turn Off Switches: x, x, x&amp;gt;&lt;br /&gt;
**** When buying/selling an item, weapon, or armor with these notetags, turn on/off switch(es) 'x'.&lt;br /&gt;
*** New Plugin Parameters added by Arisu:&lt;br /&gt;
**** Params &amp;gt; Settings &amp;gt; Shop Status Window &amp;gt; Equipment Data &amp;gt; Delay MS:&lt;br /&gt;
***** How many milliseconds (MS) to delay the preview update?&lt;br /&gt;
***** This is to prevent lag spikes for equips only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.46: June 15, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem where the help and input modes are not adequately adjusted when not used with the updated layout or without the Options Core custom UI placement. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.45: May 18, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause equip slots to not be recognized properly if the equip slot name ends in a space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.44: April 13, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag effects added by Arisu and sponsored by Anon:&lt;br /&gt;
*** &amp;lt;Equip For Class Only: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Equip For Classes Only: x, x, x&amp;gt;&lt;br /&gt;
*** &amp;lt;Equip For Class Only: name&amp;gt;&lt;br /&gt;
*** &amp;lt;Equip For Classes Only: name, name, name&amp;gt;&lt;br /&gt;
**** The piece of equipment can only be worn by the listed classes.&lt;br /&gt;
*** &amp;lt;Equip Requirements&amp;gt; notetag added.&lt;br /&gt;
**** Define multiple requirements that the actor needs to meet in order for this equip item to be equippable.&lt;br /&gt;
**** See help file for more information on the types of requirements that can be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.43: March 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Artifact armors should now update and refresh the party members' cache upon acquisition. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.42: February 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Proxy items should no longer cause infinite loops if they're made to reference other proxy items in a circular fashion. Instead, they just give the exact first found proxy instead of cycling through others. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.41: December 15, 2022&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu and sponsored by Anon:&lt;br /&gt;
*** Equip Scene &amp;gt; Equip Command &amp;gt; Help Description&lt;br /&gt;
*** Equip Scene &amp;gt; Optimize Command &amp;gt; Help Description&lt;br /&gt;
*** Equip Scene &amp;gt; Clear Command &amp;gt; Help Description&lt;br /&gt;
**** Help description used when these commands are selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.40: October 20, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** For the shop status window, when comparing equipment of a type where there are multiple equipment slots (such as accessories), the plugin will now check for an empty equipment slot first and then make calculations there. Otherwise, it will use the first available equipment slot of that type regardless of the equipped item. Update made by Arisu.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.39: September 29, 2022:&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Changed the default code for the equip scene's status window display to prevent the face graphic and basic actor stats from going above the window boundaries if there are too many parameters displayed in the status window at a time.&lt;br /&gt;
** If you already have this plugin installed the changes will not be reflected unless you do the following:&lt;br /&gt;
**** BACKUP your game project.&lt;br /&gt;
**** REMOVE this plugin from the Plugin Manager list.&lt;br /&gt;
**** REINSTALL this plugin into the Plugin Manager list.&lt;br /&gt;
**** SAVE the game project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.38: March 3, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New mechanics and notetags added by Olivia and sponsored by Anon:&lt;br /&gt;
*** &amp;lt;Party Artifact&amp;gt;&lt;br /&gt;
*** &amp;lt;Troop Artifact&amp;gt;&lt;br /&gt;
*** &amp;lt;Stackable Party Artifact&amp;gt;&lt;br /&gt;
*** &amp;lt;Stackable Troop Artifact&amp;gt;&lt;br /&gt;
**** Armors only! This armor cannot be equipped at all. However, by simply being in the party's inventory, its parameter bonuses and traits will be applied globally throughout the whole party or troop (depending on the notetag). Add both notetags to affect both groups.&lt;br /&gt;
**** The normal versions of the notetag is only applied once regardless of the number of copies are found in the party's inventory.&lt;br /&gt;
**** The stackable versions of the notetag will have the bonuses and traits stacked multiple times relative to the number of copies found in the party's inventory.&lt;br /&gt;
**** This item will NOT be added during the setup phase for Battle Tests.&lt;br /&gt;
***** If you want to add the item, do it manually.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.37: December 23, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Created foundation for proxy items to be used in any applicable system and extension plugins. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
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Version 1.36: December 2, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** For those using custom parameters from the Core Engine and do not have the parameters all-capitalized, the plugin will automatically do it for you to prevent errors. Update made by Olivia.&lt;br /&gt;
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Version 1.35: November 18, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** If this plugin's updated scene is disabled, the Help Window locations for the Item, Equip, and Shop Scenes should now be at their designated locations as calculated by the VisuMZ Core Engine instead of the RMMZ default location. Update made by Irina.&lt;br /&gt;
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Version 1.34: October 28, 2021&lt;br /&gt;
* Feature Update&lt;br /&gt;
** Added fail safe checks for projects that are using old data for starting equipment that no longer exist, thus preventing the game from opening. Update made by Arisu.&lt;br /&gt;
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Version 1.33: August 6, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Removed &amp;quot;Weapon&amp;quot; and &amp;quot;Armor&amp;quot; from &amp;quot;Used For&amp;quot; for &amp;lt;Status Info&amp;gt;. This was an unintended piece of documentation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.32: July 23, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause armor duplication when changing to classes with unaligned equipment slot types. Fix made by Arisu.&lt;br /&gt;
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Version 1.31: July 9, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added a failsafe for price manipulation JavaScript to never have prices drop below 0 if possible. Update made by Arisu.&lt;br /&gt;
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Version 1.30: July 2, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added an extra note to the help file for the following: Plugin Parameters &amp;gt; Item Menu Settings &amp;gt; List Window &amp;gt; Columns&lt;br /&gt;
*** If you are using the VisuStella MZ Core Engine and the &amp;quot;Modern Controls&amp;quot; Plugin Parameter, please read through that section in case you have any questions about how to switch between categories when using multiple columns of items at a time.&lt;br /&gt;
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Version 1.29: June 25, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Compatibility update with RPG Maker MZ 1.3.0+.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Phantom data when changing equipment types in the database should no longer affect actors with cached equip ID's. Update made by Arisu.&lt;br /&gt;
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Version 1.28: June 4, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.27: May 21, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Using the mouse right click in the Equip Scene while inside of the item to slot window will no longer exit the Equip Scene. Fix made by Yanfly.&lt;br /&gt;
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Version 1.26: April 30, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** &amp;quot;VisuStella MZ Compatibility&amp;quot; added VisuMZ_1_BattleCore section regarding Damage Multiplier and Healing Multiplier vocabulary settings to reduce commonly asked questions.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Irina and sponsored by Archeia:&lt;br /&gt;
*** &amp;lt;Shop Picture Name: filename&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Layer: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Max Width: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Max Height: y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Max Dimensions: x, y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Alignment: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Position: y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Offset X: +x&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Offset X: -x&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Offset Y: +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Offset Y: -y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Offset: +x, +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Offset: -x, -y&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Opacity: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Shop Picture Opacity: x%&amp;gt;&lt;br /&gt;
**** Add images from the game project's img/pictures/ folder to display in the Shop Status Window.&lt;br /&gt;
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Version 1.25: April 23, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added clarity to the &amp;lt;param: +x&amp;gt; and &amp;lt;param: -x&amp;gt; notetags:&lt;br /&gt;
*** These notetags do NOT work with X Parameters, S Parameters, or any custom parameters. These notetags ONLY work with the base parameters.&lt;br /&gt;
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Version 1.24: April 16, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Changing an actor's equipment slots to past their original amount will no longer yield errors with duplicate slot types. Fix made by Arisu.&lt;br /&gt;
** Completely selling an item should now refresh the help window to the new selected item's help description. Fix made by Arisu.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Non-removable equipment restrictions for the equipment scene are now better optimized. Update made by Olivia.&lt;br /&gt;
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Version 1.23: April 2, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.22: March 26, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;VisuStella MZ Compatibility&amp;quot; section for detailed compatibility explanations with the VisuMZ_4_BreakShields plugin.&lt;br /&gt;
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Version 1.21: March 5, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Custom equipment slots are disabled during Battle Testing for better accuracy and results.&lt;br /&gt;
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Version 1.20: February 26, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina and sponsored by AndyL:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Shop Menu Settings &amp;gt; Switches &amp;gt; Switch: Buy&lt;br /&gt;
*** Plugin Parameters &amp;gt; Shop Menu Settings &amp;gt; Switches &amp;gt; Switch: Sell&lt;br /&gt;
**** Buying/selling items in the Shop Scene turns this Switch to ON.&lt;br /&gt;
**** Switch reverts to OFF whenever the Shop Scene opens.&lt;br /&gt;
**** These switches can be used after a &amp;quot;Shop Processing&amp;quot; event command to determine if the player has bought an item, bought and sold an item, sold an item, or neither.&lt;br /&gt;
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Version 1.19: January 29, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Irina.&lt;br /&gt;
*** &amp;lt;Equip Copy Limit: x&amp;gt;&lt;br /&gt;
**** Sets a maximum number of copies that the actor can wear of this equipment. Usage Example: Actors can only equip one copy of the &amp;quot;One-of-a-Kind Ring&amp;quot; on at any time despite having empty accessory slots because the ring has a &amp;lt;Equip Copy Limit: 1&amp;gt; notetag.&lt;br /&gt;
*** &amp;lt;Equip Weapon Type Limit: x&amp;gt;&lt;br /&gt;
**** This weapon cannot be equipped with other weapons of the same type once the limited amount has been reached. Usage Example: A dualwielding warrior who can only equip one sword and a dagger but never two swords or two daggers because the swords and daggers all have the &amp;lt;Equip Weapon Type Limit: 1&amp;gt; notetags on them.&lt;br /&gt;
*** &amp;lt;Equip Armor Type Limit: x&amp;gt;&lt;br /&gt;
**** This armor cannot be equipped with other armors of the same type once the limited amount has been reached. Usage Example: People cannot equip more than two glove accessories on at a time because the glove is a &amp;quot;Glove&amp;quot; armor-type and each glove item has the &amp;lt;Equip Armor Type Limit: 2&amp;gt; notetags on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: January 15, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Pressing &amp;quot;Shift&amp;quot; to remove equipment will now refresh the status window unlike before. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameters added&lt;br /&gt;
*** Plugin Parameters &amp;gt; Item Menu Settings &amp;gt; Background Type&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: January 1, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Equipping should be working properly again. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: December 25, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Equip-Adjust HP/MP should work properly now. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added more clarity for &amp;lt;JS Item Enable&amp;gt; to state that if the VisuStella Battle Core is installed, then all battle scope items are visible, but not necessarily enabled if they are disabled otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: December 18, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** RPG Maker MZ Bug: Unusable items on an individual-actor basis will no longer be overwritten by party-based usability for battle. Fix by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added more clarity for &amp;lt;JS Item Enable&amp;gt; to state that it removes the usable item from visibility as well if the actor unable to use it is the only person in the party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: December 11, 2020&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: December 4, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Arisu!&lt;br /&gt;
*** Actor: Change Equip Slots&lt;br /&gt;
*** Actor: Reset Equip Slots&lt;br /&gt;
**** These plugin commands allow you to forcefully change the equip slots available to an actor regardless of the slots provided by its class as well as reset them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: November 15, 2020&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: November 8, 2020&lt;br /&gt;
* Bug Fix!&lt;br /&gt;
** Font size ratio for the shop status window now scales to a hard coded value to prevent smaller font sizes from expanding icon sizes. Fix made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Currency display in the shop menu is now reflected upon how the plugin parameters set them to display. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: November 1, 2020&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Modern Controls compatibility with Core Engine no longer enables the Item Categories window and child classes to utilize the Home/End keys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: October 25, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;All Items&amp;quot; category should now display the &amp;quot;Items&amp;quot; text. Fix by Irina.&lt;br /&gt;
** WType, AType, and EType categories now work with text. Fix by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: October 18, 2020&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: October 11, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** XParams and SParams in the Window_EquipStatus window will no longer show a non-percentile difference if the original value is not a whole value. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: October 4, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Select Item event command now displays the default amount of columns instead of whatever setting is made with the plugin parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: September 27, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When using the updated shop layout, leaving the sell option will no longer cause the dummy window to appear.&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** &amp;quot;Use Updated Layout&amp;quot; plugin parameters now have the added clause: &amp;quot;This will override the Core Engine windows settings.&amp;quot; to reduce confusion. Added by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: September 13, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Pressing Shift to quickly remove equipment should no longer crash the game. This will also clear the help window text. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: September 6, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** If both Optimize and Clear commands have been removed and using modern controls, pressing up at the top of the slot window list will not go to the window. Fix made by Yanfly.&lt;br /&gt;
** If both Optimize and Clear commands have been removed, the window will no longer appear and the slot window will be moved upward to fill any empty spaces. Fix made by Yanfly.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added in NEW! Label to let you adjust the font face.&lt;br /&gt;
** New Plugin Parameters added in Equip Menu Scene Settings for disabling the back rectangles and/or changing their colors.&lt;br /&gt;
** New Plugin Parameters added in Shop Status Window Settings for disabling the back rectangles and/or changing their colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: August 30, 2020&lt;br /&gt;
* Documentation Fix!&lt;br /&gt;
** Added: NOTE: Regarding Damage Labels&lt;br /&gt;
*** If Visu_1_BattleCore is installed, priority goes to its Damage Style settings. The label displayed is based on the damage style settings in place for that specific skill or item.&lt;br /&gt;
*** Go to Battle Core &amp;gt; Plugin Parameters &amp;gt; Damage Settings &amp;gt; Style List &amp;gt; pick the damage style you want to edit &amp;gt; Damage Label and change the text settings you'd like there.&lt;br /&gt;
*** Documentation update added by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: August 23, 2020&lt;br /&gt;
* Added failsafe to prevent non-existent equipment (because the database entries have been deleted) from being equipped as initial equipment. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: August 20, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Core Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Item Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Equip Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Menu Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Events_and_Movement_Core_VisuStella_MZ&amp;diff=17674</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=17674"/>
		<updated>2026-05-17T08:42:10Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=DA8gr31HPLc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = {{VisuStella Wave 1}}&lt;br /&gt;
|link2 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Button Trigger Events VisuStella MZ]]&lt;br /&gt;
* [[Common Event Menu VisuStella MZ]]&lt;br /&gt;
* [[Event Signals VisuStella MZ]]&lt;br /&gt;
* [[Field Skills VisuStella MZ]]&lt;br /&gt;
* [[Furniture System VisuStella MZ]]&lt;br /&gt;
* [[Lighting Effects VisuStella MZ]]&lt;br /&gt;
* [[Movement Effects VisuStella MZ]]&lt;br /&gt;
* [[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
* [[Tile Grafter System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Events &amp;amp; Movement Core plugin adds a lot of new functionality in terms&lt;br /&gt;
of event flexibility and movement options to RPG Maker MZ. These range from&lt;br /&gt;
adding in old capabilities from previous iterations of RPG Maker to more&lt;br /&gt;
mainstream techniques found in other game engines. Movement options are also&lt;br /&gt;
expanded to support 8-directional movement as well as sprite sheets provided&lt;br /&gt;
that the VisuStella 8 format is used.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Event commands expanded upon to include old and new functions.&lt;br /&gt;
* Event templates for Copying Events, Morphing Events, and Spawning Events.&lt;br /&gt;
* 8-directional movement option available and sprite sheet support.&lt;br /&gt;
* Aesthetics for tilting the sprite when dashing and having shadows below.&lt;br /&gt;
* Pathfinding support for event movement through custom Move Route commands.&lt;br /&gt;
* Advanced switches and variable support to run code automatically.&lt;br /&gt;
* Turn regular Switches and Variables into Self Switches and Self Variables.&lt;br /&gt;
* Put labels and icons over events.&lt;br /&gt;
* Allow numerous ways to trigger events, through clicking, proximity, or by usage of Regions.&lt;br /&gt;
* Change the hitbox sizes of events to larger in any direction.&lt;br /&gt;
* Synchronize event movement options to move when player/other events move.&lt;br /&gt;
* The ability for the player to turn in place.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 1}}&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
=== Advanced Switches and Variables ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreAdvSwitchesVariables.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Switches and variables can now run JavaScript code and return values&lt;br /&gt;
instantly. While at first glance, this may seem no different from using&lt;br /&gt;
the Control Variables event command's Script option, this can be used to&lt;br /&gt;
instantly set up Switch and/or Variable conditions for Parallel Common&lt;br /&gt;
Events, Event Page Conditions, Enemy Skill Conditions, and Troop Page&lt;br /&gt;
Conditions instantly without needing to make an event command to do so.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;JS&amp;gt; code &amp;lt;/JS&amp;gt;&lt;br /&gt;
- Used for: Switch and Variable names&lt;br /&gt;
- Replace 'code' with JavaScript code on what value to return.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
NOTE: Tagged Switches/Variables are mutually exclusive from one another.&lt;br /&gt;
You cannot tag them with &amp;lt;JS&amp;gt;, &amp;lt;Self&amp;gt;, or &amp;lt;Global&amp;gt; simultaneously.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Self Switches and Variables ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreSelfSwitchesVariables.png|600px]]&lt;br /&gt;
&lt;br /&gt;
RPG Maker MZ by default has 4 Self Switches: A, B, C, D. For some types of&lt;br /&gt;
games, this isn't enough. This plugin gives you the ability convert regular&lt;br /&gt;
Switches into Self Switches so you could have more.&lt;br /&gt;
&lt;br /&gt;
Self Variables also do not exist in RPG Maker MZ by default. Just like with&lt;br /&gt;
Switches, you can turn regular Variables into Self Variables.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Self&amp;gt;&lt;br /&gt;
- Used for: Switch and Variable names&lt;br /&gt;
- Converts the Switch/Variable into a Self Switch/Variable.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
After, just use them like you would for normal Switches and Variables in an&lt;br /&gt;
event's page conditions. If the &amp;lt;Self&amp;gt; tag is present inside the Switch or&lt;br /&gt;
Variable's name, then it will use data unique to only that event.&lt;br /&gt;
&lt;br /&gt;
NOTE: Tagged Switches/Variables are mutually exclusive from one another.&lt;br /&gt;
You cannot tag them with &amp;lt;JS&amp;gt;, &amp;lt;Self&amp;gt;, or &amp;lt;Global&amp;gt; simultaneously.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
If you need to use a script call to get a Self Switch or Self Variable's&lt;br /&gt;
value, you can use the following script calls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Get Self Switch Values:&lt;br /&gt;
&lt;br /&gt;
  getSelfSwitchValue(mapID, eventID, switchID)&lt;br /&gt;
  - Replace 'mapID' with the map ID the target event is located on.&lt;br /&gt;
  - Replace 'eventID' with the ID of the target event.&lt;br /&gt;
  - Replace 'switchID' with the ID number if it is a Self Switch made with&lt;br /&gt;
    &amp;lt;Self&amp;gt; or a capital letter surrounded by quotes if it's A, B, C, or D.&lt;br /&gt;
  - This will return the true/false value of the Self Switch.&lt;br /&gt;
  - Example: getSelfSwitchValue(12, 34, 56)&lt;br /&gt;
  - Example: getSelfSwitchValue(12, 34, 'B')&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Get Self Variable Values:&lt;br /&gt;
&lt;br /&gt;
  getSelfVariableValue(mapID, eventID, variableID)&lt;br /&gt;
  - Replace 'mapID' with the map ID the target event is located on.&lt;br /&gt;
  - Replace 'eventID' with the ID of the target event.&lt;br /&gt;
  - Replace 'variableID' with the ID number of the Self Variable.&lt;br /&gt;
  - This will return whatever stored value is found in the Self Variable.&lt;br /&gt;
  - Example: getSelfVariableValue(12, 34, 56)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Set Self Switch Values:&lt;br /&gt;
&lt;br /&gt;
  setSelfSwitchValue(mapID, eventID, switchID, value)&lt;br /&gt;
  - Replace 'mapID' with the map ID the target event is located on.&lt;br /&gt;
  - Replace 'eventID' with the ID of the target event.&lt;br /&gt;
  - Replace 'switchID' with the ID number if it is a Self Switch made with&lt;br /&gt;
    &amp;lt;Self&amp;gt; or a capital letter surrounded by quotes if it's A, B, C, or D.&lt;br /&gt;
  - Replace 'value' with either 'true' or 'false' for ON/OFF respectively.&lt;br /&gt;
    Do not use quotes.&lt;br /&gt;
  - This will change the Self Switch's value to true/false.&lt;br /&gt;
    - Example: setSelfSwitchValue(12, 34, 56, false)&lt;br /&gt;
    - Example: setSelfSwitchValue(12, 34, 'B', true)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  Set Self Variable Values:&lt;br /&gt;
&lt;br /&gt;
  setSelfVariableValue(mapID, eventID, variableID, value)&lt;br /&gt;
  - Replace 'mapID' with the map ID the target event is located on.&lt;br /&gt;
  - Replace 'eventID' with the ID of the target event.&lt;br /&gt;
  - Replace 'variableID' with the ID number of the Self Variable.&lt;br /&gt;
  - Replace 'value' with the value you want to set the Self Variable to.&lt;br /&gt;
  - Example: setSelfVariableValue(12, 34, 56, 88888)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Map Switches and Variables ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMovementCore_MapSwitches.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Similar to Self Switches and Self Variables, Map Switches and Map Variables&lt;br /&gt;
are switches and variables that retain data based on the map the player is&lt;br /&gt;
currently located in. In other words, they're self switches and variables&lt;br /&gt;
but for maps instead!&lt;br /&gt;
&lt;br /&gt;
These features do not exist in RPG Maker MZ by default. Just like with the&lt;br /&gt;
Self Switches and Self Variables, you can turn regular Switches or Variables&lt;br /&gt;
into Map Switches and Map Variables using the following name tag:&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Map&amp;gt;&lt;br /&gt;
- Used for: Switch and Variable names&lt;br /&gt;
- Converts the Switch/Variable into a Map Switch/Variable.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
After, just use them like you would for normal Switches and Variables in an&lt;br /&gt;
event's page conditions. If the &amp;lt;Map&amp;gt; tag is present inside the Switch or&lt;br /&gt;
Variable's name, then it will use data unique to only that map.&lt;br /&gt;
&lt;br /&gt;
NOTE: Tagged Switches/Variables are mutually exclusive from one another.&lt;br /&gt;
You cannot tag them with &amp;lt;JS&amp;gt;, &amp;lt;Self&amp;gt;, &amp;lt;Map&amp;gt;, or &amp;lt;Global&amp;gt; simultaneously.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
If you need to use a script call to get a Map Switch or Map Variable's&lt;br /&gt;
value, you can use the following script calls:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Get Map Switch Values:&lt;br /&gt;
&lt;br /&gt;
  getMapSwitchValue(mapID, switchID)&lt;br /&gt;
  - Replace 'mapID' with the map ID the switch is located on.&lt;br /&gt;
  - Replace 'switchID' with the ID number of the switch to get data.&lt;br /&gt;
  - Example: getMapSwitchValue(4, 20)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Get Variable Switch Values:&lt;br /&gt;
&lt;br /&gt;
  getMapVariableValue(mapID, variableID)&lt;br /&gt;
  - Replace 'mapID' with the map ID the switch is located on.&lt;br /&gt;
  - Replace 'variableID' with the ID number of the variable to get data.&lt;br /&gt;
  - Example: getMapVariableValue(6, 9)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Set Map Switch Values:&lt;br /&gt;
&lt;br /&gt;
  setMapSwitchValue(mapID, switchID, value)&lt;br /&gt;
  - Replace 'mapID' with the map ID the switch is located on.&lt;br /&gt;
  - Replace 'switchID' with the ID number of the switch to get data.&lt;br /&gt;
  - Replace 'value' with either 'true' or 'false' for ON/OFF respectively.&lt;br /&gt;
    Do not use quotes.&lt;br /&gt;
  - Example: setMapSwitchValue(4, 20, true)&lt;br /&gt;
  - Example: setMapSwitchValue(6, 9, false)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Set Map Variable Values:&lt;br /&gt;
&lt;br /&gt;
  setMapVariableValue(mapID, variableID, value)&lt;br /&gt;
  - Replace 'mapID' with the map ID the switch is located on.&lt;br /&gt;
  - Replace 'variableID' with the ID number of the variable to get data.&lt;br /&gt;
  - Replace 'value' with the value you want to set the Map Variable to.&lt;br /&gt;
  - Example: setMapVariableValue(6, 9, 420)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Reference Switches and Reference Variables ===&lt;br /&gt;
&lt;br /&gt;
Reference Switches and Reference Variables are added in version 1.62 of this&lt;br /&gt;
plugin. These switches and variables allow you to reference them through&lt;br /&gt;
strings when using script calls.&lt;br /&gt;
&lt;br /&gt;
By simply naming your switch or variable ((Reference Name)), you can use&lt;br /&gt;
that 'reference name' in a string to call them for script calls. This is&lt;br /&gt;
just so you don't need to remember the ID's of every other Switch/Variable.&lt;br /&gt;
&lt;br /&gt;
When referencing the strings in the script calls, case does not matter,&lt;br /&gt;
which means you can use all capitals or all lower case and they'll still&lt;br /&gt;
reference the same switch or variable.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Switch 10 Name: ((Priscilla Joined))&lt;br /&gt;
&lt;br /&gt;
  Script Call: $gameSwitches.value('Priscilla Joined')&lt;br /&gt;
               $gameSwitches.setValue('Priscilla Joined', true)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&lt;br /&gt;
  Variable 20 Name: Total ((Goblins Slain))&lt;br /&gt;
&lt;br /&gt;
  Script Call: $gameVariables.value('Goblins Slain')&lt;br /&gt;
               $gameVariables.setValue('Goblins Slain', 50)&lt;br /&gt;
&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember to put quotes around the name for the script call!&lt;br /&gt;
&lt;br /&gt;
This only applies for the $gameSwitches and $gameVariables functions of&lt;br /&gt;
value(id) and setValue(id, value). They do not apply to the other&lt;br /&gt;
$gameSwitches and $gameVariables functions.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Character Sprite Filename Tags ===&lt;br /&gt;
&lt;br /&gt;
For the files located inside of your project's /img/characters/ folder, if&lt;br /&gt;
the filenames themselves have specific &amp;quot;tags&amp;quot; in them, special properties&lt;br /&gt;
will be applied to them. These tags can be combined together with a few&lt;br /&gt;
exceptions.&lt;br /&gt;
&lt;br /&gt;
Some of these are new to VisuStella MZ, while others are default to MZ.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  !filename.png&lt;br /&gt;
  - Tag: !&lt;br /&gt;
  - Causes this character's sprite to align with the tile grid instead of&lt;br /&gt;
    being lifted a few pixels higher.&lt;br /&gt;
  - This is primarily used for things like doors, chests, and floor plates.&lt;br /&gt;
  - Default to RPG Maker MZ.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  $filename.png&lt;br /&gt;
  - Tag: $&lt;br /&gt;
  - Causes this character's sprite to use the &amp;quot;big character&amp;quot; format.&lt;br /&gt;
  - Primarily used for sprites like the big monsters and such which only&lt;br /&gt;
    have 3x4 cells as opposed to 12x8 cells that regular sprite sheets have.&lt;br /&gt;
  - Cannot be combined with the [VS8] tag.&lt;br /&gt;
  - Default to RPG Maker MZ.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  filename[Invisible].png&lt;br /&gt;
  - Tag: [Invisible] or [Inv]&lt;br /&gt;
  - This character's sprite will become invisible on the map screen in-game&lt;br /&gt;
    while almost everything else about it is visible.&lt;br /&gt;
  - This is used for those who wish to use sprite labels for things such as&lt;br /&gt;
    autorun and parallel events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  filename[VS8].png&lt;br /&gt;
  - Tag: [VS8]&lt;br /&gt;
  - Converts this sprite into a VisuStella-Style 8-Direction Sprite Sheet.&lt;br /&gt;
  - Refer to the section below.&lt;br /&gt;
  - Cannot be combined with the $ tag.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== VisuStella-Style 8-Directional Sprite Sheets ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
This plugin provides support for the VisuStella-Style 8-Directional Sprite&lt;br /&gt;
Sheets, also know as VS8. VS8 sprite sheets offer support for walking&lt;br /&gt;
frames, dashing frames, carrying frames, and emotes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
To designate a sprite sheet as VS8, simply add [VS8] to the filename.&lt;br /&gt;
Something like Actor1.png would become Actor1_[VS8].png.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
VS8 sprites are formatted as such. Each block below is a set of 3 frames.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Walk Down    Walk DL     Dash Down   Dash DL&lt;br /&gt;
Walk Left    Walk DR     Dash Left   Dash DR&lt;br /&gt;
Walk Right   Walk UL     Dash Right  Dash UL&lt;br /&gt;
Walk Up      Walk UR     Dash Up     Dash UR&lt;br /&gt;
&lt;br /&gt;
Carry Down   Carry DL    Ladder      Emotes 3&lt;br /&gt;
Carry Left   Carry DR    Rope        Emotes 4&lt;br /&gt;
Carry Right  Carry UL    Emotes 1    Emotes 5&lt;br /&gt;
Carry Up     Carry UR    Emotes 2    Emotes 6&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' While jumping, the &amp;quot;carry&amp;quot; frame is used as most of the time, this is a sprite pose with arms up in the air where the &amp;quot;carried&amp;quot; icon is.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Here are how each of the emote sets are grouped from left to right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Emotes 1: Item, Hmph, Victory&lt;br /&gt;
Emotes 2: Hurt, Kneel, Collapse&lt;br /&gt;
Emotes 3: !, ?, Music Note&lt;br /&gt;
Emotes 4: Heart, Anger, Sweat&lt;br /&gt;
Emotes 5: Cobweb, ..., Light Bulb&lt;br /&gt;
Emotes 6: Sleep0, Sleep1, Sleep2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Weighted Random Movement ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMovementCore_Update25_WeightedRandom.png|600px]]&lt;br /&gt;
&lt;br /&gt;
When creating events to place on the map, you can determine what type of&lt;br /&gt;
autonomous movement the event will have. When selecting &amp;quot;Random&amp;quot;, the event&lt;br /&gt;
will move randomly across the map.&lt;br /&gt;
&lt;br /&gt;
However, with the way &amp;quot;Random&amp;quot; movement works with the RPG Maker MZ default&lt;br /&gt;
code, the event is more likely to hit a wall and then hug the said wall as&lt;br /&gt;
it maps laps around the map's outer borders making it feel very unnatural&lt;br /&gt;
for any player who's been on the map long enough.&lt;br /&gt;
&lt;br /&gt;
This is where &amp;quot;Weighted Random Movement&amp;quot; comes in. It changes up the random&lt;br /&gt;
movement behavior to function where the farther the event is, the more&lt;br /&gt;
likely the event is to step back towards its &amp;quot;home&amp;quot; position (aka where it&lt;br /&gt;
spawned upon loading the map). This is so that a housewife NPC doesn't&lt;br /&gt;
suddenly wander off into the middle of an army's training grounds on the&lt;br /&gt;
same town map.&lt;br /&gt;
&lt;br /&gt;
The event will stay closer to its home value depending on how high the&lt;br /&gt;
weight's value is. There are a number of ways to adjust the weighted value.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Plugin Parameters &amp;gt; Movement &amp;gt; Event Movement &amp;gt; Random Move Weight&lt;br /&gt;
&lt;br /&gt;
This Plugin Parameter setting allows you to set the default weight for all&lt;br /&gt;
events with &amp;quot;Random&amp;quot; autonomous movement. It is set at a default value of&lt;br /&gt;
0.10 to give the event an understandable degree of freedom.&lt;br /&gt;
&lt;br /&gt;
Lower numbers give events more freedom to move. Larger numbers will make the&lt;br /&gt;
events stick closer to home.&lt;br /&gt;
&lt;br /&gt;
Change this value to 0 to disable it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
You can customize this individually per event by using Notetags and/or&lt;br /&gt;
Comment Tags for the events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Random Move Weight: x&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- If this tag is used on an event with random-type autonomous movement, then&lt;br /&gt;
  the event will stick closer to their home location (where they are located&lt;br /&gt;
  upon spawning on the map). How close they stick to their home location&lt;br /&gt;
  will depend on the weighted 'x' value.&lt;br /&gt;
- Replace 'x' with a number between 0 and 1. Numbers closer to 0 give the&lt;br /&gt;
  event more freedom when moving randomly while numbers closer to 1 cause&lt;br /&gt;
  the event to stick closer to their home position.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;True Random Move&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Used for: Event Notetags and Event Page Comment Tags&lt;br /&gt;
- If this tag is used on an event with random-type autonomous movement, then&lt;br /&gt;
  that event will ignore the effects of weighted randomized movement.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Events and Movement Core Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Events and Movement Core Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Move Route Custom Commands ==&lt;br /&gt;
&lt;br /&gt;
Some custom commands have been added to the &amp;quot;Set Movement Route&amp;quot; event&lt;br /&gt;
command. These can be accessed by pressing the &amp;quot;Script...&amp;quot; command and&lt;br /&gt;
typing in the following, which don't need to be in code form.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that since these are custom additions and RPG Maker MZ does not&lt;br /&gt;
allow plugins to modify the editor, the &amp;quot;Preview&amp;quot; button will not factor in&lt;br /&gt;
the effects of these commands.&lt;br /&gt;
&lt;br /&gt;
If you wish to use a value from a variable, insert $gameVariables.value(x)&lt;br /&gt;
or \V[x] in place of the x in any of the below.&lt;br /&gt;
&lt;br /&gt;
If you wish to use a value from a self variable, insert \SelfVar[x] in place&lt;br /&gt;
of the x in any of the below. This will only draw from the current event. If&lt;br /&gt;
you wish to draw data from outside event self variables, we recommend you&lt;br /&gt;
use the \V[x] variant after using the Plugin Commands to draw data from them&lt;br /&gt;
for the best accuracy.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Animation: x&lt;br /&gt;
- Replace 'x' with the ID of the animation to play on moving unit.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Balloon: name&lt;br /&gt;
- Replace 'name' with any of the following to play a balloon on that the&lt;br /&gt;
  target moving unit.&lt;br /&gt;
- '!', '?', 'Music Note', 'Heart', 'Anger', 'Sweat', 'Cobweb', 'Silence',&lt;br /&gt;
  'Light Bulb', 'Sleep', 'User-Defined 1', 'User-Defined 2',&lt;br /&gt;
  'User-Defined 3', 'User-Defined 4', 'User-Defined 5'&lt;br /&gt;
   - Do NOT insert quotes.&lt;br /&gt;
- Examples:&lt;br /&gt;
  - Balloon: !&lt;br /&gt;
  - Balloon: Sleep&lt;br /&gt;
  - Balloon: Heart&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Fade In: x&lt;br /&gt;
Fade Out: x&lt;br /&gt;
- Fades in/out the sprite's opacity.&lt;br /&gt;
- Fade In will continuously raise the opacity level until it reaches 255.&lt;br /&gt;
- Fade Out will continuously lower the opacity level until it reaches 0.&lt;br /&gt;
- Replace 'x' with the speed to fade in/out the sprite.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Force Carry: On&lt;br /&gt;
Force Carry: Off&lt;br /&gt;
- For usage with the VS8 sprite sheet.&lt;br /&gt;
- Use ON to turn force carrying on.&lt;br /&gt;
- Use OFF to turn force carrying off.&lt;br /&gt;
- Sprites using the VS8 sprite sheet will also show the VS8 Carry frames.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Force Dash: On&lt;br /&gt;
Force Dash: Off&lt;br /&gt;
- Use ON to turn force dashing on.&lt;br /&gt;
- Use OFF to turn force dashing off.&lt;br /&gt;
- Forces dashing will prompt the player or event to be in the dashing state.&lt;br /&gt;
- Sprites using the VS8 sprite sheet will also show the VS8 Dashing frames.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Hug: Left&lt;br /&gt;
Hug: Right&lt;br /&gt;
- Causes the moving unit to hug the left/right side of the wall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Index: x&lt;br /&gt;
- Replace 'x' with a number depicting the character index to change the&lt;br /&gt;
  moving unit's sprite to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Index: +x&lt;br /&gt;
Index: -x&lt;br /&gt;
- Replace 'x' with the value to change the character index of the moving&lt;br /&gt;
  unit's sprite by.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump Forward: x&lt;br /&gt;
- Replace 'x' with the number of tiles for the unit to jump forward by.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump To: x, y&lt;br /&gt;
- Replace 'x' and 'y' with the coordinates for the unit to jump to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event for the unit to jump to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump to Player&lt;br /&gt;
- Causes the moving unit to jump to the player.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Jump To Home&lt;br /&gt;
- Causes the event to jump to its home position.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move Lower Left Until Stop&lt;br /&gt;
Move Down Until Stop&lt;br /&gt;
Move Lower Right Until Stop&lt;br /&gt;
Move Left Until Stop&lt;br /&gt;
Move Right Until Stop&lt;br /&gt;
Move Upper Left Until Stop&lt;br /&gt;
Move Up Until Stop&lt;br /&gt;
Move Upper Right Until Stop&lt;br /&gt;
- Causes the moving unit to move that direction until it hits a stop.&lt;br /&gt;
- Events will stop moving before they make contact with the player.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Crash Move Lower Left Until Stop&lt;br /&gt;
Crash Move Down Until Stop&lt;br /&gt;
Crash Move Lower Right Until Stop&lt;br /&gt;
Crash Move Left Until Stop&lt;br /&gt;
Crash Move Right Until Stop&lt;br /&gt;
Crash Move Upper Left Until Stop&lt;br /&gt;
Crash Move Up Until Stop&lt;br /&gt;
Crash Move Upper Right Until Stop&lt;br /&gt;
- Causes the moving unit to move that direction until it hits a stop.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move To: x, y&lt;br /&gt;
- Replace 'x' and 'y' with the map coordinates to move the unit to through&lt;br /&gt;
  pathfinding.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events will go around the player.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Crash Move To: x, y&lt;br /&gt;
- Replace 'x' and 'y' with the map coordinates to move the unit to through&lt;br /&gt;
  pathfinding.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to move the unit to.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events will go around the player.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Crash Move to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to move the unit to.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move to Player&lt;br /&gt;
- Moves the unit to the player.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move to Home&lt;br /&gt;
- Moves the unit towards their home position on the map.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Crash Move to Home&lt;br /&gt;
- Moves the unit towards their home position on the map.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Move Lower Left: x&lt;br /&gt;
Move Down: x&lt;br /&gt;
Move Lower Right: x&lt;br /&gt;
Move Left: x&lt;br /&gt;
Move Right: x&lt;br /&gt;
Move Upper Left: x&lt;br /&gt;
Move Up: x&lt;br /&gt;
Move Upper Right: x&lt;br /&gt;
- Replace 'x' with the number of times to move the unit by in the designated&lt;br /&gt;
  direction on the map.&lt;br /&gt;
- Events can crash into the player and trigger an event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Opacity: x%&lt;br /&gt;
- Replace 'x' with the percentage to change the unit's sprite opacity to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Opacity: +x&lt;br /&gt;
Opacity: -x&lt;br /&gt;
- Replace 'x' with the increment to change the unit's sprite opacity by.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Pattern Lock: x&lt;br /&gt;
- Replace 'x' with the step pattern to lock the unit's sprite to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Pattern Unlock&lt;br /&gt;
- Removes pattern lock effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Pose: name&lt;br /&gt;
- If using a VS8 sprite, this will cause the unit to strike a pose.&lt;br /&gt;
- Replace 'name' with any the following:&lt;br /&gt;
- 'Item', 'Hmph', 'Victory', 'Hurt', 'Kneel', 'Collapse',&lt;br /&gt;
  '!', '?', 'Music Note', 'Heart', 'Anger', 'Sweat', 'Cobweb', 'Silence',&lt;br /&gt;
  'Light Bulb', 'Sleep'&lt;br /&gt;
   - Do NOT insert quotes.&lt;br /&gt;
- Examples:&lt;br /&gt;
  - Balloon: Item&lt;br /&gt;
  - Balloon: Victory&lt;br /&gt;
  - Balloon: ?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Toward: x, y&lt;br /&gt;
- Replace 'x' and 'y' for the desired coordinates for the unit to take one&lt;br /&gt;
  step towards.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Toward Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event for the unit to take one step to.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Toward Player&lt;br /&gt;
- Causes event to take one step towards the player.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Toward Home&lt;br /&gt;
- Causes the event to take one step towards its home position.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Away From: x, y&lt;br /&gt;
- Replace 'x' and 'y' for the desired coordinates for the unit to take one&lt;br /&gt;
  step away from.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Away From Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event for the unit to take one step from.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Away From Player&lt;br /&gt;
- Causes event to take one step away from the player.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn To: x, y&lt;br /&gt;
- Replace 'x' and 'y' for the coordinates to make the unit face towards.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to turn the unit towards.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn to Player&lt;br /&gt;
- Causes the unit to turn towards the player.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn to Home&lt;br /&gt;
- Causes the event to turn towards its home position.&lt;br /&gt;
- This refers to the original position's X/Y on the map.&lt;br /&gt;
- The event will turn and face the tile that is its original X/Y location.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step Away From Home&lt;br /&gt;
- Causes the event to take one step away from its home position.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
- This uses RPG Maker MZ's pathfinding algorithm. It is not perfect so do&lt;br /&gt;
  not expect the most optimal results.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Away From: x, y&lt;br /&gt;
- Replace 'x' and 'y' for the coordinates to make the unit face away from.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Away From Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to turn the unit away from.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Away From Player&lt;br /&gt;
- Causes the unit to turn away from the player.&lt;br /&gt;
- This supports 8 directional turning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Away From Home&lt;br /&gt;
- Causes the event to turn away from its home position.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn Lower Left&lt;br /&gt;
Turn Lower Right&lt;br /&gt;
Turn Upper Left&lt;br /&gt;
Turn Upper Right&lt;br /&gt;
- Causes the unit to turn to one of the diagonal directions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Self Switch x: On&lt;br /&gt;
Self Switch x: Off&lt;br /&gt;
Self Switch x: Toggle&lt;br /&gt;
- Replace 'x' with 'A', 'B', 'C', 'D', or a &amp;lt;Self&amp;gt; Switch ID to adjust the&lt;br /&gt;
  unit's self switch.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Self Variable x: y&lt;br /&gt;
- Replace 'x' with a &amp;lt;Self&amp;gt; Variable ID to adjust the unit's self variable.&lt;br /&gt;
- Replace 'y' with a number value to set the self variable to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Teleport To: x, y&lt;br /&gt;
- Replace 'x' and 'y' with the coordinates to instantly move the unit to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Teleport to Event: x&lt;br /&gt;
- Replace 'x' with the ID of the event to instantly move the unit to.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Teleport to Player&lt;br /&gt;
- Instantly moves the unit to the player's location.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Teleport to Home&lt;br /&gt;
- Instantly teleports an event to its home position on the map.&lt;br /&gt;
- This only works on events, not player characters or followers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If none of the commands are detected above, then a script call will be ran.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Event Label Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreLabel.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams01.png]]&lt;br /&gt;
&lt;br /&gt;
Event Labels are small windows created to display text over an event's head.&lt;br /&gt;
They're set up using the &amp;lt;Label&amp;gt; notetags and/or comment tags. Event Labels&lt;br /&gt;
are a great way to instantly relay information about the event's role to&lt;br /&gt;
the player.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Event Labels&lt;br /&gt;
&lt;br /&gt;
  Sprite Based?:&lt;br /&gt;
  - Use sprite-based labels instead of legacy-window version.&lt;br /&gt;
  - Legacy-window version will not be supported in future.&lt;br /&gt;
  - Sprite-based labels are more memory efficient and work better&lt;br /&gt;
    compatibility-wise.&lt;br /&gt;
&lt;br /&gt;
  Mobile-Enabled?:&lt;br /&gt;
  - Enable event labels for mobile devices?&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - The font size used for the Event Labels.&lt;br /&gt;
&lt;br /&gt;
  Icon Size:&lt;br /&gt;
  - The size of the icons used in the Event Labels.&lt;br /&gt;
&lt;br /&gt;
  Line Height:&lt;br /&gt;
  - The line height used for the Event Labels.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Globally offset all labels horizontally by this amount.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Globally offset all labels vertically by this amount.&lt;br /&gt;
&lt;br /&gt;
  Fade Speed:&lt;br /&gt;
  - Fade speed for labels.&lt;br /&gt;
&lt;br /&gt;
  Visible Range:&lt;br /&gt;
  - Range the player has to be within the event to make its label visible.&lt;br /&gt;
&lt;br /&gt;
    Range Type:&lt;br /&gt;
    - What do you want the default label visible range type?&lt;br /&gt;
      - Square&lt;br /&gt;
      - Diamond&lt;br /&gt;
      - Circle&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Event Icon Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreIcon.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams02.png]]&lt;br /&gt;
&lt;br /&gt;
Icons can be displayed over an event's head through the &amp;lt;Icon&amp;gt; notetags&lt;br /&gt;
and/or comment tags. These can be used for a variety of things such as&lt;br /&gt;
making them look like they're carrying an item or to indicate they have a&lt;br /&gt;
specific role.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Event Icon&lt;br /&gt;
&lt;br /&gt;
  Buffer X:&lt;br /&gt;
  - Default X position buffer for event icons.&lt;br /&gt;
&lt;br /&gt;
  Buffer Y:&lt;br /&gt;
  - Default Y position buffer for event icons.&lt;br /&gt;
&lt;br /&gt;
  Blend Mode:&lt;br /&gt;
  - Default blend mode for even icons.&lt;br /&gt;
    - 0 - Normal&lt;br /&gt;
    - 1 - Additive&lt;br /&gt;
    - 2 - Multiply&lt;br /&gt;
    - 3 - Screen&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Event Template Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams03.png]]&lt;br /&gt;
&lt;br /&gt;
Event Templates allow you to store specific maps and/or event data to bring&lt;br /&gt;
out on need while having a premade set base. They're similar to prefabs but&lt;br /&gt;
aren't things that can be altered individually as one setting for an event&lt;br /&gt;
template will serve as a blueprint for all of them that use them.&lt;br /&gt;
&lt;br /&gt;
Event Templates are used for the &amp;lt;Copy Event&amp;gt; notetags, the Morph Event and&lt;br /&gt;
Spawn Event Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Preloaded Maps:&lt;br /&gt;
  - A list of all the ID's of the maps that will be preloaded to serve as&lt;br /&gt;
    template maps for this plugin.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Templates&lt;br /&gt;
- A list of all the Event Templates used by this project. Used for notetags&lt;br /&gt;
  and Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
    Name:&lt;br /&gt;
    - Name of the template. It'll be used as anchor points for notetags and&lt;br /&gt;
      Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
    Map ID:&lt;br /&gt;
    - ID of the map the template event is stored on.&lt;br /&gt;
    - This will automatically add this ID to preloaded list.&lt;br /&gt;
&lt;br /&gt;
    Event ID:&lt;br /&gt;
    - ID of the event the template event is based on.&lt;br /&gt;
&lt;br /&gt;
    JavaScript:&lt;br /&gt;
      JS: Pre-Copy:&lt;br /&gt;
      JS: Post-Copy:&lt;br /&gt;
      JS: Pre-Morph:&lt;br /&gt;
      JS: Post-Morph:&lt;br /&gt;
      JS: Pre-Spawn:&lt;br /&gt;
      JS: Post-Spawn:&lt;br /&gt;
      - Code that's ran during certain circumstances.&lt;br /&gt;
      - The code will occur at the same time as the ones listed in the main&lt;br /&gt;
        Event Template Settings Plugin Parameters. However, the ones listed&lt;br /&gt;
        in these individual entries will only occur for these specific&lt;br /&gt;
        templates and only if the templates are used.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
JavaScript&lt;br /&gt;
&lt;br /&gt;
  JS: Pre-Copy:&lt;br /&gt;
  JS: Post-Copy:&lt;br /&gt;
  JS: Pre-Morph:&lt;br /&gt;
  JS: Post-Morph:&lt;br /&gt;
  JS: Pre-Spawn:&lt;br /&gt;
  JS: Post-Spawn:&lt;br /&gt;
  - Code that's ran during certain circumstances.&lt;br /&gt;
  - These are global and are ran for all copies, morphs, and/or spawns.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Movement Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams04.png]]&lt;br /&gt;
&lt;br /&gt;
These plugin parameters allow you to control how movement works in your&lt;br /&gt;
game, toggling it from 4-directional to 8-directional, setting up rules to&lt;br /&gt;
stop self-movement from events while an event or message is present, and&lt;br /&gt;
other aesthetics such as tilting the sprite while dashing, setting shadows&lt;br /&gt;
beneath the sprites, and allow for turning in place.&lt;br /&gt;
&lt;br /&gt;
⚠️⚠️⚠️Shadows do NOT appear for sprites using a &amp;quot;!&amp;quot; as their leading filename&lt;br /&gt;
marker. These sprites are environmental and are considered &amp;quot;object&amp;quot;&lt;br /&gt;
characters by the RPG Maker MZ core scripts. They do not utilize character&lt;br /&gt;
shadows due.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
8 Directional Movement&lt;br /&gt;
&lt;br /&gt;
  Enable:&lt;br /&gt;
  - Allow 8-directional movement by default? Players can move diagonally.&lt;br /&gt;
&lt;br /&gt;
  Strict Collision:&lt;br /&gt;
  - Enforce strict collission rules where the player must be able to pass&lt;br /&gt;
    both cardinal directions?&lt;br /&gt;
&lt;br /&gt;
  Favor Horizontal:&lt;br /&gt;
  - Favor horizontal if cannot pass diagonally but can pass both&lt;br /&gt;
    horizontally and vertically?&lt;br /&gt;
&lt;br /&gt;
  Slower Diagonals?&lt;br /&gt;
  - Enforce a slower movement speed when moving diagonally?&lt;br /&gt;
&lt;br /&gt;
    Speed Multiplier&lt;br /&gt;
    - What's the multiplier to adjust movement speed when moving diagonally?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Automatic Movement&lt;br /&gt;
&lt;br /&gt;
  Stop During Events:&lt;br /&gt;
  - Stop automatic event movement while events are running.&lt;br /&gt;
&lt;br /&gt;
  Stop During Messages:&lt;br /&gt;
  - Stop automatic event movement while a message is running.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Bitmap&lt;br /&gt;
&lt;br /&gt;
  Smoothing:&lt;br /&gt;
  - Do you want to smooth or pixelate the map sprites?&lt;br /&gt;
  - Pixelating them is better for zooming and tilting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dash&lt;br /&gt;
&lt;br /&gt;
  Dash Modifier:&lt;br /&gt;
  - Alters the dash speed modifier.&lt;br /&gt;
&lt;br /&gt;
  Dash on Ladder?&lt;br /&gt;
  - Allow dashing while on a ladder or rope?&lt;br /&gt;
&lt;br /&gt;
  Enable Dash Tilt?:&lt;br /&gt;
  - Tilt any sprites that are currently dashing?&lt;br /&gt;
&lt;br /&gt;
    Tilt Left Amount:&lt;br /&gt;
    - Amount in radians when moving left (upper left, left, lower left).&lt;br /&gt;
&lt;br /&gt;
    Tilt Right Amount:&lt;br /&gt;
    - Amount in radians when moving right (upper right, right, lower right).&lt;br /&gt;
&lt;br /&gt;
    Tilt Vertical Amount:&lt;br /&gt;
    - Amount in radians when moving vertical (up, down).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMovementCore_Update25_WeightedRandom.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Event Movement&lt;br /&gt;
&lt;br /&gt;
  Random Move Weight:&lt;br /&gt;
  - Use numbers between 0 and 1.&lt;br /&gt;
  - Numbers closer to 1 stay closer to their home position.&lt;br /&gt;
  - 0 to disable it.&lt;br /&gt;
&lt;br /&gt;
  Shift Y:&lt;br /&gt;
  - How many pixels should non-tile characters be shifted by?&lt;br /&gt;
  - Negative: up. Positive: down.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Path Finding&lt;br /&gt;
&lt;br /&gt;
  Mobile-Enabled?:&lt;br /&gt;
  - Enable diagonal pathfinding for mobile devices?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreShadow.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Shadows&lt;br /&gt;
&lt;br /&gt;
  Show:&lt;br /&gt;
  - Show shadows on all events and player-related sprites.&lt;br /&gt;
&lt;br /&gt;
  Default Filename:&lt;br /&gt;
  - Default filename used for shadows found in img/system/ folder.&lt;br /&gt;
&lt;br /&gt;
  Shadow Z Layer:&lt;br /&gt;
  - What is the sprite Z layer used for the shadow sprites?&lt;br /&gt;
    - In-game layers are as follows:&lt;br /&gt;
    - 0 : Lower tiles&lt;br /&gt;
    - 1 : Lower characters&lt;br /&gt;
    - 3 : Normal characters&lt;br /&gt;
    - 4 : Upper tiles&lt;br /&gt;
    - 5 : Upper characters&lt;br /&gt;
    - 6 : Airship shadow&lt;br /&gt;
    - 7 : Balloon&lt;br /&gt;
    - 8 : Animation&lt;br /&gt;
    - 9 : Destination&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Turn in Place&lt;br /&gt;
&lt;br /&gt;
  Enable:&lt;br /&gt;
  - When not dashing, player will turn in place before moving.&lt;br /&gt;
  - This only applies with keyboard inputs.&lt;br /&gt;
&lt;br /&gt;
  Delay in Frames:&lt;br /&gt;
  - The number of frames to wait before moving.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Vehicle Speeds&lt;br /&gt;
&lt;br /&gt;
  Boat Speed:&lt;br /&gt;
  - Allows you to adjust the base speed of the boat vehicle.&lt;br /&gt;
&lt;br /&gt;
  Ship Speed:&lt;br /&gt;
  - Allows you to adjust the base speed of the ship vehicle.&lt;br /&gt;
&lt;br /&gt;
  Airship Speed:&lt;br /&gt;
  - Allows you to adjust the base speed of the airship vehicle.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== VisuStella 8-Dir Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreVS8.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams05.png]]&lt;br /&gt;
&lt;br /&gt;
These are settings for sprite sheets using the VS8 format.&lt;br /&gt;
For more information on the VS8 format, look in the help section above.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Balloon Icon Settings&lt;br /&gt;
&lt;br /&gt;
  Auto-Balloon Poses:&lt;br /&gt;
  - Automatically pose VS8 sprites when using balloon icons.&lt;br /&gt;
&lt;br /&gt;
  Balloon Offset X:&lt;br /&gt;
  - Offset balloon icons on VS8 sprites by x pixels.&lt;br /&gt;
&lt;br /&gt;
  Balloon Offset Y:&lt;br /&gt;
  - Offset balloon icons on VS8 sprites by y pixels.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreIcon.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Icons&lt;br /&gt;
&lt;br /&gt;
  Auto Buffer:&lt;br /&gt;
  - Automatically buffer the X and Y coordinates of VS8 sprites?&lt;br /&gt;
&lt;br /&gt;
  Use Carry Pose:&lt;br /&gt;
  - Use the carry pose when moving with an icon overhead.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Region Rulings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventMoveCoreRegions.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams06.png]]&lt;br /&gt;
&lt;br /&gt;
These settings allow you to decide the passability of the player, events,&lt;br /&gt;
and various vehicles through the usage of Regions.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Allow Regions&lt;br /&gt;
&lt;br /&gt;
  All Allow:&lt;br /&gt;
  Walk Allow:&lt;br /&gt;
  Player Allow:&lt;br /&gt;
  Event Allow:&lt;br /&gt;
  Vehicle Allow:&lt;br /&gt;
  Boat Allow:&lt;br /&gt;
  Ship Allow:&lt;br /&gt;
  Airship Allow:&lt;br /&gt;
  - Insert Region ID's where the affected unit type can enter.&lt;br /&gt;
  - Region ID's range from 0 to 255.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Forbid Regions&lt;br /&gt;
&lt;br /&gt;
  All Forbid:&lt;br /&gt;
  Walk Forbid:&lt;br /&gt;
  Player Forbid:&lt;br /&gt;
  Event Forbid:&lt;br /&gt;
  Vehicle Forbid:&lt;br /&gt;
  Boat Forbid:&lt;br /&gt;
  Ship Forbid:&lt;br /&gt;
  Airship Forbid:&lt;br /&gt;
  - Insert Region ID's where the affected unit type cannot enter.&lt;br /&gt;
  - Region ID's range from 0 to 255.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Dock Regions&lt;br /&gt;
&lt;br /&gt;
  Vehicle Dock:&lt;br /&gt;
  Boat Dock:&lt;br /&gt;
  Ship Dock:&lt;br /&gt;
  Airship Dock:&lt;br /&gt;
  - Insert Region ID's where the affected vehicle can dock&lt;br /&gt;
  - Region ID's range from 0 to 255.&lt;br /&gt;
&lt;br /&gt;
  Only Region Dockable:&lt;br /&gt;
  - Vehicles are only able to dock at designated regions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Common Event on OK Button ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams07.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters allow you to setup Common Events that activate using&lt;br /&gt;
Regions when pressing the OK button while standing on top of them or in&lt;br /&gt;
front of them. These let you create near universally interactable objects&lt;br /&gt;
using Regions, such as rivers to start up fishing events or locations to&lt;br /&gt;
places items on.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Regions&lt;br /&gt;
&lt;br /&gt;
  Regions 1 - 255:&lt;br /&gt;
  - Which Common Event does this region activate?&lt;br /&gt;
  - Use 0 to not activate any Common Events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams07a.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Target Tile&lt;br /&gt;
&lt;br /&gt;
  Target Tile:&lt;br /&gt;
  - Which tile should be checked for Common Event on OK Button?&lt;br /&gt;
    - Tile in front of player.&lt;br /&gt;
    - Tile player is standing on top of.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Common Event on Touch ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams08.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters allow you to setup Common Events that trigger when&lt;br /&gt;
stepping onto Region-marked tiles. These let you create custom effects that&lt;br /&gt;
will occur such as customized damage floors, traps, and/or events.&lt;br /&gt;
&lt;br /&gt;
Areas marked with these regions will not allow random encounters to occur.&lt;br /&gt;
This is how RPG Maker works. Assuming you are not using plugins at all, by&lt;br /&gt;
putting on touch events all over the map, tiles with those on touch events&lt;br /&gt;
will not let random encounters trigger.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Regions&lt;br /&gt;
&lt;br /&gt;
  Regions 1 - 255:&lt;br /&gt;
  - Which Common Event does this region activate?&lt;br /&gt;
  - Use 0 to not activate any Common Events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Terrain Tag Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:EventsMoveCoreParams09.png]]&lt;br /&gt;
&lt;br /&gt;
Terrain Tags are used in Database =&amp;gt; Tilesets to mark certain tiles and&lt;br /&gt;
give them unique properties through terrain tags.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Terrain Tag ID's&lt;br /&gt;
&lt;br /&gt;
  Rope:&lt;br /&gt;
  - Which terrain tag number to use for ropes?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.65: May 18, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New JavaScript notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JS On Map Load&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Replace 'code' with JavaScript code to run the moment the map finishes loading and before fading in.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JS On Map Exit&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Replace 'code' with JavaScript code to run the moment the player transfers to a different map and the screen completely fades out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.64: March 16, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Click + hold movement no longer crashes when moving over events without&lt;br /&gt;
   any active pages. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.63: February 16, 2026&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** When moving by clicking and holding down the mouse button, the touch input will no longer lock onto any events with empty event lists or populated by just comments. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.62: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** New section added: Reference Switches and Reference Variables&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.61: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where shadows would appear under lower-priority event sprites making usage of certain tiles awkward looking. This is corrected by the new Plugin Parameter. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Movement Settings &amp;gt; Shadows &amp;gt; Shadow Z Layer&lt;br /&gt;
**** What is the sprite Z layer used for the shadow sprites?&lt;br /&gt;
**** By default, this layer will now be 0.5 instead of 0.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If a event is made whose priority is &amp;quot;Below characters&amp;quot; and is a tile object (ie taking a sprite from the map tileset or a character sprite with &amp;quot;!&amp;quot; in front of the name), it will be automatically regulated to a custom Z layer of 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.60: August 29, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where events with large hitboxes do not work with crash move. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where single-mode save games by Save Core would freeze after executed event movements. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Event Labels will adjust their vertical position to the picture of any attached event picture if one is present. Update by Arisu.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Picture Type: Enemy&amp;gt;&lt;br /&gt;
*** &amp;lt;Picture Type: SV Enemy&amp;gt;&lt;br /&gt;
**** Will use /img/enemies/ or /img/sv_enemies/ instead of /img/pictures/ to grab a picture graphic from.&lt;br /&gt;
**** Other picture graphic sprite related notetags will apply as normal.&lt;br /&gt;
*** &amp;lt;Label Range Type: Square&amp;gt;&lt;br /&gt;
*** &amp;lt;Label Range Type: Circle&amp;gt;&lt;br /&gt;
*** &amp;lt;Label Range Type: Diamond&amp;gt;&lt;br /&gt;
**** Sets a range type for the label to appear visible for.&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Event Label Settings &amp;gt; Visible Range &amp;gt; Range Type:&lt;br /&gt;
**** What do you want the default label visible range type?&lt;br /&gt;
&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;
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Version 1.55: December 14, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Arisu:&lt;br /&gt;
*** Event Popup: Player&lt;br /&gt;
*** Event Popup: Follower&lt;br /&gt;
*** Event Popup: Event&lt;br /&gt;
*** Event Popup: Target Tile&lt;br /&gt;
**** Makes a centered event popup on the player sprite, target follower sprite, target event sprite, or target tile.&lt;br /&gt;
**** All of these new Plugin Commands require VisuMZ_1_MessageCore and cannot be used in battle.&lt;br /&gt;
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Version 1.54: October 12, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Help file updated to reduce confusion:&lt;br /&gt;
*** Call Event: Remote Read&lt;br /&gt;
**** This will run the page of the target event on the current event.&lt;br /&gt;
**** This means that any &amp;quot;This Event&amp;quot; commands will be applied to the event using this Plugin Command and NOT the target event that page data is being retrieved from.&lt;br /&gt;
**** Think of it as the current event using the target called event as a Common Event ala how RPG Maker 2003 works (for those familiar with it).&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Renamed &amp;quot;Call Event: Remote Activation&amp;quot; to &amp;quot;Call Event: Remote Read&amp;quot; to reduce confusion.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;Activation Radius: x&amp;gt; notetag is now defined as &amp;lt;Activation Delta: x&amp;gt;&lt;br /&gt;
*** 'Radius' variant will still work and function as 'Delta' but will no longer be listed in the help file as 'Radius'&lt;br /&gt;
*** This is changed to avoid confusion with the new notetag.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu and sponsored by AndyL:&lt;br /&gt;
*** &amp;lt;Activation Circle: x&amp;gt;&lt;br /&gt;
**** A circle-shaped range with the event at the center.&lt;br /&gt;
**** 'x' represents the distance from the center.&lt;br /&gt;
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Version 1.53: August 17, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** &amp;lt;Map Load Common Event: x&amp;gt;&lt;br /&gt;
** &amp;lt;Map Load Common Events: x, x, x&amp;gt;&lt;br /&gt;
*** When this map is loaded, run the specified Common Events once available.&lt;br /&gt;
**** Does NOT trigger if you transfer to a different part of the same map.&lt;br /&gt;
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Version 1.52: July 13, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated help file for &amp;lt;Label: text&amp;gt; notetags:&lt;br /&gt;
*** If text codes are used, avoid text codes that use &amp;lt; and &amp;gt; wrappers.&lt;br /&gt;
** Updated help file for &amp;lt;Label&amp;gt; sandwich notetags:&lt;br /&gt;
*** You can use text codes with &amp;lt; and &amp;gt; wrappers.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Event labels now work properly with scaling sprites.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu and sponsored by Anon:&lt;br /&gt;
*** &amp;lt;Label Hue Shift: +x&amp;gt;&lt;br /&gt;
*** &amp;lt;Label Hue Shift: -x&amp;gt;&lt;br /&gt;
**** Changes the hue of the event label by +x or -x every frame.&lt;br /&gt;
**** Keep in mind that since this is changing hue, this will appear to have no effect if you are using black and white labels.&lt;br /&gt;
**** Use labels with text codes that add color to them like '\C[4]text'&lt;br /&gt;
**** This only works with the sprite version of event labels and does not work with the legacy version.&lt;br /&gt;
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Version 1.51: June 15, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Provided a fail safe for plugins using the scaling options from this plugin but do not have scaling parameters identified. The scaling ratio should now default to 1.0. Fix made by Olivia.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Diagonal pathfinding is now improved as to not get stuck on tight corners on the map. Feature update made by Arisu.&lt;br /&gt;
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Version 1.50: April 13, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;Icon: x&amp;gt; should now update correctly when changing pages through self switches or other event conditions. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Event Labels &amp;gt; Mobile-Enabled?&lt;br /&gt;
*** Plugin Parameters &amp;gt; Movement &amp;gt; Pathfinding &amp;gt; Mobile-Enabled?&lt;br /&gt;
**** These settings allow you to enable or disable certain features when played on mobile devices for better performance.&lt;br /&gt;
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Version 1.49: March 16, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Event Notetag and Comment Tags added by Arisu:&lt;br /&gt;
*** &amp;lt;Scale: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Scale X: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Scale Y: y%&amp;gt;&lt;br /&gt;
**** Changes the scale of the sprite to the designated size.&lt;br /&gt;
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Version 1.48: January 20, 2023&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;Move Synch&amp;gt; for certain types will also copy facing directions even if there are no tile movements (ie changing directions when pressed up against and obstacle). Update made by Arisu.&lt;br /&gt;
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Version 1.47: November 10, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If &amp;quot;Follower: Set Global Chase&amp;quot; is set to false, followers will no longer jump towards the player location when the player jumps. This does NOT apply to gather or location changing players. Followers will still have to synchronize their positions there regardless in order to maintain consistency. Update made by Olivia.&lt;br /&gt;
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Version 1.46: September 29, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Altered the self switch auto-reset timing to reduce errors. Fix by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added self-movement prevention whenever scenes are deactivated. Update made by Arisu.&lt;br /&gt;
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Version 1.45: August 18, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused event labels with variables from refreshing properly. Fix made by Arisu.&lt;br /&gt;
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Version 1.44: July 21, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem that caused &amp;lt;Exit Reset Self Data&amp;gt; notetag to not work. Fix made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Diagonal pathfinding is now disabled when there are too many events on a map, causing extra collission checks. This value is set to 100 for the time being until we can figure out a better way to calculate diagonal pathfinding. Update made by Irina.&lt;br /&gt;
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Version 1.43: July 14, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Move to Player for events should no longer cause hang ups. Fix by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added caching function for pathfinding when using touch movement for a smoother experience. When touch movement is held down, pathfinding will utilize the non-diagonal function for less resource consumption to prevent FPS frame drops. Update made by Arisu.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu:&lt;br /&gt;
*** &amp;lt;Playtest&amp;gt;&lt;br /&gt;
**** If this notetag is found in the event's notebox (NOT comments), then the event will only appear during a playtest session. It will not appear in a deployed game where the playtest flag is not on.&lt;br /&gt;
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Version 1.42: June 23, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added to &amp;lt;Copy Event: x, y&amp;gt; notetag help:&lt;br /&gt;
*** - If '0' is used for the Map ID, reference the current map.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Default MZ behavior would have &amp;quot;below characters&amp;quot; trigger events with only comments lock out facing &amp;quot;same as characters&amp;quot; trigger events. This is now bypassed. Update made by Arisu.&lt;br /&gt;
** The &amp;lt;Copy Event: mapID, eventID&amp;gt; notetags now allow usage of '0' for the mapID to reference the current map. Update made by Arisu.&lt;br /&gt;
** &amp;lt;Save Event Location&amp;gt; should now work more efficiently. Update by Arisu.&lt;br /&gt;
** Dashing animations for followers will no longer look weird after having gathered up and then proceeding to dash. Update made by Irina.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New event notetag added by Arisu:&lt;br /&gt;
*** &amp;lt;Exit Reset Self Data&amp;gt;&lt;br /&gt;
**** When the player leaves the current map, all Self Switches and Self Variables related to this event will be reset.&lt;br /&gt;
** New Plugin Command added by Arisu and sponsored by Anon:&lt;br /&gt;
*** Self Data: Reset All&lt;br /&gt;
**** Reset the Self Switch and Self Variable data of all events within the specified map.&lt;br /&gt;
** New Plugin Parameter added by Arisu and sponsored by Anon:&lt;br /&gt;
*** Plugin Params &amp;gt; Movement Settings &amp;gt; Dash &amp;gt; Dash on Ladder?&lt;br /&gt;
**** Allow dashing while on a ladder or rope?&lt;br /&gt;
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Version 1.41: June 1, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Parallel Process Common Events above 1000 should no longer crash the game. Bug fixed by Irina.&lt;br /&gt;
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Version 1.39: May 5, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Save event location should now work properly with Set Event Location command. Fix made by Arisu.&lt;br /&gt;
** Sprite Event Labels with distance properties will no longer be visible when constantly entering/exiting the Main Menu. Fix made by Arisu.&lt;br /&gt;
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Version 1.38: April 28, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu and sponsored by Archeia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Movement Settings &amp;gt; Event Movement &amp;gt; Shift Y&lt;br /&gt;
**** How many pixels should non-tile characters be shifted by?&lt;br /&gt;
** New Notetags added by Arisu and sponsored by Archeia:&lt;br /&gt;
*** &amp;lt;Picture Filename: filename&amp;gt;&lt;br /&gt;
**** applies a picture graphic from the /img/pictures/ folder of your game project.&lt;br /&gt;
**** This graphic will be on top of the character sprite but below the event icon sprite.&lt;br /&gt;
**** The picture priority will be the same as the event's priority. If it is &amp;quot;below characters&amp;quot;, the player can walk on top of it. If it is &amp;quot;above characters&amp;quot;, the player will behind it. If it is &amp;quot;same as characters&amp;quot;, the priority will be based on the current relative Y position.&lt;br /&gt;
*** &amp;lt;Picture Max Size: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Picture Scale: y%&amp;gt;&lt;br /&gt;
**** If the &amp;quot;Max Size&amp;quot; or &amp;quot;Scale&amp;quot; supplementary notetags are used, the picture graphic will be scaled proportionally to fit either the exact pixel size for &amp;quot;Max Size&amp;quot; or the &amp;quot;Scale&amp;quot; ratio.&lt;br /&gt;
*** &amp;lt;Picture Offset: +x, +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Picture Offset: -x, -y&amp;gt;&lt;br /&gt;
**** Offsets the X and Y position of the event picture relative to the event sprite's own position.&lt;br /&gt;
*** &amp;lt;Picture Wait Frames: x&amp;gt;&lt;br /&gt;
**** Requires VisuMZ_4_AnimatedPictures! &amp;quot;Wait Frames&amp;quot; is used with VisuMZ's Animated Pictures plugin. This determines the delay inbetween frame changes.&lt;br /&gt;
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Version 1.37: March 24, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity to &amp;quot;Turn to Home&amp;quot; Movement Command.&lt;br /&gt;
*** This refers to the original position's X/Y on the map.&lt;br /&gt;
*** The event will turn and face the tile that is its original X/Y location.&lt;br /&gt;
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Version 1.36: March 17, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;Turn To Home&amp;quot; movement command now properly faces the home position. Fix made by Irina.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Commands now have separators for easier selection.&lt;br /&gt;
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Version 1.35: March 3, 2022&lt;br /&gt;
* IMPORTANT! Compatibility Update!&lt;br /&gt;
** Compatibility Update with RPG Maker MZ 1.4.4.&lt;br /&gt;
*** For some reason this update broke any saves made before 1.4.4 was updated and they cannot be loaded. The only way saves would load is if you made a safe after 1.4.4 was done. This should be fixed and saves made with 1.4.3 and before should now be working. Update made by Irina.&lt;br /&gt;
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Version 1.34: February 17, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Arisu has created new event notetag/comment tags:&lt;br /&gt;
*** &amp;lt;Custom Z: x&amp;gt;&lt;br /&gt;
**** Replace 'x' with a number value to determine the event sprite's Z value relative to the tilemap.&lt;br /&gt;
**** View the helpfile for more information.&lt;br /&gt;
*** &amp;lt;Mirror Sprite&amp;gt;&lt;br /&gt;
**** The event sprite's visual appearance is mirrored.&lt;br /&gt;
*** &amp;lt;Move Synch Distance Opacity: x&amp;gt;&lt;br /&gt;
**** Changes the opacity of the event based on the distance between it and its move synched target. Closer means more opaque. Further away means more transparent.&lt;br /&gt;
** Irina has created a more memory efficient version of Event Labels.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Event Label Settings &amp;gt; Sprite Based?&lt;br /&gt;
**** Use sprite-based labels instead of legacy-window version.&lt;br /&gt;
**** Legacy-window version will not be supported in future.&lt;br /&gt;
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Version 1.33: February 3, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu!&lt;br /&gt;
*** &amp;lt;Hide Player&amp;gt;&lt;br /&gt;
*** &amp;lt;Show Player&amp;gt;&lt;br /&gt;
**** Map Notetag. Forcefully hides or shows the player sprite. This is so you don't need to manually turn the setting on/off each time you enter a specific map.&lt;br /&gt;
*** &amp;lt;Hide Followers&amp;gt;&lt;br /&gt;
*** &amp;lt;Show Followers&amp;gt;&lt;br /&gt;
**** Map Notetag. Forcefully hides or shows the player's followers. This is so you don't need to manually turn them on/off each time you enter a specific map.&lt;br /&gt;
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Version 1.32: January 20, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Self Variable changes from custom move routes should no longer cause crashes. Fix made by Arisu.&lt;br /&gt;
** Self Switch custom move route toggles should now work properly. Fix made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Better shadow tracking algorithm to remove any shadow twitching. Update made by Yanfly.&lt;br /&gt;
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Version 1.31: January 6, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.30: November 25, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Map Switches and Map Variables added by Arisu:&lt;br /&gt;
*** Map Switches are self-switches for maps. Instead of using &amp;lt;Self&amp;gt;, use &amp;lt;Map&amp;gt; in the Switch name to designate it as a Map Switch. The ON/OFF data for that Switch will vary depending on the map the player is currently on.&lt;br /&gt;
*** Map Variables are self-variables for maps. Instead of using &amp;lt;Self&amp;gt;, use &amp;lt;Map&amp;gt; in the Variable name to designate it as a Map Switch. The number data for that Variable will vary depending on the map the player is currently on.&lt;br /&gt;
*** Script Calls have been added for these features as well.&lt;br /&gt;
**** See help file for them.&lt;br /&gt;
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Version 1.29: October 7, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Same map event spawning should now work properly without the need to add the current map ID to the preloaded map array. Update made by Arisu.&lt;br /&gt;
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Version 1.28: September 30, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New move route commands added by Arisu:&lt;br /&gt;
*** Jump to Home&lt;br /&gt;
*** Move to Home&lt;br /&gt;
*** Crash Move to Home&lt;br /&gt;
*** Step Toward Home&lt;br /&gt;
*** Step Away From Home&lt;br /&gt;
*** Turn to Home&lt;br /&gt;
*** Turn Away From Home&lt;br /&gt;
*** Teleport to Home&lt;br /&gt;
**** These only work on events. Their actions should be reflective of what their command names suggest.&lt;br /&gt;
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Version 1.27: September 17, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed event spawn templates so that they can work properly with Common Events. Fix made by Arisu.&lt;br /&gt;
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Version 1.26: September 3, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;Step Towards Player&amp;quot; custom command should now work properly. Fix made by Arisu.&lt;br /&gt;
** Having multiple region restriction notetags for a map will no longer cause others to lock out. Fix made by Arisu.&lt;br /&gt;
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Version 1.25: July 30, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem that caused the 'setSelfSwitchValue' and 'setSelfVariableValue' functions to not work properly. Fix made by Irina.&lt;br /&gt;
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Version 1.24: June 4, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added extra clarification on which commands will go around the player character and which ones won't.&lt;br /&gt;
* New Move Route Custom Commands added by Arisu:&lt;br /&gt;
** Crash Move (direction) Until Stop&lt;br /&gt;
** Crash Move To: x, y&lt;br /&gt;
** Crash Move To Event: x&lt;br /&gt;
*** These allow events to collide with the player character and trigger Event Touch events.&lt;br /&gt;
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Version 1.23: May 21, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Morphing by templates should no longer cause a crash. Fix made by Arisu.&lt;br /&gt;
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Version 1.22: May 7, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Plugin Commands for Event Label Visibility should now update without needing to take steps as per distance detection. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added clarity to &amp;quot;Common Event on Touch&amp;quot; Plugin Parameters.&lt;br /&gt;
*** Areas marked with these regions will not allow random encounters to occur. This is how RPG Maker works. Assuming you are not using plugins at all, by putting on touch events all over the map, tiles with those on touch events will not let random encounters trigger.&lt;br /&gt;
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&lt;br /&gt;
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Version 1.21: March 12, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Move until stop custom move routes should no longer cause crashes. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.20: February 26, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Region Restrictions regarding Player Allow will no longer affect vehicle passability. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: February 12, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;quot;Self Variable: Variable ID&amp;quot; plugin command's Map ID should now be able to use &amp;quot;0&amp;quot; to self reference the current map. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: February 5, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Event icon plugin commands should now work properly. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added new &amp;quot;Features: Weighted Random Movement&amp;quot; section.&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Random Move Weight: x&amp;gt;&lt;br /&gt;
**** If this tag is used on an event with random-type autonomous movement, then the event will stick closer to their home location (where they are located upon spawning on the map). How close they stick to their home location will depend on the weighted 'x' value.&lt;br /&gt;
*** &amp;lt;True Random Move&amp;gt;&lt;br /&gt;
**** If this tag is used on an event with random-type autonomous movement, then that event will ignore the effects of weighted randomized movement.&lt;br /&gt;
** New Plugin Commands added by Arisu and sponsored by AndyL:&lt;br /&gt;
*** Event Timer: Change Speed&lt;br /&gt;
*** Event Timer: Expire Event Assign&lt;br /&gt;
*** Event Timer: Expire Event Clear&lt;br /&gt;
*** Event Timer: Frames Gain&lt;br /&gt;
*** Event Timer: Frames Set&lt;br /&gt;
*** Event Timer: Pause&lt;br /&gt;
*** Event Timer: Resume&lt;br /&gt;
**** The above Plugin Commands allow you to control the game timer better.&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Movement &amp;gt; Event Movement &amp;gt; Random Move Weight&lt;br /&gt;
**** Use numbers between 0 and 1. Numbers closer to 1 stay closer to their home position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: January 29, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;Do NOT insert quotes&amp;quot; to &amp;quot;Balloon: name&amp;quot; and &amp;quot;Pose: name&amp;quot;.&lt;br /&gt;
** Added Examples for extra clarification.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** When touch clicking an event on a map with multiple events, pathfinding will utilize the non-diagonal function for less resource consumption to prevent FPS frame drops. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: January 22, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** When touch clicking multiple times on an impassable tile, pathfinding will utilize the non-diagonal function for less resource consumption to prevent FPS frame drops. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: January 1, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Spawned events should now resume their automated self movement after being interacted with. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Help file updated for updated features.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Collission checks for the Spawn Event Plugin Commands now account for the spawning event's Hitbox, too. Update made by Yanfly.&lt;br /&gt;
** Spawn Event Plugin Commands adds a new parameter &amp;quot;Success Switch ID&amp;quot; to check if the spawning has been successful or not.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Yanfly!&lt;br /&gt;
*** Spawn Event: Spawn At Terrain Tag&lt;br /&gt;
*** Spawn Event: Despawn Terrain Tag(s)&lt;br /&gt;
**** These function similar to their region counterparts except they target terrain tags instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: December 18, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Caching for event label positions now account for page index. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for the new features!&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Irina.&lt;br /&gt;
*** Follower: Set Global Chase&lt;br /&gt;
*** Follower: Set Target Chase&lt;br /&gt;
*** Follower: Set Control&lt;br /&gt;
*** Follower: Reset&lt;br /&gt;
**** These plugin commands allow you to change whether or not the followers will chase their intended targets and/or shift control over their movement route from the &amp;quot;Player&amp;quot; to the target follower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: December 4, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Caching for event label positions now account for one-screen maps. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: November 29, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Click Triggers no longer work on erased events. Fix made by Arisu.&lt;br /&gt;
** Erased events no longer have icons appear above their heads. Fix made by Arisu.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Initialization of the plugin's effects no only occur if the event's current page settings have been altered. Change made by Arisu.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: November 15, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Morph plugin command should no longer cause crashes. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for the updated features!&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Updates to these Plugin Commands made by Yanfly:&lt;br /&gt;
*** Call Event: Remote Activation&lt;br /&gt;
*** Event Icon: Change&lt;br /&gt;
*** Event Icon: Delete&lt;br /&gt;
*** Event Location: Create&lt;br /&gt;
*** Event Location: Delete&lt;br /&gt;
*** Global Switch: Get Self Switch A B C D&lt;br /&gt;
*** Global Switch: Get Self Switch ID&lt;br /&gt;
*** Global Variable: Get Self Variable ID&lt;br /&gt;
*** Morph Event: Change&lt;br /&gt;
*** Morph Event: Remove&lt;br /&gt;
*** Self Switch: A B C D&lt;br /&gt;
*** Self Switch: Switch ID&lt;br /&gt;
*** Self Variable: Variable ID&lt;br /&gt;
**** All of the above Plugin Commands can now use 0 for their Event ID's in order to refer to the running event's ID value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: November 1, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Spawned Event preserve function now works properly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: October 25, 2020&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** Added clarity on the notetags and comment tags on when their effects are present.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Event icons now have an unsmoothing property to them to make them look better. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: October 11, 2020&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added failsafes for better compatibility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: October 4, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated for the new features!&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Data from deleted events will now be cleared and removed from maps if the events do not exist to prevent conflict with plugins from the VisuStella MZ library and other plugins. Feature added by Irina.&lt;br /&gt;
** Move Route Custom Commands now support self variable values! If you wish to use a value from a self variable, insert \SelfVar[x] in place of the x in any of the below. This will only draw from the current event. If you wish to draw data from outside event self variables, we recommend you use the \V[x] variant after using the Plugin Commands to draw data from them for the best accuracy.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Yanfly!&lt;br /&gt;
*** Movement &amp;gt; Bitmap &amp;gt; Smoothing&lt;br /&gt;
**** Do you want to smooth or pixelate the map sprites? Pixelating them is better for zooming and tilting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: September 27, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Events &amp;amp; Movement Core no longer disables the Core Engine's Smart Event Collision plugin parameter. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Move Route Custom Commands updated with the new feature for inserting variable values.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Move Route Custom Commands now support $gameVariable.value(x) values. You can also just use \V[x] for variable values, too. Added by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: September 20, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** If player movement is disabled, mouse movement is disabled, too. Fix made by Arisu.&lt;br /&gt;
** The region restriction notetags should be fixed and work again. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: September 13: 2020&lt;br /&gt;
* Feature Update!&lt;br /&gt;
* Some Move Route Custom Commands are updated to ignore spaces:&lt;br /&gt;
** Jump To: x, y&lt;br /&gt;
** Move To: x, y&lt;br /&gt;
** Step Toward: x, y&lt;br /&gt;
** Step Away From: x, y&lt;br /&gt;
** Turn To: x, y&lt;br /&gt;
** Turn Away From: x, y&lt;br /&gt;
** Teleport To: x, y&lt;br /&gt;
*** These can now be written as x,y. There still needs to be a space between the : and x for parsing clarity, however.&lt;br /&gt;
*** Feature updated by Arisu with help from BlueMoon and Zeriab.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New 'Move Route Custom Commands' added by Arisu.&lt;br /&gt;
*** Fade In: x&lt;br /&gt;
*** Fade Out: x&lt;br /&gt;
*** Force Carry: On&lt;br /&gt;
*** Force Carry: Off&lt;br /&gt;
*** Force Dash: On&lt;br /&gt;
*** Force Dash: Off&lt;br /&gt;
** New Plugin Commands added by Arisu.&lt;br /&gt;
*** Player Movement: Control&lt;br /&gt;
**** Enable or disable player control over the player character's movement.&lt;br /&gt;
*** Player Movement: Diagonal&lt;br /&gt;
**** Override settings to for player diagonal movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: September 6, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Sleeping pose is now fixed and working! Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Extended &amp;quot;Features: Self Switches and Variables&amp;quot; to explain how to use script calls to grab self switch information.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Yanfly:&lt;br /&gt;
*** Global Switch: Get Self Switch A B C D&lt;br /&gt;
*** Global Switch: Get Self Switch ID&lt;br /&gt;
*** Global Variable: Get Self Variable ID&lt;br /&gt;
**** These plugin commands allow you to transfer data stored in a self switch or Self Variable into a global switch or global variable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: ugust 30, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;Diagonal Movement: Off&amp;gt; notetag now works properly. Fix made by Yanfly.&lt;br /&gt;
** Plugin Command &amp;quot;Event Label: Visible&amp;quot; now works properly. Fix made by Shaz.&lt;br /&gt;
** Custom Move Route commands should now be working properly. Fix made by Shaz.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: August 23, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Event Cache issues fixed upon loading a saved game. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: August 20, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Event Popup Tips and Tricks]]&lt;br /&gt;
* [[Inspiration Behind Wave 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Core Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Movement Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Eventing Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Changelog_161_to_180&amp;diff=17673</id>
		<title>Template:VisuMZ Changelog 161 to 180</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Changelog_161_to_180&amp;diff=17673"/>
		<updated>2026-05-17T08:38:35Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Display templates|VisuMZ Changelog 161 to 180]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
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&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=== May 18, 2026 - Update #161 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 9&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.65: May 18, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New JavaScript notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JS On Map Load&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Replace 'code' with JavaScript code to run the moment the map finishes loading and before fading in.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JS On Map Exit&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Replace 'code' with JavaScript code to run the moment the player transfers to a different map and the screen completely fades out.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.61: May 18, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for Plugin Parameters&lt;br /&gt;
*** Parameters &amp;gt; Item Menu Scene &amp;gt; Shop Status Window &amp;gt; JS: X, Y, W, H&lt;br /&gt;
**** Needs &amp;quot;Use Updated Layout&amp;quot; + &amp;quot;Disabled: Vanilla&amp;quot; as false.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.20: May 18, 2026&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - STB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.23: May 18, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if a stun is cleared before an actor's turn, the actor would lose that turn. This should no longer happen. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Crafting System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.26: May 18, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Once Craft Common Event: id&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** Common Event must use Plugin Command &amp;quot;Scene: Common Event Return&amp;quot; at the end of the event.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: May 18, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Time Out &amp;gt; Play SFX?&lt;br /&gt;
**** Play the &amp;quot;Miss&amp;quot; sound effect on time out?&lt;br /&gt;
**** Only applies to QTE's with &amp;quot;Miss&amp;quot; sound settings.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Shop Common Events VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: May 18, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Once Buy Common Event: id&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** Common Event must use Plugin Command &amp;quot;Scene: Common Event Return&amp;quot; at the end of the event.&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Once Sell Common Event: id&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** Common Event must use Plugin Command &amp;quot;Scene: Common Event Return&amp;quot; at the end of the event.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Action Sequence Impact VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: May 18, 2026&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Action Sequence Impact. Previously, Dragonbones would block certain effects. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[One Time Purchase VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.01: May 18, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where going to sell items while in One Time Purchase mode does not show other touch screen UI buttons other than OK. Fix by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Notetag added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Allow Bulk Buy&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Always allow item to be purchaseable in bulk, even with One Time Purchase mode enabled.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=VisuStella_MZ_Changelog&amp;diff=17672</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=17672"/>
		<updated>2026-05-17T08:37:28Z</updated>

		<summary type="html">&lt;p&gt;Irina: &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 161 to 180}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Changelog 141 to 160}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- {{VisuMZ Changelog 121 to 140}} --&amp;gt;&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>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Changelog_161_to_180&amp;diff=17671</id>
		<title>Template:VisuMZ Changelog 161 to 180</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Changelog_161_to_180&amp;diff=17671"/>
		<updated>2026-05-17T08:37:01Z</updated>

		<summary type="html">&lt;p&gt;Irina: Created page with &amp;quot;&amp;lt;noinclude&amp;gt;VisuMZ Changelog 161 to 180&amp;lt;/noinclude&amp;gt; &amp;lt;!-- END OF UPDATE ==========================================================================...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Display templates|VisuMZ Changelog 161 to 180]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== May 18, 2026 - Update #161 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 9&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.65: May 18, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New JavaScript notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JS On Map Load&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Replace 'code' with JavaScript code to run the moment the map finishes loading and before fading in.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JS On Map Exit&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Replace 'code' with JavaScript code to run the moment the player transfers to a different map and the screen completely fades out.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.61: May 18, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for Plugin Parameters&lt;br /&gt;
*** Parameters &amp;gt; Item Menu Scene &amp;gt; Shop Status Window &amp;gt; JS: X, Y, W, H&lt;br /&gt;
**** Needs &amp;quot;Use Updated Layout&amp;quot; + &amp;quot;Disabled: Vanilla&amp;quot; as false.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.20: May 18, 2026&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - STB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.23: May 18, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if a stun is cleared before an actor's turn, the actor would lose that turn. This should no longer happen. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Crafting System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.26: May 18, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Once Craft Common Event: id&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** Common Event must use Plugin Command &amp;quot;Scene: Common Event Return&amp;quot; at the end of the event.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: May 18, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Time Out &amp;gt; Play SFX?&lt;br /&gt;
**** Play the &amp;quot;Miss&amp;quot; sound effect on time out?&lt;br /&gt;
**** Only applies to QTE's with &amp;quot;Miss&amp;quot; sound settings.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Shop Events VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: May 18, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Once Buy Common Event: id&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** Common Event must use Plugin Command &amp;quot;Scene: Common Event Return&amp;quot; at the end of the event.&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Once Sell Common Event: id&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** Common Event must use Plugin Command &amp;quot;Scene: Common Event Return&amp;quot; at the end of the event.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[ActSeqImpact VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: May 18, 2026&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Action Sequence Impact. Previously, Dragonbones would block certain effects. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[One Time Purchase VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.01: May 18, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where going to sell items while in One Time Purchase mode does not show other touch screen UI buttons other than OK. Fix by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Notetag added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Allow Bulk Buy&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Always allow item to be purchaseable in bulk, even with One Time Purchase mode enabled.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=VisuStella_MZ_Changelog&amp;diff=17670</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=17670"/>
		<updated>2026-05-17T08:36:13Z</updated>

		<summary type="html">&lt;p&gt;Irina: &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 161 to 180}}&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>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:Action_Sequences_MZ&amp;diff=17669</id>
		<title>Template:Action Sequences MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:Action_Sequences_MZ&amp;diff=17669"/>
		<updated>2026-05-08T12:44:32Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Dual Wield Action Sequence Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Display templates|template]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreActSeq.png]]&lt;br /&gt;
&lt;br /&gt;
Skills and items, when used in battle, have a pre-determined series of&lt;br /&gt;
actions to display to the player as a means of representing what's going on&lt;br /&gt;
with the action. For some game devs, this may not be enough and they would&lt;br /&gt;
like to get more involved with the actions themselves.&lt;br /&gt;
&lt;br /&gt;
Action Sequences, added through this plugin, enable this. To give a skill or&lt;br /&gt;
item a Custom Action Sequence, a couple of steps must be followed:&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCorePentaSlash.gif]]&lt;br /&gt;
&lt;br /&gt;
1. Insert the &amp;lt;Custom Action Sequence&amp;gt; notetag into the skill or item's notebox (or else this would not work as intended).&lt;br /&gt;
2. Give that skill/item a Common Event through the Effects box. The selected Common Event will contain all the Action Sequence data.&lt;br /&gt;
3. Create the Common Event with Action Sequence Plugin Commands and/or event commands to make the skill/item do what you want it to do.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
The Plugin Commands added through the Battle Core plugin focus entirely on&lt;br /&gt;
Action Sequences. However, despite the fact that they're made for skills and&lt;br /&gt;
items, some of these Action Sequence Plugin Commands can still be used for&lt;br /&gt;
regular Troop events and Common Events.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequence - Action Sets ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreActSeqSet.gif]]&lt;br /&gt;
&lt;br /&gt;
Action Sequence Action Sets are groups of commonly used&lt;br /&gt;
Action Sequence Commands put together for more efficient usage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ACSET: Setup Action Set&lt;br /&gt;
- The generic start to most actions.&lt;br /&gt;
&lt;br /&gt;
  Display Action:&lt;br /&gt;
  Immortal: On:&lt;br /&gt;
  Battle Step:&lt;br /&gt;
  Wait For Movement:&lt;br /&gt;
  Cast Animation:&lt;br /&gt;
  Wait For Animation:&lt;br /&gt;
  - Use this part of the action sequence?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ACSET: All Targets Action Set&lt;br /&gt;
- Affects all targets simultaneously performing the following.&lt;br /&gt;
&lt;br /&gt;
  Dual/Multi Wield?&lt;br /&gt;
  - Add times struck based on weapon quantity equipped?&lt;br /&gt;
&lt;br /&gt;
  Perform Action:&lt;br /&gt;
  Wait Count:&lt;br /&gt;
  Action Animation:&lt;br /&gt;
  Wait For Animation:&lt;br /&gt;
  Action Effect:&lt;br /&gt;
  Immortal: Off:&lt;br /&gt;
  - Use this part of the action sequence?&lt;br /&gt;
  - Insert values for the Wait Count(s).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ACSET: Each Target Action Set&lt;br /&gt;
- Goes through each target one by one to perform the following.&lt;br /&gt;
&lt;br /&gt;
  Dual/Multi Wield?&lt;br /&gt;
  - Add times struck based on weapon quantity equipped?&lt;br /&gt;
&lt;br /&gt;
  Perform Action:&lt;br /&gt;
  Wait Count:&lt;br /&gt;
  Action Animation:&lt;br /&gt;
  Wait Count:&lt;br /&gt;
  Action Effect:&lt;br /&gt;
  Immortal: Off:&lt;br /&gt;
  - Use this part of the action sequence?&lt;br /&gt;
  - Insert values for the Wait Count(s).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ACSET: Finish Action&lt;br /&gt;
- The generic ending to most actions.&lt;br /&gt;
&lt;br /&gt;
  Immortal: Off:&lt;br /&gt;
  Wait For New Line:&lt;br /&gt;
  Wait For Effects:&lt;br /&gt;
  Clear Battle Log:&lt;br /&gt;
  Home Reset:&lt;br /&gt;
  Wait For Movement:&lt;br /&gt;
  - Use this part of the action sequence?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Angle (Camera) ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ActSeqCamera_Angle.gif]]&lt;br /&gt;
&lt;br /&gt;
These action sequences allow you to have control over the camera angle.&lt;br /&gt;
Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ANGLE: Change Angle&lt;br /&gt;
- Changes the camera angle.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
  Angle:&lt;br /&gt;
  - Change the camera angle to this many degrees.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames to change camera angle.&lt;br /&gt;
&lt;br /&gt;
  Angle Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Angle?:&lt;br /&gt;
  - Wait for angle changes to complete before performing next 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;
ANGLE: Reset Angle&lt;br /&gt;
- Reset any angle settings.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames to reset camera angle.&lt;br /&gt;
&lt;br /&gt;
  Angle Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Angle?:&lt;br /&gt;
  - Wait for angle changes to complete before performing next 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;
ANGLE: Wait For Angle&lt;br /&gt;
- Waits for angle changes to complete before performing next command.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Animations ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreCastAni.gif]]&lt;br /&gt;
&lt;br /&gt;
These Action Sequences are related to the 'Animations' that can be found in&lt;br /&gt;
the Animations tab of the Database.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ANIM: Action Animation&lt;br /&gt;
- Plays the animation associated with the action.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the animation?&lt;br /&gt;
&lt;br /&gt;
  Wait For Animation?:&lt;br /&gt;
  - Wait for animation to complete before performing next 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;
ANIM: Attack Animation&lt;br /&gt;
- Plays the animation associated with the user's weapon.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the animation?&lt;br /&gt;
&lt;br /&gt;
  Wait For Animation?:&lt;br /&gt;
  - Wait for animation to complete before performing next 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;
ANIM: Attack Animation 2+&lt;br /&gt;
- Plays the animation associated with the user's other weapons.&lt;br /&gt;
- Plays nothing if there is no other weapon equipped.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  Slot:&lt;br /&gt;
  - Which weapon slot to get this data from?&lt;br /&gt;
  - Main-hand weapon is weapon slot 1.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the animation?&lt;br /&gt;
&lt;br /&gt;
  Wait For Animation?:&lt;br /&gt;
  - Wait for animation to complete before performing next command?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_Update132_Preview.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ANIM: Balloon Animation&lt;br /&gt;
- Plays a balloon animation on target(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  Balloon Type:&lt;br /&gt;
  - What kind of balloon should be played on target(s)?&lt;br /&gt;
&lt;br /&gt;
  Wait for Completion:&lt;br /&gt;
  - Wait for balloon animation completion before continuing?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ANIM: Balloon Icon (Single)&lt;br /&gt;
- Plays a balloon animation using an icon on target(s).&lt;br /&gt;
- Requires VisuMZ_4_IconBalloons!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  Icon Index:&lt;br /&gt;
  - Insert the ID of the icon to show.&lt;br /&gt;
  - Tip: Right click &amp;gt; Insert Icon Index&lt;br /&gt;
&lt;br /&gt;
  Wait for Completion:&lt;br /&gt;
  - Wait for balloon animation completion before continuing?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ANIM: Balloon Icon (Range)&lt;br /&gt;
- Plays a balloon animation an icon range on target(s).&lt;br /&gt;
- Requires VisuMZ_4_IconBalloons!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  Starting Icon Index:&lt;br /&gt;
  - Insert the ID of the icon to show.&lt;br /&gt;
  - Tip: Right click &amp;gt; Insert Icon Index&lt;br /&gt;
&lt;br /&gt;
  Ending Icon Index:&lt;br /&gt;
  - Insert the ID of the icon to show.&lt;br /&gt;
  - Tip: Right click &amp;gt; Insert Icon Index&lt;br /&gt;
&lt;br /&gt;
  Wait for Completion:&lt;br /&gt;
  - Wait for balloon animation completion before continuing?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ANIM: Balloon Icon (Specific)&lt;br /&gt;
- Plays a balloon animation with specific icons on target(s).&lt;br /&gt;
- Requires VisuMZ_4_IconBalloons!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  Icons:&lt;br /&gt;
  - Insert the ID(s) of the icon to show.&lt;br /&gt;
  - Tip: Right click &amp;gt; Insert Icon Index&lt;br /&gt;
&lt;br /&gt;
  Wait for Completion:&lt;br /&gt;
  - Wait for balloon animation completion before continuing?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ANIM: Cast Animation&lt;br /&gt;
- Plays the cast animation associated with the action.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the animation?&lt;br /&gt;
&lt;br /&gt;
  Wait For Animation?:&lt;br /&gt;
  - Wait for animation to complete before performing next 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;
ANIM: Change Battle Portrait&lt;br /&gt;
- Changes the battle portrait of the actor (if it's an actor).&lt;br /&gt;
- Can be used outside of battle/action sequences.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
  - Valid units can only be actors.&lt;br /&gt;
&lt;br /&gt;
  Filename:&lt;br /&gt;
  - Select the file to change the actor's portrait 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;
ANIM: Change Battle Portrait (JS)&lt;br /&gt;
- Changes the battle portrait of the actor through JavaScript.&lt;br /&gt;
- Can be used outside of battle/action sequences.&lt;br /&gt;
&lt;br /&gt;
  JS: Actor ID:&lt;br /&gt;
  - Enter which Actor ID to affect.&lt;br /&gt;
  - Uses JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  JS: Filename:&lt;br /&gt;
  - Enter the filename you wish to use.&lt;br /&gt;
  - Uses JavaScript code.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ANIM: Guard Animation&lt;br /&gt;
- Plays the animation associated with the user's guard action (if any).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the animation?&lt;br /&gt;
&lt;br /&gt;
  Wait For Animation?:&lt;br /&gt;
  - Wait for animation to complete before performing next 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;
ANIM: Item Animation&lt;br /&gt;
- Plays the animation associated with a specific item.&lt;br /&gt;
&lt;br /&gt;
  Item ID:&lt;br /&gt;
  - Which item ID will the animation come from?&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the animation?&lt;br /&gt;
&lt;br /&gt;
  Wait For Animation?:&lt;br /&gt;
  - Wait for animation to complete before performing next command?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEngine_PointAni.gif]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ANIM: Play at Coordinate&lt;br /&gt;
- Plays an animation on the screen at a specific x, y coordinate.&lt;br /&gt;
- Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
  Animation ID:&lt;br /&gt;
  - Plays this animation.&lt;br /&gt;
&lt;br /&gt;
  Coordinates:&lt;br /&gt;
&lt;br /&gt;
    X:&lt;br /&gt;
    Y:&lt;br /&gt;
    - X/Y coordinate used for the animation.&lt;br /&gt;
      You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation?:&lt;br /&gt;
  - Mirror the animation?&lt;br /&gt;
&lt;br /&gt;
  Mute Animation?:&lt;br /&gt;
  - Mute the animation?&lt;br /&gt;
&lt;br /&gt;
  Wait for Completion?:&lt;br /&gt;
  - Wait the animation to finish before continuing?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ANIM: Show Animation&lt;br /&gt;
- Plays the a specific animation on unit(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  Animation ID:&lt;br /&gt;
  - Select which animation to play on unit(s).&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the animation?&lt;br /&gt;
&lt;br /&gt;
  Wait For Animation?:&lt;br /&gt;
  - Wait for animation to complete before performing next 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;
ANIM: Show Animation JS&lt;br /&gt;
- Plays the a specific animation on unit(s).&lt;br /&gt;
- Uses JavaScript to determine animation ID.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  JS: Animation ID:&lt;br /&gt;
  - Select which animation to play on unit(s).&lt;br /&gt;
  - Uses JavaScript to determine animation ID.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the animation?&lt;br /&gt;
&lt;br /&gt;
  Wait For Animation?:&lt;br /&gt;
  - Wait for animation to complete before performing next 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;
ANIM: Skill Animation&lt;br /&gt;
- Plays the animation associated with a specific skill.&lt;br /&gt;
&lt;br /&gt;
  Skill ID:&lt;br /&gt;
  - Which skill ID will the animation come from?&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the animation?&lt;br /&gt;
&lt;br /&gt;
  Wait For Animation?:&lt;br /&gt;
  - Wait for animation to complete before performing next 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;
ANIM: Wait For Animation&lt;br /&gt;
- Causes the interpreter to wait for any animation(s) to finish.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Battle Log ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreBattleLog.png]]&lt;br /&gt;
&lt;br /&gt;
These Action Sequences are related to the Battle Log Window, the window&lt;br /&gt;
found at the top of the battle screen.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BTLOG: Add Text&lt;br /&gt;
- Adds a new line of text into the Battle Log.&lt;br /&gt;
&lt;br /&gt;
  Text:&lt;br /&gt;
  - Add this text into the Battle Log.&lt;br /&gt;
  - Text codes allowed.&lt;br /&gt;
&lt;br /&gt;
  Copy to Combat Log?:&lt;br /&gt;
  - Copies text to the Combat Log.&lt;br /&gt;
  - Requires VisuMZ_4_CombatLog&lt;br /&gt;
&lt;br /&gt;
    Combat Log Icon:&lt;br /&gt;
    - What icon would you like to bind to this entry?&lt;br /&gt;
    - Requires VisuMZ_4_CombatLog&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BTLOG: Clear Battle Log&lt;br /&gt;
- Clears all the text in the Battle Log.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BTLOG: Display Action&lt;br /&gt;
- plays the current action in the Battle Log.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BTLOG: Pop Base Line&lt;br /&gt;
- Removes the Battle Log's last added base line and  all text up to its&lt;br /&gt;
  former 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;
BTLOG: Push Base Line&lt;br /&gt;
- Adds a new base line to where the Battle Log currently is at.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BTLOG: Refresh Battle Log&lt;br /&gt;
- Refreshes the Battle Log.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BTLOG: UI Show/Hide&lt;br /&gt;
- Shows or hides the Battle UI (including the Battle Log).&lt;br /&gt;
&lt;br /&gt;
  Show/Hide?:&lt;br /&gt;
  - Shows/hides the Battle UI.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BTLOG: Wait For Battle Log&lt;br /&gt;
- Causes the interpreter to wait for the Battle Log to finish.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BTLOG: Wait For New Line&lt;br /&gt;
- Causes the interpreter to wait for a new line in the Battle Log.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Camera ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ActSeqCamera_Pan.gif]]&lt;br /&gt;
&lt;br /&gt;
These Action Sequences are battle camera-related.&lt;br /&gt;
Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CAMERA: Clamp ON/OFF&lt;br /&gt;
- Turns battle camera clamping on/off.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
  Setting:&lt;br /&gt;
  - Turns camera clamping on/off.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CAMERA: Focus Point&lt;br /&gt;
- Focus the battle camera on a certain point in the screen.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
  X Coordinate:&lt;br /&gt;
  - Insert the point to focus the camera on.&lt;br /&gt;
  - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Y Coordinate:&lt;br /&gt;
  - Insert the point to focus the camera on.&lt;br /&gt;
  - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for camera focus change.&lt;br /&gt;
&lt;br /&gt;
  Camera Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Camera?&lt;br /&gt;
  - Wait for camera changes to complete before performing next 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;
CAMERA: Focus Target(s)&lt;br /&gt;
- Focus the battle camera on certain battler target(s).&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to focus the battle camera on.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for camera focus change.&lt;br /&gt;
&lt;br /&gt;
  Camera Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Camera?&lt;br /&gt;
  - Wait for camera changes to complete before performing next 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;
CAMERA: Offset&lt;br /&gt;
- Offset the battle camera from the focus target.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - How much to offset the camera X by.&lt;br /&gt;
  - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - How much to offset the camera Y by.&lt;br /&gt;
  - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for offset change.&lt;br /&gt;
&lt;br /&gt;
  Camera Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Camera?&lt;br /&gt;
  - Wait for camera changes to complete before performing next 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;
CAMERA: Reset&lt;br /&gt;
- Reset the battle camera settings.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
  Reset Focus?:&lt;br /&gt;
  - Reset the focus point?&lt;br /&gt;
&lt;br /&gt;
  Reset Offset?:&lt;br /&gt;
  - Reset the camera offset?&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for reset change.&lt;br /&gt;
&lt;br /&gt;
  Camera Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Camera?&lt;br /&gt;
  - Wait for camera changes to complete before performing next command?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
CAMERA: Wait For Camera&lt;br /&gt;
- Waits for camera changes to complete before performing next command.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Dragonbones ===&lt;br /&gt;
&lt;br /&gt;
[[File:DragonbonesBattler.gif]]&lt;br /&gt;
&lt;br /&gt;
These Action Sequences are Dragonbones-related.&lt;br /&gt;
Requires VisuMZ_2_DragonbonesUnion!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DB: Dragonbones Animation&lt;br /&gt;
- Causes the unit(s) to play a Dragonbones motion animation.&lt;br /&gt;
- Requires VisuMZ_2_DragonbonesUnion!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to perform a motion animation.&lt;br /&gt;
&lt;br /&gt;
  Motion Animation:&lt;br /&gt;
  - What is the name of the Dragonbones motion animation you wish 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;
DB: Dragonbones Time Scale&lt;br /&gt;
- Causes the unit(s) to change their Dragonbones time scale.&lt;br /&gt;
- Requires VisuMZ_2_DragonbonesUnion!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to perform a motion animation.&lt;br /&gt;
&lt;br /&gt;
  Time Scale:&lt;br /&gt;
  - Change the value of the Dragonbones time scale to this.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Elements ===&lt;br /&gt;
&lt;br /&gt;
[[File:Elements.png]]&lt;br /&gt;
&lt;br /&gt;
These Action Sequences can change up the element(s) used for the action's&lt;br /&gt;
damage calculation midway through an action.&lt;br /&gt;
&lt;br /&gt;
They also require the VisuMZ_1_ElementStatusCore plugin to be present in&lt;br /&gt;
order for them to work.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ELE: Add Elements&lt;br /&gt;
- Adds element(s) to be used when calculating damage.&lt;br /&gt;
- Requires VisuMZ_1_ElementStatusCore!&lt;br /&gt;
&lt;br /&gt;
  Elements:&lt;br /&gt;
  - Select which element ID to add onto the action.&lt;br /&gt;
  - Insert multiple element ID's to add multiple 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;
ELE: Clear Element Changes&lt;br /&gt;
- Clears all element changes made through Action Sequences.&lt;br /&gt;
- Requires VisuMZ_1_ElementStatusCore!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ELE: Force Elements&lt;br /&gt;
- Forces only specific element(s) when calculating damage.&lt;br /&gt;
- Requires VisuMZ_1_ElementStatusCore!&lt;br /&gt;
&lt;br /&gt;
  Elements:&lt;br /&gt;
  - Select which element ID to force in the action.&lt;br /&gt;
  - Insert multiple element ID's to force multiple 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;
ELE: Null Element&lt;br /&gt;
- Forces no element to be used when calculating damage.&lt;br /&gt;
- Requires VisuMZ_1_ElementStatusCore!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Grid ===&lt;br /&gt;
&lt;br /&gt;
These Action Sequences are Battle Grid System-related.&lt;br /&gt;
Requires VisuMZ_2_BattleGridSystem!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Battle Grid System Action Sequences}}&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Horror Effects ===&lt;br /&gt;
&lt;br /&gt;
[[File:HorrorEffects_Battle.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:HorrorEffects_BattleParty.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:HorrorEffects_BattleEnemy.gif]]&lt;br /&gt;
&lt;br /&gt;
These Action Sequences are Horror Effects-related.&lt;br /&gt;
&lt;br /&gt;
Requires VisuMZ_2_HorrorEffects!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
HORROR: Clear All Filters&lt;br /&gt;
- Clear all Horror Effects filters on the target battler(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to remove Horror Effects for.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
HORROR: Glitch Create&lt;br /&gt;
- Creates the glitch effect on the target battler(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to create the Horror Effect for.&lt;br /&gt;
&lt;br /&gt;
  Glitch Slices:&lt;br /&gt;
  - Glitch slices to be used with the target.&lt;br /&gt;
&lt;br /&gt;
  Glitch Offset:&lt;br /&gt;
  - Default offset value.&lt;br /&gt;
&lt;br /&gt;
  Glitch Animated?:&lt;br /&gt;
  - Animate the glitch effect?&lt;br /&gt;
&lt;br /&gt;
  Glitch Frequency:&lt;br /&gt;
  - If animated, how frequent to make the glitch effect?&lt;br /&gt;
  - Lower = often     Higher = rarer&lt;br /&gt;
&lt;br /&gt;
  Glitch Strength:&lt;br /&gt;
  - If animated, how strong is the glitch effect?&lt;br /&gt;
  - Lower = weaker     Higher = stronger&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
HORROR: Glitch Remove&lt;br /&gt;
- Removes the glitch effect on the target battler(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to remove the Horror Effect for.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
HORROR: Noise Create&lt;br /&gt;
- Creates the noise effect on the target battler(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to create the Horror Effect for.&lt;br /&gt;
&lt;br /&gt;
  Noise Rate:&lt;br /&gt;
  - Noise rate to be used with the target.&lt;br /&gt;
&lt;br /&gt;
  Noise Animated:&lt;br /&gt;
  - Animate the noise for the target?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
HORROR: Noise Remove&lt;br /&gt;
- Removes the noise effect on the target battler(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to remove the Horror Effect for.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
HORROR: TV Create&lt;br /&gt;
- Creates the TV effect on the target battler(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to create the Horror Effect for.&lt;br /&gt;
&lt;br /&gt;
  TV Line Thickness:&lt;br /&gt;
  - Default TV line thickness&lt;br /&gt;
  - Lower = thinner     Higher = thicker&lt;br /&gt;
&lt;br /&gt;
  TV Corner Size:&lt;br /&gt;
  - Default TV line corner size&lt;br /&gt;
  - Lower = smaller     Higher = bigger&lt;br /&gt;
&lt;br /&gt;
  TV Animated:&lt;br /&gt;
  - Animate the TV?&lt;br /&gt;
&lt;br /&gt;
  TV Speed:&lt;br /&gt;
  - Speed used to animate the TV if animated&lt;br /&gt;
  - Lower = slower     Higher = faster&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
HORROR: TV Remove&lt;br /&gt;
- Removes the TV effect on the target battler(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to remove the Horror Effect for.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Action Sequence Impact Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Mechanics ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreDmgPopups.png|400px]]&lt;br /&gt;
&lt;br /&gt;
These Action Sequences are related to various mechanics related to the&lt;br /&gt;
battle system.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Action Effect&lt;br /&gt;
- Causes the unit(s) to take damage/healing from action and incurs any&lt;br /&gt;
  changes made such as buffs and states.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to receive the current action's 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;
MECH: Active Chain Input Disable&lt;br /&gt;
- Disables input for Active Chain Skills at this time.&lt;br /&gt;
- Requires VisuMZ_3_ActiveChainSkills!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Add Buff/Debuff&lt;br /&gt;
- Adds buff(s)/debuff(s) to unit(s).&lt;br /&gt;
- Determine which parameters are affected and their durations.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to receive the buff(s) and/or debuff(s).&lt;br /&gt;
&lt;br /&gt;
  Buff Parameters:&lt;br /&gt;
  - Select which parameter(s) to buff.&lt;br /&gt;
  - Insert a parameter multiple times to raise its stacks.&lt;br /&gt;
&lt;br /&gt;
  Debuff Parameters:&lt;br /&gt;
  - Select which parameter(s) to debuff.&lt;br /&gt;
  - Insert a parameter multiple times to raise its stacks.&lt;br /&gt;
&lt;br /&gt;
  Turns:&lt;br /&gt;
  - Number of turns to set the parameter(s) buffs to.&lt;br /&gt;
  - You may use JavaScript code.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Add State&lt;br /&gt;
- Adds state(s) to unit(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to receive the buff(s).&lt;br /&gt;
&lt;br /&gt;
  States:&lt;br /&gt;
  - Select which state ID(s) to add to unit(s).&lt;br /&gt;
  - Insert multiple state ID's to add multiple 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;
MECH: Analyze Weakness&lt;br /&gt;
- Reveal elemental weakness(es) from target(s).&lt;br /&gt;
- Requires VisuMZ_3_WeaknessDisplay!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to reveal elemental weaknesses for.&lt;br /&gt;
&lt;br /&gt;
  Reveal:&lt;br /&gt;
  - How many elemental weaknesses do you wish to reveal?&lt;br /&gt;
  - You may use JavaScript code.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Armor Penetration&lt;br /&gt;
- Adds an extra layer of defensive penetration/reduction.&lt;br /&gt;
- You may use JavaScript code for any of these.&lt;br /&gt;
&lt;br /&gt;
  Armor/Magic Penetration:&lt;br /&gt;
&lt;br /&gt;
    Rate:&lt;br /&gt;
    - Penetrates an extra multiplier of armor by this value.&lt;br /&gt;
&lt;br /&gt;
    Flat:&lt;br /&gt;
    - Penetrates a flat amount of armor by this value.&lt;br /&gt;
&lt;br /&gt;
  Armor/Magic Reduction:&lt;br /&gt;
&lt;br /&gt;
    Rate:&lt;br /&gt;
    - Reduces an extra multiplier of armor by this value.&lt;br /&gt;
&lt;br /&gt;
    Flat:&lt;br /&gt;
    - Reduces a flat amount of armor by this 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;
MECH: ATB Gauge&lt;br /&gt;
- Alters the ATB/TPB Gauges.&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemATB!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to alter the ATB/TPB Gauges for.&lt;br /&gt;
&lt;br /&gt;
  Charging:&lt;br /&gt;
&lt;br /&gt;
    Charge Rate:&lt;br /&gt;
    - Changes made to the ATB Gauge if it is currently charging.&lt;br /&gt;
&lt;br /&gt;
  Casting:&lt;br /&gt;
&lt;br /&gt;
    Cast Rate:&lt;br /&gt;
    - Changes made to the ATB Gauge if it is currently casting.&lt;br /&gt;
&lt;br /&gt;
    Interrupt?:&lt;br /&gt;
    - Interrupt the ATB Gauge if it is currently casting?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Boost Points Change&lt;br /&gt;
- Changes Boost Points for target(s).&lt;br /&gt;
- Requires VisuMZ_3_BoostAction!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to alter the Boost Points for.&lt;br /&gt;
&lt;br /&gt;
  Alter Boost Points By:&lt;br /&gt;
  - Alters the unit(s) Boost Points.&lt;br /&gt;
  - Positive for gaining points. Negative for losing points.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Boost Store Data&lt;br /&gt;
- Stores the number of Boosts used this action inside a variable.&lt;br /&gt;
- Requires VisuMZ_3_BoostAction!&lt;br /&gt;
&lt;br /&gt;
  Variable ID:&lt;br /&gt;
  - Which variable do you want to store the data inside?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Break Shield Change&lt;br /&gt;
- Changes Break Shields for target(s) if not Break Stunned.&lt;br /&gt;
- Requires VisuMZ_4_BreakShields!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to alter the Break Shields for.&lt;br /&gt;
&lt;br /&gt;
  Alter Break Shields By:&lt;br /&gt;
  - Alters the unit(s) Break Shields.&lt;br /&gt;
  - Positive for gaining shields. Negative for losing shields.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Break Shield Reset&lt;br /&gt;
- Resets Break Shields for target(s) if not Break Stunned.&lt;br /&gt;
- Requires VisuMZ_4_BreakShields!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to reset the Break Shields for.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: BTB Brave Points&lt;br /&gt;
- Alters the target(s) Brave Points to an exact value.&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemBTB!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to alter the ATB/TPB Gauges for.&lt;br /&gt;
&lt;br /&gt;
  Alter Brave Points By:&lt;br /&gt;
  - Alters the target(s) Brave Points.&lt;br /&gt;
  - Positive for gaining BP.&lt;br /&gt;
  - Negative for losing BP.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Collapse&lt;br /&gt;
- Causes the unit(s) to perform its collapse animation if the unit(s)&lt;br /&gt;
  has died.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to process a death collapse.&lt;br /&gt;
&lt;br /&gt;
  Force Death:&lt;br /&gt;
  - Force death even if the unit has not reached 0 HP?&lt;br /&gt;
  - This will remove immortality.&lt;br /&gt;
&lt;br /&gt;
  Wait For Effect?:&lt;br /&gt;
  - Wait for the collapse effect to complete before performing next 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;
MECH: CTB Order&lt;br /&gt;
- Alters the CTB Turn Order.&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemCTB!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to alter the CTB Turn Order for.&lt;br /&gt;
&lt;br /&gt;
  Change Order By:&lt;br /&gt;
  - Changes turn order for target(s) by this amount.&lt;br /&gt;
  - Positive increases wait. Negative decreases wait.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: CTB Speed&lt;br /&gt;
- Alters the CTB Speed.&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemCTB!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to alter the CTB Speed for.&lt;br /&gt;
&lt;br /&gt;
  Charge Rate:&lt;br /&gt;
  - Changes made to the CTB Speed if it is currently charging.&lt;br /&gt;
&lt;br /&gt;
  Cast Rate:&lt;br /&gt;
  - Changes made to the CTB Speed if it is currently casting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Custom Damage Formula&lt;br /&gt;
- Changes the current action's damage formula to custom.&lt;br /&gt;
- This will assume the MANUAL damage style.&lt;br /&gt;
&lt;br /&gt;
  Formula:&lt;br /&gt;
  - Changes the current action's damage formula to custom.&lt;br /&gt;
  - Use 'default' to revert the damage formula.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Damage Popup&lt;br /&gt;
- Causes the unit(s) to display the current state of damage received&lt;br /&gt;
  or healed.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to prompt a damage popup.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Emulate Attack Effect&lt;br /&gt;
- Emulate an &amp;quot;Action Effect&amp;quot; but using a the user's attack skill instead of&lt;br /&gt;
  the current action.&lt;br /&gt;
- Essentially lets you perform the mechanics of another action without&lt;br /&gt;
  having to use another action or needing to pay that action's costs.&lt;br /&gt;
&lt;br /&gt;
  User(s):&lt;br /&gt;
  - Select unit(s) to perform the action's effects.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to receive the current action's 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;
MECH: Emulate Guard Effect&lt;br /&gt;
- Emulate an &amp;quot;Action Effect&amp;quot; but using a the user's guard skill instead of&lt;br /&gt;
  the current action.&lt;br /&gt;
- Essentially lets you perform the mechanics of another action without&lt;br /&gt;
  having to use another action or needing to pay that action's costs.&lt;br /&gt;
&lt;br /&gt;
  User(s):&lt;br /&gt;
  - Select unit(s) to perform the action's effects.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to receive the current action's 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;
MECH: Emulate Item Effect&lt;br /&gt;
- Emulate an &amp;quot;Action Effect&amp;quot; but using a specific item instead of the&lt;br /&gt;
  current action.&lt;br /&gt;
- Essentially lets you perform the mechanics of another action without&lt;br /&gt;
  having to use another action or needing to pay that action's costs.&lt;br /&gt;
&lt;br /&gt;
  Item ID:&lt;br /&gt;
  - Which item ID will be emulated?&lt;br /&gt;
&lt;br /&gt;
  User(s):&lt;br /&gt;
  - Select unit(s) to perform the action's effects.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to receive the current action's 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;
MECH: Emulate Skill Cost&lt;br /&gt;
- Pick a skill for target(s) to emulate paying the cost of.&lt;br /&gt;
- Lets you cause characters to perform paying the costs of a specific skill&lt;br /&gt;
  without needing to actually use them.&lt;br /&gt;
- This will include Skill Cooldowns and Limited Skill Uses.&lt;br /&gt;
&lt;br /&gt;
  Skill ID:&lt;br /&gt;
  - Which skill ID will have its cost paid for?&lt;br /&gt;
  - Use 0 for current action's skill.&lt;br /&gt;
&lt;br /&gt;
  User(s):&lt;br /&gt;
  - Select unit(s) to perform the action's 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;
MECH: Emulate Skill Effect&lt;br /&gt;
- Emulate an &amp;quot;Action Effect&amp;quot; but using a specific skill instead of the&lt;br /&gt;
  current action.&lt;br /&gt;
- Essentially lets you perform the mechanics of another action without&lt;br /&gt;
  having to use another action or needing to pay that action's costs.&lt;br /&gt;
&lt;br /&gt;
  Skill ID:&lt;br /&gt;
  - Which skill ID will be emulated?&lt;br /&gt;
&lt;br /&gt;
  User(s):&lt;br /&gt;
  - Select unit(s) to perform the action's effects.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to receive the current action's 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;
MECH: Enemy Escape&lt;br /&gt;
- Causes the enemy unit(s) to escape.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to escape.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Dead Label Jump&lt;br /&gt;
- If the active battler is dead, jump to a specific label in the&lt;br /&gt;
  common event.&lt;br /&gt;
&lt;br /&gt;
  Jump To Label:&lt;br /&gt;
  - If the active battler is dead, jump to this specific label in the&lt;br /&gt;
    common 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;
MECH: ETB Energy Count&lt;br /&gt;
- Alters the subject team's available Energy Count.&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemETB!&lt;br /&gt;
&lt;br /&gt;
  Energy Count:&lt;br /&gt;
  - Alters the subject team's available Energy Count.&lt;br /&gt;
  - Positive for gaining energy. Negative for losing energy.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: FTB Action Count&lt;br /&gt;
- Alters the subject team's available Action Count.&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemFTB!&lt;br /&gt;
&lt;br /&gt;
  Action Count:&lt;br /&gt;
  - Alters the subject team's available Action Count.&lt;br /&gt;
  - Positive for gaining actions. Negative for losing actions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: HP, MP, TP&lt;br /&gt;
- Alters the HP, MP, and TP values for unit(s).&lt;br /&gt;
- Positive values for healing. Negative values for damage.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to receive the current action's effects.&lt;br /&gt;
&lt;br /&gt;
  HP, MP, TP:&lt;br /&gt;
&lt;br /&gt;
    Rate:&lt;br /&gt;
    - Changes made to the parameter based on rate.&lt;br /&gt;
    - Positive values for healing. Negative values for damage.&lt;br /&gt;
&lt;br /&gt;
    Flat:&lt;br /&gt;
    - Flat changes made to the parameter.&lt;br /&gt;
    - Positive values for healing. Negative values for damage.&lt;br /&gt;
&lt;br /&gt;
  Damage Popup?:&lt;br /&gt;
  - Display a damage popup after?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Immortal&lt;br /&gt;
- Changes the immortal flag of targets. If immortal flag is removed and a&lt;br /&gt;
  unit would die, collapse that unit.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Alter the immortal flag of these groups. If immortal flag is removed and&lt;br /&gt;
    a unit would die, collapse that unit.&lt;br /&gt;
&lt;br /&gt;
  Immortal:&lt;br /&gt;
  - Turn immortal flag for unit(s) on/off?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Multipliers&lt;br /&gt;
- Changes the multipliers for the current action.&lt;br /&gt;
- You may use JavaScript code for any of these.&lt;br /&gt;
&lt;br /&gt;
  Critical Hit%:&lt;br /&gt;
&lt;br /&gt;
    Rate:&lt;br /&gt;
    - Affects chance to land a critical hit by this multiplier.&lt;br /&gt;
&lt;br /&gt;
    Flat:&lt;br /&gt;
    - Affects chance to land a critical hit by this flat bonus.&lt;br /&gt;
&lt;br /&gt;
  Critical Damage&lt;br /&gt;
&lt;br /&gt;
    Rate:&lt;br /&gt;
    - Affects critical damage by this multiplier.&lt;br /&gt;
&lt;br /&gt;
    Flat:&lt;br /&gt;
    - Affects critical damage by this flat bonus.&lt;br /&gt;
&lt;br /&gt;
  Damage/Healing&lt;br /&gt;
&lt;br /&gt;
    Rate:&lt;br /&gt;
    - Sets the damage/healing multiplier for current action.&lt;br /&gt;
&lt;br /&gt;
    Flat:&lt;br /&gt;
    - Sets the damage/healing bonus for current action.&lt;br /&gt;
&lt;br /&gt;
  Hit Rate&lt;br /&gt;
&lt;br /&gt;
    Rate:&lt;br /&gt;
    - Affects chance to connect attack by this multiplier.&lt;br /&gt;
&lt;br /&gt;
    Flat:&lt;br /&gt;
    - Affects chance to connect attack by this flat bonus.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Once Parallel&lt;br /&gt;
- Plays a Common Event parallel to the battle event once without repeating&lt;br /&gt;
  itself when done.&lt;br /&gt;
&lt;br /&gt;
  Common Event ID:&lt;br /&gt;
  - The ID of the parallel Common Event to play.&lt;br /&gt;
  - Does NOT repeat itself when finished.&lt;br /&gt;
  - When exiting battle scene, all Once Parallels are cleared.&lt;br /&gt;
  - Once Parallels are not retained upon reentering the scene.&lt;br /&gt;
  - Once Parallels are not stored in memory and cannot be saved.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: OTB Order&lt;br /&gt;
- Alters the OTB Turn Order. Best used with single targets.&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemOTB!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to alter the OTB Turn Order for.&lt;br /&gt;
&lt;br /&gt;
  Current Turn By:&lt;br /&gt;
  - Changes turn order for target(s) by this amount.&lt;br /&gt;
  - Positive increases wait. Negative decreases wait.&lt;br /&gt;
&lt;br /&gt;
  Next Turn By:&lt;br /&gt;
  - Changes turn order for target(s) by this amount.&lt;br /&gt;
  - Positive increases wait. Negative decreases wait.&lt;br /&gt;
&lt;br /&gt;
  Follow Turn By:&lt;br /&gt;
  - Changes turn order for target(s) by this amount.&lt;br /&gt;
  - Positive increases wait. Negative decreases wait.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: PTB Alter Cost&lt;br /&gt;
- Alters the action's cost settings.&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemPTB!&lt;br /&gt;
&lt;br /&gt;
  Override?:&lt;br /&gt;
  - Overrides any 'permanent' settings for Changeability?&lt;br /&gt;
&lt;br /&gt;
  Alter Changeability:&lt;br /&gt;
  - Allow the cost type and value to be changeable?&lt;br /&gt;
&lt;br /&gt;
  Alter Cost Type:&lt;br /&gt;
  - Change the cost type to this scenario.&lt;br /&gt;
  - Use 'Unchanged' for no changes.&lt;br /&gt;
&lt;br /&gt;
  Alter Cost Value:&lt;br /&gt;
  - What is the default action cost for this scenario?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: PTB Conversion&lt;br /&gt;
- Converts full actions into half actions.&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemPTB!&lt;br /&gt;
&lt;br /&gt;
  Conversion Count:&lt;br /&gt;
  - Converts full actions into half actions.&lt;br /&gt;
  - If not enough, consume half actions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: PTB Full/Half Action(s)&lt;br /&gt;
- Alters the subject team's available Full/Half Actions.&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemPTB!&lt;br /&gt;
&lt;br /&gt;
  Full Actions:&lt;br /&gt;
  - Alters the subject team's available Full Actions.&lt;br /&gt;
  - Positive for gaining. Negative for losing.&lt;br /&gt;
&lt;br /&gt;
  Half Actions:&lt;br /&gt;
  - Alters the subject team's available Half Actions.&lt;br /&gt;
  - Positive for gaining. Negative for losing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Remove Buff/Debuff&lt;br /&gt;
- Removes buff(s)/debuff(s) from unit(s).&lt;br /&gt;
- Determine which parameters are removed.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to have the buff(s) and/or debuff(s) removed.&lt;br /&gt;
&lt;br /&gt;
  Buff Parameters:&lt;br /&gt;
  - Select which buffed parameter(s) to remove.&lt;br /&gt;
&lt;br /&gt;
  Debuff Parameters:&lt;br /&gt;
  - Select which debuffed parameter(s) to remove.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Remove State&lt;br /&gt;
- Remove state(s) from unit(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to have states removed from.&lt;br /&gt;
&lt;br /&gt;
  States:&lt;br /&gt;
  - Select which state ID(s) to remove from unit(s).&lt;br /&gt;
  - Insert multiple state ID's to remove multiple 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;
MECH: State Turns Change By&lt;br /&gt;
- Changes target(s) state turns by an amount.&lt;br /&gt;
- Requires VisuMZ_1_SkillsStatesCore!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to affect state turns for.&lt;br /&gt;
&lt;br /&gt;
  State ID:&lt;br /&gt;
  - What is the ID of the state you wish to change turns for?&lt;br /&gt;
  - Only works on states that can have turns.&lt;br /&gt;
&lt;br /&gt;
  Change Turns By:&lt;br /&gt;
  - How many turns should the state be changed to?&lt;br /&gt;
  - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Auto-Add State?:&lt;br /&gt;
  - Automatically adds state if actor(s) does not have it applied?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: State Turns Change To&lt;br /&gt;
- Changes target(s) state turns to a specific value.&lt;br /&gt;
- Requires VisuMZ_1_SkillsStatesCore!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to affect state turns for.&lt;br /&gt;
&lt;br /&gt;
  State ID:&lt;br /&gt;
  - What is the ID of the state you wish to change turns for?&lt;br /&gt;
  - Only works on states that can have turns.&lt;br /&gt;
&lt;br /&gt;
  Change Turns To:&lt;br /&gt;
  - How many turns should the state be changed to?&lt;br /&gt;
  - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Auto-Add State?:&lt;br /&gt;
  - Automatically adds state if target(s) does not have it applied?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: STB Exploit Effect&lt;br /&gt;
- Utilize the STB Exploitation mechanics!&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemSTB!&lt;br /&gt;
&lt;br /&gt;
  Target(s) Exploited?:&lt;br /&gt;
  - Exploit the below targets?&lt;br /&gt;
&lt;br /&gt;
    Targets:&lt;br /&gt;
    - Select unit(s) to become exploited.&lt;br /&gt;
&lt;br /&gt;
    Force Exploitation:&lt;br /&gt;
    - Force the exploited status?&lt;br /&gt;
&lt;br /&gt;
  User Exploiter?:&lt;br /&gt;
  - Allow the user to become the exploiter?&lt;br /&gt;
&lt;br /&gt;
    Force Exploitation:&lt;br /&gt;
    - Force the exploiter status?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: STB Extra Action&lt;br /&gt;
- Adds an extra action for the currently active battler.&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemSTB!&lt;br /&gt;
&lt;br /&gt;
  Extra Actions:&lt;br /&gt;
  - How many extra actions should the active battler gain?&lt;br /&gt;
  - You may use JavaScript code.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: STB Remove Excess Actions&lt;br /&gt;
- Removes excess actions from the active battler.&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemSTB!&lt;br /&gt;
&lt;br /&gt;
  Remove Actions:&lt;br /&gt;
  - How many actions to remove from the active battler?&lt;br /&gt;
  - You may use JavaScript code.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Swap Weapon&lt;br /&gt;
- Causes the unit(s) to swap their weapon for another.&lt;br /&gt;
- Requires VisuMZ_2_WeaponSwapSystem!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to swap weapons for.&lt;br /&gt;
&lt;br /&gt;
  Weapon Type ID:&lt;br /&gt;
  - Which weapon type to swap to?&lt;br /&gt;
  - This is NOT the weapon's ID.&lt;br /&gt;
  - It's the weapon TYPE.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Text Popup&lt;br /&gt;
- Causes the unit(s) to display a text popup.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to prompt a text popup.&lt;br /&gt;
&lt;br /&gt;
  Text:&lt;br /&gt;
  - What text do you wish to display?&lt;br /&gt;
&lt;br /&gt;
  Text Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Flash Color:&lt;br /&gt;
  - Adjust the popup's flash color.&lt;br /&gt;
  - Format: [red, green, blue, alpha]&lt;br /&gt;
&lt;br /&gt;
  Flash Duration:&lt;br /&gt;
  - What is the frame duration of the flash effect?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Variable Popup&lt;br /&gt;
- Causes the unit(s) to display a popup using the data stored inside&lt;br /&gt;
  a variable.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to prompt a text popup.&lt;br /&gt;
&lt;br /&gt;
  Variable:&lt;br /&gt;
  - Get data from which variable to display as a popup?&lt;br /&gt;
&lt;br /&gt;
  Digit Grouping:&lt;br /&gt;
  - Use digit grouping to separate numbers?&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
  Text Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Flash Color:&lt;br /&gt;
  - Adjust the popup's flash color.&lt;br /&gt;
  - Format: [red, green, blue, alpha]&lt;br /&gt;
&lt;br /&gt;
  Flash Duration:&lt;br /&gt;
  - What is the frame duration of the flash effect?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Wait For Effect&lt;br /&gt;
- Waits for the effects to complete before performing next command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Motion ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreActSeqSet.gif]]&lt;br /&gt;
&lt;br /&gt;
These Action Sequences allow you the ability to control the motions of&lt;br /&gt;
sideview sprites.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MOTION: Clear Freeze Frame&lt;br /&gt;
- Clears any freeze frames from the unit(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to clear freeze frames for.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MOTION: Freeze Motion Frame&lt;br /&gt;
- Forces a freeze frame instantly at the selected motion.&lt;br /&gt;
- Automatically clears with a new motion.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to freeze motions for.&lt;br /&gt;
&lt;br /&gt;
  Motion Type:&lt;br /&gt;
  - Freeze this motion for the unit(s).&lt;br /&gt;
&lt;br /&gt;
  Frame Index:&lt;br /&gt;
  - Which frame do you want to freeze the motion on?&lt;br /&gt;
  - Frame index values start at 0.&lt;br /&gt;
&lt;br /&gt;
  Show Weapon?:&lt;br /&gt;
  - If using 'attack', 'thrust', 'swing', or 'missile', display the&lt;br /&gt;
    weapon 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;
MOTION: Motion Type&lt;br /&gt;
- Causes the unit(s) to play the selected motion.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to perform a motion.&lt;br /&gt;
&lt;br /&gt;
  Motion Type:&lt;br /&gt;
  - Play this motion for the unit(s).&lt;br /&gt;
&lt;br /&gt;
  Show Weapon?:&lt;br /&gt;
  - If using 'attack', 'thrust', 'swing', or 'missile', display the&lt;br /&gt;
    weapon 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;
MOTION: Perform Action&lt;br /&gt;
- Causes the unit(s) to play the proper motion based on the current action.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to perform a motion.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MOTION: Refresh Motion&lt;br /&gt;
- Cancels any set motions unit(s) has to do and use their most natural&lt;br /&gt;
  motion at the moment.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to refresh their motion state.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MOTION: Wait By Motion Frame&lt;br /&gt;
- Creates a wait equal to the number of motion frames passing.&lt;br /&gt;
- Time is based on Plugin Parameters =&amp;gt; Actors =&amp;gt; Motion Speed.&lt;br /&gt;
&lt;br /&gt;
  Motion Frames to Wait?:&lt;br /&gt;
  - Each &amp;quot;frame&amp;quot; is equal to the value found in&lt;br /&gt;
    Plugin Parameters =&amp;gt; Actors =&amp;gt; Motion Speed&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Movement ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreActSeqSet.gif]]&lt;br /&gt;
&lt;br /&gt;
These Action Sequences allow you the ability to control the sprites of&lt;br /&gt;
actors and enemies in battle.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MOVE: Battle Step&lt;br /&gt;
- Causes the unit(s) to move forward past their home position to prepare&lt;br /&gt;
  for action.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to move.&lt;br /&gt;
&lt;br /&gt;
  Wait For Movement?:&lt;br /&gt;
  - Wait for movement to complete before performing next 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;
MOVE: Change Home By Distance&lt;br /&gt;
- Change unit(s)'s home position by a distance from their current home&lt;br /&gt;
  position(s).&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to change home position(s) for.&lt;br /&gt;
&lt;br /&gt;
  Distance Adjustment:&lt;br /&gt;
  - Makes adjustments to distance values to determine which direction to&lt;br /&gt;
    change by.&lt;br /&gt;
    - Normal - No adjustments made&lt;br /&gt;
    - Horizontal - Actors adjust left, Enemies adjust right&lt;br /&gt;
    - Vertical - Actors adjust Up, Enemies adjust down&lt;br /&gt;
    - Both - Applies both Horizontal and Vertical&lt;br /&gt;
&lt;br /&gt;
    Distance: X:&lt;br /&gt;
    - Horizontal distance to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
    Distance: Y:&lt;br /&gt;
    - Vertical distance to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for total change amount.&lt;br /&gt;
&lt;br /&gt;
  Face Destination?:&lt;br /&gt;
  - Turn and face the destination?&lt;br /&gt;
&lt;br /&gt;
  Movement Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Movement Motion:&lt;br /&gt;
  - Play this motion for the unit(s).&lt;br /&gt;
&lt;br /&gt;
  Wait For Movement?:&lt;br /&gt;
  - Wait for movement to complete before performing next 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;
MOVE: Change Home To JS Coordinates&lt;br /&gt;
- Change home position(s) to specified JS Coordinates.&lt;br /&gt;
- Sideview-only! Uses JavaScript!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to change home position(s) for.&lt;br /&gt;
&lt;br /&gt;
  JS: Coordinates:&lt;br /&gt;
  - Code used to determine the coordinates for the target(s)'s new home&lt;br /&gt;
    position.&lt;br /&gt;
&lt;br /&gt;
  Offset Adjustment:&lt;br /&gt;
  - Makes adjustments to offset values to determine which direction to&lt;br /&gt;
    adjust the destination by.&lt;br /&gt;
&lt;br /&gt;
    Offset: X:&lt;br /&gt;
    - Horizontal offset to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
    Offset: Y:&lt;br /&gt;
    - Vertical offset to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for total change amount.&lt;br /&gt;
&lt;br /&gt;
  Face Destination?:&lt;br /&gt;
  - Turn and face the destination?&lt;br /&gt;
&lt;br /&gt;
  Movement Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Movement Motion:&lt;br /&gt;
  - Play this motion for the unit(s).&lt;br /&gt;
&lt;br /&gt;
  Wait For Movement?:&lt;br /&gt;
  - Wait for movement to complete before performing next 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;
MOVE: Change Home To Point&lt;br /&gt;
- Change home position(s) to a target point on the screen.&lt;br /&gt;
- Sideview-only! Points based off Graphics.boxWidth/Height.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to change home position(s) for.&lt;br /&gt;
&lt;br /&gt;
  Destination Point:&lt;br /&gt;
  - Select which point to face.&lt;br /&gt;
    - Center&lt;br /&gt;
    - Point X, Y&lt;br /&gt;
      - Replace 'x' and 'y' with coordinates&lt;br /&gt;
&lt;br /&gt;
  Offset Adjustment:&lt;br /&gt;
  - Makes adjustments to offset values to determine which direction to&lt;br /&gt;
    adjust the destination by.&lt;br /&gt;
&lt;br /&gt;
    Offset: X:&lt;br /&gt;
    - Horizontal offset to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
    Offset: Y:&lt;br /&gt;
    - Vertical offset to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for total change amount.&lt;br /&gt;
&lt;br /&gt;
  Face Destination?:&lt;br /&gt;
  - Turn and face the destination?&lt;br /&gt;
&lt;br /&gt;
  Movement Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Movement Motion:&lt;br /&gt;
  - Play this motion for the unit(s).&lt;br /&gt;
&lt;br /&gt;
  Wait For Movement?:&lt;br /&gt;
  - Wait for movement to complete before performing next 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;
MOVE: Change Home To Target(s)&lt;br /&gt;
- Moves unit(s) to another unit(s) on the battle field.&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets (Moving):&lt;br /&gt;
  - Select which unit(s) to change home position(s) for.&lt;br /&gt;
&lt;br /&gt;
  Targets (Destination):&lt;br /&gt;
  - Select which unit(s) to change home position to.&lt;br /&gt;
&lt;br /&gt;
    Target Location:&lt;br /&gt;
    - Select which part target group to change home position to.&lt;br /&gt;
      - front head&lt;br /&gt;
      - front center&lt;br /&gt;
      - front base&lt;br /&gt;
      - middle head&lt;br /&gt;
      - middle center&lt;br /&gt;
      - middle base&lt;br /&gt;
      - back head&lt;br /&gt;
      - back center&lt;br /&gt;
      - back base&lt;br /&gt;
&lt;br /&gt;
    Melee Distance:&lt;br /&gt;
    - The melee distance away from the target location in addition to the&lt;br /&gt;
      battler's width.&lt;br /&gt;
&lt;br /&gt;
  Offset Adjustment:&lt;br /&gt;
  - Makes adjustments to offset values to determine which direction to&lt;br /&gt;
    adjust the destination by.&lt;br /&gt;
&lt;br /&gt;
    Offset: X:&lt;br /&gt;
    - Horizontal offset to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
    Offset: Y:&lt;br /&gt;
    - Vertical offset to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for total change amount.&lt;br /&gt;
&lt;br /&gt;
  Face Destination?:&lt;br /&gt;
  - Turn and face the destination?&lt;br /&gt;
&lt;br /&gt;
  Movement Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Movement Motion:&lt;br /&gt;
  - Play this motion for the unit(s).&lt;br /&gt;
&lt;br /&gt;
  Wait For Movement?:&lt;br /&gt;
  - Wait for movement to complete before performing next 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;
MOVE: Face Direction&lt;br /&gt;
- Causes the unit(s) to face forward or backward.&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to change direction.&lt;br /&gt;
&lt;br /&gt;
  Direction:&lt;br /&gt;
  - Select which direction to face.&lt;br /&gt;
&amp;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: Face JS Coordinates&lt;br /&gt;
- Causes the unit(s) to face specified JS Coordinates.&lt;br /&gt;
- Sideview-only! Uses JavaScript!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to change direction.&lt;br /&gt;
&lt;br /&gt;
  JS: Coordinates:&lt;br /&gt;
  - Code used to determine the coordinates for the target(s) to face&lt;br /&gt;
    towards.&lt;br /&gt;
&lt;br /&gt;
  Face Away From?:&lt;br /&gt;
  - Face away from the point 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;
MOVE: Face Point&lt;br /&gt;
- Causes the unit(s) to face a point on the screen.&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to change direction.&lt;br /&gt;
&lt;br /&gt;
  Point:&lt;br /&gt;
  - Select which point to face.&lt;br /&gt;
    - Home&lt;br /&gt;
    - Center&lt;br /&gt;
    - Point X, Y&lt;br /&gt;
      - Replace 'x' and 'y' with coordinates&lt;br /&gt;
&lt;br /&gt;
  Face Away From?:&lt;br /&gt;
  - Face away from the point 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;
MOVE: Face Target(s)&lt;br /&gt;
- Causes the unit(s) to face other targets on the screen.&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets (facing):&lt;br /&gt;
  - Select which unit(s) to change direction.&lt;br /&gt;
&lt;br /&gt;
  Targets (destination):&lt;br /&gt;
  - Select which unit(s) for the turning unit(s) to face.&lt;br /&gt;
&lt;br /&gt;
  Face Away From?:&lt;br /&gt;
  - Face away from the unit(s) 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;
MOVE: Float&lt;br /&gt;
- Causes the unit(s) to float above the ground.&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to make float.&lt;br /&gt;
&lt;br /&gt;
  Desired Height:&lt;br /&gt;
  - Vertical distance to float upward.&lt;br /&gt;
  - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for total float amount.&lt;br /&gt;
&lt;br /&gt;
  Float Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Float?:&lt;br /&gt;
  - Wait for floating to complete before performing next 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;
MOVE: Home Reset&lt;br /&gt;
- Causes the unit(s) to move back to their home position(s) and face back to&lt;br /&gt;
  their original direction(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to move.&lt;br /&gt;
&lt;br /&gt;
  Wait For Movement?:&lt;br /&gt;
  - Wait for movement to complete before performing next 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;
MOVE: Jump&lt;br /&gt;
- Causes the unit(s) to jump into the air.&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to make jump.&lt;br /&gt;
&lt;br /&gt;
  Desired Height:&lt;br /&gt;
  - Max jump height to go above the ground&lt;br /&gt;
  - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for total jump amount.&lt;br /&gt;
&lt;br /&gt;
  Wait For Jump?:&lt;br /&gt;
  - Wait for jumping to complete before performing next 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;
MOVE: Move Distance&lt;br /&gt;
- Moves unit(s) by a distance from their current position(s).&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to move.&lt;br /&gt;
&lt;br /&gt;
  Distance Adjustment:&lt;br /&gt;
  - Makes adjustments to distance values to determine which direction to&lt;br /&gt;
    move unit(s).&lt;br /&gt;
    - Normal - No adjustments made&lt;br /&gt;
    - Horizontal - Actors adjust left, Enemies adjust right&lt;br /&gt;
    - Vertical - Actors adjust Up, Enemies adjust down&lt;br /&gt;
    - Both - Applies both Horizontal and Vertical&lt;br /&gt;
&lt;br /&gt;
    Distance: X:&lt;br /&gt;
    - Horizontal distance to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
    Distance: Y:&lt;br /&gt;
    - Vertical distance to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for total movement amount.&lt;br /&gt;
&lt;br /&gt;
  Face Destination?:&lt;br /&gt;
  - Turn and face the destination?&lt;br /&gt;
&lt;br /&gt;
  Movement Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Movement Motion:&lt;br /&gt;
  - Play this motion for the unit(s).&lt;br /&gt;
&lt;br /&gt;
  Wait For Movement?:&lt;br /&gt;
  - Wait for movement to complete before performing next 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;
MOVE: Move To JS Coordinates&lt;br /&gt;
- Moves unit(s) to specified JS Coordinates.&lt;br /&gt;
- Sideview-only! Uses JavaScript!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to move.&lt;br /&gt;
&lt;br /&gt;
  JS: Coordinates:&lt;br /&gt;
  - Code used to determine the coordinates for the target(s) to move to.&lt;br /&gt;
&lt;br /&gt;
  Offset Adjustment:&lt;br /&gt;
  - Makes adjustments to offset values to determine which direction to&lt;br /&gt;
    adjust the destination by.&lt;br /&gt;
&lt;br /&gt;
    Offset: X:&lt;br /&gt;
    - Horizontal offset to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
    Offset: Y:&lt;br /&gt;
    - Vertical offset to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for total movement amount.&lt;br /&gt;
&lt;br /&gt;
  Face Destination?:&lt;br /&gt;
  - Turn and face the destination?&lt;br /&gt;
&lt;br /&gt;
  Movement Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Movement Motion:&lt;br /&gt;
  - Play this motion for the unit(s).&lt;br /&gt;
&lt;br /&gt;
  Wait For Movement?:&lt;br /&gt;
  - Wait for movement to complete before performing next 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;
MOVE: Move To Point&lt;br /&gt;
- Moves unit(s) to a designated point on the screen.&lt;br /&gt;
- Sideview-only! Points based off Graphics.boxWidth/Height.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to move.&lt;br /&gt;
&lt;br /&gt;
  Destination Point:&lt;br /&gt;
  - Select which point to face.&lt;br /&gt;
    - Home&lt;br /&gt;
    - Center&lt;br /&gt;
    - Point X, Y&lt;br /&gt;
      - Replace 'x' and 'y' with coordinates&lt;br /&gt;
&lt;br /&gt;
  Offset Adjustment:&lt;br /&gt;
  - Makes adjustments to offset values to determine which direction to&lt;br /&gt;
    adjust the destination by.&lt;br /&gt;
&lt;br /&gt;
    Offset: X:&lt;br /&gt;
    - Horizontal offset to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
    Offset: Y:&lt;br /&gt;
    - Vertical offset to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for total movement amount.&lt;br /&gt;
&lt;br /&gt;
  Face Destination?:&lt;br /&gt;
  - Turn and face the destination?&lt;br /&gt;
&lt;br /&gt;
  Movement Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Movement Motion:&lt;br /&gt;
  - Play this motion for the unit(s).&lt;br /&gt;
&lt;br /&gt;
  Wait For Movement?:&lt;br /&gt;
  - Wait for movement to complete before performing next 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;
MOVE: Move To Target(s)&lt;br /&gt;
- Moves unit(s) to another unit(s) on the battle field.&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets (Moving):&lt;br /&gt;
  - Select which unit(s) to move.&lt;br /&gt;
&lt;br /&gt;
  Targets (Destination):&lt;br /&gt;
  - Select which unit(s) to move to.&lt;br /&gt;
&lt;br /&gt;
    Target Location:&lt;br /&gt;
    - Select which part target group to move to.&lt;br /&gt;
      - front head&lt;br /&gt;
      - front center&lt;br /&gt;
      - front base&lt;br /&gt;
      - middle head&lt;br /&gt;
      - middle center&lt;br /&gt;
      - middle base&lt;br /&gt;
      - back head&lt;br /&gt;
      - back center&lt;br /&gt;
      - back base&lt;br /&gt;
&lt;br /&gt;
    Melee Distance:&lt;br /&gt;
    - The melee distance away from the target location in addition to the&lt;br /&gt;
      battler's width.&lt;br /&gt;
&lt;br /&gt;
  Offset Adjustment:&lt;br /&gt;
  - Makes adjustments to offset values to determine which direction to&lt;br /&gt;
    adjust the destination by.&lt;br /&gt;
&lt;br /&gt;
    Offset: X:&lt;br /&gt;
    - Horizontal offset to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
    Offset: Y:&lt;br /&gt;
    - Vertical offset to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for total movement amount.&lt;br /&gt;
&lt;br /&gt;
  Face Destination?:&lt;br /&gt;
  - Turn and face the destination?&lt;br /&gt;
&lt;br /&gt;
  Movement Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Movement Motion:&lt;br /&gt;
  - Play this motion for the unit(s).&lt;br /&gt;
&lt;br /&gt;
  Wait For Movement?:&lt;br /&gt;
  - Wait for movement to complete before performing next 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;
MOVE: Opacity&lt;br /&gt;
- Causes the unit(s) to change opacity.&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to change opacity.&lt;br /&gt;
&lt;br /&gt;
  Desired Opacity:&lt;br /&gt;
  - Change to this opacity value.&lt;br /&gt;
  - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for opacity change.&lt;br /&gt;
&lt;br /&gt;
  Opacity Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Opacity?:&lt;br /&gt;
  - Wait for opacity changes to complete before performing next command?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:ActSeqGrowShrink.gif]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MOVE: Scale/Grow/Shrink&lt;br /&gt;
- Causes the unit(s) to scale, grow, or shrink?.&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to change the scale of.&lt;br /&gt;
&lt;br /&gt;
  Scale X:&lt;br /&gt;
  Scale Y:&lt;br /&gt;
  - What target scale value do you want?&lt;br /&gt;
  - 1.0 is normal size.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames to scale for.&lt;br /&gt;
&lt;br /&gt;
  Scale Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Scale?:&lt;br /&gt;
  - Wait for scaling to complete before performing next command?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:ActSeqSkew.gif]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MOVE: Skew/Distort&lt;br /&gt;
- Causes the unit(s) to skew.&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to skew.&lt;br /&gt;
&lt;br /&gt;
  Skew X:&lt;br /&gt;
  Skew Y:&lt;br /&gt;
  - What variance to skew?&lt;br /&gt;
  - Use small values for the best results.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames to skew for.&lt;br /&gt;
&lt;br /&gt;
  Skew Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Skew?:&lt;br /&gt;
  - Wait for skew to complete before performing next command?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:ActSeqSpin.gif]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MOVE: Spin/Rotate&lt;br /&gt;
- Causes the unit(s) to spin.&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to spin.&lt;br /&gt;
&lt;br /&gt;
  Angle:&lt;br /&gt;
  - How many degrees to spin?&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames to spin for.&lt;br /&gt;
&lt;br /&gt;
  Spin Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Revert Angle on Finish:&lt;br /&gt;
  - Upon finishing the spin, revert the angle back to 0.&lt;br /&gt;
&lt;br /&gt;
  Wait For Spin?:&lt;br /&gt;
  - Wait for spin to complete before performing next 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;
MOVE: Wait For Float&lt;br /&gt;
- Waits for floating to complete before performing next 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;
MOVE: Wait For Jump&lt;br /&gt;
- Waits for jumping to complete before performing next 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;
MOVE: Wait For Movement&lt;br /&gt;
- Waits for movement to complete before performing next 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;
MOVE: Wait For Opacity&lt;br /&gt;
- Waits for opacity changes to complete before performing next 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;
MOVE: Wait For Scale&lt;br /&gt;
- Waits for scaling to complete before performing next 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;
MOVE: Wait For Skew&lt;br /&gt;
- Waits for skewing to complete before performing next 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;
MOVE: Wait For Spin&lt;br /&gt;
- Waits for spinning to complete before performing next command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Action Sequence Projectiles Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Skew (Camera) ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ActSeqCamera_Skew.gif]]&lt;br /&gt;
&lt;br /&gt;
These action sequences allow you to have control over the camera skew.&lt;br /&gt;
Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SKEW: Change Skew&lt;br /&gt;
- Changes the camera skew.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
  Skew X:&lt;br /&gt;
  - Change the camera skew X to this value.&lt;br /&gt;
&lt;br /&gt;
  Skew Y:&lt;br /&gt;
  - Change the camera skew Y to this value.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames to change camera skew.&lt;br /&gt;
&lt;br /&gt;
  Skew Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Skew?:&lt;br /&gt;
  - Wait for skew changes to complete before performing next 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;
SKEW: Reset Skew&lt;br /&gt;
- Reset any skew settings.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames to reset camera skew.&lt;br /&gt;
&lt;br /&gt;
  Skew Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Skew?:&lt;br /&gt;
  - Wait for skew changes to complete before performing next 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;
SKEW: Wait For Skew&lt;br /&gt;
- Waits for skew changes to complete before performing next command.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Target ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreTargetActSeq.png]]&lt;br /&gt;
&lt;br /&gt;
If using a manual target by target Action Sequence, these commands will give&lt;br /&gt;
you full control over its usage.&lt;br /&gt;
&lt;br /&gt;
Refer to the image above for reference on how this works.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TARGET: Current Index&lt;br /&gt;
- Sets the current index to this value.&lt;br /&gt;
- Then decide to jump to a label (optional).&lt;br /&gt;
&lt;br /&gt;
  Set Index To:&lt;br /&gt;
  - Sets current targeting index to this value.&lt;br /&gt;
  - 0 is the starting index of a target group.&lt;br /&gt;
&lt;br /&gt;
  Jump To Label:&lt;br /&gt;
  - If a target is found after the index change, jump to this label in the&lt;br /&gt;
    Common 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;
TARGET: Next Target&lt;br /&gt;
- Moves index forward by 1 to select a new current target.&lt;br /&gt;
- Then decide to jump to a label (optional).&lt;br /&gt;
&lt;br /&gt;
  Jump To Label:&lt;br /&gt;
  - If a target is found after the index change, jump to this label in the&lt;br /&gt;
    Common 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;
TARGET: Previous Target&lt;br /&gt;
- Moves index backward by 1 to select a new current target.&lt;br /&gt;
- Then decide to jump to a label (optional).&lt;br /&gt;
&lt;br /&gt;
  Jump To Label:&lt;br /&gt;
  - If a target is found after the index change, jump to this label in the&lt;br /&gt;
    Common 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;
TARGET: Random Target&lt;br /&gt;
- Sets index randomly to determine new currernt target.&lt;br /&gt;
- Then decide to jump to a label (optional).&lt;br /&gt;
&lt;br /&gt;
  Force Random?:&lt;br /&gt;
  - Index cannot be its previous index amount after random.&lt;br /&gt;
&lt;br /&gt;
  Jump To Label:&lt;br /&gt;
  - If a target is found after the index change, jump to this label in the&lt;br /&gt;
    Common Event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Voice ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.131.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
VOICE: Common Line&lt;br /&gt;
- Plays a common voice line from target battler(s).&lt;br /&gt;
- Requires VisuMZ_3_BattleVoices!&lt;br /&gt;
&lt;br /&gt;
  Speaker Target(s):&lt;br /&gt;
  - Select unit(s) to play voice lines from.&lt;br /&gt;
&lt;br /&gt;
  Voice Line:&lt;br /&gt;
  - What voice line do you wish 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;
VOICE: Play Special Line&lt;br /&gt;
- Plays a special voice line from target battler(s).&lt;br /&gt;
- Requires VisuMZ_3_BattleVoices!&lt;br /&gt;
&lt;br /&gt;
  Speaker Target(s):&lt;br /&gt;
  - Select unit(s) to play voice lines from.&lt;br /&gt;
&lt;br /&gt;
  Voice Line Type:&lt;br /&gt;
  - What voice line type do you wish to play?&lt;br /&gt;
    - Action Name&lt;br /&gt;
    - Chant Line&lt;br /&gt;
    - Item Name&lt;br /&gt;
    - Skill Name&lt;br /&gt;
    - Spell Name&lt;br /&gt;
    - Unique Lines&lt;br /&gt;
&lt;br /&gt;
  Name / Letter:&lt;br /&gt;
  - What voice letter/name do you want to play?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Weapon ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_DualWield.gif]]&lt;br /&gt;
&lt;br /&gt;
Allows for finer control over Dual/Multi Wielding actors.&lt;br /&gt;
&lt;br /&gt;
Only works for Actors.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
WEAPON: Clear Weapon Slot&lt;br /&gt;
- Clears the active weapon slot (making others valid again).&lt;br /&gt;
- Only works for Actors.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to clear the active weapon slot for.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
WEAPON: Next Weapon Slot&lt;br /&gt;
- Goes to next active weapon slot (making others invalid).&lt;br /&gt;
- If next slot is weaponless, don't label jump.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to change the next active weapon slot for.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
WEAPON: Set Weapon Slot&lt;br /&gt;
- Sets the active weapon slot (making others invalid).&lt;br /&gt;
- Only works for Actors.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to change the active weapon slot for.&lt;br /&gt;
&lt;br /&gt;
  Weapon Slot ID:&lt;br /&gt;
  - Select weapon slot to make active (making others invalid).&lt;br /&gt;
  - Use 0 to clear and normalize. You may use JavaScript code.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Dual Wield Action Sequence Example ====&lt;br /&gt;
&lt;br /&gt;
Here is an example of how to set up a dual-wield action sequence, whiled&lt;br /&gt;
also checking the trait objects to make sure that no other weapons are&lt;br /&gt;
being involved:&lt;br /&gt;
&lt;br /&gt;
  ◆Plugin Command：VisuMZ_1_BattleCore, ACSET: Setup Action Set&lt;br /&gt;
                  Display Action = true&lt;br /&gt;
                  Immortal: On = true&lt;br /&gt;
                  Battle Step = true&lt;br /&gt;
                  Wait For Movement = true&lt;br /&gt;
                  Cast Animation = true&lt;br /&gt;
                  Wait For Animation = true&lt;br /&gt;
&lt;br /&gt;
  ◆Script：console.log('---Before Switching---')&lt;br /&gt;
          let user = BattleManager._subject;&lt;br /&gt;
          let result = user.traitObjects()&lt;br /&gt;
             .filter(obj =&amp;gt; DataManager.isWeapon(obj))&lt;br /&gt;
             .map(obj =&amp;gt; obj.id);&lt;br /&gt;
          console.log('Weapon IDs', result);&lt;br /&gt;
&lt;br /&gt;
  ◆Plugin Command：VisuMZ_1_BattleCore, WEAPON: Set Weapon Slot&lt;br /&gt;
                  Targets = [&amp;quot;user&amp;quot;]&lt;br /&gt;
                  Weapon Slot ID = 1&lt;br /&gt;
&lt;br /&gt;
  ◆Label：AttackLoop&lt;br /&gt;
&lt;br /&gt;
  ◆Script：console.log('---Slot Check---')&lt;br /&gt;
          let user = BattleManager._subject;&lt;br /&gt;
          let result = user.traitObjects()&lt;br /&gt;
             .filter(obj =&amp;gt; DataManager.isWeapon(obj))&lt;br /&gt;
             .map(obj =&amp;gt; obj.id);&lt;br /&gt;
          console.log('Weapon IDs', result);&lt;br /&gt;
&lt;br /&gt;
  ◆Plugin Command：VisuMZ_1_BattleCore, ACSET: All Targets Action Set&lt;br /&gt;
                  Dual/Multi Wield? = false&lt;br /&gt;
                  Perform Action = true&lt;br /&gt;
                  Wait Count = Sprite_Battler._motionSpeed&lt;br /&gt;
                  Action Animation = true&lt;br /&gt;
                  Wait For Animation = true&lt;br /&gt;
                  Action Effect = true&lt;br /&gt;
                  Immortal: Off = true&lt;br /&gt;
&lt;br /&gt;
  ◆Plugin Command：VisuMZ_1_BattleCore, WEAPON: Next Weapon Slot&lt;br /&gt;
                  Targets = [&amp;quot;user&amp;quot;]&lt;br /&gt;
                  Jump To Label = AttackLoop&lt;br /&gt;
&lt;br /&gt;
  ◆Label：LoopFinished&lt;br /&gt;
&lt;br /&gt;
  ◆Plugin Command：VisuMZ_1_BattleCore, WEAPON: Clear Weapon Slot&lt;br /&gt;
                  Targets = [&amp;quot;user&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
  ◆Script：console.log('---Slots Cleared---')&lt;br /&gt;
          let user = BattleManager._subject;&lt;br /&gt;
          let result = user.traitObjects()&lt;br /&gt;
             .filter(obj =&amp;gt; DataManager.isWeapon(obj))&lt;br /&gt;
             .map(obj =&amp;gt; obj.id);&lt;br /&gt;
          console.log('Weapon IDs', result);&lt;br /&gt;
&lt;br /&gt;
  ◆Plugin Command：VisuMZ_1_BattleCore, ACSET: Finish Action&lt;br /&gt;
                  Immortal: Off = true&lt;br /&gt;
                  Wait For New Line = true&lt;br /&gt;
                  Wait For Effects = true&lt;br /&gt;
                  Clear Battle Log = true&lt;br /&gt;
                  Home Reset = true&lt;br /&gt;
                  Wait For Movement = true&lt;br /&gt;
&lt;br /&gt;
If you want to make sure the weapon slots are only using those specific&lt;br /&gt;
weapons, include the console.log() script calls above. Otherwise, those&lt;br /&gt;
can be removed. They're only used as proof of weapon separation that can be&lt;br /&gt;
seen inside the game's Dev Tools window (press F8 to open Dev Tools, then&lt;br /&gt;
click &amp;quot;Console&amp;quot; for the console logs).&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Zoom (Camera) ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ActSeqCamera_Zoom.gif]]&lt;br /&gt;
&lt;br /&gt;
These Action Sequences are zoom-related.&lt;br /&gt;
Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ZOOM: Change Scale&lt;br /&gt;
- Changes the zoom scale.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
  Scale:&lt;br /&gt;
  - The zoom scale to change to.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames to reset battle zoom.&lt;br /&gt;
&lt;br /&gt;
  Zoom Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Zoom?&lt;br /&gt;
  - Wait for zoom changes to complete before performing next 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;
ZOOM: Reset Zoom&lt;br /&gt;
- Reset any zoom settings.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames to reset battle zoom.&lt;br /&gt;
&lt;br /&gt;
  Zoom Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Zoom?&lt;br /&gt;
  - Wait for zoom changes to complete before performing next 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;
ZOOM: Wait For Zoom&lt;br /&gt;
- Waits for zoom changes to complete before performing next command.&lt;br /&gt;
Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:Action_Sequences_MZ&amp;diff=17668</id>
		<title>Template:Action Sequences MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:Action_Sequences_MZ&amp;diff=17668"/>
		<updated>2026-05-08T12:42:23Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Action Sequences - Weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Display templates|template]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreActSeq.png]]&lt;br /&gt;
&lt;br /&gt;
Skills and items, when used in battle, have a pre-determined series of&lt;br /&gt;
actions to display to the player as a means of representing what's going on&lt;br /&gt;
with the action. For some game devs, this may not be enough and they would&lt;br /&gt;
like to get more involved with the actions themselves.&lt;br /&gt;
&lt;br /&gt;
Action Sequences, added through this plugin, enable this. To give a skill or&lt;br /&gt;
item a Custom Action Sequence, a couple of steps must be followed:&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCorePentaSlash.gif]]&lt;br /&gt;
&lt;br /&gt;
1. Insert the &amp;lt;Custom Action Sequence&amp;gt; notetag into the skill or item's notebox (or else this would not work as intended).&lt;br /&gt;
2. Give that skill/item a Common Event through the Effects box. The selected Common Event will contain all the Action Sequence data.&lt;br /&gt;
3. Create the Common Event with Action Sequence Plugin Commands and/or event commands to make the skill/item do what you want it to do.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
The Plugin Commands added through the Battle Core plugin focus entirely on&lt;br /&gt;
Action Sequences. However, despite the fact that they're made for skills and&lt;br /&gt;
items, some of these Action Sequence Plugin Commands can still be used for&lt;br /&gt;
regular Troop events and Common Events.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequence - Action Sets ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreActSeqSet.gif]]&lt;br /&gt;
&lt;br /&gt;
Action Sequence Action Sets are groups of commonly used&lt;br /&gt;
Action Sequence Commands put together for more efficient usage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ACSET: Setup Action Set&lt;br /&gt;
- The generic start to most actions.&lt;br /&gt;
&lt;br /&gt;
  Display Action:&lt;br /&gt;
  Immortal: On:&lt;br /&gt;
  Battle Step:&lt;br /&gt;
  Wait For Movement:&lt;br /&gt;
  Cast Animation:&lt;br /&gt;
  Wait For Animation:&lt;br /&gt;
  - Use this part of the action sequence?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ACSET: All Targets Action Set&lt;br /&gt;
- Affects all targets simultaneously performing the following.&lt;br /&gt;
&lt;br /&gt;
  Dual/Multi Wield?&lt;br /&gt;
  - Add times struck based on weapon quantity equipped?&lt;br /&gt;
&lt;br /&gt;
  Perform Action:&lt;br /&gt;
  Wait Count:&lt;br /&gt;
  Action Animation:&lt;br /&gt;
  Wait For Animation:&lt;br /&gt;
  Action Effect:&lt;br /&gt;
  Immortal: Off:&lt;br /&gt;
  - Use this part of the action sequence?&lt;br /&gt;
  - Insert values for the Wait Count(s).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ACSET: Each Target Action Set&lt;br /&gt;
- Goes through each target one by one to perform the following.&lt;br /&gt;
&lt;br /&gt;
  Dual/Multi Wield?&lt;br /&gt;
  - Add times struck based on weapon quantity equipped?&lt;br /&gt;
&lt;br /&gt;
  Perform Action:&lt;br /&gt;
  Wait Count:&lt;br /&gt;
  Action Animation:&lt;br /&gt;
  Wait Count:&lt;br /&gt;
  Action Effect:&lt;br /&gt;
  Immortal: Off:&lt;br /&gt;
  - Use this part of the action sequence?&lt;br /&gt;
  - Insert values for the Wait Count(s).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ACSET: Finish Action&lt;br /&gt;
- The generic ending to most actions.&lt;br /&gt;
&lt;br /&gt;
  Immortal: Off:&lt;br /&gt;
  Wait For New Line:&lt;br /&gt;
  Wait For Effects:&lt;br /&gt;
  Clear Battle Log:&lt;br /&gt;
  Home Reset:&lt;br /&gt;
  Wait For Movement:&lt;br /&gt;
  - Use this part of the action sequence?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Angle (Camera) ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ActSeqCamera_Angle.gif]]&lt;br /&gt;
&lt;br /&gt;
These action sequences allow you to have control over the camera angle.&lt;br /&gt;
Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ANGLE: Change Angle&lt;br /&gt;
- Changes the camera angle.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
  Angle:&lt;br /&gt;
  - Change the camera angle to this many degrees.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames to change camera angle.&lt;br /&gt;
&lt;br /&gt;
  Angle Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Angle?:&lt;br /&gt;
  - Wait for angle changes to complete before performing next 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;
ANGLE: Reset Angle&lt;br /&gt;
- Reset any angle settings.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames to reset camera angle.&lt;br /&gt;
&lt;br /&gt;
  Angle Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Angle?:&lt;br /&gt;
  - Wait for angle changes to complete before performing next 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;
ANGLE: Wait For Angle&lt;br /&gt;
- Waits for angle changes to complete before performing next command.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Animations ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreCastAni.gif]]&lt;br /&gt;
&lt;br /&gt;
These Action Sequences are related to the 'Animations' that can be found in&lt;br /&gt;
the Animations tab of the Database.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ANIM: Action Animation&lt;br /&gt;
- Plays the animation associated with the action.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the animation?&lt;br /&gt;
&lt;br /&gt;
  Wait For Animation?:&lt;br /&gt;
  - Wait for animation to complete before performing next 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;
ANIM: Attack Animation&lt;br /&gt;
- Plays the animation associated with the user's weapon.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the animation?&lt;br /&gt;
&lt;br /&gt;
  Wait For Animation?:&lt;br /&gt;
  - Wait for animation to complete before performing next 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;
ANIM: Attack Animation 2+&lt;br /&gt;
- Plays the animation associated with the user's other weapons.&lt;br /&gt;
- Plays nothing if there is no other weapon equipped.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  Slot:&lt;br /&gt;
  - Which weapon slot to get this data from?&lt;br /&gt;
  - Main-hand weapon is weapon slot 1.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the animation?&lt;br /&gt;
&lt;br /&gt;
  Wait For Animation?:&lt;br /&gt;
  - Wait for animation to complete before performing next command?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_Update132_Preview.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ANIM: Balloon Animation&lt;br /&gt;
- Plays a balloon animation on target(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  Balloon Type:&lt;br /&gt;
  - What kind of balloon should be played on target(s)?&lt;br /&gt;
&lt;br /&gt;
  Wait for Completion:&lt;br /&gt;
  - Wait for balloon animation completion before continuing?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ANIM: Balloon Icon (Single)&lt;br /&gt;
- Plays a balloon animation using an icon on target(s).&lt;br /&gt;
- Requires VisuMZ_4_IconBalloons!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  Icon Index:&lt;br /&gt;
  - Insert the ID of the icon to show.&lt;br /&gt;
  - Tip: Right click &amp;gt; Insert Icon Index&lt;br /&gt;
&lt;br /&gt;
  Wait for Completion:&lt;br /&gt;
  - Wait for balloon animation completion before continuing?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ANIM: Balloon Icon (Range)&lt;br /&gt;
- Plays a balloon animation an icon range on target(s).&lt;br /&gt;
- Requires VisuMZ_4_IconBalloons!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  Starting Icon Index:&lt;br /&gt;
  - Insert the ID of the icon to show.&lt;br /&gt;
  - Tip: Right click &amp;gt; Insert Icon Index&lt;br /&gt;
&lt;br /&gt;
  Ending Icon Index:&lt;br /&gt;
  - Insert the ID of the icon to show.&lt;br /&gt;
  - Tip: Right click &amp;gt; Insert Icon Index&lt;br /&gt;
&lt;br /&gt;
  Wait for Completion:&lt;br /&gt;
  - Wait for balloon animation completion before continuing?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ANIM: Balloon Icon (Specific)&lt;br /&gt;
- Plays a balloon animation with specific icons on target(s).&lt;br /&gt;
- Requires VisuMZ_4_IconBalloons!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  Icons:&lt;br /&gt;
  - Insert the ID(s) of the icon to show.&lt;br /&gt;
  - Tip: Right click &amp;gt; Insert Icon Index&lt;br /&gt;
&lt;br /&gt;
  Wait for Completion:&lt;br /&gt;
  - Wait for balloon animation completion before continuing?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ANIM: Cast Animation&lt;br /&gt;
- Plays the cast animation associated with the action.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the animation?&lt;br /&gt;
&lt;br /&gt;
  Wait For Animation?:&lt;br /&gt;
  - Wait for animation to complete before performing next 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;
ANIM: Change Battle Portrait&lt;br /&gt;
- Changes the battle portrait of the actor (if it's an actor).&lt;br /&gt;
- Can be used outside of battle/action sequences.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
  - Valid units can only be actors.&lt;br /&gt;
&lt;br /&gt;
  Filename:&lt;br /&gt;
  - Select the file to change the actor's portrait 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;
ANIM: Change Battle Portrait (JS)&lt;br /&gt;
- Changes the battle portrait of the actor through JavaScript.&lt;br /&gt;
- Can be used outside of battle/action sequences.&lt;br /&gt;
&lt;br /&gt;
  JS: Actor ID:&lt;br /&gt;
  - Enter which Actor ID to affect.&lt;br /&gt;
  - Uses JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  JS: Filename:&lt;br /&gt;
  - Enter the filename you wish to use.&lt;br /&gt;
  - Uses JavaScript code.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ANIM: Guard Animation&lt;br /&gt;
- Plays the animation associated with the user's guard action (if any).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the animation?&lt;br /&gt;
&lt;br /&gt;
  Wait For Animation?:&lt;br /&gt;
  - Wait for animation to complete before performing next 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;
ANIM: Item Animation&lt;br /&gt;
- Plays the animation associated with a specific item.&lt;br /&gt;
&lt;br /&gt;
  Item ID:&lt;br /&gt;
  - Which item ID will the animation come from?&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the animation?&lt;br /&gt;
&lt;br /&gt;
  Wait For Animation?:&lt;br /&gt;
  - Wait for animation to complete before performing next command?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:CoreEngine_PointAni.gif]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ANIM: Play at Coordinate&lt;br /&gt;
- Plays an animation on the screen at a specific x, y coordinate.&lt;br /&gt;
- Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
  Animation ID:&lt;br /&gt;
  - Plays this animation.&lt;br /&gt;
&lt;br /&gt;
  Coordinates:&lt;br /&gt;
&lt;br /&gt;
    X:&lt;br /&gt;
    Y:&lt;br /&gt;
    - X/Y coordinate used for the animation.&lt;br /&gt;
      You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation?:&lt;br /&gt;
  - Mirror the animation?&lt;br /&gt;
&lt;br /&gt;
  Mute Animation?:&lt;br /&gt;
  - Mute the animation?&lt;br /&gt;
&lt;br /&gt;
  Wait for Completion?:&lt;br /&gt;
  - Wait the animation to finish before continuing?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ANIM: Show Animation&lt;br /&gt;
- Plays the a specific animation on unit(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  Animation ID:&lt;br /&gt;
  - Select which animation to play on unit(s).&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the animation?&lt;br /&gt;
&lt;br /&gt;
  Wait For Animation?:&lt;br /&gt;
  - Wait for animation to complete before performing next 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;
ANIM: Show Animation JS&lt;br /&gt;
- Plays the a specific animation on unit(s).&lt;br /&gt;
- Uses JavaScript to determine animation ID.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  JS: Animation ID:&lt;br /&gt;
  - Select which animation to play on unit(s).&lt;br /&gt;
  - Uses JavaScript to determine animation ID.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the animation?&lt;br /&gt;
&lt;br /&gt;
  Wait For Animation?:&lt;br /&gt;
  - Wait for animation to complete before performing next 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;
ANIM: Skill Animation&lt;br /&gt;
- Plays the animation associated with a specific skill.&lt;br /&gt;
&lt;br /&gt;
  Skill ID:&lt;br /&gt;
  - Which skill ID will the animation come from?&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to play the animation on.&lt;br /&gt;
&lt;br /&gt;
  Mirror Animation:&lt;br /&gt;
  - Mirror the animation?&lt;br /&gt;
&lt;br /&gt;
  Wait For Animation?:&lt;br /&gt;
  - Wait for animation to complete before performing next 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;
ANIM: Wait For Animation&lt;br /&gt;
- Causes the interpreter to wait for any animation(s) to finish.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Battle Log ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreBattleLog.png]]&lt;br /&gt;
&lt;br /&gt;
These Action Sequences are related to the Battle Log Window, the window&lt;br /&gt;
found at the top of the battle screen.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BTLOG: Add Text&lt;br /&gt;
- Adds a new line of text into the Battle Log.&lt;br /&gt;
&lt;br /&gt;
  Text:&lt;br /&gt;
  - Add this text into the Battle Log.&lt;br /&gt;
  - Text codes allowed.&lt;br /&gt;
&lt;br /&gt;
  Copy to Combat Log?:&lt;br /&gt;
  - Copies text to the Combat Log.&lt;br /&gt;
  - Requires VisuMZ_4_CombatLog&lt;br /&gt;
&lt;br /&gt;
    Combat Log Icon:&lt;br /&gt;
    - What icon would you like to bind to this entry?&lt;br /&gt;
    - Requires VisuMZ_4_CombatLog&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BTLOG: Clear Battle Log&lt;br /&gt;
- Clears all the text in the Battle Log.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BTLOG: Display Action&lt;br /&gt;
- plays the current action in the Battle Log.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BTLOG: Pop Base Line&lt;br /&gt;
- Removes the Battle Log's last added base line and  all text up to its&lt;br /&gt;
  former 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;
BTLOG: Push Base Line&lt;br /&gt;
- Adds a new base line to where the Battle Log currently is at.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BTLOG: Refresh Battle Log&lt;br /&gt;
- Refreshes the Battle Log.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BTLOG: UI Show/Hide&lt;br /&gt;
- Shows or hides the Battle UI (including the Battle Log).&lt;br /&gt;
&lt;br /&gt;
  Show/Hide?:&lt;br /&gt;
  - Shows/hides the Battle UI.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BTLOG: Wait For Battle Log&lt;br /&gt;
- Causes the interpreter to wait for the Battle Log to finish.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BTLOG: Wait For New Line&lt;br /&gt;
- Causes the interpreter to wait for a new line in the Battle Log.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Camera ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ActSeqCamera_Pan.gif]]&lt;br /&gt;
&lt;br /&gt;
These Action Sequences are battle camera-related.&lt;br /&gt;
Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CAMERA: Clamp ON/OFF&lt;br /&gt;
- Turns battle camera clamping on/off.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
  Setting:&lt;br /&gt;
  - Turns camera clamping on/off.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CAMERA: Focus Point&lt;br /&gt;
- Focus the battle camera on a certain point in the screen.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
  X Coordinate:&lt;br /&gt;
  - Insert the point to focus the camera on.&lt;br /&gt;
  - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Y Coordinate:&lt;br /&gt;
  - Insert the point to focus the camera on.&lt;br /&gt;
  - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for camera focus change.&lt;br /&gt;
&lt;br /&gt;
  Camera Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Camera?&lt;br /&gt;
  - Wait for camera changes to complete before performing next 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;
CAMERA: Focus Target(s)&lt;br /&gt;
- Focus the battle camera on certain battler target(s).&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to focus the battle camera on.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for camera focus change.&lt;br /&gt;
&lt;br /&gt;
  Camera Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Camera?&lt;br /&gt;
  - Wait for camera changes to complete before performing next 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;
CAMERA: Offset&lt;br /&gt;
- Offset the battle camera from the focus target.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - How much to offset the camera X by.&lt;br /&gt;
  - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - How much to offset the camera Y by.&lt;br /&gt;
  - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for offset change.&lt;br /&gt;
&lt;br /&gt;
  Camera Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Camera?&lt;br /&gt;
  - Wait for camera changes to complete before performing next 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;
CAMERA: Reset&lt;br /&gt;
- Reset the battle camera settings.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
  Reset Focus?:&lt;br /&gt;
  - Reset the focus point?&lt;br /&gt;
&lt;br /&gt;
  Reset Offset?:&lt;br /&gt;
  - Reset the camera offset?&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for reset change.&lt;br /&gt;
&lt;br /&gt;
  Camera Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Camera?&lt;br /&gt;
  - Wait for camera changes to complete before performing next command?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
CAMERA: Wait For Camera&lt;br /&gt;
- Waits for camera changes to complete before performing next command.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Dragonbones ===&lt;br /&gt;
&lt;br /&gt;
[[File:DragonbonesBattler.gif]]&lt;br /&gt;
&lt;br /&gt;
These Action Sequences are Dragonbones-related.&lt;br /&gt;
Requires VisuMZ_2_DragonbonesUnion!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DB: Dragonbones Animation&lt;br /&gt;
- Causes the unit(s) to play a Dragonbones motion animation.&lt;br /&gt;
- Requires VisuMZ_2_DragonbonesUnion!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to perform a motion animation.&lt;br /&gt;
&lt;br /&gt;
  Motion Animation:&lt;br /&gt;
  - What is the name of the Dragonbones motion animation you wish 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;
DB: Dragonbones Time Scale&lt;br /&gt;
- Causes the unit(s) to change their Dragonbones time scale.&lt;br /&gt;
- Requires VisuMZ_2_DragonbonesUnion!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to perform a motion animation.&lt;br /&gt;
&lt;br /&gt;
  Time Scale:&lt;br /&gt;
  - Change the value of the Dragonbones time scale to this.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Elements ===&lt;br /&gt;
&lt;br /&gt;
[[File:Elements.png]]&lt;br /&gt;
&lt;br /&gt;
These Action Sequences can change up the element(s) used for the action's&lt;br /&gt;
damage calculation midway through an action.&lt;br /&gt;
&lt;br /&gt;
They also require the VisuMZ_1_ElementStatusCore plugin to be present in&lt;br /&gt;
order for them to work.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ELE: Add Elements&lt;br /&gt;
- Adds element(s) to be used when calculating damage.&lt;br /&gt;
- Requires VisuMZ_1_ElementStatusCore!&lt;br /&gt;
&lt;br /&gt;
  Elements:&lt;br /&gt;
  - Select which element ID to add onto the action.&lt;br /&gt;
  - Insert multiple element ID's to add multiple 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;
ELE: Clear Element Changes&lt;br /&gt;
- Clears all element changes made through Action Sequences.&lt;br /&gt;
- Requires VisuMZ_1_ElementStatusCore!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ELE: Force Elements&lt;br /&gt;
- Forces only specific element(s) when calculating damage.&lt;br /&gt;
- Requires VisuMZ_1_ElementStatusCore!&lt;br /&gt;
&lt;br /&gt;
  Elements:&lt;br /&gt;
  - Select which element ID to force in the action.&lt;br /&gt;
  - Insert multiple element ID's to force multiple 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;
ELE: Null Element&lt;br /&gt;
- Forces no element to be used when calculating damage.&lt;br /&gt;
- Requires VisuMZ_1_ElementStatusCore!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Grid ===&lt;br /&gt;
&lt;br /&gt;
These Action Sequences are Battle Grid System-related.&lt;br /&gt;
Requires VisuMZ_2_BattleGridSystem!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Battle Grid System Action Sequences}}&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Horror Effects ===&lt;br /&gt;
&lt;br /&gt;
[[File:HorrorEffects_Battle.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:HorrorEffects_BattleParty.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:HorrorEffects_BattleEnemy.gif]]&lt;br /&gt;
&lt;br /&gt;
These Action Sequences are Horror Effects-related.&lt;br /&gt;
&lt;br /&gt;
Requires VisuMZ_2_HorrorEffects!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
HORROR: Clear All Filters&lt;br /&gt;
- Clear all Horror Effects filters on the target battler(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to remove Horror Effects for.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
HORROR: Glitch Create&lt;br /&gt;
- Creates the glitch effect on the target battler(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to create the Horror Effect for.&lt;br /&gt;
&lt;br /&gt;
  Glitch Slices:&lt;br /&gt;
  - Glitch slices to be used with the target.&lt;br /&gt;
&lt;br /&gt;
  Glitch Offset:&lt;br /&gt;
  - Default offset value.&lt;br /&gt;
&lt;br /&gt;
  Glitch Animated?:&lt;br /&gt;
  - Animate the glitch effect?&lt;br /&gt;
&lt;br /&gt;
  Glitch Frequency:&lt;br /&gt;
  - If animated, how frequent to make the glitch effect?&lt;br /&gt;
  - Lower = often     Higher = rarer&lt;br /&gt;
&lt;br /&gt;
  Glitch Strength:&lt;br /&gt;
  - If animated, how strong is the glitch effect?&lt;br /&gt;
  - Lower = weaker     Higher = stronger&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
HORROR: Glitch Remove&lt;br /&gt;
- Removes the glitch effect on the target battler(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to remove the Horror Effect for.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
HORROR: Noise Create&lt;br /&gt;
- Creates the noise effect on the target battler(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to create the Horror Effect for.&lt;br /&gt;
&lt;br /&gt;
  Noise Rate:&lt;br /&gt;
  - Noise rate to be used with the target.&lt;br /&gt;
&lt;br /&gt;
  Noise Animated:&lt;br /&gt;
  - Animate the noise for the target?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
HORROR: Noise Remove&lt;br /&gt;
- Removes the noise effect on the target battler(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to remove the Horror Effect for.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
HORROR: TV Create&lt;br /&gt;
- Creates the TV effect on the target battler(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to create the Horror Effect for.&lt;br /&gt;
&lt;br /&gt;
  TV Line Thickness:&lt;br /&gt;
  - Default TV line thickness&lt;br /&gt;
  - Lower = thinner     Higher = thicker&lt;br /&gt;
&lt;br /&gt;
  TV Corner Size:&lt;br /&gt;
  - Default TV line corner size&lt;br /&gt;
  - Lower = smaller     Higher = bigger&lt;br /&gt;
&lt;br /&gt;
  TV Animated:&lt;br /&gt;
  - Animate the TV?&lt;br /&gt;
&lt;br /&gt;
  TV Speed:&lt;br /&gt;
  - Speed used to animate the TV if animated&lt;br /&gt;
  - Lower = slower     Higher = faster&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
HORROR: TV Remove&lt;br /&gt;
- Removes the TV effect on the target battler(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to remove the Horror Effect for.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Action Sequence Impact Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Mechanics ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreDmgPopups.png|400px]]&lt;br /&gt;
&lt;br /&gt;
These Action Sequences are related to various mechanics related to the&lt;br /&gt;
battle system.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Action Effect&lt;br /&gt;
- Causes the unit(s) to take damage/healing from action and incurs any&lt;br /&gt;
  changes made such as buffs and states.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to receive the current action's 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;
MECH: Active Chain Input Disable&lt;br /&gt;
- Disables input for Active Chain Skills at this time.&lt;br /&gt;
- Requires VisuMZ_3_ActiveChainSkills!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Add Buff/Debuff&lt;br /&gt;
- Adds buff(s)/debuff(s) to unit(s).&lt;br /&gt;
- Determine which parameters are affected and their durations.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to receive the buff(s) and/or debuff(s).&lt;br /&gt;
&lt;br /&gt;
  Buff Parameters:&lt;br /&gt;
  - Select which parameter(s) to buff.&lt;br /&gt;
  - Insert a parameter multiple times to raise its stacks.&lt;br /&gt;
&lt;br /&gt;
  Debuff Parameters:&lt;br /&gt;
  - Select which parameter(s) to debuff.&lt;br /&gt;
  - Insert a parameter multiple times to raise its stacks.&lt;br /&gt;
&lt;br /&gt;
  Turns:&lt;br /&gt;
  - Number of turns to set the parameter(s) buffs to.&lt;br /&gt;
  - You may use JavaScript code.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Add State&lt;br /&gt;
- Adds state(s) to unit(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to receive the buff(s).&lt;br /&gt;
&lt;br /&gt;
  States:&lt;br /&gt;
  - Select which state ID(s) to add to unit(s).&lt;br /&gt;
  - Insert multiple state ID's to add multiple 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;
MECH: Analyze Weakness&lt;br /&gt;
- Reveal elemental weakness(es) from target(s).&lt;br /&gt;
- Requires VisuMZ_3_WeaknessDisplay!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to reveal elemental weaknesses for.&lt;br /&gt;
&lt;br /&gt;
  Reveal:&lt;br /&gt;
  - How many elemental weaknesses do you wish to reveal?&lt;br /&gt;
  - You may use JavaScript code.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Armor Penetration&lt;br /&gt;
- Adds an extra layer of defensive penetration/reduction.&lt;br /&gt;
- You may use JavaScript code for any of these.&lt;br /&gt;
&lt;br /&gt;
  Armor/Magic Penetration:&lt;br /&gt;
&lt;br /&gt;
    Rate:&lt;br /&gt;
    - Penetrates an extra multiplier of armor by this value.&lt;br /&gt;
&lt;br /&gt;
    Flat:&lt;br /&gt;
    - Penetrates a flat amount of armor by this value.&lt;br /&gt;
&lt;br /&gt;
  Armor/Magic Reduction:&lt;br /&gt;
&lt;br /&gt;
    Rate:&lt;br /&gt;
    - Reduces an extra multiplier of armor by this value.&lt;br /&gt;
&lt;br /&gt;
    Flat:&lt;br /&gt;
    - Reduces a flat amount of armor by this 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;
MECH: ATB Gauge&lt;br /&gt;
- Alters the ATB/TPB Gauges.&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemATB!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to alter the ATB/TPB Gauges for.&lt;br /&gt;
&lt;br /&gt;
  Charging:&lt;br /&gt;
&lt;br /&gt;
    Charge Rate:&lt;br /&gt;
    - Changes made to the ATB Gauge if it is currently charging.&lt;br /&gt;
&lt;br /&gt;
  Casting:&lt;br /&gt;
&lt;br /&gt;
    Cast Rate:&lt;br /&gt;
    - Changes made to the ATB Gauge if it is currently casting.&lt;br /&gt;
&lt;br /&gt;
    Interrupt?:&lt;br /&gt;
    - Interrupt the ATB Gauge if it is currently casting?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Boost Points Change&lt;br /&gt;
- Changes Boost Points for target(s).&lt;br /&gt;
- Requires VisuMZ_3_BoostAction!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to alter the Boost Points for.&lt;br /&gt;
&lt;br /&gt;
  Alter Boost Points By:&lt;br /&gt;
  - Alters the unit(s) Boost Points.&lt;br /&gt;
  - Positive for gaining points. Negative for losing points.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Boost Store Data&lt;br /&gt;
- Stores the number of Boosts used this action inside a variable.&lt;br /&gt;
- Requires VisuMZ_3_BoostAction!&lt;br /&gt;
&lt;br /&gt;
  Variable ID:&lt;br /&gt;
  - Which variable do you want to store the data inside?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Break Shield Change&lt;br /&gt;
- Changes Break Shields for target(s) if not Break Stunned.&lt;br /&gt;
- Requires VisuMZ_4_BreakShields!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to alter the Break Shields for.&lt;br /&gt;
&lt;br /&gt;
  Alter Break Shields By:&lt;br /&gt;
  - Alters the unit(s) Break Shields.&lt;br /&gt;
  - Positive for gaining shields. Negative for losing shields.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Break Shield Reset&lt;br /&gt;
- Resets Break Shields for target(s) if not Break Stunned.&lt;br /&gt;
- Requires VisuMZ_4_BreakShields!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to reset the Break Shields for.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: BTB Brave Points&lt;br /&gt;
- Alters the target(s) Brave Points to an exact value.&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemBTB!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to alter the ATB/TPB Gauges for.&lt;br /&gt;
&lt;br /&gt;
  Alter Brave Points By:&lt;br /&gt;
  - Alters the target(s) Brave Points.&lt;br /&gt;
  - Positive for gaining BP.&lt;br /&gt;
  - Negative for losing BP.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Collapse&lt;br /&gt;
- Causes the unit(s) to perform its collapse animation if the unit(s)&lt;br /&gt;
  has died.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to process a death collapse.&lt;br /&gt;
&lt;br /&gt;
  Force Death:&lt;br /&gt;
  - Force death even if the unit has not reached 0 HP?&lt;br /&gt;
  - This will remove immortality.&lt;br /&gt;
&lt;br /&gt;
  Wait For Effect?:&lt;br /&gt;
  - Wait for the collapse effect to complete before performing next 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;
MECH: CTB Order&lt;br /&gt;
- Alters the CTB Turn Order.&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemCTB!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to alter the CTB Turn Order for.&lt;br /&gt;
&lt;br /&gt;
  Change Order By:&lt;br /&gt;
  - Changes turn order for target(s) by this amount.&lt;br /&gt;
  - Positive increases wait. Negative decreases wait.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: CTB Speed&lt;br /&gt;
- Alters the CTB Speed.&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemCTB!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to alter the CTB Speed for.&lt;br /&gt;
&lt;br /&gt;
  Charge Rate:&lt;br /&gt;
  - Changes made to the CTB Speed if it is currently charging.&lt;br /&gt;
&lt;br /&gt;
  Cast Rate:&lt;br /&gt;
  - Changes made to the CTB Speed if it is currently casting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Custom Damage Formula&lt;br /&gt;
- Changes the current action's damage formula to custom.&lt;br /&gt;
- This will assume the MANUAL damage style.&lt;br /&gt;
&lt;br /&gt;
  Formula:&lt;br /&gt;
  - Changes the current action's damage formula to custom.&lt;br /&gt;
  - Use 'default' to revert the damage formula.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Damage Popup&lt;br /&gt;
- Causes the unit(s) to display the current state of damage received&lt;br /&gt;
  or healed.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to prompt a damage popup.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Emulate Attack Effect&lt;br /&gt;
- Emulate an &amp;quot;Action Effect&amp;quot; but using a the user's attack skill instead of&lt;br /&gt;
  the current action.&lt;br /&gt;
- Essentially lets you perform the mechanics of another action without&lt;br /&gt;
  having to use another action or needing to pay that action's costs.&lt;br /&gt;
&lt;br /&gt;
  User(s):&lt;br /&gt;
  - Select unit(s) to perform the action's effects.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to receive the current action's 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;
MECH: Emulate Guard Effect&lt;br /&gt;
- Emulate an &amp;quot;Action Effect&amp;quot; but using a the user's guard skill instead of&lt;br /&gt;
  the current action.&lt;br /&gt;
- Essentially lets you perform the mechanics of another action without&lt;br /&gt;
  having to use another action or needing to pay that action's costs.&lt;br /&gt;
&lt;br /&gt;
  User(s):&lt;br /&gt;
  - Select unit(s) to perform the action's effects.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to receive the current action's 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;
MECH: Emulate Item Effect&lt;br /&gt;
- Emulate an &amp;quot;Action Effect&amp;quot; but using a specific item instead of the&lt;br /&gt;
  current action.&lt;br /&gt;
- Essentially lets you perform the mechanics of another action without&lt;br /&gt;
  having to use another action or needing to pay that action's costs.&lt;br /&gt;
&lt;br /&gt;
  Item ID:&lt;br /&gt;
  - Which item ID will be emulated?&lt;br /&gt;
&lt;br /&gt;
  User(s):&lt;br /&gt;
  - Select unit(s) to perform the action's effects.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to receive the current action's 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;
MECH: Emulate Skill Cost&lt;br /&gt;
- Pick a skill for target(s) to emulate paying the cost of.&lt;br /&gt;
- Lets you cause characters to perform paying the costs of a specific skill&lt;br /&gt;
  without needing to actually use them.&lt;br /&gt;
- This will include Skill Cooldowns and Limited Skill Uses.&lt;br /&gt;
&lt;br /&gt;
  Skill ID:&lt;br /&gt;
  - Which skill ID will have its cost paid for?&lt;br /&gt;
  - Use 0 for current action's skill.&lt;br /&gt;
&lt;br /&gt;
  User(s):&lt;br /&gt;
  - Select unit(s) to perform the action's 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;
MECH: Emulate Skill Effect&lt;br /&gt;
- Emulate an &amp;quot;Action Effect&amp;quot; but using a specific skill instead of the&lt;br /&gt;
  current action.&lt;br /&gt;
- Essentially lets you perform the mechanics of another action without&lt;br /&gt;
  having to use another action or needing to pay that action's costs.&lt;br /&gt;
&lt;br /&gt;
  Skill ID:&lt;br /&gt;
  - Which skill ID will be emulated?&lt;br /&gt;
&lt;br /&gt;
  User(s):&lt;br /&gt;
  - Select unit(s) to perform the action's effects.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to receive the current action's 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;
MECH: Enemy Escape&lt;br /&gt;
- Causes the enemy unit(s) to escape.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to escape.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Dead Label Jump&lt;br /&gt;
- If the active battler is dead, jump to a specific label in the&lt;br /&gt;
  common event.&lt;br /&gt;
&lt;br /&gt;
  Jump To Label:&lt;br /&gt;
  - If the active battler is dead, jump to this specific label in the&lt;br /&gt;
    common 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;
MECH: ETB Energy Count&lt;br /&gt;
- Alters the subject team's available Energy Count.&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemETB!&lt;br /&gt;
&lt;br /&gt;
  Energy Count:&lt;br /&gt;
  - Alters the subject team's available Energy Count.&lt;br /&gt;
  - Positive for gaining energy. Negative for losing energy.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: FTB Action Count&lt;br /&gt;
- Alters the subject team's available Action Count.&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemFTB!&lt;br /&gt;
&lt;br /&gt;
  Action Count:&lt;br /&gt;
  - Alters the subject team's available Action Count.&lt;br /&gt;
  - Positive for gaining actions. Negative for losing actions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: HP, MP, TP&lt;br /&gt;
- Alters the HP, MP, and TP values for unit(s).&lt;br /&gt;
- Positive values for healing. Negative values for damage.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to receive the current action's effects.&lt;br /&gt;
&lt;br /&gt;
  HP, MP, TP:&lt;br /&gt;
&lt;br /&gt;
    Rate:&lt;br /&gt;
    - Changes made to the parameter based on rate.&lt;br /&gt;
    - Positive values for healing. Negative values for damage.&lt;br /&gt;
&lt;br /&gt;
    Flat:&lt;br /&gt;
    - Flat changes made to the parameter.&lt;br /&gt;
    - Positive values for healing. Negative values for damage.&lt;br /&gt;
&lt;br /&gt;
  Damage Popup?:&lt;br /&gt;
  - Display a damage popup after?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Immortal&lt;br /&gt;
- Changes the immortal flag of targets. If immortal flag is removed and a&lt;br /&gt;
  unit would die, collapse that unit.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Alter the immortal flag of these groups. If immortal flag is removed and&lt;br /&gt;
    a unit would die, collapse that unit.&lt;br /&gt;
&lt;br /&gt;
  Immortal:&lt;br /&gt;
  - Turn immortal flag for unit(s) on/off?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Multipliers&lt;br /&gt;
- Changes the multipliers for the current action.&lt;br /&gt;
- You may use JavaScript code for any of these.&lt;br /&gt;
&lt;br /&gt;
  Critical Hit%:&lt;br /&gt;
&lt;br /&gt;
    Rate:&lt;br /&gt;
    - Affects chance to land a critical hit by this multiplier.&lt;br /&gt;
&lt;br /&gt;
    Flat:&lt;br /&gt;
    - Affects chance to land a critical hit by this flat bonus.&lt;br /&gt;
&lt;br /&gt;
  Critical Damage&lt;br /&gt;
&lt;br /&gt;
    Rate:&lt;br /&gt;
    - Affects critical damage by this multiplier.&lt;br /&gt;
&lt;br /&gt;
    Flat:&lt;br /&gt;
    - Affects critical damage by this flat bonus.&lt;br /&gt;
&lt;br /&gt;
  Damage/Healing&lt;br /&gt;
&lt;br /&gt;
    Rate:&lt;br /&gt;
    - Sets the damage/healing multiplier for current action.&lt;br /&gt;
&lt;br /&gt;
    Flat:&lt;br /&gt;
    - Sets the damage/healing bonus for current action.&lt;br /&gt;
&lt;br /&gt;
  Hit Rate&lt;br /&gt;
&lt;br /&gt;
    Rate:&lt;br /&gt;
    - Affects chance to connect attack by this multiplier.&lt;br /&gt;
&lt;br /&gt;
    Flat:&lt;br /&gt;
    - Affects chance to connect attack by this flat bonus.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Once Parallel&lt;br /&gt;
- Plays a Common Event parallel to the battle event once without repeating&lt;br /&gt;
  itself when done.&lt;br /&gt;
&lt;br /&gt;
  Common Event ID:&lt;br /&gt;
  - The ID of the parallel Common Event to play.&lt;br /&gt;
  - Does NOT repeat itself when finished.&lt;br /&gt;
  - When exiting battle scene, all Once Parallels are cleared.&lt;br /&gt;
  - Once Parallels are not retained upon reentering the scene.&lt;br /&gt;
  - Once Parallels are not stored in memory and cannot be saved.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: OTB Order&lt;br /&gt;
- Alters the OTB Turn Order. Best used with single targets.&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemOTB!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to alter the OTB Turn Order for.&lt;br /&gt;
&lt;br /&gt;
  Current Turn By:&lt;br /&gt;
  - Changes turn order for target(s) by this amount.&lt;br /&gt;
  - Positive increases wait. Negative decreases wait.&lt;br /&gt;
&lt;br /&gt;
  Next Turn By:&lt;br /&gt;
  - Changes turn order for target(s) by this amount.&lt;br /&gt;
  - Positive increases wait. Negative decreases wait.&lt;br /&gt;
&lt;br /&gt;
  Follow Turn By:&lt;br /&gt;
  - Changes turn order for target(s) by this amount.&lt;br /&gt;
  - Positive increases wait. Negative decreases wait.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: PTB Alter Cost&lt;br /&gt;
- Alters the action's cost settings.&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemPTB!&lt;br /&gt;
&lt;br /&gt;
  Override?:&lt;br /&gt;
  - Overrides any 'permanent' settings for Changeability?&lt;br /&gt;
&lt;br /&gt;
  Alter Changeability:&lt;br /&gt;
  - Allow the cost type and value to be changeable?&lt;br /&gt;
&lt;br /&gt;
  Alter Cost Type:&lt;br /&gt;
  - Change the cost type to this scenario.&lt;br /&gt;
  - Use 'Unchanged' for no changes.&lt;br /&gt;
&lt;br /&gt;
  Alter Cost Value:&lt;br /&gt;
  - What is the default action cost for this scenario?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: PTB Conversion&lt;br /&gt;
- Converts full actions into half actions.&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemPTB!&lt;br /&gt;
&lt;br /&gt;
  Conversion Count:&lt;br /&gt;
  - Converts full actions into half actions.&lt;br /&gt;
  - If not enough, consume half actions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: PTB Full/Half Action(s)&lt;br /&gt;
- Alters the subject team's available Full/Half Actions.&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemPTB!&lt;br /&gt;
&lt;br /&gt;
  Full Actions:&lt;br /&gt;
  - Alters the subject team's available Full Actions.&lt;br /&gt;
  - Positive for gaining. Negative for losing.&lt;br /&gt;
&lt;br /&gt;
  Half Actions:&lt;br /&gt;
  - Alters the subject team's available Half Actions.&lt;br /&gt;
  - Positive for gaining. Negative for losing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Remove Buff/Debuff&lt;br /&gt;
- Removes buff(s)/debuff(s) from unit(s).&lt;br /&gt;
- Determine which parameters are removed.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to have the buff(s) and/or debuff(s) removed.&lt;br /&gt;
&lt;br /&gt;
  Buff Parameters:&lt;br /&gt;
  - Select which buffed parameter(s) to remove.&lt;br /&gt;
&lt;br /&gt;
  Debuff Parameters:&lt;br /&gt;
  - Select which debuffed parameter(s) to remove.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Remove State&lt;br /&gt;
- Remove state(s) from unit(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to have states removed from.&lt;br /&gt;
&lt;br /&gt;
  States:&lt;br /&gt;
  - Select which state ID(s) to remove from unit(s).&lt;br /&gt;
  - Insert multiple state ID's to remove multiple 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;
MECH: State Turns Change By&lt;br /&gt;
- Changes target(s) state turns by an amount.&lt;br /&gt;
- Requires VisuMZ_1_SkillsStatesCore!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to affect state turns for.&lt;br /&gt;
&lt;br /&gt;
  State ID:&lt;br /&gt;
  - What is the ID of the state you wish to change turns for?&lt;br /&gt;
  - Only works on states that can have turns.&lt;br /&gt;
&lt;br /&gt;
  Change Turns By:&lt;br /&gt;
  - How many turns should the state be changed to?&lt;br /&gt;
  - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Auto-Add State?:&lt;br /&gt;
  - Automatically adds state if actor(s) does not have it applied?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: State Turns Change To&lt;br /&gt;
- Changes target(s) state turns to a specific value.&lt;br /&gt;
- Requires VisuMZ_1_SkillsStatesCore!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to affect state turns for.&lt;br /&gt;
&lt;br /&gt;
  State ID:&lt;br /&gt;
  - What is the ID of the state you wish to change turns for?&lt;br /&gt;
  - Only works on states that can have turns.&lt;br /&gt;
&lt;br /&gt;
  Change Turns To:&lt;br /&gt;
  - How many turns should the state be changed to?&lt;br /&gt;
  - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Auto-Add State?:&lt;br /&gt;
  - Automatically adds state if target(s) does not have it applied?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: STB Exploit Effect&lt;br /&gt;
- Utilize the STB Exploitation mechanics!&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemSTB!&lt;br /&gt;
&lt;br /&gt;
  Target(s) Exploited?:&lt;br /&gt;
  - Exploit the below targets?&lt;br /&gt;
&lt;br /&gt;
    Targets:&lt;br /&gt;
    - Select unit(s) to become exploited.&lt;br /&gt;
&lt;br /&gt;
    Force Exploitation:&lt;br /&gt;
    - Force the exploited status?&lt;br /&gt;
&lt;br /&gt;
  User Exploiter?:&lt;br /&gt;
  - Allow the user to become the exploiter?&lt;br /&gt;
&lt;br /&gt;
    Force Exploitation:&lt;br /&gt;
    - Force the exploiter status?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: STB Extra Action&lt;br /&gt;
- Adds an extra action for the currently active battler.&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemSTB!&lt;br /&gt;
&lt;br /&gt;
  Extra Actions:&lt;br /&gt;
  - How many extra actions should the active battler gain?&lt;br /&gt;
  - You may use JavaScript code.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: STB Remove Excess Actions&lt;br /&gt;
- Removes excess actions from the active battler.&lt;br /&gt;
- Requires VisuMZ_2_BattleSystemSTB!&lt;br /&gt;
&lt;br /&gt;
  Remove Actions:&lt;br /&gt;
  - How many actions to remove from the active battler?&lt;br /&gt;
  - You may use JavaScript code.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Swap Weapon&lt;br /&gt;
- Causes the unit(s) to swap their weapon for another.&lt;br /&gt;
- Requires VisuMZ_2_WeaponSwapSystem!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to swap weapons for.&lt;br /&gt;
&lt;br /&gt;
  Weapon Type ID:&lt;br /&gt;
  - Which weapon type to swap to?&lt;br /&gt;
  - This is NOT the weapon's ID.&lt;br /&gt;
  - It's the weapon TYPE.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Text Popup&lt;br /&gt;
- Causes the unit(s) to display a text popup.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to prompt a text popup.&lt;br /&gt;
&lt;br /&gt;
  Text:&lt;br /&gt;
  - What text do you wish to display?&lt;br /&gt;
&lt;br /&gt;
  Text Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Flash Color:&lt;br /&gt;
  - Adjust the popup's flash color.&lt;br /&gt;
  - Format: [red, green, blue, alpha]&lt;br /&gt;
&lt;br /&gt;
  Flash Duration:&lt;br /&gt;
  - What is the frame duration of the flash effect?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Variable Popup&lt;br /&gt;
- Causes the unit(s) to display a popup using the data stored inside&lt;br /&gt;
  a variable.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to prompt a text popup.&lt;br /&gt;
&lt;br /&gt;
  Variable:&lt;br /&gt;
  - Get data from which variable to display as a popup?&lt;br /&gt;
&lt;br /&gt;
  Digit Grouping:&lt;br /&gt;
  - Use digit grouping to separate numbers?&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
  Text Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Flash Color:&lt;br /&gt;
  - Adjust the popup's flash color.&lt;br /&gt;
  - Format: [red, green, blue, alpha]&lt;br /&gt;
&lt;br /&gt;
  Flash Duration:&lt;br /&gt;
  - What is the frame duration of the flash effect?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MECH: Wait For Effect&lt;br /&gt;
- Waits for the effects to complete before performing next command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Motion ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreActSeqSet.gif]]&lt;br /&gt;
&lt;br /&gt;
These Action Sequences allow you the ability to control the motions of&lt;br /&gt;
sideview sprites.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MOTION: Clear Freeze Frame&lt;br /&gt;
- Clears any freeze frames from the unit(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to clear freeze frames for.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MOTION: Freeze Motion Frame&lt;br /&gt;
- Forces a freeze frame instantly at the selected motion.&lt;br /&gt;
- Automatically clears with a new motion.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to freeze motions for.&lt;br /&gt;
&lt;br /&gt;
  Motion Type:&lt;br /&gt;
  - Freeze this motion for the unit(s).&lt;br /&gt;
&lt;br /&gt;
  Frame Index:&lt;br /&gt;
  - Which frame do you want to freeze the motion on?&lt;br /&gt;
  - Frame index values start at 0.&lt;br /&gt;
&lt;br /&gt;
  Show Weapon?:&lt;br /&gt;
  - If using 'attack', 'thrust', 'swing', or 'missile', display the&lt;br /&gt;
    weapon 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;
MOTION: Motion Type&lt;br /&gt;
- Causes the unit(s) to play the selected motion.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to perform a motion.&lt;br /&gt;
&lt;br /&gt;
  Motion Type:&lt;br /&gt;
  - Play this motion for the unit(s).&lt;br /&gt;
&lt;br /&gt;
  Show Weapon?:&lt;br /&gt;
  - If using 'attack', 'thrust', 'swing', or 'missile', display the&lt;br /&gt;
    weapon 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;
MOTION: Perform Action&lt;br /&gt;
- Causes the unit(s) to play the proper motion based on the current action.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to perform a motion.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MOTION: Refresh Motion&lt;br /&gt;
- Cancels any set motions unit(s) has to do and use their most natural&lt;br /&gt;
  motion at the moment.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to refresh their motion state.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MOTION: Wait By Motion Frame&lt;br /&gt;
- Creates a wait equal to the number of motion frames passing.&lt;br /&gt;
- Time is based on Plugin Parameters =&amp;gt; Actors =&amp;gt; Motion Speed.&lt;br /&gt;
&lt;br /&gt;
  Motion Frames to Wait?:&lt;br /&gt;
  - Each &amp;quot;frame&amp;quot; is equal to the value found in&lt;br /&gt;
    Plugin Parameters =&amp;gt; Actors =&amp;gt; Motion Speed&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Movement ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreActSeqSet.gif]]&lt;br /&gt;
&lt;br /&gt;
These Action Sequences allow you the ability to control the sprites of&lt;br /&gt;
actors and enemies in battle.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MOVE: Battle Step&lt;br /&gt;
- Causes the unit(s) to move forward past their home position to prepare&lt;br /&gt;
  for action.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to move.&lt;br /&gt;
&lt;br /&gt;
  Wait For Movement?:&lt;br /&gt;
  - Wait for movement to complete before performing next 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;
MOVE: Change Home By Distance&lt;br /&gt;
- Change unit(s)'s home position by a distance from their current home&lt;br /&gt;
  position(s).&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to change home position(s) for.&lt;br /&gt;
&lt;br /&gt;
  Distance Adjustment:&lt;br /&gt;
  - Makes adjustments to distance values to determine which direction to&lt;br /&gt;
    change by.&lt;br /&gt;
    - Normal - No adjustments made&lt;br /&gt;
    - Horizontal - Actors adjust left, Enemies adjust right&lt;br /&gt;
    - Vertical - Actors adjust Up, Enemies adjust down&lt;br /&gt;
    - Both - Applies both Horizontal and Vertical&lt;br /&gt;
&lt;br /&gt;
    Distance: X:&lt;br /&gt;
    - Horizontal distance to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
    Distance: Y:&lt;br /&gt;
    - Vertical distance to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for total change amount.&lt;br /&gt;
&lt;br /&gt;
  Face Destination?:&lt;br /&gt;
  - Turn and face the destination?&lt;br /&gt;
&lt;br /&gt;
  Movement Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Movement Motion:&lt;br /&gt;
  - Play this motion for the unit(s).&lt;br /&gt;
&lt;br /&gt;
  Wait For Movement?:&lt;br /&gt;
  - Wait for movement to complete before performing next 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;
MOVE: Change Home To JS Coordinates&lt;br /&gt;
- Change home position(s) to specified JS Coordinates.&lt;br /&gt;
- Sideview-only! Uses JavaScript!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to change home position(s) for.&lt;br /&gt;
&lt;br /&gt;
  JS: Coordinates:&lt;br /&gt;
  - Code used to determine the coordinates for the target(s)'s new home&lt;br /&gt;
    position.&lt;br /&gt;
&lt;br /&gt;
  Offset Adjustment:&lt;br /&gt;
  - Makes adjustments to offset values to determine which direction to&lt;br /&gt;
    adjust the destination by.&lt;br /&gt;
&lt;br /&gt;
    Offset: X:&lt;br /&gt;
    - Horizontal offset to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
    Offset: Y:&lt;br /&gt;
    - Vertical offset to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for total change amount.&lt;br /&gt;
&lt;br /&gt;
  Face Destination?:&lt;br /&gt;
  - Turn and face the destination?&lt;br /&gt;
&lt;br /&gt;
  Movement Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Movement Motion:&lt;br /&gt;
  - Play this motion for the unit(s).&lt;br /&gt;
&lt;br /&gt;
  Wait For Movement?:&lt;br /&gt;
  - Wait for movement to complete before performing next 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;
MOVE: Change Home To Point&lt;br /&gt;
- Change home position(s) to a target point on the screen.&lt;br /&gt;
- Sideview-only! Points based off Graphics.boxWidth/Height.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to change home position(s) for.&lt;br /&gt;
&lt;br /&gt;
  Destination Point:&lt;br /&gt;
  - Select which point to face.&lt;br /&gt;
    - Center&lt;br /&gt;
    - Point X, Y&lt;br /&gt;
      - Replace 'x' and 'y' with coordinates&lt;br /&gt;
&lt;br /&gt;
  Offset Adjustment:&lt;br /&gt;
  - Makes adjustments to offset values to determine which direction to&lt;br /&gt;
    adjust the destination by.&lt;br /&gt;
&lt;br /&gt;
    Offset: X:&lt;br /&gt;
    - Horizontal offset to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
    Offset: Y:&lt;br /&gt;
    - Vertical offset to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for total change amount.&lt;br /&gt;
&lt;br /&gt;
  Face Destination?:&lt;br /&gt;
  - Turn and face the destination?&lt;br /&gt;
&lt;br /&gt;
  Movement Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Movement Motion:&lt;br /&gt;
  - Play this motion for the unit(s).&lt;br /&gt;
&lt;br /&gt;
  Wait For Movement?:&lt;br /&gt;
  - Wait for movement to complete before performing next 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;
MOVE: Change Home To Target(s)&lt;br /&gt;
- Moves unit(s) to another unit(s) on the battle field.&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets (Moving):&lt;br /&gt;
  - Select which unit(s) to change home position(s) for.&lt;br /&gt;
&lt;br /&gt;
  Targets (Destination):&lt;br /&gt;
  - Select which unit(s) to change home position to.&lt;br /&gt;
&lt;br /&gt;
    Target Location:&lt;br /&gt;
    - Select which part target group to change home position to.&lt;br /&gt;
      - front head&lt;br /&gt;
      - front center&lt;br /&gt;
      - front base&lt;br /&gt;
      - middle head&lt;br /&gt;
      - middle center&lt;br /&gt;
      - middle base&lt;br /&gt;
      - back head&lt;br /&gt;
      - back center&lt;br /&gt;
      - back base&lt;br /&gt;
&lt;br /&gt;
    Melee Distance:&lt;br /&gt;
    - The melee distance away from the target location in addition to the&lt;br /&gt;
      battler's width.&lt;br /&gt;
&lt;br /&gt;
  Offset Adjustment:&lt;br /&gt;
  - Makes adjustments to offset values to determine which direction to&lt;br /&gt;
    adjust the destination by.&lt;br /&gt;
&lt;br /&gt;
    Offset: X:&lt;br /&gt;
    - Horizontal offset to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
    Offset: Y:&lt;br /&gt;
    - Vertical offset to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for total change amount.&lt;br /&gt;
&lt;br /&gt;
  Face Destination?:&lt;br /&gt;
  - Turn and face the destination?&lt;br /&gt;
&lt;br /&gt;
  Movement Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Movement Motion:&lt;br /&gt;
  - Play this motion for the unit(s).&lt;br /&gt;
&lt;br /&gt;
  Wait For Movement?:&lt;br /&gt;
  - Wait for movement to complete before performing next 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;
MOVE: Face Direction&lt;br /&gt;
- Causes the unit(s) to face forward or backward.&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to change direction.&lt;br /&gt;
&lt;br /&gt;
  Direction:&lt;br /&gt;
  - Select which direction to face.&lt;br /&gt;
&amp;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: Face JS Coordinates&lt;br /&gt;
- Causes the unit(s) to face specified JS Coordinates.&lt;br /&gt;
- Sideview-only! Uses JavaScript!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to change direction.&lt;br /&gt;
&lt;br /&gt;
  JS: Coordinates:&lt;br /&gt;
  - Code used to determine the coordinates for the target(s) to face&lt;br /&gt;
    towards.&lt;br /&gt;
&lt;br /&gt;
  Face Away From?:&lt;br /&gt;
  - Face away from the point 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;
MOVE: Face Point&lt;br /&gt;
- Causes the unit(s) to face a point on the screen.&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to change direction.&lt;br /&gt;
&lt;br /&gt;
  Point:&lt;br /&gt;
  - Select which point to face.&lt;br /&gt;
    - Home&lt;br /&gt;
    - Center&lt;br /&gt;
    - Point X, Y&lt;br /&gt;
      - Replace 'x' and 'y' with coordinates&lt;br /&gt;
&lt;br /&gt;
  Face Away From?:&lt;br /&gt;
  - Face away from the point 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;
MOVE: Face Target(s)&lt;br /&gt;
- Causes the unit(s) to face other targets on the screen.&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets (facing):&lt;br /&gt;
  - Select which unit(s) to change direction.&lt;br /&gt;
&lt;br /&gt;
  Targets (destination):&lt;br /&gt;
  - Select which unit(s) for the turning unit(s) to face.&lt;br /&gt;
&lt;br /&gt;
  Face Away From?:&lt;br /&gt;
  - Face away from the unit(s) 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;
MOVE: Float&lt;br /&gt;
- Causes the unit(s) to float above the ground.&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to make float.&lt;br /&gt;
&lt;br /&gt;
  Desired Height:&lt;br /&gt;
  - Vertical distance to float upward.&lt;br /&gt;
  - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for total float amount.&lt;br /&gt;
&lt;br /&gt;
  Float Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Float?:&lt;br /&gt;
  - Wait for floating to complete before performing next 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;
MOVE: Home Reset&lt;br /&gt;
- Causes the unit(s) to move back to their home position(s) and face back to&lt;br /&gt;
  their original direction(s).&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to move.&lt;br /&gt;
&lt;br /&gt;
  Wait For Movement?:&lt;br /&gt;
  - Wait for movement to complete before performing next 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;
MOVE: Jump&lt;br /&gt;
- Causes the unit(s) to jump into the air.&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to make jump.&lt;br /&gt;
&lt;br /&gt;
  Desired Height:&lt;br /&gt;
  - Max jump height to go above the ground&lt;br /&gt;
  - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for total jump amount.&lt;br /&gt;
&lt;br /&gt;
  Wait For Jump?:&lt;br /&gt;
  - Wait for jumping to complete before performing next 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;
MOVE: Move Distance&lt;br /&gt;
- Moves unit(s) by a distance from their current position(s).&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to move.&lt;br /&gt;
&lt;br /&gt;
  Distance Adjustment:&lt;br /&gt;
  - Makes adjustments to distance values to determine which direction to&lt;br /&gt;
    move unit(s).&lt;br /&gt;
    - Normal - No adjustments made&lt;br /&gt;
    - Horizontal - Actors adjust left, Enemies adjust right&lt;br /&gt;
    - Vertical - Actors adjust Up, Enemies adjust down&lt;br /&gt;
    - Both - Applies both Horizontal and Vertical&lt;br /&gt;
&lt;br /&gt;
    Distance: X:&lt;br /&gt;
    - Horizontal distance to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
    Distance: Y:&lt;br /&gt;
    - Vertical distance to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for total movement amount.&lt;br /&gt;
&lt;br /&gt;
  Face Destination?:&lt;br /&gt;
  - Turn and face the destination?&lt;br /&gt;
&lt;br /&gt;
  Movement Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Movement Motion:&lt;br /&gt;
  - Play this motion for the unit(s).&lt;br /&gt;
&lt;br /&gt;
  Wait For Movement?:&lt;br /&gt;
  - Wait for movement to complete before performing next 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;
MOVE: Move To JS Coordinates&lt;br /&gt;
- Moves unit(s) to specified JS Coordinates.&lt;br /&gt;
- Sideview-only! Uses JavaScript!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to move.&lt;br /&gt;
&lt;br /&gt;
  JS: Coordinates:&lt;br /&gt;
  - Code used to determine the coordinates for the target(s) to move to.&lt;br /&gt;
&lt;br /&gt;
  Offset Adjustment:&lt;br /&gt;
  - Makes adjustments to offset values to determine which direction to&lt;br /&gt;
    adjust the destination by.&lt;br /&gt;
&lt;br /&gt;
    Offset: X:&lt;br /&gt;
    - Horizontal offset to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
    Offset: Y:&lt;br /&gt;
    - Vertical offset to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for total movement amount.&lt;br /&gt;
&lt;br /&gt;
  Face Destination?:&lt;br /&gt;
  - Turn and face the destination?&lt;br /&gt;
&lt;br /&gt;
  Movement Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Movement Motion:&lt;br /&gt;
  - Play this motion for the unit(s).&lt;br /&gt;
&lt;br /&gt;
  Wait For Movement?:&lt;br /&gt;
  - Wait for movement to complete before performing next 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;
MOVE: Move To Point&lt;br /&gt;
- Moves unit(s) to a designated point on the screen.&lt;br /&gt;
- Sideview-only! Points based off Graphics.boxWidth/Height.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to move.&lt;br /&gt;
&lt;br /&gt;
  Destination Point:&lt;br /&gt;
  - Select which point to face.&lt;br /&gt;
    - Home&lt;br /&gt;
    - Center&lt;br /&gt;
    - Point X, Y&lt;br /&gt;
      - Replace 'x' and 'y' with coordinates&lt;br /&gt;
&lt;br /&gt;
  Offset Adjustment:&lt;br /&gt;
  - Makes adjustments to offset values to determine which direction to&lt;br /&gt;
    adjust the destination by.&lt;br /&gt;
&lt;br /&gt;
    Offset: X:&lt;br /&gt;
    - Horizontal offset to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
    Offset: Y:&lt;br /&gt;
    - Vertical offset to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for total movement amount.&lt;br /&gt;
&lt;br /&gt;
  Face Destination?:&lt;br /&gt;
  - Turn and face the destination?&lt;br /&gt;
&lt;br /&gt;
  Movement Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Movement Motion:&lt;br /&gt;
  - Play this motion for the unit(s).&lt;br /&gt;
&lt;br /&gt;
  Wait For Movement?:&lt;br /&gt;
  - Wait for movement to complete before performing next 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;
MOVE: Move To Target(s)&lt;br /&gt;
- Moves unit(s) to another unit(s) on the battle field.&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets (Moving):&lt;br /&gt;
  - Select which unit(s) to move.&lt;br /&gt;
&lt;br /&gt;
  Targets (Destination):&lt;br /&gt;
  - Select which unit(s) to move to.&lt;br /&gt;
&lt;br /&gt;
    Target Location:&lt;br /&gt;
    - Select which part target group to move to.&lt;br /&gt;
      - front head&lt;br /&gt;
      - front center&lt;br /&gt;
      - front base&lt;br /&gt;
      - middle head&lt;br /&gt;
      - middle center&lt;br /&gt;
      - middle base&lt;br /&gt;
      - back head&lt;br /&gt;
      - back center&lt;br /&gt;
      - back base&lt;br /&gt;
&lt;br /&gt;
    Melee Distance:&lt;br /&gt;
    - The melee distance away from the target location in addition to the&lt;br /&gt;
      battler's width.&lt;br /&gt;
&lt;br /&gt;
  Offset Adjustment:&lt;br /&gt;
  - Makes adjustments to offset values to determine which direction to&lt;br /&gt;
    adjust the destination by.&lt;br /&gt;
&lt;br /&gt;
    Offset: X:&lt;br /&gt;
    - Horizontal offset to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
    Offset: Y:&lt;br /&gt;
    - Vertical offset to move.&lt;br /&gt;
    - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for total movement amount.&lt;br /&gt;
&lt;br /&gt;
  Face Destination?:&lt;br /&gt;
  - Turn and face the destination?&lt;br /&gt;
&lt;br /&gt;
  Movement Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Movement Motion:&lt;br /&gt;
  - Play this motion for the unit(s).&lt;br /&gt;
&lt;br /&gt;
  Wait For Movement?:&lt;br /&gt;
  - Wait for movement to complete before performing next 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;
MOVE: Opacity&lt;br /&gt;
- Causes the unit(s) to change opacity.&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to change opacity.&lt;br /&gt;
&lt;br /&gt;
  Desired Opacity:&lt;br /&gt;
  - Change to this opacity value.&lt;br /&gt;
  - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames for opacity change.&lt;br /&gt;
&lt;br /&gt;
  Opacity Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Opacity?:&lt;br /&gt;
  - Wait for opacity changes to complete before performing next command?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:ActSeqGrowShrink.gif]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MOVE: Scale/Grow/Shrink&lt;br /&gt;
- Causes the unit(s) to scale, grow, or shrink?.&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to change the scale of.&lt;br /&gt;
&lt;br /&gt;
  Scale X:&lt;br /&gt;
  Scale Y:&lt;br /&gt;
  - What target scale value do you want?&lt;br /&gt;
  - 1.0 is normal size.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames to scale for.&lt;br /&gt;
&lt;br /&gt;
  Scale Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Scale?:&lt;br /&gt;
  - Wait for scaling to complete before performing next command?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:ActSeqSkew.gif]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MOVE: Skew/Distort&lt;br /&gt;
- Causes the unit(s) to skew.&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to skew.&lt;br /&gt;
&lt;br /&gt;
  Skew X:&lt;br /&gt;
  Skew Y:&lt;br /&gt;
  - What variance to skew?&lt;br /&gt;
  - Use small values for the best results.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames to skew for.&lt;br /&gt;
&lt;br /&gt;
  Skew Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Skew?:&lt;br /&gt;
  - Wait for skew to complete before performing next command?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:ActSeqSpin.gif]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MOVE: Spin/Rotate&lt;br /&gt;
- Causes the unit(s) to spin.&lt;br /&gt;
- Sideview-only!&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select which unit(s) to spin.&lt;br /&gt;
&lt;br /&gt;
  Angle:&lt;br /&gt;
  - How many degrees to spin?&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames to spin for.&lt;br /&gt;
&lt;br /&gt;
  Spin Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Revert Angle on Finish:&lt;br /&gt;
  - Upon finishing the spin, revert the angle back to 0.&lt;br /&gt;
&lt;br /&gt;
  Wait For Spin?:&lt;br /&gt;
  - Wait for spin to complete before performing next 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;
MOVE: Wait For Float&lt;br /&gt;
- Waits for floating to complete before performing next 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;
MOVE: Wait For Jump&lt;br /&gt;
- Waits for jumping to complete before performing next 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;
MOVE: Wait For Movement&lt;br /&gt;
- Waits for movement to complete before performing next 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;
MOVE: Wait For Opacity&lt;br /&gt;
- Waits for opacity changes to complete before performing next 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;
MOVE: Wait For Scale&lt;br /&gt;
- Waits for scaling to complete before performing next 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;
MOVE: Wait For Skew&lt;br /&gt;
- Waits for skewing to complete before performing next 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;
MOVE: Wait For Spin&lt;br /&gt;
- Waits for spinning to complete before performing next command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Action Sequence Projectiles Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Skew (Camera) ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ActSeqCamera_Skew.gif]]&lt;br /&gt;
&lt;br /&gt;
These action sequences allow you to have control over the camera skew.&lt;br /&gt;
Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SKEW: Change Skew&lt;br /&gt;
- Changes the camera skew.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
  Skew X:&lt;br /&gt;
  - Change the camera skew X to this value.&lt;br /&gt;
&lt;br /&gt;
  Skew Y:&lt;br /&gt;
  - Change the camera skew Y to this value.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames to change camera skew.&lt;br /&gt;
&lt;br /&gt;
  Skew Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Skew?:&lt;br /&gt;
  - Wait for skew changes to complete before performing next 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;
SKEW: Reset Skew&lt;br /&gt;
- Reset any skew settings.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames to reset camera skew.&lt;br /&gt;
&lt;br /&gt;
  Skew Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Skew?:&lt;br /&gt;
  - Wait for skew changes to complete before performing next 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;
SKEW: Wait For Skew&lt;br /&gt;
- Waits for skew changes to complete before performing next command.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Target ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCoreTargetActSeq.png]]&lt;br /&gt;
&lt;br /&gt;
If using a manual target by target Action Sequence, these commands will give&lt;br /&gt;
you full control over its usage.&lt;br /&gt;
&lt;br /&gt;
Refer to the image above for reference on how this works.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TARGET: Current Index&lt;br /&gt;
- Sets the current index to this value.&lt;br /&gt;
- Then decide to jump to a label (optional).&lt;br /&gt;
&lt;br /&gt;
  Set Index To:&lt;br /&gt;
  - Sets current targeting index to this value.&lt;br /&gt;
  - 0 is the starting index of a target group.&lt;br /&gt;
&lt;br /&gt;
  Jump To Label:&lt;br /&gt;
  - If a target is found after the index change, jump to this label in the&lt;br /&gt;
    Common 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;
TARGET: Next Target&lt;br /&gt;
- Moves index forward by 1 to select a new current target.&lt;br /&gt;
- Then decide to jump to a label (optional).&lt;br /&gt;
&lt;br /&gt;
  Jump To Label:&lt;br /&gt;
  - If a target is found after the index change, jump to this label in the&lt;br /&gt;
    Common 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;
TARGET: Previous Target&lt;br /&gt;
- Moves index backward by 1 to select a new current target.&lt;br /&gt;
- Then decide to jump to a label (optional).&lt;br /&gt;
&lt;br /&gt;
  Jump To Label:&lt;br /&gt;
  - If a target is found after the index change, jump to this label in the&lt;br /&gt;
    Common 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;
TARGET: Random Target&lt;br /&gt;
- Sets index randomly to determine new currernt target.&lt;br /&gt;
- Then decide to jump to a label (optional).&lt;br /&gt;
&lt;br /&gt;
  Force Random?:&lt;br /&gt;
  - Index cannot be its previous index amount after random.&lt;br /&gt;
&lt;br /&gt;
  Jump To Label:&lt;br /&gt;
  - If a target is found after the index change, jump to this label in the&lt;br /&gt;
    Common Event.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Voice ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.131.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
VOICE: Common Line&lt;br /&gt;
- Plays a common voice line from target battler(s).&lt;br /&gt;
- Requires VisuMZ_3_BattleVoices!&lt;br /&gt;
&lt;br /&gt;
  Speaker Target(s):&lt;br /&gt;
  - Select unit(s) to play voice lines from.&lt;br /&gt;
&lt;br /&gt;
  Voice Line:&lt;br /&gt;
  - What voice line do you wish 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;
VOICE: Play Special Line&lt;br /&gt;
- Plays a special voice line from target battler(s).&lt;br /&gt;
- Requires VisuMZ_3_BattleVoices!&lt;br /&gt;
&lt;br /&gt;
  Speaker Target(s):&lt;br /&gt;
  - Select unit(s) to play voice lines from.&lt;br /&gt;
&lt;br /&gt;
  Voice Line Type:&lt;br /&gt;
  - What voice line type do you wish to play?&lt;br /&gt;
    - Action Name&lt;br /&gt;
    - Chant Line&lt;br /&gt;
    - Item Name&lt;br /&gt;
    - Skill Name&lt;br /&gt;
    - Spell Name&lt;br /&gt;
    - Unique Lines&lt;br /&gt;
&lt;br /&gt;
  Name / Letter:&lt;br /&gt;
  - What voice letter/name do you want to play?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Weapon ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_DualWield.gif]]&lt;br /&gt;
&lt;br /&gt;
Allows for finer control over Dual/Multi Wielding actors.&lt;br /&gt;
&lt;br /&gt;
Only works for Actors.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
WEAPON: Clear Weapon Slot&lt;br /&gt;
- Clears the active weapon slot (making others valid again).&lt;br /&gt;
- Only works for Actors.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to clear the active weapon slot for.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
WEAPON: Next Weapon Slot&lt;br /&gt;
- Goes to next active weapon slot (making others invalid).&lt;br /&gt;
- If next slot is weaponless, don't label jump.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to change the next active weapon slot for.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
WEAPON: Set Weapon Slot&lt;br /&gt;
- Sets the active weapon slot (making others invalid).&lt;br /&gt;
- Only works for Actors.&lt;br /&gt;
&lt;br /&gt;
  Targets:&lt;br /&gt;
  - Select unit(s) to change the active weapon slot for.&lt;br /&gt;
&lt;br /&gt;
  Weapon Slot ID:&lt;br /&gt;
  - Select weapon slot to make active (making others invalid).&lt;br /&gt;
  - Use 0 to clear and normalize. You may use JavaScript code.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Dual Wield Action Sequence Example ====&lt;br /&gt;
&lt;br /&gt;
Here is an example of how to set up a dual-wield action sequence, whiled&lt;br /&gt;
also checking the trait objects to make sure that no other weapons are&lt;br /&gt;
being involved:&lt;br /&gt;
&lt;br /&gt;
  ◆Plugin Command：VisuMZ_1_BattleCore, ACSET: Setup Action Set&lt;br /&gt;
  ：              ：Display Action = true&lt;br /&gt;
  ：              ：Immortal: On = true&lt;br /&gt;
  ：              ：Battle Step = true&lt;br /&gt;
  ：              ：Wait For Movement = true&lt;br /&gt;
  ：              ：Cast Animation = true&lt;br /&gt;
  ：              ：Wait For Animation = true&lt;br /&gt;
&lt;br /&gt;
  ◆Script：console.log('---Before Switching---')&lt;br /&gt;
  ：      ：let user = BattleManager._subject;&lt;br /&gt;
  ：      ：let result = user.traitObjects()&lt;br /&gt;
  ：      ：   .filter(obj =&amp;gt; DataManager.isWeapon(obj))&lt;br /&gt;
  ：      ：   .map(obj =&amp;gt; obj.id);&lt;br /&gt;
  ：      ：console.log('Weapon IDs', result);&lt;br /&gt;
&lt;br /&gt;
  ◆Plugin Command：VisuMZ_1_BattleCore, WEAPON: Set Weapon Slot&lt;br /&gt;
  ：              ：Targets = [&amp;quot;user&amp;quot;]&lt;br /&gt;
  ：              ：Weapon Slot ID = 1&lt;br /&gt;
&lt;br /&gt;
  ◆Label：AttackLoop&lt;br /&gt;
&lt;br /&gt;
  ◆Script：console.log('---Slot Check---')&lt;br /&gt;
  ：      ：let user = BattleManager._subject;&lt;br /&gt;
  ：      ：let result = user.traitObjects()&lt;br /&gt;
  ：      ：   .filter(obj =&amp;gt; DataManager.isWeapon(obj))&lt;br /&gt;
  ：      ：   .map(obj =&amp;gt; obj.id);&lt;br /&gt;
  ：      ：console.log('Weapon IDs', result);&lt;br /&gt;
&lt;br /&gt;
  ◆Plugin Command：VisuMZ_1_BattleCore, ACSET: All Targets Action Set&lt;br /&gt;
  ：              ：Dual/Multi Wield? = false&lt;br /&gt;
  ：              ：Perform Action = true&lt;br /&gt;
  ：              ：Wait Count = Sprite_Battler._motionSpeed&lt;br /&gt;
  ：              ：Action Animation = true&lt;br /&gt;
  ：              ：Wait For Animation = true&lt;br /&gt;
  ：              ：Action Effect = true&lt;br /&gt;
  ：              ：Immortal: Off = true&lt;br /&gt;
&lt;br /&gt;
  ◆Plugin Command：VisuMZ_1_BattleCore, WEAPON: Next Weapon Slot&lt;br /&gt;
  ：              ：Targets = [&amp;quot;user&amp;quot;]&lt;br /&gt;
  ：              ：Jump To Label = AttackLoop&lt;br /&gt;
&lt;br /&gt;
  ◆Label：LoopFinished&lt;br /&gt;
&lt;br /&gt;
  ◆Plugin Command：VisuMZ_1_BattleCore, WEAPON: Clear Weapon Slot&lt;br /&gt;
  ：              ：Targets = [&amp;quot;user&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
  ◆Script：console.log('---Slots Cleared---')&lt;br /&gt;
  ：      ：let user = BattleManager._subject;&lt;br /&gt;
  ：      ：let result = user.traitObjects()&lt;br /&gt;
  ：      ：   .filter(obj =&amp;gt; DataManager.isWeapon(obj))&lt;br /&gt;
  ：      ：   .map(obj =&amp;gt; obj.id);&lt;br /&gt;
  ：      ：console.log('Weapon IDs', result);&lt;br /&gt;
&lt;br /&gt;
  ◆Plugin Command：VisuMZ_1_BattleCore, ACSET: Finish Action&lt;br /&gt;
  ：              ：Immortal: Off = true&lt;br /&gt;
  ：              ：Wait For New Line = true&lt;br /&gt;
  ：              ：Wait For Effects = true&lt;br /&gt;
  ：              ：Clear Battle Log = true&lt;br /&gt;
  ：              ：Home Reset = true&lt;br /&gt;
  ：              ：Wait For Movement = true&lt;br /&gt;
&lt;br /&gt;
If you want to make sure the weapon slots are only using those specific&lt;br /&gt;
weapons, include the console.log() script calls above. Otherwise, those&lt;br /&gt;
can be removed. They're only used as proof of weapon separation that can be&lt;br /&gt;
seen inside the game's Dev Tools window (press F8 to open Dev Tools, then&lt;br /&gt;
click &amp;quot;Console&amp;quot; for the console logs).&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Zoom (Camera) ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ_ActSeqCamera_Zoom.gif]]&lt;br /&gt;
&lt;br /&gt;
These Action Sequences are zoom-related.&lt;br /&gt;
Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ZOOM: Change Scale&lt;br /&gt;
- Changes the zoom scale.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
  Scale:&lt;br /&gt;
  - The zoom scale to change to.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames to reset battle zoom.&lt;br /&gt;
&lt;br /&gt;
  Zoom Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Zoom?&lt;br /&gt;
  - Wait for zoom changes to complete before performing next 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;
ZOOM: Reset Zoom&lt;br /&gt;
- Reset any zoom settings.&lt;br /&gt;
- Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - Duration in frames to reset battle zoom.&lt;br /&gt;
&lt;br /&gt;
  Zoom Easing:&lt;br /&gt;
  - Select which easing type you wish to apply.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
  Wait For Zoom?&lt;br /&gt;
  - Wait for zoom changes to complete before performing next 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;
ZOOM: Wait For Zoom&lt;br /&gt;
- Waits for zoom changes to complete before performing next command.&lt;br /&gt;
Requires VisuMZ_3_ActSeqCamera!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Visual_Parallaxes_Plugin_Commands&amp;diff=17664</id>
		<title>Template:VisuMZ Visual Parallaxes Plugin Commands</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Visual_Parallaxes_Plugin_Commands&amp;diff=17664"/>
		<updated>2026-04-19T11:43:02Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Display templates|VisuMZ Visual Parallaxes Plugin Commands]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
The following are Plugin Commands that come with this plugin. They can be&lt;br /&gt;
accessed through the Plugin Command event command.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Parallax Plugin Commands ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisualParallaxes_Preview1.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisualParallaxes_Command1.png]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Parallax: Add/Change Settings&lt;br /&gt;
- Add/Change settings for target parallax.&lt;br /&gt;
- Does not alter the map editor's parallax.&lt;br /&gt;
- This is temporary and will be reset upon re-entering the map.&lt;br /&gt;
&lt;br /&gt;
  Required:&lt;br /&gt;
&lt;br /&gt;
    ID:&lt;br /&gt;
    - What is the ID of this parallax to be added/changed?&lt;br /&gt;
&lt;br /&gt;
    Filename:&lt;br /&gt;
    - What is the filename of the parallax?&lt;br /&gt;
&lt;br /&gt;
    Type:&lt;br /&gt;
    - What kind of parallax is this going to be?&lt;br /&gt;
    - Normal&lt;br /&gt;
    - Water&lt;br /&gt;
    - Solid&lt;br /&gt;
&lt;br /&gt;
  Optional Settings:&lt;br /&gt;
&lt;br /&gt;
    Scrolling:&lt;br /&gt;
&lt;br /&gt;
      Map Lock?:&lt;br /&gt;
      - Lock the parallax to the map's scrolling?&lt;br /&gt;
      - Automatically enable if the filename starts with &amp;quot;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
      Loop Horizontally?:&lt;br /&gt;
      - Loop the parallax horizontally?&lt;br /&gt;
      - Does not work with Map Lock enabled.&lt;br /&gt;
&lt;br /&gt;
        Scroll:&lt;br /&gt;
        - What is the horizontal scroll speed?&lt;br /&gt;
        - Use a negative value to invert the direction.&lt;br /&gt;
&lt;br /&gt;
      Loop Vertically?:&lt;br /&gt;
      - Loop the parallax vertically?&lt;br /&gt;
      - Does not work with Map Lock enabled.&lt;br /&gt;
&lt;br /&gt;
        Scroll:&lt;br /&gt;
        - What is the vertical scroll speed?&lt;br /&gt;
        - Use a negative value to invert the direction.&lt;br /&gt;
&lt;br /&gt;
    Appearance:&lt;br /&gt;
&lt;br /&gt;
      Opacity:&lt;br /&gt;
      - What is the opacity level for this parallax?&lt;br /&gt;
      - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
      Blend Mode:&lt;br /&gt;
      - What kind of blend mode do you wish to apply to the parallax?&lt;br /&gt;
      - You may use JavaScript code.&lt;br /&gt;
        - Normal&lt;br /&gt;
        - Additive&lt;br /&gt;
        - Multiply&lt;br /&gt;
        - Screen&lt;br /&gt;
&lt;br /&gt;
      Hue:&lt;br /&gt;
      - Do you wish to adjust this parallax's hue?&lt;br /&gt;
      - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
      Hue Shift:&lt;br /&gt;
      - How much do you want the hue to shift each frame?&lt;br /&gt;
      - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
      Color Tone:&lt;br /&gt;
      - What tone do you want for the parallax?&lt;br /&gt;
      - Format: [Red, Green, Blue, Gray]&lt;br /&gt;
&lt;br /&gt;
    Location:&lt;br /&gt;
&lt;br /&gt;
      Regions:&lt;br /&gt;
      - Which regions will show this parallax?&lt;br /&gt;
      - Does not work with 0. Leave empty to ignore.&lt;br /&gt;
&lt;br /&gt;
      Terrain Tags:&lt;br /&gt;
      - Which terrain tags will show this parallax?&lt;br /&gt;
      - Does not work with 0. Leave empty to ignore.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:VisualParallaxes_Command2.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Parallax: Fade Opacity&lt;br /&gt;
- Fades the target parallax(es) opacity to a different value.&lt;br /&gt;
- This is temporary and will be reset upon re-entering the map.&lt;br /&gt;
&lt;br /&gt;
  ID(s):&lt;br /&gt;
  - Target which parallax(es)?&lt;br /&gt;
  - Cannot target the map editor's parallax.&lt;br /&gt;
&lt;br /&gt;
  Target Opacity:&lt;br /&gt;
  - What opacity level to this value (0-255).&lt;br /&gt;
  - You may use JavaScript code to determine the value.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - How many frames should this change take?&lt;br /&gt;
  - You may use JavaScript code to determine the value.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:VisualParallaxes_Command3.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Parallax: Remove&lt;br /&gt;
- Removes target parallax(es).&lt;br /&gt;
- This is temporary and will be reset upon re-entering the map.&lt;br /&gt;
&lt;br /&gt;
  ID(s):&lt;br /&gt;
  - Remove which parallax(es)?&lt;br /&gt;
  - Cannot remove the map editor's parallax.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Visual_Fogs_Plugin_Commands&amp;diff=17663</id>
		<title>Template:VisuMZ Visual Fogs Plugin Commands</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Visual_Fogs_Plugin_Commands&amp;diff=17663"/>
		<updated>2026-04-19T11:42:45Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Display templates|VisuMZ Visual Fogs Plugin Commands]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
The following are Plugin Commands that come with this plugin. They can be&lt;br /&gt;
accessed through the Plugin Command event command.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Fog Plugin Commands ===&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:VisualFogs_Preview1.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisualFogs_Command1.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Fog: Add/Change Settings&lt;br /&gt;
- Add/Change settings for target fog.&lt;br /&gt;
- Does not alter the map editor's fog.&lt;br /&gt;
- This is temporary and will be reset upon re-entering the map.&lt;br /&gt;
&lt;br /&gt;
  Required:&lt;br /&gt;
&lt;br /&gt;
    ID:&lt;br /&gt;
    - What is the ID of this fog to be added/changed?&lt;br /&gt;
&lt;br /&gt;
    Filename:&lt;br /&gt;
    - What is the filename of the fog?&lt;br /&gt;
&lt;br /&gt;
  Optional Settings:&lt;br /&gt;
&lt;br /&gt;
    Scrolling:&lt;br /&gt;
&lt;br /&gt;
      Map Lock?:&lt;br /&gt;
      - Lock the fog to the map's scrolling?&lt;br /&gt;
      - Automatically enable if the filename starts with &amp;quot;!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
      Loop Horizontally?:&lt;br /&gt;
      - Loop the fog horizontally?&lt;br /&gt;
      - Does not work with Map Lock enabled.&lt;br /&gt;
&lt;br /&gt;
        Scroll:&lt;br /&gt;
        - What is the horizontal scroll speed?&lt;br /&gt;
        - Use a negative value to invert the direction.&lt;br /&gt;
&lt;br /&gt;
      Loop Vertically?:&lt;br /&gt;
      - Loop the fog vertically?&lt;br /&gt;
      - Does not work with Map Lock enabled.&lt;br /&gt;
&lt;br /&gt;
        Scroll:&lt;br /&gt;
        - What is the vertical scroll speed?&lt;br /&gt;
        - Use a negative value to invert the direction.&lt;br /&gt;
&lt;br /&gt;
    Appearance:&lt;br /&gt;
&lt;br /&gt;
      Opacity:&lt;br /&gt;
      - What is the opacity level for this fog?&lt;br /&gt;
      - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
      Blend Mode:&lt;br /&gt;
      - What kind of blend mode do you wish to apply to the fog?&lt;br /&gt;
      - You may use JavaScript code.&lt;br /&gt;
        - Normal&lt;br /&gt;
        - Additive&lt;br /&gt;
        - Multiply&lt;br /&gt;
        - Screen&lt;br /&gt;
&lt;br /&gt;
      Hue:&lt;br /&gt;
      - Do you wish to adjust this fog's hue?&lt;br /&gt;
      - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
      Hue Shift:&lt;br /&gt;
      - How much do you want the hue to shift each frame?&lt;br /&gt;
      - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
      Color Tone:&lt;br /&gt;
      - What tone do you want for the fog?&lt;br /&gt;
      - Format: [Red, Green, Blue, Gray]&lt;br /&gt;
&lt;br /&gt;
    Location:&lt;br /&gt;
&lt;br /&gt;
      Regions:&lt;br /&gt;
      - Which regions will show this fog?&lt;br /&gt;
      - Does not work with 0. Leave empty to ignore.&lt;br /&gt;
&lt;br /&gt;
      Terrain Tags:&lt;br /&gt;
      - Which terrain tags will show this fog?&lt;br /&gt;
      - Does not work with 0. Leave empty to ignore.&lt;br /&gt;
&lt;br /&gt;
      Tile Blur:&lt;br /&gt;
      - What's the blur level you wish to use for tiles?&lt;br /&gt;
      - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
      Tile Spill:&lt;br /&gt;
      - What's the spill amount you wish to use for tiles?&lt;br /&gt;
      - You may use JavaScript code.&lt;br /&gt;
&lt;br /&gt;
    Vignette:&lt;br /&gt;
&lt;br /&gt;
      Type:&lt;br /&gt;
      - What vignette do you want to use for this fog?&lt;br /&gt;
      - This will override location settings.&lt;br /&gt;
&lt;br /&gt;
      Custom:&lt;br /&gt;
      - Do you wish to use a custom vignette instead?&lt;br /&gt;
      - Automatically changes the type to &amp;quot;Custom&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:VisualFogs_Preview3.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisualFogs_Command2.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Fog: Fade Opacity&lt;br /&gt;
- Fades the target fog(s) opacity to a different value.&lt;br /&gt;
- This is temporary and will be reset upon re-entering the map.&lt;br /&gt;
&lt;br /&gt;
  ID(s):&lt;br /&gt;
  - Target which fog(s)?&lt;br /&gt;
  - Cannot target the map editor's fog.&lt;br /&gt;
&lt;br /&gt;
  Target Opacity:&lt;br /&gt;
  - What opacity level to this value (0-255).&lt;br /&gt;
  - You may use JavaScript code to determine the value.&lt;br /&gt;
&lt;br /&gt;
  Duration:&lt;br /&gt;
  - How many frames should this change take?&lt;br /&gt;
  - You may use JavaScript code to determine the value.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:VisualFogs_Command3.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Fog: Remove&lt;br /&gt;
- Removes target fog(s).&lt;br /&gt;
- This is temporary and will be reset upon re-entering the map.&lt;br /&gt;
&lt;br /&gt;
  ID(s):&lt;br /&gt;
  - Remove which fog(s)?&lt;br /&gt;
  - Cannot remove the map editor's fog.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Visual_Parallaxes_VisuStella_MZ&amp;diff=17662</id>
		<title>Visual Parallaxes VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Visual_Parallaxes_VisuStella_MZ&amp;diff=17662"/>
		<updated>2026-04-19T11:41:52Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=1Nz2HKDH3Po&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/908945&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/visual-parallaxes&amp;quot;&amp;gt;Visual Parallaxes plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Wave 7}}&lt;br /&gt;
|link3 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:VisualParallaxes_Preview1.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisualParallaxes_Preview2.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisualParallaxes_Preview3.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:VisualParallaxes_Preview1.gif]]&lt;br /&gt;
&lt;br /&gt;
By default, RPG Maker MZ only allows each map to have one parallax. Such a&lt;br /&gt;
limit makes it difficult to create different layers of objects to portray&lt;br /&gt;
distance and the like. This plugin will remedy that by allowing you to add&lt;br /&gt;
an unlimited amount of parallaxes per map alongside many controls to make&lt;br /&gt;
the parallaxes more vivid.&lt;br /&gt;
&lt;br /&gt;
A restricted parallax area system is also added to this plugin to make&lt;br /&gt;
parallaxes appear only within certain regions and/or terrain tags. This way,&lt;br /&gt;
you can utilize parallaxes as masked layers for water surfaces and the like.&lt;br /&gt;
&lt;br /&gt;
To make the most out of this, with the tilesets are formatted properly,&lt;br /&gt;
reflective water and reflective solid surfaces are also new effects added&lt;br /&gt;
through this plugin. Water effects will show ripples while reflective solid&lt;br /&gt;
surfaces are static.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Add, change, and/or remove parallaxes through map notetags.&lt;br /&gt;
* Lots of customization options for each of the parallaxes.&lt;br /&gt;
* Limit where parallaxes can be displayed on the map through regions and/or terrain tags.&lt;br /&gt;
* Create reflective surfaces for water and solid ground as long as the tilesets have been formatted properly.&lt;br /&gt;
* Use Plugin Commands midway through the game to add, change, fade, and/or remove parallaxes as needed.&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;
=== Recommended Plugin List ===&lt;br /&gt;
&lt;br /&gt;
* Pixi JS Filters*&lt;br /&gt;
&lt;br /&gt;
This plugin recommends the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You can use this plugin without&lt;br /&gt;
it, but there will be features missing.&lt;br /&gt;
&lt;br /&gt;
*Note* You can download the Pixi JS Filters plugin library from the below&lt;br /&gt;
URL or from the Action Sequence Impact product page. Install it as a&lt;br /&gt;
Tier 0 plugin.&lt;br /&gt;
&lt;br /&gt;
*Note2* Pixi JS Filters perform differently on different machines/devices.&lt;br /&gt;
Please understand that this is outside of VisuStella's control.&lt;br /&gt;
&lt;br /&gt;
URL: [https://filters.pixijs.download/v3.1.0/pixi-filters.js]&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 4}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Parallaxes ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisualParallaxes_Preview1.gif]]&lt;br /&gt;
&lt;br /&gt;
The map editor's inherent parallax will remain untouched and unable to&lt;br /&gt;
utilize the extra features provided by this plugin. However, you can just&lt;br /&gt;
simply create a new parallax layer over it and hide it from view if needed.&lt;br /&gt;
&lt;br /&gt;
Each of the parallaxes added through this plugin's notetags and/or commands&lt;br /&gt;
are assigned an ID. Referring back to the ID later will allow you to update&lt;br /&gt;
and/or remove that parallax when needed.&lt;br /&gt;
&lt;br /&gt;
The new parallaxes are created on a separate layer from the map editor's&lt;br /&gt;
parallax and isn't included with the new parallaxes. Layers with higher ID's&lt;br /&gt;
will appear above layers with lower ID's.&lt;br /&gt;
&lt;br /&gt;
However, other than that, all of the new parallaxes follow the same rules as&lt;br /&gt;
the map editor's parallax. This means that they will not appear above the&lt;br /&gt;
tile map and require transparent tiles to be seen. They will also scroll the&lt;br /&gt;
same way the original parallax does to provide consistency.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Regions and Terrain Tags ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisualParallaxes_Preview3.gif]]&lt;br /&gt;
&lt;br /&gt;
If you don't want a parallax to appear for the whole entire background and&lt;br /&gt;
want to confine them to certain areas of the map, you can assign regions or&lt;br /&gt;
terrain tags for them to appear in.&lt;br /&gt;
&lt;br /&gt;
Only the parts of the map marked by the designated regions and/or terrain&lt;br /&gt;
tags will reveal the parallax. Those parts will be little squares each,&lt;br /&gt;
equal to the size of a tile. They have hard borders and do not have any&lt;br /&gt;
smoothing options in order to display the parallax tiles accurately.&lt;br /&gt;
&lt;br /&gt;
Each parallax layer can have their own custom regions and/or terrain tags to&lt;br /&gt;
appear in. These can be adjusted through the notetag settings or through the&lt;br /&gt;
Plugin Commands provided by this plugin. Parallax layers can be limited to&lt;br /&gt;
multiple regions and/or terrain tags at the same time.&lt;br /&gt;
&lt;br /&gt;
'''WARNING:''' This will cause longer load times on larger maps and affect their&lt;br /&gt;
performance. We highly recommend that you don't use this feature on maps&lt;br /&gt;
larger than 120 tiles wide or tall. However, this value can vary from device&lt;br /&gt;
to device.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Reflections ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisualParallaxes_Preview2.gif]]&lt;br /&gt;
&lt;br /&gt;
In order to use reflections, you need to use tiles that are semi-transparent&lt;br /&gt;
or fully transparent. For example, water reflections need to come from tiles&lt;br /&gt;
that have been modified to be semi-transparent or fully transparent. If the&lt;br /&gt;
tile is completely opaque, the reflection will not show through. This rule&lt;br /&gt;
also applies to ground surfaces.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' This effect does not work on looping maps.&lt;br /&gt;
&lt;br /&gt;
By default, water-based reflections are assigned the Terrain Tag 1 and solid&lt;br /&gt;
ground reflections are assigned the Terrain Tag 2. In order to make water&lt;br /&gt;
tiles show water reflections, you need to mark their tiles in the database's&lt;br /&gt;
tilesets with 1's. To mark reflective ground surfaces, mark them with 2's.&lt;br /&gt;
If the tiles are not tagged properly, the reflections will not be shown.&lt;br /&gt;
&lt;br /&gt;
In the Plugin Parameters and notetags, you can decide if the reflections&lt;br /&gt;
will appear above the parallaxes or below them. By default, they will appear&lt;br /&gt;
above them. However, if you change them to appear below the parallaxes, then&lt;br /&gt;
pay attention to the opacity level of the parallaxes. If the parallaxes are&lt;br /&gt;
too opaque, you will barely see the reflection.&lt;br /&gt;
&lt;br /&gt;
Once again, both water and ground tiles need to be semi-transparent or fully&lt;br /&gt;
transparent in order for reflections to be seen.&lt;br /&gt;
&lt;br /&gt;
'''WARNING:''' This will cause longer load times on larger maps and affect their&lt;br /&gt;
performance. We highly recommend that you don't use this feature on maps&lt;br /&gt;
larger than 120 tiles wide or tall. However, this value can vary from device&lt;br /&gt;
to device.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Not For Battle ===&lt;br /&gt;
&lt;br /&gt;
For clarification, the VisuStella MZ Visual Parallaxes plugin is NOT made&lt;br /&gt;
for battle. There's a separate plugin for that called [[Visual Battle Environment VisuStella MZ|Visual Battle Environment]].&lt;br /&gt;
The reason why parallaxes aren't made for battle is because the&lt;br /&gt;
way parallaxes are handled in map vary from how they would be handled in&lt;br /&gt;
battle. Using the Visual Parallax Plugin Commands will only alter the&lt;br /&gt;
parallax appearances when the player finishes battle.&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;
=== Pixi JS Filters ===&lt;br /&gt;
&lt;br /&gt;
If the game project has Pixi JS Filters installed, then water reflections&lt;br /&gt;
will have a ripple effect. This is based off the Pixi JS ReflectionFilter&lt;br /&gt;
and will follow their rules. There are a couple of settings that can be&lt;br /&gt;
adjusted to customize the reflective properties.&lt;br /&gt;
&lt;br /&gt;
Boundary: Vertical position of the reflection point, default is 50% (middle)&lt;br /&gt;
smaller numbers produce a larger reflection, larger numbers produce a&lt;br /&gt;
smaller reflection. This also means that reflections closer to the edges&lt;br /&gt;
will also have a different visual ripple effect than those towards the&lt;br /&gt;
middle of the reflection.&lt;br /&gt;
&lt;br /&gt;
Amplitude: Starting and ending amplitude of waves allows you to control the&lt;br /&gt;
intensity of the reflection ripples. Use larger numbers for more intensity.&lt;br /&gt;
You have control over the values for the start and end values.&lt;br /&gt;
&lt;br /&gt;
Wavelength: Starting and ending wavelength values determine the size of the&lt;br /&gt;
ripples for the reflection filter. Use larger numbers for larger wave sizes.&lt;br /&gt;
You have control over the values for the start and end values.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Visual Parallaxes Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Visual Parallaxes Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Water Reflection Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisualParallaxes_Preview2.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisualParallaxes_Param1.png]]&lt;br /&gt;
&lt;br /&gt;
These are the default settings for water-based reflections.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Markers&lt;br /&gt;
&lt;br /&gt;
  Regions:&lt;br /&gt;
  - By default, which regions by default apply this reflection?&lt;br /&gt;
  - 0 is ignored.&lt;br /&gt;
&lt;br /&gt;
  Terrain Tags:&lt;br /&gt;
  - By default, which terrain tags by default apply this reflection?&lt;br /&gt;
  - 0 is ignored.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Positioning&lt;br /&gt;
&lt;br /&gt;
  Above Parallaxes?:&lt;br /&gt;
  - Place water reflections above visual parallaxes?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Appearance&lt;br /&gt;
&lt;br /&gt;
  Blur Rate:&lt;br /&gt;
  - How much do you wish to blur this reflection?&lt;br /&gt;
  - Use a decimal number between 0 and 1.&lt;br /&gt;
&lt;br /&gt;
  Opacity:&lt;br /&gt;
  - What is the default opacity for this reflection?&lt;br /&gt;
  - Use a value between 0 and 255.&lt;br /&gt;
&lt;br /&gt;
  Water Boundary:&lt;br /&gt;
  - At which point is the water boundary?&lt;br /&gt;
  - Use a decimal number between 0 and 1.&lt;br /&gt;
&lt;br /&gt;
  Amplitude Start:&lt;br /&gt;
  - What should be the starting amplitude value?&lt;br /&gt;
&lt;br /&gt;
  Amplitude End:&lt;br /&gt;
  - What should be the ending amplitude value?&lt;br /&gt;
&lt;br /&gt;
  Wavelength Start:&lt;br /&gt;
  - What should be the starting wavelength value?&lt;br /&gt;
&lt;br /&gt;
  Wavelength End:&lt;br /&gt;
  - What should be the ending wavelength value?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Solid Reflection Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisualParallaxes_Preview3.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisualParallaxes_Param2.png]]&lt;br /&gt;
&lt;br /&gt;
These are the default settings for solid ground reflections.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Markers&lt;br /&gt;
&lt;br /&gt;
  Regions:&lt;br /&gt;
  - By default, which regions by default apply this reflection?&lt;br /&gt;
  - 0 is ignored.&lt;br /&gt;
&lt;br /&gt;
  Terrain Tags:&lt;br /&gt;
  - By default, which terrain tags by default apply this reflection?&lt;br /&gt;
  - 0 is ignored.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Positioning&lt;br /&gt;
&lt;br /&gt;
  Above Parallaxes?:&lt;br /&gt;
  - Place water reflections above visual parallaxes?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Appearance&lt;br /&gt;
&lt;br /&gt;
  Blur Rate:&lt;br /&gt;
  - How much do you wish to blur this reflection?&lt;br /&gt;
  - Use a decimal number between 0 and 1.&lt;br /&gt;
&lt;br /&gt;
  Opacity:&lt;br /&gt;
  - What is the default opacity for this reflection?&lt;br /&gt;
  - Use a value between 0 and 255.&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 1.14: April 20, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where making editor changes to the current map a parallax has been placed through plugin command will cause it all to be erased and reset. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added an extra note to Parallax: Add/Change Settings.&lt;br /&gt;
** Added an extra note to Parallax: Fade Opacity.&lt;br /&gt;
** Added an extra note to Parallax: Remove.&lt;br /&gt;
*** This is temporary and will be reset upon re-entering the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: November 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added reflection compatibility with spawned events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: July 18, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
** Uses a better algorithm to determine terrain tags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: April 18, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where having a '!' at the start of a parallax file's name did not automatically incur map lock when done from plugin commands. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: 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 1.09: August 17, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an error that would cause a crash upon using the &amp;quot;Return to Title Screen&amp;quot; event command with the &amp;quot;Event Title Screen&amp;quot; plugin installed. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: May 18, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Reflections should now work properly with VisuMZ_1_EventsMoveCore's latest version. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: August 4, 2022&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Map Locked parallaxes now work better with smooth scroll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: July 7, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Blend modes are now revamped for the parallaxes to behave more like they do for pictures for better accuracy. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: January 27, 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 1.04: January 6, 2022&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: December 9, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added section to &amp;quot;Major Changes&amp;quot; for clarification purposes:&lt;br /&gt;
*** Not For Battle&lt;br /&gt;
*** For clarification, the VisuStella MZ Visual Parallxes plugin is NOT made for battle. There's a separate plugin for that called Visual Battle Environment. The reason why parallaxes aren't made for battle is because the way parallaxes are handled in map vary from how they would be handled in battle. Using the Visual Parallaxes Plugin Commands will only alter the parallax appearances when the player finishes battle.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added fail safes to prevent Plugin Command usage during battle to cause problems while inside battle test. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: June 25, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added compatibility functionality for Event Title Scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: May 28, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Fail safe added for those without Pixi JS Filters added.&lt;br /&gt;
** Removed the VisuStella MZ Core Engine requirement.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: March 12, 2021&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
&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;
[[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;
&amp;lt;!-- [[Category: RPG Maker MZ Utility Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Mechanical Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Visual_Fogs_VisuStella_MZ&amp;diff=17661</id>
		<title>Visual Fogs VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Visual_Fogs_VisuStella_MZ&amp;diff=17661"/>
		<updated>2026-04-19T11:41:42Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=17gdTl1-PzQ&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/908939&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/visual-fogs&amp;quot;&amp;gt;Visual Fogs plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Wave 7}}&lt;br /&gt;
|link3 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:VisualFogs_Preview1.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisualFogs_Preview2.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisualFogs_Preview3.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:VisualFogs_Preview1.gif]]&lt;br /&gt;
&lt;br /&gt;
Fogs are a handy feature long removed from RPG Maker since RPG Maker XP.&lt;br /&gt;
This plugin reintroduces them back into RPG Maker MZ. Fogs function similar&lt;br /&gt;
to parallaxes, except rather than being under the tile map, fogs appear&lt;br /&gt;
above the tile map and the characters. This plugin gives you an unlimited&lt;br /&gt;
amount of fogs to apply to each map alongside many controls to make the fogs&lt;br /&gt;
appear more vivid.&lt;br /&gt;
&lt;br /&gt;
A restricted fog area system is also added to this plugin to make fogs&lt;br /&gt;
appear only within certain regions and/or terrain tags. This way, you can&lt;br /&gt;
utilize parallaxes as masked layers for obscured sections of the map.&lt;br /&gt;
&lt;br /&gt;
Sometimes, fogs may be too intrusive to the player's visibility. A vignette&lt;br /&gt;
feature has been added to make fogs appear only on the borders or certain&lt;br /&gt;
sides of the screen. This way, fogs can still add to the atmosphere without&lt;br /&gt;
obscuring too much of the visible screen.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Add, change, and/or remove fogs through map notetags.&lt;br /&gt;
* Lots of customization options for each of the fogs.&lt;br /&gt;
* Limit where fogs can be displayed on the map through regions and/or terrain tags to obscure parts of the map.&lt;br /&gt;
* Use vignettes to obscure sides of the screen without affecting the center.&lt;br /&gt;
* Use Plugin Commands midway through the game to add, change, fade, and/or remove fogs as needed.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 4}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Fogs ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisualFogs_Preview1.gif]]&lt;br /&gt;
&lt;br /&gt;
Fogs are not an inherent feature for the map editor. They need to be added&lt;br /&gt;
through map notetags or Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
Each of the fogs added through this plugin's notetags and/or commands are&lt;br /&gt;
assigned an ID. Referring back to the ID later will allow you to update&lt;br /&gt;
and/or remove that fog when needed.&lt;br /&gt;
&lt;br /&gt;
When fogs are created, they appear above the tile map and characters, but&lt;br /&gt;
below the weather. This means they are created between the two layers when&lt;br /&gt;
the map's sprites are generated.&lt;br /&gt;
&lt;br /&gt;
Fogs will behave very similar to parallaxes in how they move about the&lt;br /&gt;
screen. This means that if a fog is set to looping, it will loop in&lt;br /&gt;
accordance to the screen's display coordinates. This is to maintain&lt;br /&gt;
consistency with how the RPG Maker MZ engine behaves.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Regions and Terrain Tags ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisualFogs_Preview3.gif]]&lt;br /&gt;
&lt;br /&gt;
If you don't want a fog to appear for the whole entire foreground and want&lt;br /&gt;
to confine them to certain areas of the map, you can assign regions or&lt;br /&gt;
terrain tags for them to appear in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NOTE: This effect does not work on looping maps.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only the parts of the map marked by the designated regions and/or terrain&lt;br /&gt;
tags will reveal the fog. Those parts will be little squares each,&lt;br /&gt;
equal to the size of a tile. They have soft borders due to blurring options.&lt;br /&gt;
The foggy tiles will be slightly larger than normal due to spill values.&lt;br /&gt;
&lt;br /&gt;
You may notice that some tiles don't blur well when they are towards the&lt;br /&gt;
right and bottom sides of the screen when the blur values are higher than&lt;br /&gt;
normal. This is a known issue with Pixi JS's filters and there's not much&lt;br /&gt;
the VisuStella team can do about it. Instead, what we recommend is that you&lt;br /&gt;
use a fog vignette on an upper layer to mask the bleeding issue.&lt;br /&gt;
&lt;br /&gt;
Each fog layer can have their own custom regions and/or terrain tags to&lt;br /&gt;
appear in. These can be adjusted through the notetag settings or through the&lt;br /&gt;
Plugin Commands provided by this plugin. Fog layers can be limited to&lt;br /&gt;
multiple regions and/or terrain tags at the same time.&lt;br /&gt;
&lt;br /&gt;
WARNING: This will cause longer load times on larger maps and affect their&lt;br /&gt;
performance. We highly recommend that you don't use this feature on maps&lt;br /&gt;
larger than 120 tiles wide or tall. However, this value can vary from device&lt;br /&gt;
to device.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Vignettes ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisualFogs_Preview2.gif]]&lt;br /&gt;
&lt;br /&gt;
If you don't want fogs to obscure the whole screen, use a vignette to make&lt;br /&gt;
them appear only at the sides of the screen. You can use custom vignette&lt;br /&gt;
masks or rendered ones provided by this plugin.&lt;br /&gt;
&lt;br /&gt;
If you decide to make a custom vignette mask, create them similar to regular&lt;br /&gt;
image masks. This means that white areas of the masking image will be the&lt;br /&gt;
parts of the screen where the fog appears while the black areas of the image&lt;br /&gt;
will hide the fog. You can use gradients to make the vignette mask appear&lt;br /&gt;
more smooth.&lt;br /&gt;
&lt;br /&gt;
Vignettes cannot be used with region and terrain tags. This is because the&lt;br /&gt;
region and terrain tag tiles move alongside the screen while vignettes are&lt;br /&gt;
always locked onto the borders of the screen. However, if you wish to use&lt;br /&gt;
both, just apply two different fog layers instead.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Not For Battle ===&lt;br /&gt;
&lt;br /&gt;
For clarification, the VisuStella MZ Visual Fogs plugin is NOT made for&lt;br /&gt;
battle. There's a separate plugin for that called [[Visual Battle Environment VisuStella MZ|Visual Battle Environment]].&lt;br /&gt;
The reason why fogs aren't made for battle is because the way fogs are&lt;br /&gt;
handled in map vary from how they would be handled in battle. Using the&lt;br /&gt;
Visual Fogs Plugin Commands will only alter the fog appearances when the&lt;br /&gt;
player finishes battle.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Visual Fogs Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Visual Fogs Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Default Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisualFogs_Preview1.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisualFogs_Param1.png]]&lt;br /&gt;
&lt;br /&gt;
The below are the default settings when it comes to creating fogs through&lt;br /&gt;
map notetags.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Defaults&lt;br /&gt;
&lt;br /&gt;
  Fog Opacity:&lt;br /&gt;
  - What is the default fog opacity level for map notetags?&lt;br /&gt;
&lt;br /&gt;
  Blend Mode:&lt;br /&gt;
  - What is the default fog blend mode for map notetags?&lt;br /&gt;
    - Normal&lt;br /&gt;
    - Additive&lt;br /&gt;
    - Multiply&lt;br /&gt;
    - Screen&lt;br /&gt;
&lt;br /&gt;
  Tile Blur:&lt;br /&gt;
  - What is the default fog tile blur intensity for map notetags?&lt;br /&gt;
&lt;br /&gt;
  Tile Spill:&lt;br /&gt;
  - What is the default fog tile spill amount for map notetags?&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 1.13: April 20, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where making editor changes to the current map a fog has been placed through plugin command will cause it all to be erased and reset. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added an extra note to Fog: Add/Change Settings.&lt;br /&gt;
** Added an extra note to Fog: Fade Opacity.&lt;br /&gt;
** Added an extra note to Fog: Remove.&lt;br /&gt;
*** This is temporary and will be reset upon re-entering the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: July 18, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
** Uses a better algorithm to determine terrain tags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: April 18, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where having a '!' at the start of a fog graphic file's name did not automatically incur map lock when done from plugin commands. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: 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 1.09: August 17, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an error that would cause a crash upon using the &amp;quot;Return to Title Screen&amp;quot; event command with the &amp;quot;Event Title Screen&amp;quot; plugin installed. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: June 15, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixes a visual bug involving the borders with the zoom animation upon entering a random encounter. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: August 4, 2022&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Vignettes now work better with zoom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: July 7, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Blend modes are now revamped for the fogs to behave more like they do for pictures for better accuracy. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: December 9, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added section to &amp;quot;Major Changes&amp;quot; for clarification purposes:&lt;br /&gt;
*** Not For Battle&lt;br /&gt;
*** For clarification, the VisuStella MZ Visual Fogs plugin is NOT made for battle. There's a separate plugin for that called Visual Battle Environment. The reason why fogs aren't made for battle is because the way fogs are handled in map vary from how they would be handled in battle. Using the Visual Fogs Plugin Commands will only alter the fog appearances when the player finishes battle.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added fail safes to prevent Plugin Command usage during battle to cause problems while inside battle test. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: June 25, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added compatibility functionality for Event Title Scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: May 28, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: May 21, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added a clause we forgot to mention that region-locked fog effects only work on maps with no looping. A note will be added to the &amp;quot;Regions and Terrain Tags&amp;quot; and notetag sections. We apologize for any inconveniences this may cause.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: May 7, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Cached vignettes will no longer be cleared from memory. Fix by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: March 5, 2021&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
&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;
[[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;
&amp;lt;!-- [[Category: RPG Maker MZ Mechanical Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Message_Keywords_VisuStella_MZ&amp;diff=17660</id>
		<title>Message Keywords VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Message_Keywords_VisuStella_MZ&amp;diff=17660"/>
		<updated>2026-04-19T11:41:31Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=ij6WoEwqnzU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/1270212&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/message-keywords&amp;quot;&amp;gt;Message Keywords plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Visual Novel Vol 2}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:MessageKeywords_Preview.gif]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:MessageKeywords_Preview.gif]]&lt;br /&gt;
&lt;br /&gt;
This plugin adds Keyword support for the Message Window and any others&lt;br /&gt;
listed in the Plugin Parameters. By having Keyword support, the player can&lt;br /&gt;
hover their mouse cursor over the Keyword and a tooltip window will appear,&lt;br /&gt;
explaining further about the Keyword in question. This can be used in the&lt;br /&gt;
Message Window to explain lore, in the Help Window to go into detail about&lt;br /&gt;
more complex mechanics, and more!&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Setup Keywords within the Plugin Parameters.&lt;br /&gt;
* Keywords determine how the Keyword marker will be replaced and what kind of text will be displayed in the tooltip window.&lt;br /&gt;
* Use Keywords to explain or remind the player about lore heavy topics.&lt;br /&gt;
* Keywords can be used to explain indepth mechanics inside Help Window.&lt;br /&gt;
* Alter the tooltip window's settings to your liking.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
=== Required Plugin List ===&lt;br /&gt;
&lt;br /&gt;
* [[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 3}}&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
&lt;br /&gt;
[[File:MessageKeywords_Preview.gif]]&lt;br /&gt;
&lt;br /&gt;
Here are the instructions on how to use this plugin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:MessageKeywords_Params1a.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step 1:&lt;br /&gt;
&lt;br /&gt;
- Open up the Plugin Parameters for this plugin.&lt;br /&gt;
- Open up the &amp;quot;Keyword List&amp;quot; Parameter list.&lt;br /&gt;
- Add your own or modify existing Keywords.&lt;br /&gt;
  - The &amp;quot;Keyword&amp;quot; is the Keyword Marker that will be referenced when using a&lt;br /&gt;
    Keyword inside of the Message Window or Help Window. Remember this.&lt;br /&gt;
  - The &amp;quot;Replacement Text&amp;quot; is the text that appears in place of the Keyword&lt;br /&gt;
    Marker. This can be used to color code or as a shortcut for Keywords.&lt;br /&gt;
    - Replacement text does not have to be exactly the same as the Keyword.&lt;br /&gt;
  - &amp;quot;Tooltip Text&amp;quot; is the text that appears inside the tooltip window when&lt;br /&gt;
    the player's mouse cursor hovers over the Keyword.&lt;br /&gt;
- Save your changes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:MessageKeywords_Example2.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Step 2:&lt;br /&gt;
&lt;br /&gt;
- Create a new &amp;quot;Show Message&amp;quot; event command or modify a database object's&lt;br /&gt;
  help &amp;quot;Description&amp;quot;.&lt;br /&gt;
- Insert the Keyword Marker in the following format: ((Keyword))&lt;br /&gt;
  - Replace &amp;quot;Keyword&amp;quot; with the Keyword Marker mentioned in Step 1.&lt;br /&gt;
  - To use the default examples, you can type in ((Example)) or ((Ojima)).&lt;br /&gt;
- Save the changes.&lt;br /&gt;
- Go view them in game.&lt;br /&gt;
- Hover the mouse cursor over the specific Keywords and a tooltip window&lt;br /&gt;
  should appear.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Tooltip window text does not support Word Wrap. It is simply disabled from&lt;br /&gt;
the very start so any Word Wrap text codes will not work with it.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Extra Features ==&lt;br /&gt;
&lt;br /&gt;
[[File:MessageKeywords_Preview.gif]]&lt;br /&gt;
&lt;br /&gt;
There are some extra features found if other VisuStella MZ plugins are found&lt;br /&gt;
present in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Elements and Status Menu Core VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Items and Equips Core VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Quest Journal System VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Message Log VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Visual Text Window VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
Custom windows provided by these plugins will have Keyword support as long&lt;br /&gt;
as their respective window names are listed in the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Text Codes MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Message Keywords Text Codes}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Keyword List ===&lt;br /&gt;
&lt;br /&gt;
[[File:MessageKeywords_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:MessageKeywords_Params1a.png]]&lt;br /&gt;
&lt;br /&gt;
This array governs the Keywords that are used for the game.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Keyword List&lt;br /&gt;
&lt;br /&gt;
  Keyword Marker:&lt;br /&gt;
  - This is the marker used to determine the tooltip and any associated text&lt;br /&gt;
  - To use this inside the Message Window or Help Description, type out the&lt;br /&gt;
    following:&lt;br /&gt;
&lt;br /&gt;
    ((Keyword))&lt;br /&gt;
&lt;br /&gt;
    Where &amp;quot;Keyword&amp;quot; would be the Keyword Marker used. Case does not matter.&lt;br /&gt;
&lt;br /&gt;
  Replacement Text:&lt;br /&gt;
  - The text displayed as a replacement for the tooltip.&lt;br /&gt;
  - You may use text codes.&lt;br /&gt;
&lt;br /&gt;
  Tooltip Text:&lt;br /&gt;
  - The text displayed for this tooltip.&lt;br /&gt;
  - You may use text codes.&lt;br /&gt;
&lt;br /&gt;
  Cascades:&lt;br /&gt;
  - Used only for Window_Help Cascades.&lt;br /&gt;
  - Displays these additional keywords.&lt;br /&gt;
&lt;br /&gt;
    Cascade Family:&lt;br /&gt;
    - What is the name of this cascade family?&lt;br /&gt;
    - Same families won't have multiple cascades.&lt;br /&gt;
    - ie. Multiple cascades in the &amp;quot;Heal&amp;quot; cascade will won't display others.&lt;br /&gt;
    - If no family is used, its keyword will be its family name.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Tooltip Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:MessageKeywords_Preview.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:MessageKeywords_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
Settings for the Message Keyword Tooltips Window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Appearance&lt;br /&gt;
&lt;br /&gt;
  Scale:&lt;br /&gt;
  - What scale size do you want for the tooltip?&lt;br /&gt;
  - Use 1.0 for normal size.&lt;br /&gt;
&lt;br /&gt;
  Skin Filename:&lt;br /&gt;
  - What window skin do you want to use for the tooltip?&lt;br /&gt;
&lt;br /&gt;
  Skin Opacity:&lt;br /&gt;
  - What opacity setting is used for the tooltip?&lt;br /&gt;
  - Use a number between 0 and 255.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Offset&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offset the tooltip X position from the mouse?&lt;br /&gt;
  - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offset the tooltip Y position from the mouse?&lt;br /&gt;
  - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Help Window Cascade&lt;br /&gt;
&lt;br /&gt;
[[File:MessageKeywords_Cascades.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Cascading tooltips will show all of the available keywords found in the&lt;br /&gt;
help window and list them off to the side to show off each tooltip at once.&lt;br /&gt;
This allows players to read keyword definitions without needing to utilize&lt;br /&gt;
touch inputs.&lt;br /&gt;
&lt;br /&gt;
'''WARNING''': The more keywords you use per help description, the more&lt;br /&gt;
windows will appear on the screen. You need to keep this in mind as you&lt;br /&gt;
design your help description keywords as to not clutter the screen.&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': Cascades will not appear in Scene_Equip when the slot window is&lt;br /&gt;
currently active in order to make sure the slot items are visible and not&lt;br /&gt;
obscured. Hovering over keywords is still possible.&lt;br /&gt;
&lt;br /&gt;
  Enable Cascade?:&lt;br /&gt;
  - Enable Window_Help cascade tooltips?&lt;br /&gt;
  - Must be enabled to use.&lt;br /&gt;
&lt;br /&gt;
    Attach to Window?:&lt;br /&gt;
    - Attach cascade windows to Window_Help?&lt;br /&gt;
&lt;br /&gt;
  Activation Style:&lt;br /&gt;
  - What is the activation style you wish to use for cascading tooltips?&lt;br /&gt;
    - Always Activated&lt;br /&gt;
    - Shift Toggles On/Off&lt;br /&gt;
&lt;br /&gt;
    Default Toggle State:&lt;br /&gt;
    - What is the default toggle state if the shift toggle option is used?&lt;br /&gt;
&lt;br /&gt;
  Offset Position:&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Offset the cascade X position?&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Offset the cascade Y position?&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  Move Animation:&lt;br /&gt;
&lt;br /&gt;
    Start X:&lt;br /&gt;
    - Starting offset cascade X position?&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Start Y:&lt;br /&gt;
    - Starting offset cascade Y position?&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
    Duration:&lt;br /&gt;
    - Duration to move cascading windows into position?&lt;br /&gt;
&lt;br /&gt;
  Toggle Button Prompt:&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
    Prompt Format:&lt;br /&gt;
    - Prompt display for toggling cascade mode.&lt;br /&gt;
    - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
    Scale:&lt;br /&gt;
    - Use a number between 0 and 1 to determine the scale.&lt;br /&gt;
    - 0 = 0%; 0.5 = 50%; 1.0 = 100%&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Offset the cascade prompt X position?&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Offset the cascade prompt Y position?&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Supported Windows ===&lt;br /&gt;
&lt;br /&gt;
[[File:MessageKeywords_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
Message Keyword support will be provided to these windows.&lt;br /&gt;
Not every window is a valid candidate, however.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Supported Windows&lt;br /&gt;
&lt;br /&gt;
  String:&lt;br /&gt;
  - Type in the constructor name of window you wish to add to the supported&lt;br /&gt;
    Window list.&lt;br /&gt;
  - Any windows not on the list will not support Keywords in the sense that&lt;br /&gt;
    tooltips will not appear. However, Keyword Markers can still be used to&lt;br /&gt;
    offer a quick shortcut to replacement text outside of tooltip windows.&lt;br /&gt;
  - Any of the windows listed here will have their refresh functions monkey&lt;br /&gt;
    patched via JavaScript to support Message Keywords.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.07: April 20, 2026&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Message Keywords now work properly with the Sideview Battle UI. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: January 19, 2026&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Display and toggling of Message Keywords only occurs if the Help Window is visible. This is to prevent shortcut clashing with other plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: June 13, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Keyword List &amp;gt; Keyword &amp;gt; Cascades&lt;br /&gt;
**** Used only for Window_Help Cascades.&lt;br /&gt;
**** Displays these additional keywords.&lt;br /&gt;
*** Parameters &amp;gt; Tooltip Settings &amp;gt; Help Window Cascade&lt;br /&gt;
**** Cascading tooltips will show all of the available keywords found in the help window and list them off to the side to show off each tooltip at once. This allows players to read keyword definitions without needing to utilize touch inputs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: March 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause a crash upon opening up the log window. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: August 11, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused games with a sleeping mouse on initialization to always trigger the tooltip window. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: April 21, 2022&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility update with VisuMZ's Quest Journal System to not auto-clear the keyword tooltip window when tracking variables are being updated with the Quest Tracker open. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: February 24, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Variables are now parsed before and after the parsing of keywords. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: December 8, 2021&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Visual Novel Volume 2]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Gameplay Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Mechanical Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Message Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Auto_Skill_Triggers_VisuStella_MZ&amp;diff=17659</id>
		<title>Auto Skill Triggers VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Auto_Skill_Triggers_VisuStella_MZ&amp;diff=17659"/>
		<updated>2026-04-19T11:41:22Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=SIhe1CciK54&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/786772&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/auto-skill-triggers&amp;quot;&amp;gt;Auto Skill Triggers by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Wave 4}}&lt;br /&gt;
|link3 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AutoSkillTrigger_SelfDestruct.gif]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[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;
Sometimes you want some skills that only occur after a specific condition&lt;br /&gt;
triggers (ie. death, receiving specific elemental damage, or allies&lt;br /&gt;
performing skills of a specific type). These skill triggers are now made&lt;br /&gt;
possible through this plugin.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Skill triggers that launch at the start of battle or winning a battle.&lt;br /&gt;
* Skills that let actors/enemies do one last hurrah before dying.&lt;br /&gt;
* Skills that function as a reaction to the user performing specific actions ranging from basic attacks, guarding, items, physical attacks, magical attacks, certain hit attacks, skills from specific skill types, or actions that inflict any specific kind of elemental damage.&lt;br /&gt;
* A total of 60 different auto triggers for a variety of situations.&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;
== VisuStella MZ Compatibility ==&lt;br /&gt;
&lt;br /&gt;
While this plugin is compatible with the majority of the VisuStella MZ&lt;br /&gt;
plugin library, it is not compatible with specific plugins or specific&lt;br /&gt;
features. This section will highlight the main plugins/features that will&lt;br /&gt;
not be compatible with this plugin or put focus on how the make certain&lt;br /&gt;
features compatible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Battle System - FTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ETB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
[[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
These battle systems are incompatible with Auto Skill Triggers. This is due&lt;br /&gt;
to their turn structures, making them highly incompatible with the way that&lt;br /&gt;
Auto Skill Triggers work.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Auto Skill Triggers Notetags}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== General Settings ===&lt;br /&gt;
&lt;br /&gt;
These are general settings used for this plugin. These are primarily used to&lt;br /&gt;
impose a limit on the number of auto skill triggers that can happen per&lt;br /&gt;
battler per turn (meaning each member in battle has that limit individually&lt;br /&gt;
and not as a whole). Generally speaking, we recommend imposing limits limits&lt;br /&gt;
like MP costs, TP costs, cooldowns, and the like.&lt;br /&gt;
&lt;br /&gt;
This is because auto skill triggers, when left unchecked and reacting to&lt;br /&gt;
everything, can cause a runaway effect where the player no longer inputs&lt;br /&gt;
anything. Instead, it is best to put a limit (even if high) on the number of&lt;br /&gt;
auto triggers to prevent such a thing from happening.&lt;br /&gt;
&lt;br /&gt;
If you still want seemingly unlimited auto skill triggers, change the&lt;br /&gt;
numbers to 100 or something, but keep in mind that we're not responsible for&lt;br /&gt;
runaway effects when the risk of it happening is already mentioned.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Limit Per Turn (Turn-Based):&lt;br /&gt;
  - Turn-Based Only.&lt;br /&gt;
  - How many triggers per battler per turn?&lt;br /&gt;
  - Higher risk of runaway auto triggers at higher counts.&lt;br /&gt;
&lt;br /&gt;
  Limit Per Turn (TPB-Based):&lt;br /&gt;
  - TPB-Only.&lt;br /&gt;
  - How many triggers per battler per turn?&lt;br /&gt;
  - Higher risk of runaway auto triggers at higher counts.&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: April 20, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where battle start auto skill triggers would erase the bonus effects of preemptive and surprise attacks. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; General Settings:&lt;br /&gt;
**** These are general settings used for this plugin. These are primarily used to impose a limit on the number of auto skill triggers that can happen per battler per turn (meaning each member in battle has that limit individually and not as a whole). Generally speaking, we recommend imposing limits limits like MP costs, TP costs, cooldowns, and the like.&lt;br /&gt;
**** This is because auto skill triggers, when left unchecked and reacting to everything, can cause a runaway effect where the player no longer inputs anything. Instead, it is best to put a limit (even if high) on the number of auto triggers to prevent such a thing from happening.&lt;br /&gt;
**** If you still want seemingly unlimited auto skill triggers, change the numbers to 100 or something, but keep in mind that we're not responsible for runaway effects when the risk of it happening is already mentioned.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Limit Per Turn (Turn-Based)&lt;br /&gt;
**** Turn-Based Only. How many triggers per battler per turn? Higher risk of runaway auto triggers at higher counts.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Limit Per Turn (TPB-Based)&lt;br /&gt;
**** TPB-Only. How many triggers per battler per turn? Higher risk of runaway auto triggers at higher counts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: January 18, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibiliy with Battle System - OTB when using states with Action Times+. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: August 17, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Battle System - ATB's wait setting. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: July 13, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Battle System - ATB's active setting. Update made by Olivia.&lt;br /&gt;
** Added better compatibility with Battle System - OTB for battle start and enemy responses. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: January 20, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Battle System OTB's forced action update. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: June 30, 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 1.11: March 10, 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 1.10: December 16, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Auto Skill Triggers is now disabled with the following battle systems: ETB, FTB, and PTB. This is due to the way their turn structures work, making them highly incompatible with one another.&lt;br /&gt;
** We may revisit this in the future, but for now, Auto Skill Triggers are to be disabled by code when any of the battle systems are detected.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;VisuStella MZ Compatibility&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: June 25, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added failsafe for those using illegal syntax charactes inside of their database type names which conflict with notetag creation. Fix by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: March 19, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Death Triggers that cannot be used will no longer cause the battler to become immortal. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: March 12, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Skills that cannot be used will no longer be checked for auto triggers. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: February 12, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Skills that cannot be used will no longer be checked for auto triggers. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: January 22, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Triggers involving the user should now work properly. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetag added by Arisu:&lt;br /&gt;
*** &amp;lt;Auto Trigger x%: condition&amp;gt;&lt;br /&gt;
**** If using the x% variant, the Auto Trigger has a x% chance to occur.&lt;br /&gt;
**** Replace 'x' with a number value representing the chance to succeed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: December 25, 2020&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added compatibility functionality for Battle System - STB.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: November 22, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Auto Skill Triggers no long clear battler speed in TPB. Fixed by Yanfly.&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;
** Stunned enemies will have their auto triggers bypassed. Fix made by Olivia.&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;
** Skills and Items used outside of battle should no longer crash the game. Fix made by Yanfly.&lt;br /&gt;
** Specific trigger types should no longer crash the game. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: October 28, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 4]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Skill Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Visual Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Visual_Battle_Environment_VisuStella_MZ&amp;diff=17658</id>
		<title>Visual Battle Environment VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Visual_Battle_Environment_VisuStella_MZ&amp;diff=17658"/>
		<updated>2026-04-19T11:41:13Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=Cna60jschK4&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/990020&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/visual-battle-environment&amp;quot;&amp;gt;Visual Battle Environment plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Wave 8}}&lt;br /&gt;
|link3 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:VisualBattleEnv_Ani1.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisualBattleEnv_Ani2.gif]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&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:VisualBattleEnv_Ani1.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisualBattleEnv_Ani2.gif]]&lt;br /&gt;
&lt;br /&gt;
Add extra layers of images to your battle system for background purposes or&lt;br /&gt;
foreground purposes. These images can be battlebacks, pictures, parallaxes,&lt;br /&gt;
whatever you need them to be. Add extra settings to them, such as scrolling,&lt;br /&gt;
blend modes, different opacity levels, hues, and more.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Create battle environment images located behind battlers to function as a part of the background.&lt;br /&gt;
* Create battle environment images located in front of battlers to function as a part of the foreground.&lt;br /&gt;
* Apply custom settings to them, such as changing their blend modes, their scrolling speeds, and opacity levels.&lt;br /&gt;
* Customize their hue and if they have a hue shift at all.&lt;br /&gt;
* Apply color tones if needed to give more color control.&lt;br /&gt;
* Alter their opacity levels midway during battle.&lt;br /&gt;
* An unlimited amounts of back environments and front environments to add to the battle scene.&lt;br /&gt;
* Environment images are layered based on their ID's. Lower ID's appear below while higher ID's appear above.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
=== Required Plugin List ===&lt;br /&gt;
&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Visual Battle Environment Plugin Commands}}&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 1.09: April 20, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where upon returning from the options menu or any other similar menu while in battle, any previously removed battle environments would reappear. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: August 18, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash from a previous version of Battle Core. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: January 27, 2022&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 1.06: December 16, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Compatibility update with RPG Maker MZ's new subfolders. Update by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: August 6, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Environments no longer visibly vanish when changing to the Options or Party management scenes. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: July 16, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Games with UI dimensions that are different from screen dimensions should no longer be affected by the distance difference. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: May 28, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: April 30, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Added a fail safe for changing color tones in case the value fails to be an array (it will default to zero tone). Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: April 9, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Crashes should no longer occur when performing a troop transition from the map. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: May 10, 2021&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 8]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Gameplay Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Eventing Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Utility Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Mechanical Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Tutorial_Panel_System_VisuStella_MZ&amp;diff=17657</id>
		<title>Tutorial Panel System VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Tutorial_Panel_System_VisuStella_MZ&amp;diff=17657"/>
		<updated>2026-04-19T11:40:59Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=Y9CwVDMpOPc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;!-- |preview = [[File:VisuMZ.112.jpg|600px]] --&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/1833175&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/tutorial-panel-system&amp;quot;&amp;gt;Tutorial Panel 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 Custom Construct Vol 3}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:TutorialPanelSys_Preview1.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:TutorialPanelSys_Preview2.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;
[[File:VisuMZ.112.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
The plugin adds the ability to display tutorial panels seen in many recent&lt;br /&gt;
JRPG's. The tutorial panel system allows the player to read forward and&lt;br /&gt;
backward at their own pace while having visuals displayed on the relevant&lt;br /&gt;
tutorial pages. The player can later reread the tutorials found in a&lt;br /&gt;
dedicated Tutorial List scene that is accessible through the main menu.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Adds modern JRPG Tutorial Panel system.&lt;br /&gt;
* Players can read tutorials at their own pace, advancing forward and backward as needed, all while tutorials provide visuals.&lt;br /&gt;
* The list of already read tutorials can be accessed from the Main Menu if enabled and made visible through the Plugin Commands/Parameters.&lt;br /&gt;
* Tutorials can be viewed from the map scene or battle scene.&lt;br /&gt;
* Tutorial calls can be bypassed if the player has already viewed them, in order to prevent tediousness.&lt;br /&gt;
* Tutorials can be bypassed manually by the player through the Options scene if they do not wish to read tutorials for whatever reason (such as their second or third playthrough of the game).&lt;br /&gt;
* Tutorials can still be forcefully opened ignoring the bypass options of having already been read or turned off through the Options menu.&lt;br /&gt;
* Game devs can silently register tutorials to be placed into the Tutorial List scene for the player to read without having to show the tutorial.&lt;br /&gt;
* Within the Tutorial List scene, tutorials are separated into categories, allowing players to sort through them easily.&lt;br /&gt;
* Players can expand and collapse categories as needed if there are too many tutorials to navigate through.&lt;br /&gt;
* Some tutorials can already be made visible and registered by default.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
== Extra Features ==&lt;br /&gt;
&lt;br /&gt;
There are some extra features found if other VisuStella MZ plugins are found&lt;br /&gt;
present in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Core Engine VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:TutorialPanelSys_Preview1.gif]]&lt;br /&gt;
&lt;br /&gt;
This plugin provides vocabulary that can be used for the Button Assist&lt;br /&gt;
Window added through the VisuMZ Core Engine.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Main Menu Core VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:TutorialPanelSys_Preview5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The latest version of the VisuMZ Main Menu Core already has the settings for&lt;br /&gt;
the Tutorial List command.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Options Core VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:TutorialPanelSys_Preview4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The latest version of the VisuMZ Options Core should have the settings for&lt;br /&gt;
showing/hiding tutorials.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Tutorial Panel System Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Category List Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:TutorialPanelSys_Preview2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:TutorialPanelSys_Param1.png]]&lt;br /&gt;
&lt;br /&gt;
List of categories that are used for this plugin. Categories will be listed&lt;br /&gt;
in the order they appear with &amp;quot;Unlisted&amp;quot; category displayed first.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Category&lt;br /&gt;
&lt;br /&gt;
  ID Key:&lt;br /&gt;
  - This category's identification key.&lt;br /&gt;
  - Categories require unique keys for the plugin to differentiate them.&lt;br /&gt;
&lt;br /&gt;
  Title:&lt;br /&gt;
  - This category's title.&lt;br /&gt;
  - You may use text codes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Tutorial List Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:TutorialPanelSys_Preview2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:TutorialPanelSys_Param2.png]]&lt;br /&gt;
&lt;br /&gt;
List of tutorials that are used for this plugin. Here is where you add all&lt;br /&gt;
the tutorials seen in game. How they appear and such is all handled here.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Tutorial&lt;br /&gt;
&lt;br /&gt;
  ID Key:&lt;br /&gt;
  - This tutorial's identification key.&lt;br /&gt;
  - Tutorials require unique keys for the plugin to differentiate them.&lt;br /&gt;
&lt;br /&gt;
  Title:&lt;br /&gt;
  - This tutorial's title. Displayed in a separate window.&lt;br /&gt;
  - You may use text codes.&lt;br /&gt;
&lt;br /&gt;
  Category:&lt;br /&gt;
  - The category this tutorial is listed under.&lt;br /&gt;
  - If unlisted, the tutorial will be listed under &amp;quot;Unlisted&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
  Pages:&lt;br /&gt;
  - List of pages that are shown for this tutorial.&lt;br /&gt;
  - Pages are displayed in the order listed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:TutorialPanelSys_Param2a.png]]&lt;br /&gt;
&lt;br /&gt;
Page Settings&lt;br /&gt;
&lt;br /&gt;
  Filename:&lt;br /&gt;
  - Displayed image associated with this page.&lt;br /&gt;
  - Found in the game project's /img/pictures/ folder.&lt;br /&gt;
&lt;br /&gt;
  Description:&lt;br /&gt;
  - The description text displayed for this page.&lt;br /&gt;
  - Text codes are allowed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Scene_TutorialData Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:TutorialPanelSys_Preview1.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:TutorialPanelSys_Param3.png]]&lt;br /&gt;
&lt;br /&gt;
Settings for Scene_TutorialData. This scene is where the contents of the&lt;br /&gt;
tutorials are displayed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Background&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;
Button Assist Vocab&lt;br /&gt;
&lt;br /&gt;
  Change Page:&lt;br /&gt;
  - Vocabulary used for changing pages.&lt;br /&gt;
  - You may use text codes.&lt;br /&gt;
&lt;br /&gt;
  Next Page:&lt;br /&gt;
  - Vocabulary used for moving to the next page.&lt;br /&gt;
  - You may use text codes.&lt;br /&gt;
&lt;br /&gt;
  Done Tutorial:&lt;br /&gt;
  - Vocabulary used for being done with the tutorial.&lt;br /&gt;
  - You may use text codes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Windows &amp;gt; Pages Window&lt;br /&gt;
&lt;br /&gt;
  Active Page Text:&lt;br /&gt;
  - Vocabulary used for active page.&lt;br /&gt;
  - You may use text codes.&lt;br /&gt;
&lt;br /&gt;
  Inactive Page Text:&lt;br /&gt;
  - Vocabulary used for inactive page.&lt;br /&gt;
  - You may use text codes.&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&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;
Windows &amp;gt; Description Window&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&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;
Windows &amp;gt; Picture Window&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&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;
Windows &amp;gt; Title Window&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&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;
=== Scene_TutorialList Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:TutorialPanelSys_Preview2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:TutorialPanelSys_Param4.png]]&lt;br /&gt;
&lt;br /&gt;
Settings for Scene_TutorialList. This is the scene where the player can go&lt;br /&gt;
to reread previously viewed tutorials.&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 'Tutorials' option in the Main Menu.&lt;br /&gt;
&lt;br /&gt;
  Show in Main Menu?:&lt;br /&gt;
  - Add the 'Tutorials' option to the Main Menu by default?&lt;br /&gt;
&lt;br /&gt;
  Enable in Main Menu?:&lt;br /&gt;
  - Enable the 'Tutorials' option to the Main Menu by default?&lt;br /&gt;
&lt;br /&gt;
Background&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;
Button Assist Vocab&lt;br /&gt;
&lt;br /&gt;
  View Tutorial:&lt;br /&gt;
  - Text for viewing tutorial.&lt;br /&gt;
&lt;br /&gt;
  Expand Category:&lt;br /&gt;
  - Text for expanding categories.&lt;br /&gt;
&lt;br /&gt;
  Collapse Category:&lt;br /&gt;
  - Text for collapsing categories.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Windows &amp;gt; List Window&lt;br /&gt;
&lt;br /&gt;
  Open Categories:&lt;br /&gt;
  - Text format for an open category.&lt;br /&gt;
  - %1 - Category Name, %2 - Quest Amount&lt;br /&gt;
&lt;br /&gt;
  Closed Categories:&lt;br /&gt;
  - Text format for an open category.&lt;br /&gt;
  - %1 - Category Name, %2 - Quest Amount&lt;br /&gt;
&lt;br /&gt;
  Unlisted Category:&lt;br /&gt;
  - Text used for &amp;quot;unlisted&amp;quot; category.&lt;br /&gt;
  - You may use text codes.&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&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;
=== Scene_Battle Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:TutorialPanelSys_Preview3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:TutorialPanelSys_Param5.png]]&lt;br /&gt;
&lt;br /&gt;
Settings for Scene_Battle. This governs how tutorials appear in battle.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Windows &amp;gt; Battle Status Window&lt;br /&gt;
&lt;br /&gt;
  Hide During?:&lt;br /&gt;
  - Hide the battle status window during tutorials?&lt;br /&gt;
  - Does NOT affect VisuMZ_3_SideviewBattleUI!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Windows &amp;gt; Pages Window&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&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;
Windows &amp;gt; Description Window&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&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;
Windows &amp;gt; Picture Window&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&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;
Windows &amp;gt; Title Window&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&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;
Windows &amp;gt; Button Assist Window&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine!&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;
  - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Options Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:TutorialPanelSys_Preview4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:TutorialPanelSys_Param6.png]]&lt;br /&gt;
&lt;br /&gt;
Options settings for this plugin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Options&lt;br /&gt;
&lt;br /&gt;
  Add Option?:&lt;br /&gt;
  - Add the 'Tutorials' option to the Options menu?&lt;br /&gt;
&lt;br /&gt;
  Adjust Window Height:&lt;br /&gt;
  - Automatically adjust the options window height?&lt;br /&gt;
&lt;br /&gt;
  Option Name:&lt;br /&gt;
  - Command name of the option.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Sound Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:TutorialPanelSys_Param7.png]]&lt;br /&gt;
&lt;br /&gt;
Sound settings when changing tutorial pages.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Sound&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;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.03: April 20, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** If the picture used in the tutorial page is too big, it would cover the Button Assist Window. This is now fixed and the picture would appear behind the Button Assist Window if available. Fix made by Irina.&lt;br /&gt;
** Previously, when multiple tutorials are shown in battle, there would be a frame or two of flicker between the tutorial images. This should now be fixed. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Scene Battle &amp;gt; Button Assist Window&lt;br /&gt;
**** Button Assist Window &amp;gt; Background Type&lt;br /&gt;
**** Button Assist Window &amp;gt; JS: X, Y, W, H&lt;br /&gt;
***** Added menu button assist to the battle scene where it previously was not available.&lt;br /&gt;
***** Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: April 18, 2024&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:&lt;br /&gt;
*** Debug: Full Tutorial List?&lt;br /&gt;
**** For playtest only! Allows you to fully view Tutorial.&lt;br /&gt;
**** Resets when the game client is closed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: January 2, 2023&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Custom Construct Volume 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;
&amp;lt;!-- [[Category: RPG Maker MZ Battle Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Gameplay Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Eventing Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Mechanical Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Menu Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Party_System_VisuStella_MZ&amp;diff=17656</id>
		<title>Party System VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Party_System_VisuStella_MZ&amp;diff=17656"/>
		<updated>2026-04-19T11:40:50Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=8AQ-NgFGwRA&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/745029&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/party-system&amp;quot;&amp;gt;Party 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 2}}&lt;br /&gt;
|link3 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
| [[File:PartySystemMenu1.png|400px]]&lt;br /&gt;
| [[File:PartySystemBattle1.png|400px]]&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| [[File:PartySystemScene1.png|400px]]&lt;br /&gt;
| [[File:PartySystemScene2.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;
RPG Maker MZ only gives game projects the ability to switch party members&lt;br /&gt;
within the main menu and nothing more. There's no inherent functionality to&lt;br /&gt;
lock party members, make party members required, and/or give players the&lt;br /&gt;
ability to switch party members mid-battle.&lt;br /&gt;
&lt;br /&gt;
This plugin will add in all of those functions as well as a dedicated scene&lt;br /&gt;
for switching party members. Party switching will allow party members to be&lt;br /&gt;
removed, swapped, and sorted. Through the usage of Plugin Commands, party&lt;br /&gt;
members can also be locked and/or required for party presence.&lt;br /&gt;
&lt;br /&gt;
Those using the VisuStella MZ Battle Core will also have access to features&lt;br /&gt;
in this plugin that aren't available otherwise. These features give players&lt;br /&gt;
the functionality to switch out the whole party lineup mid-battle and/or&lt;br /&gt;
individual party member switching.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Custom scene dedicated to party management.&lt;br /&gt;
* Change the maximum number of party members that can participate in battle.&lt;br /&gt;
* Plugin Commands to lock party members.&lt;br /&gt;
* Plugin Commands to make certain party members required.&lt;br /&gt;
* Added functionality with Battle Core to switch party members mid-battle.&lt;br /&gt;
* This comes in the form of changing either the whole party at once.&lt;br /&gt;
* Or switching individual members out one at a time.&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;
[[File:PartySystemMenu1.png|600px]]&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;
=== Main Menu Formation Command ===&lt;br /&gt;
&lt;br /&gt;
This command is now changed to send the player to Scene_Party for the&lt;br /&gt;
player to have a dedicated scene for changing the party.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Battle Members Array ===&lt;br /&gt;
&lt;br /&gt;
Previously, the battle members are decided by which actors are lined up&lt;br /&gt;
first in the party roster. This has been changed to give players the freedom&lt;br /&gt;
to have a party size less than the maximum. This change is made by changing&lt;br /&gt;
the way the battle members are determined by using a new array. However, any&lt;br /&gt;
and all functions utilize the $gameParty.battleMembers() function will still&lt;br /&gt;
behave as normal.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Formation Change OK Function ===&lt;br /&gt;
&lt;br /&gt;
RPG Maker MZ did not do anything with the Game_Actor.isFormationChangeOk&lt;br /&gt;
function so this plugin overwrote it completely to allow for the new&lt;br /&gt;
lock and require features to work.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Temporary Parties ===&lt;br /&gt;
&lt;br /&gt;
Temporary parties are very specific parties that will overwrite whatever the&lt;br /&gt;
player has set as a party. These can include current party members or even&lt;br /&gt;
actors that haven't joined. The temporary party cannot be changed nor can&lt;br /&gt;
the positions of said party members can be changed.&lt;br /&gt;
&lt;br /&gt;
When a temporary party is present, menu and battle commands involving&lt;br /&gt;
changing party members will be disabled.&lt;br /&gt;
&lt;br /&gt;
Once the temporary party is disbanded, the player's selected party will be&lt;br /&gt;
available once again as well as all of the functions to change party members&lt;br /&gt;
and their positions.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Extra Features ==&lt;br /&gt;
&lt;br /&gt;
There are some extra features found if other VisuStella MZ plugins are found&lt;br /&gt;
present in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Battle Core VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:PartySystemBattle1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
If the VisuStella MZ Battle Core plugin is present, players are able to&lt;br /&gt;
access party switching functionality mid-battle at will. This can be in the&lt;br /&gt;
form of switching out the entire active party roster at once or individually&lt;br /&gt;
for each actor.&lt;br /&gt;
&lt;br /&gt;
Switching Entire Rosters: This can be done by going into this plugin's&lt;br /&gt;
Plugin Parameters =&amp;gt; General =&amp;gt; Party Command Window =&amp;gt; Add Party Command.&lt;br /&gt;
If the Party Command Window is accessible, the player will be able to see&lt;br /&gt;
the option between 'Auto Battle' and 'Options'.&lt;br /&gt;
&lt;br /&gt;
Individual Member Switching: This requires going to VisuMZ_1_BattleCore's&lt;br /&gt;
Plugin Parameters =&amp;gt; Actor Command Window =&amp;gt; Battle Commands =&amp;gt; Command List&lt;br /&gt;
and add in the &amp;quot;party&amp;quot; option. The &amp;quot;party&amp;quot; option can also be added to the&lt;br /&gt;
&amp;lt;Battle Commands&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== VisuStella MZ Compatibility ==&lt;br /&gt;
&lt;br /&gt;
While this plugin is compatible with the majority of the VisuStella MZ&lt;br /&gt;
plugin library, it is not compatible with specific plugins or specific&lt;br /&gt;
features. This section will highlight the main plugins/features that will&lt;br /&gt;
not be compatible with this plugin or put focus on how the make certain&lt;br /&gt;
features compatible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Battle System - OTB VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
With Battle System - OTB, the player cannot change entire parties at once&lt;br /&gt;
from the Party Command Window. The feature will be unaccessible while&lt;br /&gt;
Order Turn Battle is in play. However, the player can still change party&lt;br /&gt;
members through the Actor Command Window by having actors replace other&lt;br /&gt;
actors. Party changing is also available through battle events, Common&lt;br /&gt;
Events, and script calls.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Battle System - STB VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
With Battle System - STB, the player cannot change entire parties at once&lt;br /&gt;
from the Party Command Window. The feature will be unaccessible while&lt;br /&gt;
Standard Turn Battle is in play. However, the player can still change party&lt;br /&gt;
members through the Actor Command Window by having actors replace other&lt;br /&gt;
actors. Party changing is also available through battle events, Common&lt;br /&gt;
Events, and script calls.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Party 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:PartySystemParams1.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters control the overall behaviors pertaining to the&lt;br /&gt;
Party System added with this plugin. These behaviors range from the maximum&lt;br /&gt;
number of members that can participate in battle to the availability of the&lt;br /&gt;
party switching mechanics.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:PartySystemMenu1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:PartySystemMenu2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Max Battle Members:&lt;br /&gt;
  - Maximum number of battle members.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:PartySystemScene1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Party Scene&lt;br /&gt;
&lt;br /&gt;
  Add Remove Command:&lt;br /&gt;
  - Add the 'Remove' command to the party scene?&lt;br /&gt;
&lt;br /&gt;
  Locked Member Icon:&lt;br /&gt;
  - Icon used for a locked party member.&lt;br /&gt;
&lt;br /&gt;
  Required Member Icon:&lt;br /&gt;
  - Icon used for a required party member.&lt;br /&gt;
&lt;br /&gt;
  Show Back Rectangles?:&lt;br /&gt;
  - Show back rectangles of darker colors to display information better?&lt;br /&gt;
&lt;br /&gt;
    Back Rectangle Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:PartySystemBattle2.png]]&lt;br /&gt;
&lt;br /&gt;
Party Command Window&lt;br /&gt;
- These require VisuMZ_1_BattleCore!&lt;br /&gt;
&lt;br /&gt;
  Add Party Command:&lt;br /&gt;
  - Add the 'Party' command to the Party Command Window?&lt;br /&gt;
&lt;br /&gt;
  Command Cooldown:&lt;br /&gt;
  - Cooldown (in turns) for this command to be available again.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:PartySystemBattle1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Actor Command Window&lt;br /&gt;
- These require VisuMZ_1_BattleCore!&lt;br /&gt;
&lt;br /&gt;
  Add Switch Command:&lt;br /&gt;
  - Add the 'Switch' command to the Actor Command Window?&lt;br /&gt;
&lt;br /&gt;
  Command Cooldown:&lt;br /&gt;
  - Cooldown (in turns) for this command to be available again.&lt;br /&gt;
&lt;br /&gt;
  Switch Out Animation?:&lt;br /&gt;
  - Show the sprites switching out when using individual party&lt;br /&gt;
    member switching?&lt;br /&gt;
&lt;br /&gt;
  TPB: Immediate Action:&lt;br /&gt;
  - Allow actors to immediate act upon switching in for TPB battle systems?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Vocabulary Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:PartySystemParams2.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters control the text that you see in-game related to the&lt;br /&gt;
Party System plugin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Active Party:&lt;br /&gt;
  - Vocabulary used to represent the Active Party.&lt;br /&gt;
&lt;br /&gt;
  Reserve Party:&lt;br /&gt;
  - Vocabulary used to represent the Reserve Party.&lt;br /&gt;
&lt;br /&gt;
  Status:&lt;br /&gt;
  - Vocabulary used to represent the Status Window.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Party Scene &amp;gt; Windows&lt;br /&gt;
&lt;br /&gt;
  Empty:&lt;br /&gt;
  - For the party and status windows when no actor is selected.&lt;br /&gt;
&lt;br /&gt;
  Remove:&lt;br /&gt;
  - For the remove option.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Party Scene &amp;gt; Button Assist&lt;br /&gt;
&lt;br /&gt;
  Swap Positions:&lt;br /&gt;
  - Button assist text for the page up/down commands.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
  Remove:&lt;br /&gt;
  - Button assist text for the removal command.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
  Sort:&lt;br /&gt;
  - Button assist text for the sort command.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
  Swap In:&lt;br /&gt;
  - Button assist text for swapping in actors.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
  Swap Out:&lt;br /&gt;
  - Button assist text for swapping out actors.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Battle Scene&lt;br /&gt;
&lt;br /&gt;
  Party Command:&lt;br /&gt;
  - Command text for entering Party Scene.&lt;br /&gt;
  - Requires VisuMZ_1_BattleCore!&lt;br /&gt;
&lt;br /&gt;
  Help: Formation:&lt;br /&gt;
  - Help text for Formation command.&lt;br /&gt;
  - Requires VisuMZ_1_BattleCore!&lt;br /&gt;
&lt;br /&gt;
  Queue Message:&lt;br /&gt;
  - Message to say the Party Scene is queued.&lt;br /&gt;
  - Requires VisuMZ_1_BattleCore!&lt;br /&gt;
&lt;br /&gt;
  Switch Command:&lt;br /&gt;
  - Command text for switching out members.&lt;br /&gt;
  - Requires VisuMZ_1_BattleCore!&lt;br /&gt;
&lt;br /&gt;
  Help: Switch:&lt;br /&gt;
  - Help text for Switch command.&lt;br /&gt;
  - Requires VisuMZ_1_BattleCore!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Background Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:PartySystemParams3.png]]&lt;br /&gt;
&lt;br /&gt;
Background settings for Scene_Party.&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;
=== Window Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:PartySystemParams4.png]]&lt;br /&gt;
&lt;br /&gt;
If you don't like the locations of the windows in Scene_Party, change them&lt;br /&gt;
up with these Plugin Parameters, provided that you have an understanding of&lt;br /&gt;
JavaScript code.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Active Party Label&lt;br /&gt;
&lt;br /&gt;
Active Party Window&lt;br /&gt;
&lt;br /&gt;
Reserve Party Label&lt;br /&gt;
&lt;br /&gt;
Reserve Party Window&lt;br /&gt;
&lt;br /&gt;
Status Label&lt;br /&gt;
&lt;br /&gt;
Status Window&lt;br /&gt;
&lt;br /&gt;
Battle Switch Window&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
&lt;br /&gt;
  Columns:&lt;br /&gt;
  - Available only for the Reserve Party Window.&lt;br /&gt;
  - How many columns do you want there to be for the window?&lt;br /&gt;
&lt;br /&gt;
  Actor Graphic:&lt;br /&gt;
  - Available only for Active Party Window and Reserve Party Window.&lt;br /&gt;
  - Choose how the actor graphics appear in the specific windows.&lt;br /&gt;
    - Face&lt;br /&gt;
    - Map Sprite&lt;br /&gt;
    - Sideview Battler (Requires VisuMZ_1_MainMenuCore)&lt;br /&gt;
&lt;br /&gt;
    Map Sprite:&lt;br /&gt;
    Sideview Battler:&lt;br /&gt;
&lt;br /&gt;
      Offset X:&lt;br /&gt;
      Offset Y:&lt;br /&gt;
      - If showing map sprites, offset the x or y coordinates.&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;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.36: April 20, 2026&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility for other plugins that add extra commands to the party command window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.35: August 14, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the battle had no battle back setting and is using a map snapshot, the snapshot would be overwritten if the player enters the party change menu from battle. This should no longer occur and the map snapshot will be preserved. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.34: July 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with TPB when using the in-battle Party switch command from the Party Command Window. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.33: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility for $gameParty.swapOrder function to allow it to work on the map. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.32: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause a crash upon adding new members if the VisuStella Core Engine wasn't installed. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.31: August 29, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** New section added to &amp;quot;Major Changes&amp;quot;:&lt;br /&gt;
*** Temporary Parties&lt;br /&gt;
**** Temporary parties are very specific parties that will overwrite whatever the player has set as a party. These can include current party members or even actors that haven't joined. The temporary party cannot be changed nor can the positions of said party members can be changed.&lt;br /&gt;
**** When a temporary party is present, menu and battle commands involving changing party members will be disabled.&lt;br /&gt;
**** Once the temporary party is disbanded, the player's selected party will be available once again as well as all of the functions to change party members and their positions.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Arisu:&lt;br /&gt;
*** Temp: Create Temporary Party (Normal)&lt;br /&gt;
**** Creates a temporary party with specific actors.&lt;br /&gt;
*** Temp: Create Temporary Party (JS)&lt;br /&gt;
**** Creates a temporary party selected with JavaScript.&lt;br /&gt;
*** Temp: Disband Temporary Party&lt;br /&gt;
**** Clears temporary party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.30: April 18, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where party changes with FTB, ETB, and PTB did not replace the newely added party member on the turn order timeline. Fix by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.29: March 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where party changes with PTB did not register correctly. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.28: 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 1.27: February 16, 2023&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** When holding the &amp;quot;up&amp;quot; keyboard button with the reserve window active, the return to the active party window will no longer happen unless the &amp;quot;up&amp;quot; key is released and then pressed again. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.26: January 20, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.25: July 28, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Changing party members via actor command with a less than max battle size after removing a middle member midway through battle will no longer cause weird results when switching. Fix made by Arisu.&lt;br /&gt;
** Party members that were switched out during battle animations with active TPB/ATB will no longer cause damage popup crashes when switched back in a follow up battle. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.24: March 24, 2022&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Compatibility update with Skills &amp;amp; States Core Passive Conditions involving the party leader. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.23: January 13, 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 1.22: July 16, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added a fail safe that prevents on-battle start events from triggering when adding party members outside of battle under evented circumstances that function as a bridge between event and battle. Fix by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.21: July 9, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When using TPB-based battle systems, adding actors to the main party would not enable them to move. This should be fixed. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.20: July 2, 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 1.19: June 18, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: April 16, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Fixed typo. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: March 26, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;VisuStella MZ Compatibility&amp;quot; section for detailed compatibility explanations with the VisuMZ_2_BattleSystemOTB plugin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: March 19, 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 1.15: March 5, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features&lt;br /&gt;
** New Plugin Parameter added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Gneral &amp;gt; Battle Scene &amp;gt; Battle Party Icon&lt;br /&gt;
**** For some reason, we never had a setting that lets you change the party icon. Well, now there is!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: 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;
** New Plugin Commands added by Arisu!&lt;br /&gt;
*** Party: Move Party Index to Reserve&lt;br /&gt;
**** Moves an actor in a specific party index to reserve. Map only. Must be 1 actor left. You may use code.&lt;br /&gt;
*** Party: Move Random Reserve to Active&lt;br /&gt;
**** Moves a random actor from the reserve party to active. Map only. Must be enough space in active party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: January 29, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Arisu!&lt;br /&gt;
*** Party: Move Actor(s) to Active&lt;br /&gt;
**** Map only. Moves an actor to the active party if there is room.&lt;br /&gt;
*** Party: Move Actor(s) to Reserve&lt;br /&gt;
**** Map only. Moves an actor to the reserve party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: January 15, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** For battle testing, if the number of battle test members exceeds the maximum battle member slots, trim them until they match. Fix by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: January 1, 2021&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 1.10: December 25, 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 1.09: December 18, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Removing party members in the active party by event command will now be properly removed from the party. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: December 4, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** With TPB battle systems, after switching out party members, the battle system will no longer carry over any previous active battle members in the command window. Fix made by Yanfly.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: November 22, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** With Active TPB, switching out a party member mid-action is no longer possible to prevent bugs. Intead, there party switching action will be queued and take effect after the action has been completed. Fix made by Yanfly.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Game_Party.swapOrder function now works with this plugin. However, keep in mind that due to how this party system plugin allows you have empty slots in the active battle party, this function will fill in the empty slots upon usage. Update made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: November 1, 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 1.05: October 25, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Plugin Command &amp;quot;Party: Change Max Battle Members&amp;quot; now works again. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: October 18, 2020&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugins should be more compatible with one another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: October 11, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Adding party members during battle through the party window command will no longer cause crashes after they input an action. Fix made by Yanfly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: October 4, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Adding party members during test play should now work again. Fix made by Irina.&lt;br /&gt;
** Changing party members mid-battle through the actor command should now refresh the party followers afterwards. Fix made by Yanfly.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu!&lt;br /&gt;
*** General &amp;gt; Party Command Window &amp;gt; TPB: Immediate Action&lt;br /&gt;
**** Allow actors to immediate act upon switching in for TPB battle systems?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: September 27, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When switching actors with states, buffs, and/or debuffs already applied, the state icons found in the status window will now switch over properly, too. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: September 7, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 2]]&lt;br /&gt;
&lt;br /&gt;
&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;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Menu Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Date_and_Time_System_VisuStella_MZ&amp;diff=17655</id>
		<title>Date and Time System VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Date_and_Time_System_VisuStella_MZ&amp;diff=17655"/>
		<updated>2026-04-19T11:40:41Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://youtu.be/qOF1qCMqqyU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;!-- |preview = [[File:VisuMZ.145.jpg|600px]] --&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2501190&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/date-time-system&amp;quot;&amp;gt;Date &amp;amp;amp; Time 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 Wanderlust Vol 2}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_Preview1.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_HUD.png]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.145.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
Does your game need a time system? This plugin adds time-related mechanics&lt;br /&gt;
to RPG Maker MZ, allowing you to control either Game Time, governed by your&lt;br /&gt;
own custom rules, or Real Time, synchronized to the player's PC or device.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Pick between Game Time or Real Time. Game Time uses in-game rules while real time synchronizes the timer with the player's PC or device. &lt;br /&gt;
* In Game Time, create custom months, weekdays, and even change up rulings like how many hours a day there are or minutes in an hour. &lt;br /&gt;
* Game Time allows for Time Dilation, where you can change how fast a minute occurs or even slow it down. This can be adjusted midgame even. &lt;br /&gt;
* Pause and unpause Game Time as you see fit, or even use notetags to halt the passage of Game Time inside certain maps like building interiors. &lt;br /&gt;
* Enables usage of real time data, like dates and time. This data can be utilized in-game for variables, switches, and going as far as tinting the screen on certain maps based on the time of day. &lt;br /&gt;
* Variables and switches will be automatically updated and can be used to save date and time-related information. &lt;br /&gt;
* Recorded data found in variables and switches are highly useful for immediate event usage. &lt;br /&gt;
* Determine the screen tone and/or overlay used depending on what time of the day it is. &lt;br /&gt;
* Certain message-related text codes can be used to make quick mention of what time it is, certain aspects of a date, seasons, and more. &lt;br /&gt;
* Compatibility with other plugins can enable more features to be used, such as date and time-related battle encounters, season items for shops, usage of different tilesets for different dates/times, and more! &lt;br /&gt;
* Date/Time HUD is added for the map scene to quickly display information to the player about the date and time. &lt;br /&gt;
* The HUD is fully customizable and custom images/icons can be used as well as custom JavaScript code to modify how certain aspects appear in-game. &lt;br /&gt;
* Parts of the HUD can be disabled for those who may only want a Time system but not a Date system or vice versa. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
=== Required Plugin List ===&lt;br /&gt;
&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 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;
=== Tint Screen / Screen Tone ===&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_Preview1.gif]]&lt;br /&gt;
&lt;br /&gt;
Although this plugin has screen tones for different times of the day, these&lt;br /&gt;
do NOT conflict with the &amp;quot;Tint Screen&amp;quot; command to adjust screen tones like&lt;br /&gt;
one may predict. Instead, the ones used in this plugin are a separate tint&lt;br /&gt;
effect and can, in fact, be stacked on top of each other.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that if you are using VisuMZ_2_LightingEffects, the screen&lt;br /&gt;
tones added by this plugin won't take effect in favor of the overlay system&lt;br /&gt;
to better work with the Lighting Effects system.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Extra Features ==&lt;br /&gt;
&lt;br /&gt;
There are some extra features found if other VisuStella MZ plugins are found&lt;br /&gt;
present in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Battle Core VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.002.jpg|300px|link=Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
If you have VisuStella MZ's Battle Core installed, you will gain access to&lt;br /&gt;
a few of the new comment tags available to Troops. These comment tags allow&lt;br /&gt;
you to setup which troops that appear based on certain Date and/or Time&lt;br /&gt;
conditions.&lt;br /&gt;
&lt;br /&gt;
For example, if you want some enemies that only appear during the day time,&lt;br /&gt;
you can use the &amp;lt;Encounter Cycles: Dawn, Day&amp;gt; comment tag. If you want them&lt;br /&gt;
to appear at night, &amp;lt;Encounter Cycles: Dusk, Night&amp;gt; will work.&lt;br /&gt;
&lt;br /&gt;
For another example, we can make some enemies that appear only during&lt;br /&gt;
specific seasons like &amp;lt;Encounter Season: Winter&amp;gt;. Other setups can be more&lt;br /&gt;
numerically involved like during specific months, hours, weekdays, etc.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that if you are using these conditions, all other conditions&lt;br /&gt;
need to be met for those Troops, such as which regions they're supposed to&lt;br /&gt;
appear in on the map or any other plugin related conditions like for the&lt;br /&gt;
VisuStella MZ Conditional Random Encounters plugin.&lt;br /&gt;
&lt;br /&gt;
Battlebacks will need to do the same though the notetag for this will be&lt;br /&gt;
placed on the map notebox itself and for seasonal changes only.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Events and Movement Core VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.005.jpg|300px|link=Events and Movement Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
If you have VisuStella MZ's Events &amp;amp; Movement Core installed, you will gain&lt;br /&gt;
access to allowing certain tilesets to swap to another upon loading the map.&lt;br /&gt;
Inside the base tileset's notebox, you can insert &amp;lt;Winter Swap To: 7&amp;gt; and it&lt;br /&gt;
will exchange itself to tileset 7 if the season happens to be winter.&lt;br /&gt;
&lt;br /&gt;
The effect does not end there, it will perform another check, but this time,&lt;br /&gt;
on the new tileset the map was changed to. There, it can optionally perform&lt;br /&gt;
another check like &amp;lt;Night Swap To: 8&amp;gt; if desired.&lt;br /&gt;
&lt;br /&gt;
Priority will be given to seasons first, then  the day cycles (dawn, day,&lt;br /&gt;
dusk, night). This way, you can ensure that the tileset you're using matches&lt;br /&gt;
the conditions of the season or time of day if so desired.&lt;br /&gt;
&lt;br /&gt;
If time changes into a new season or day cycle while on the map, there won't&lt;br /&gt;
be any changes made immediately. Instead, the player must exit and reenter&lt;br /&gt;
the map for the changes to be seen. This is to prevent any awkward changes&lt;br /&gt;
and transitions that may occur otherwise. The same applies to battlebacks.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Items and Equips Core VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.006.jpg|300px|link=Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
If you have VisuStella MZ's Items &amp;amp; Equips Core installed, you will gain&lt;br /&gt;
access to new notetags that govern if some items, weapons, or armors can&lt;br /&gt;
appear in shops during specific times or dates. This can make way for the&lt;br /&gt;
idea of seasonal items and the like where certain holiday cookies are&lt;br /&gt;
available during the winter and cool drinks are available during summers.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can have price changes depending on seasons and times.&lt;br /&gt;
Is it almost time for the bakery to close, make the items cheaper around&lt;br /&gt;
then. What about the holiday season? Make them cheaper again. Make your&lt;br /&gt;
players feel the discount frenzy.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Message Core VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.004.jpg|300px|link=Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
If you have VisuStella MZ's Message Core installed, you can access the new&lt;br /&gt;
text codes added through this plugin to quickly display times and dates. A&lt;br /&gt;
few of these text codes are also used to display seasons, weekdays, parts of&lt;br /&gt;
the day cycle, and more. This can be used with both Game Time and Real Time&lt;br /&gt;
vocabularies.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Skills and States Core VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.007.jpg|300px|link=Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Installing VisuStella MZ's Skills &amp;amp; States Core gives you access to several&lt;br /&gt;
special notetags that allow you to take advantage of the Date &amp;amp; Time System.&lt;br /&gt;
&lt;br /&gt;
Some of these notetags make it so that some skills can only be used during&lt;br /&gt;
specific seasons or times of the day. For example, the skill &amp;quot;Moon Beam&amp;quot; can&lt;br /&gt;
only be used during the Night hours. Other things like &amp;quot;Summer Heat&amp;quot; can&lt;br /&gt;
only be used during the Summer months.&lt;br /&gt;
&lt;br /&gt;
Other notetags involve changing up how much certain skills cost for MP, HP,&lt;br /&gt;
TP, and more. A skill like &amp;quot;Icicle Rain&amp;quot; might cost 200% less MP during the&lt;br /&gt;
Summer months while &amp;quot;Solarbeam&amp;quot; might cost 50% less MP during Day hours.&lt;br /&gt;
&lt;br /&gt;
Damage can also be affected by dates and times. Skills like &amp;quot;Vine Whip&amp;quot; can&lt;br /&gt;
deal more damage during Spring months and skills like &amp;quot;Nocturnal Healing&amp;quot;&lt;br /&gt;
might yield less HP recovery during non-Night hours.&lt;br /&gt;
&lt;br /&gt;
State turns can also benefit from these effects. A &amp;quot;Sleep&amp;quot; state might last&lt;br /&gt;
a couple of more turns during the Night hours while &amp;quot;Burn&amp;quot; wouldn't last as&lt;br /&gt;
long during Winter months.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Save Core VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.009.jpg|300px|link=Save Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Those using the VisuStella MZ Save Core plugin can gain access to another&lt;br /&gt;
feature when used together with this plugin. If the player loads a save file&lt;br /&gt;
then the game will record the time difference upon loading in minutes onto a&lt;br /&gt;
variable. This means that you can detect how long the player has been away&lt;br /&gt;
from the game offline and use that as a game mechanic.&lt;br /&gt;
&lt;br /&gt;
In order for this mechanic to work, the Save Core must be implemented, save&lt;br /&gt;
the game (with this plugin installed), and then load it. If a save was made&lt;br /&gt;
before this plugin is installed, loading the old save file won't give out a&lt;br /&gt;
time difference. This is not an error as it is moreso a condition has not&lt;br /&gt;
been first met.&lt;br /&gt;
&lt;br /&gt;
This uses Real Time and is based off the player's PC date and time settings.&lt;br /&gt;
For what it's worth, it's possible for the player to &amp;quot;cheat&amp;quot; using time&lt;br /&gt;
travel shenanigans, but just keep in mind that if a player travels backwards&lt;br /&gt;
in time, the variable's value will be negative. Use that information however&lt;br /&gt;
you want.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== VisuStella MZ Compatibility ==&lt;br /&gt;
&lt;br /&gt;
While this plugin is compatible with the majority of the VisuStella MZ&lt;br /&gt;
plugin library, it is not compatible with specific plugins or specific&lt;br /&gt;
features. This section will highlight the main plugins/features that will&lt;br /&gt;
not be compatible with this plugin or put focus on how the make certain&lt;br /&gt;
features compatible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Lighting Effects VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.099.jpg|300px|link=Lighting Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
If you have using VisuStella MZ's Lighting Effects plugin, tints/tones will&lt;br /&gt;
not be used, but instead, overlay values will be. This is so that the&lt;br /&gt;
overlay can utilize the lighting system in play. Do not be surprised if any&lt;br /&gt;
changes to this plugin's tone-related Plugin Parameters do nothing as long&lt;br /&gt;
as Lighting Effects is enabled.&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 Date and Time System Notetags}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Text Codes MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Date and Time System Text Codes}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Date and Time System Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Script Calls ==&lt;br /&gt;
&lt;br /&gt;
The following are Script Calls that can be used with this plugin. These are&lt;br /&gt;
made for JavaScript proficient users. We are not responsible if you use them&lt;br /&gt;
incorrectly or for unintended usage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Date and Time-Related Script Calls ===&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TimeManager.getYear()&lt;br /&gt;
&lt;br /&gt;
- Gets the current year.&lt;br /&gt;
- Works for both Game Time and Real Time.&lt;br /&gt;
  - The value received will depend on which mode you're using at the moment.&lt;br /&gt;
- Returns a numeric 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;
TimeManager.getMonth()&lt;br /&gt;
&lt;br /&gt;
- Gets the current month.&lt;br /&gt;
- Works for both Game Time and Real Time.&lt;br /&gt;
  - The value received will depend on which mode you're using at the moment.&lt;br /&gt;
- Returns a numeric value.&lt;br /&gt;
  - The first month starts at 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;
TimeManager.getDate()&lt;br /&gt;
&lt;br /&gt;
- Gets the current date.&lt;br /&gt;
- Works for both Game Time and Real Time.&lt;br /&gt;
  - The value received will depend on which mode you're using at the moment.&lt;br /&gt;
- Returns a numeric value.&lt;br /&gt;
  - The first date starts at 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;
TimeManager.getWeekday()&lt;br /&gt;
&lt;br /&gt;
- Gets the current weekday.&lt;br /&gt;
- Works for both Game Time and Real Time.&lt;br /&gt;
  - The value received will depend on which mode you're using at the moment.&lt;br /&gt;
- Returns a numeric value.&lt;br /&gt;
  - The first weekday starts at 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;
TimeManager.getHour()&lt;br /&gt;
&lt;br /&gt;
- Gets the current hour.&lt;br /&gt;
- Works for both Game Time and Real Time.&lt;br /&gt;
  - The value received will depend on which mode you're using at the moment.&lt;br /&gt;
- Returns a numeric value.&lt;br /&gt;
  - The first hour starts at 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;
TimeManager.getMinute()&lt;br /&gt;
&lt;br /&gt;
TimeManager.getMinuteRaw()&lt;br /&gt;
&lt;br /&gt;
- Gets the current minute.&lt;br /&gt;
- Works for both Game Time and Real Time.&lt;br /&gt;
  - The value received will depend on which mode you're using at the moment.&lt;br /&gt;
  - If you are using Game Time, you may be using the Plugin Parameter called&lt;br /&gt;
    &amp;quot;Round Minutes to 10s&amp;quot; where it only shows the minute count for every 10&lt;br /&gt;
    minutes. The Raw version will return the actual minute value while the&lt;br /&gt;
    non-raw version will show the selected version if enabled.&lt;br /&gt;
- Returns a numeric value.&lt;br /&gt;
  - The first minute starts at 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;
TimeManager.getSecond()&lt;br /&gt;
&lt;br /&gt;
- Gets the current minute.&lt;br /&gt;
- Only works for Real Time.&lt;br /&gt;
- Game Time does not use seconds and if you use this, you will always get 0.&lt;br /&gt;
- Returns a numeric value.&lt;br /&gt;
  - The first second starts at 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;
TimeManager.checkSeason()&lt;br /&gt;
&lt;br /&gt;
- Checks the current season based on what month it currently is.&lt;br /&gt;
- Works for both Game Time and Real Time.&lt;br /&gt;
  - The value received will depend on which mode you're using at the moment.&lt;br /&gt;
- Returns a numeric value.&lt;br /&gt;
  - 1 means Spring.&lt;br /&gt;
  - 2 means Summer.&lt;br /&gt;
  - 3 means Autumn.&lt;br /&gt;
  - 4 means Winter.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TimeManager.checkWeekdayType()&lt;br /&gt;
&lt;br /&gt;
- Checks the current weekday type based on what weekday it currently is.&lt;br /&gt;
- Works for both Game Time and Real Time.&lt;br /&gt;
  - The value received will depend on which mode you're using at the moment.&lt;br /&gt;
- Returns a numeric value.&lt;br /&gt;
  - 1 means Weekday.&lt;br /&gt;
  - 2 means Weekend.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TimeManager.checkDayCycle()&lt;br /&gt;
&lt;br /&gt;
- Checks the current day cycle based on what hour it currently is.&lt;br /&gt;
- Works for both Game Time and Real Time.&lt;br /&gt;
  - The value received will depend on which mode you're using at the moment.&lt;br /&gt;
- Returns a numeric value.&lt;br /&gt;
  - 1 means Dawn.&lt;br /&gt;
  - 2 means Day.&lt;br /&gt;
  - 3 means Dusk.&lt;br /&gt;
  - 4 means Night.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TimeManager.forceRefreshHUD()&lt;br /&gt;
&lt;br /&gt;
- For the moment you need force the HUD to refresh.&lt;br /&gt;
- Does not happen if you're not on the map and/or not using the HUD.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Default Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_Preview1.gif]]&lt;br /&gt;
&lt;br /&gt;
These are the default settings for the plugin that determines time type&lt;br /&gt;
and time-based screen tones/overlays.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Default Settings&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_Param1.png]]&lt;br /&gt;
&lt;br /&gt;
  Default Map Time Type:&lt;br /&gt;
  - What do you want to be the default time system?&lt;br /&gt;
  - Change per map with &amp;lt;Time System: x&amp;gt; notetag.&lt;br /&gt;
    - None - Time doesn't pass on most maps&lt;br /&gt;
    - Game - Time passes based on game rules&lt;br /&gt;
    - Real - Time passes based on real life&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_Param2.png]]&lt;br /&gt;
&lt;br /&gt;
  Default Map Time Tone:&lt;br /&gt;
  - Do maps have time-based screen tones/tints?&lt;br /&gt;
  - Can change with &amp;lt;No Time Tone&amp;gt; or &amp;lt;Time Tone&amp;gt; notetags.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Game Time General Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_HUD.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_Param3.png]]&lt;br /&gt;
&lt;br /&gt;
Here are the general settings regarding Game Time.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Starting Data:&lt;br /&gt;
&lt;br /&gt;
  Start Year:&lt;br /&gt;
  - What is the number of the starting year?&lt;br /&gt;
&lt;br /&gt;
  Start Month:&lt;br /&gt;
  - What is the number of the starting month?&lt;br /&gt;
&lt;br /&gt;
  Start Date:&lt;br /&gt;
  - What is the number of the starting date?&lt;br /&gt;
&lt;br /&gt;
  Start Weekday:&lt;br /&gt;
  - What is the number of the starting weekday?&lt;br /&gt;
&lt;br /&gt;
  Start Hour:&lt;br /&gt;
  - What is the number of the starting hour?&lt;br /&gt;
&lt;br /&gt;
  Start Minute:&lt;br /&gt;
  - What is the number of the starting minute?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Game Time Mechanics:&lt;br /&gt;
&lt;br /&gt;
  MS Per Game Minute:&lt;br /&gt;
  - How many milliseconds will count as a game minute?&lt;br /&gt;
  - 1000 milliseconds = 1 real life second.&lt;br /&gt;
&lt;br /&gt;
  Minutes in an Hour:&lt;br /&gt;
  - How many minutes are there in an hour?&lt;br /&gt;
  - This is for Game Time only.&lt;br /&gt;
&lt;br /&gt;
  Round Minutes to 10s:&lt;br /&gt;
  - Rounds the displayed minutes to 10's so they only visually update every&lt;br /&gt;
    10 Game Time minutes.&lt;br /&gt;
&lt;br /&gt;
  Hours in a Day:&lt;br /&gt;
  - How many hours are there in a day? This is for Game Time only.&lt;br /&gt;
&lt;br /&gt;
  JS: Check Leap Year:&lt;br /&gt;
  - Code used to determine how a year is considered a leap year.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Pause Conditions:&lt;br /&gt;
&lt;br /&gt;
  If Event Running:&lt;br /&gt;
  - Pauses Game Time update if an event is running?&lt;br /&gt;
  - Doesn't apply to Parallels. Applies to Autorun.&lt;br /&gt;
&lt;br /&gt;
  If Forced Player Move:&lt;br /&gt;
  - Pauses Game Time update if player movement is forced?&lt;br /&gt;
  - Doesn't apply to Parallels. Applies to Autorun.&lt;br /&gt;
&lt;br /&gt;
  If Gather Followers:&lt;br /&gt;
  - Pauses Game Time update if followers are gathering?&lt;br /&gt;
  - Doesn't apply to Parallels. Applies to Autorun.&lt;br /&gt;
&lt;br /&gt;
  If Vehicle Entry/Exit:&lt;br /&gt;
  - Pauses Game Time update if followers are gathering?&lt;br /&gt;
  - Doesn't apply to Parallels. Applies to Autorun.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Month Structure:&lt;br /&gt;
&lt;br /&gt;
  List of Months:&lt;br /&gt;
  - Here, adjust the in-game months for Game Time.&lt;br /&gt;
  - Months will occur in the order they're in.&lt;br /&gt;
&lt;br /&gt;
    Name:&lt;br /&gt;
    - What is the name of the month?&lt;br /&gt;
&lt;br /&gt;
    Abbreviation:&lt;br /&gt;
    - What is the abbreviation of this month?&lt;br /&gt;
&lt;br /&gt;
    Total Days:&lt;br /&gt;
    - How many days are there in this month?&lt;br /&gt;
&lt;br /&gt;
      Leap Month?:&lt;br /&gt;
      - Is this month a leap month?&lt;br /&gt;
      - It'll get an extra day each leap year.&lt;br /&gt;
&lt;br /&gt;
    Season:&lt;br /&gt;
    - What season is this month a part of?&lt;br /&gt;
      - Spring&lt;br /&gt;
      - Summer&lt;br /&gt;
      - Autumn&lt;br /&gt;
      - Winter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Weekday Structure:&lt;br /&gt;
&lt;br /&gt;
  List of Weekdays:&lt;br /&gt;
  - Here, adjust the in-game weekdays for Game Time.&lt;br /&gt;
  - Weekdays will occur in the order they're in.&lt;br /&gt;
&lt;br /&gt;
    Name:&lt;br /&gt;
    - What is the name of this weekday?&lt;br /&gt;
&lt;br /&gt;
    Abbreviation:&lt;br /&gt;
    - What is the abbreviation of this weekday?&lt;br /&gt;
&lt;br /&gt;
    Weekday Type:&lt;br /&gt;
    - Is this day part of the weekdays or weekend?&lt;br /&gt;
      - Weekday&lt;br /&gt;
      - Weekend&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Day Structure:&lt;br /&gt;
&lt;br /&gt;
  Dawn Hours:&lt;br /&gt;
  - What hours are considered &amp;quot;Dawn&amp;quot; hours?&lt;br /&gt;
  - This is for Game Time only.&lt;br /&gt;
&lt;br /&gt;
  Day Hours:&lt;br /&gt;
  - What hours are considered &amp;quot;Day&amp;quot; hours?&lt;br /&gt;
  - This is for Game Time only.&lt;br /&gt;
&lt;br /&gt;
  Dusk Hours:&lt;br /&gt;
  - What hours are considered &amp;quot;Dusk&amp;quot; hours?&lt;br /&gt;
  - This is for Game Time only.&lt;br /&gt;
&lt;br /&gt;
  Night Hours:&lt;br /&gt;
  - What hours are considered &amp;quot;Night&amp;quot; hours?&lt;br /&gt;
  - This is for Game Time only.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Game Time Tone Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_Preview1.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_Param4.png]]&lt;br /&gt;
&lt;br /&gt;
These settings determine the screen tones used for Game Time and will occur&lt;br /&gt;
the order the hours appear.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Tone Settings&lt;br /&gt;
&lt;br /&gt;
  Tone:&lt;br /&gt;
  - What tone/tint is used for various Game Time hours?&lt;br /&gt;
  - Format: [Red, Green, Blue, Gray]. Starts at 0:00.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Game Time Overlay Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_Preview1.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_Param5.png]]&lt;br /&gt;
&lt;br /&gt;
These settings determine the screen tones used for Game Time and will occur&lt;br /&gt;
the order the hours appear.&lt;br /&gt;
&lt;br /&gt;
Requires VisuMZ_2_LightingEffects!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Overlay Settings&lt;br /&gt;
&lt;br /&gt;
  Overlay:&lt;br /&gt;
  - What overlay is used for this hour? Starts at 0:00.&lt;br /&gt;
  - Format: #rrggbb.&lt;br /&gt;
  - Requires VisuMZ_2_LightingEffects!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Game Time Variables &amp;amp; Switches ===&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_HUD.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_Param6.png]]&lt;br /&gt;
&lt;br /&gt;
Adjust the variables and switches that record data here. These will be&lt;br /&gt;
automatically updated upon time changes.&lt;br /&gt;
&lt;br /&gt;
Changing these variables' values does not mean the Game Time will be&lt;br /&gt;
changed in-game. These variables are just for automatically reading what&lt;br /&gt;
the Game Time is. If you wish to change the Game Time, you will need to use&lt;br /&gt;
the Plugin Commands &amp;quot;Change Date To&amp;quot; and &amp;quot;Change Time To&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Calendar:&lt;br /&gt;
&lt;br /&gt;
  Year Variable:&lt;br /&gt;
  - Select a variable to record the year.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Month Variable:&lt;br /&gt;
  - Select a variable to record the month.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Date Variable:&lt;br /&gt;
  - Select a variable to record the date.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Full Date Variable:&lt;br /&gt;
  - Select a variable to record the full date.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
  - Result is year + month (2 digits) + date (2 digits)&lt;br /&gt;
    - For example, Year 2, Month 4, Date 12 will yield 20412&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Weekday:&lt;br /&gt;
&lt;br /&gt;
  Weekday Variable:&lt;br /&gt;
  - Select a variable to record the weekday.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Time:&lt;br /&gt;
&lt;br /&gt;
  Hour Variable:&lt;br /&gt;
  - Select a variable to record the hour.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Minute Variable:&lt;br /&gt;
  - Select a variable to record the minute.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Second Variable:&lt;br /&gt;
  - Select a variable to record the second.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
  - Not available for Game Time.&lt;br /&gt;
&lt;br /&gt;
  Full Time Variable:&lt;br /&gt;
  - Select a variable to record the full time.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
  - Result is hour + minutes (2 digits) + seconds (2 digits)&lt;br /&gt;
    - For example, Hour 16, Minute 8, Seconds 0 will yield 160800&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Seasons:&lt;br /&gt;
&lt;br /&gt;
  Spring Switch:&lt;br /&gt;
  - Turns on when season is a &amp;quot;Spring&amp;quot; month.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Summer Switch:&lt;br /&gt;
  - Turns on when season is a &amp;quot;Summer&amp;quot; month.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Autumn Switch:&lt;br /&gt;
  - Turns on when season is a &amp;quot;Autumn&amp;quot; month.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Winter Switch:&lt;br /&gt;
  - Turns on when season is a &amp;quot;Winter&amp;quot; month.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Days:&lt;br /&gt;
&lt;br /&gt;
  Weekday Switch:&lt;br /&gt;
  - Turns on when day is &amp;quot;Weekday&amp;quot;. Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Weekend Switch:&lt;br /&gt;
  - Turns on when day is &amp;quot;Weekend&amp;quot;. Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Hours:&lt;br /&gt;
&lt;br /&gt;
  Dawn Switch:&lt;br /&gt;
  - Turns on when time is &amp;quot;Dawn&amp;quot; hours. Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Day Switch:&lt;br /&gt;
  - Turns on when time is &amp;quot;Day&amp;quot; hours. Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Dusk Switch:&lt;br /&gt;
  - Turns on when time is &amp;quot;Dusk&amp;quot; hours. Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Night Switch:&lt;br /&gt;
  - Turns on when time is &amp;quot;Night&amp;quot; hours. Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Game Time Vocabulary Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_HUD.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_Param7.png]]&lt;br /&gt;
&lt;br /&gt;
Here are the vocabulary-related terms involving Game Time.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Seasons:&lt;br /&gt;
&lt;br /&gt;
  Spring:&lt;br /&gt;
  - How &amp;quot;Spring&amp;quot; is displayed.&lt;br /&gt;
&lt;br /&gt;
  Summer:&lt;br /&gt;
  - How &amp;quot;Summer&amp;quot; is displayed.&lt;br /&gt;
&lt;br /&gt;
  Autumn:&lt;br /&gt;
  - How &amp;quot;Autumn&amp;quot; is displayed.&lt;br /&gt;
&lt;br /&gt;
  Winter:&lt;br /&gt;
  - How &amp;quot;Winter&amp;quot; is displayed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Weekday Type:&lt;br /&gt;
&lt;br /&gt;
  Weekday:&lt;br /&gt;
  - How &amp;quot;Weekday&amp;quot; is displayed.&lt;br /&gt;
&lt;br /&gt;
  Weekend:&lt;br /&gt;
  - how &amp;quot;Weekend&amp;quot; is displayed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Time-Related:&lt;br /&gt;
&lt;br /&gt;
  Meridiem:&lt;br /&gt;
&lt;br /&gt;
    Ante Meridiem:&lt;br /&gt;
    - How &amp;quot;Ante Meridiem&amp;quot; is displayed.&lt;br /&gt;
&lt;br /&gt;
    Post Meridiem:&lt;br /&gt;
    - How &amp;quot;Post Meridiem&amp;quot; is displayed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Day Cycle:&lt;br /&gt;
&lt;br /&gt;
  Dawn:&lt;br /&gt;
  - How &amp;quot;Dawn&amp;quot; is displayed.&lt;br /&gt;
&lt;br /&gt;
  Day:&lt;br /&gt;
  - How &amp;quot;Day&amp;quot; is displayed.&lt;br /&gt;
&lt;br /&gt;
  Dusk:&lt;br /&gt;
  - How &amp;quot;Dusk&amp;quot; is displayed.&lt;br /&gt;
&lt;br /&gt;
  Night:&lt;br /&gt;
  - How &amp;quot;Night&amp;quot; is displayed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Real Time General Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_Preview1.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_Param8.png]]&lt;br /&gt;
&lt;br /&gt;
Here are the general settings regarding Real Time.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Seasonal Months:&lt;br /&gt;
&lt;br /&gt;
  Spring Months:&lt;br /&gt;
  - Which Real Time months are Spring months for this game?&lt;br /&gt;
&lt;br /&gt;
  Summer Months:&lt;br /&gt;
  - Which Real Time months are Summer months for this game?&lt;br /&gt;
&lt;br /&gt;
  Autumn Months:&lt;br /&gt;
  - Which Real Time months are Autumn months for this game?&lt;br /&gt;
&lt;br /&gt;
  Winter Months:&lt;br /&gt;
  - Which Real Time months are Winter months for this game?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Week Structure:&lt;br /&gt;
&lt;br /&gt;
  Weekdays:&lt;br /&gt;
  - Which Real Time weekdays are considered &amp;quot;Weekdays&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
  Weekends:&lt;br /&gt;
  - Which Real Time weekdays are considered &amp;quot;Weekends&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Day Structure:&lt;br /&gt;
&lt;br /&gt;
  Dawn Hours:&lt;br /&gt;
  - What hours are considered &amp;quot;Dawn&amp;quot; hours?&lt;br /&gt;
  - Use military time.&lt;br /&gt;
&lt;br /&gt;
  Day Hours:&lt;br /&gt;
  - What hours are considered &amp;quot;Day&amp;quot; hours?&lt;br /&gt;
  - Use military time.&lt;br /&gt;
&lt;br /&gt;
  Dusk Hours:&lt;br /&gt;
  - What hours are considered &amp;quot;Dusk&amp;quot; hours?&lt;br /&gt;
  - Use military time.&lt;br /&gt;
&lt;br /&gt;
  Night Hours:&lt;br /&gt;
  - What hours are considered &amp;quot;Night&amp;quot; hours?&lt;br /&gt;
  - Use military time.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
VisuMZ_1_SaveCore:&lt;br /&gt;
&lt;br /&gt;
  Difference Variable:&lt;br /&gt;
  - Select a variable that records the time difference from the last save&lt;br /&gt;
    game and the current load game in minutes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Real Time Tones &amp;amp; Overlay Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_Preview1.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_Param9.png]]&lt;br /&gt;
&lt;br /&gt;
Adjust the tones and overlay settings to change what color the screen will&lt;br /&gt;
appear based on the time of day.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Screen Tones/Tints&lt;br /&gt;
&lt;br /&gt;
  00:00 / 12 AM to 23:00 / 11 PM:&lt;br /&gt;
  - What tone/tint is used for this hour?&lt;br /&gt;
  - Format: [Red, Green, Blue, Gray]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Screen Overlay&lt;br /&gt;
&lt;br /&gt;
  00:00 / 12 AM to 23:00 / 11 PM:&lt;br /&gt;
  - What overlay is used for this hour?&lt;br /&gt;
  - Format: #rrggbb.&lt;br /&gt;
  - Requires VisuMZ_2_LightingEffects!&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Real Time Variables &amp;amp; Switches ===&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_HUD.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_Param10.png]]&lt;br /&gt;
&lt;br /&gt;
Adjust the variables and switches that record data here. These will be&lt;br /&gt;
automatically updated upon time changes.&lt;br /&gt;
&lt;br /&gt;
Changing these variables' values does not mean the Real Time will be&lt;br /&gt;
changed in-game. These variables are just for automatically reading what&lt;br /&gt;
the Real Time is. Real Time value cannot be changed by the plugin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Calendar:&lt;br /&gt;
&lt;br /&gt;
  Year Variable:&lt;br /&gt;
  - Select a variable to record the year.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Month Variable:&lt;br /&gt;
  - Select a variable to record the month.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Date Variable:&lt;br /&gt;
  - Select a variable to record the date.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Full Date Variable:&lt;br /&gt;
  - Select a variable to record the full date.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
  - Result is year + month (2 digits) + date (2 digits)&lt;br /&gt;
    - For example, Year 2, Month 4, Date 12 will yield 20412&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Weekday:&lt;br /&gt;
&lt;br /&gt;
  Weekday Variable:&lt;br /&gt;
  - Select a variable to record the weekday.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Time:&lt;br /&gt;
&lt;br /&gt;
  Hour Variable:&lt;br /&gt;
  - Select a variable to record the hour.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Minute Variable:&lt;br /&gt;
  - Select a variable to record the minute.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Second Variable:&lt;br /&gt;
  - Select a variable to record the second.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
  - Not available for Game Time.&lt;br /&gt;
&lt;br /&gt;
  Full Time Variable:&lt;br /&gt;
  - Select a variable to record the full time.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
  - Result is hour + minutes (2 digits) + seconds (2 digits)&lt;br /&gt;
    - For example, Hour 16, Minute 8, Seconds 0 will yield 160800&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Seasons:&lt;br /&gt;
&lt;br /&gt;
  Spring Switch:&lt;br /&gt;
  - Turns on when season is a &amp;quot;Spring&amp;quot; month.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Summer Switch:&lt;br /&gt;
  - Turns on when season is a &amp;quot;Summer&amp;quot; month.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Autumn Switch:&lt;br /&gt;
  - Turns on when season is a &amp;quot;Autumn&amp;quot; month.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Winter Switch:&lt;br /&gt;
  - Turns on when season is a &amp;quot;Winter&amp;quot; month.&lt;br /&gt;
  - Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Days:&lt;br /&gt;
&lt;br /&gt;
  Weekday Switch:&lt;br /&gt;
  - Turns on when day is &amp;quot;Weekday&amp;quot;. Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Weekend Switch:&lt;br /&gt;
  - Turns on when day is &amp;quot;Weekend&amp;quot;. Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Hours:&lt;br /&gt;
&lt;br /&gt;
  Dawn Switch:&lt;br /&gt;
  - Turns on when time is &amp;quot;Dawn&amp;quot; hours. Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Day Switch:&lt;br /&gt;
  - Turns on when time is &amp;quot;Day&amp;quot; hours. Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Dusk Switch:&lt;br /&gt;
  - Turns on when time is &amp;quot;Dusk&amp;quot; hours. Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
  Night Switch:&lt;br /&gt;
  - Turns on when time is &amp;quot;Night&amp;quot; hours. Leave at 0 to not use.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Real Time Vocabulary Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_HUD.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_Param11.png]]&lt;br /&gt;
&lt;br /&gt;
Here are the vocabulary-related terms involving Real Time.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Month Names:&lt;br /&gt;
&lt;br /&gt;
  Full Names:&lt;br /&gt;
&lt;br /&gt;
    Month 1 to 12:&lt;br /&gt;
    - Name of this month.&lt;br /&gt;
&lt;br /&gt;
  Abbreviations:&lt;br /&gt;
&lt;br /&gt;
    Month 1 to 12:&lt;br /&gt;
    - Abbreviation of this month.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Seasons:&lt;br /&gt;
&lt;br /&gt;
  Spring:&lt;br /&gt;
  Summer:&lt;br /&gt;
  Autumn:&lt;br /&gt;
  Winter:&lt;br /&gt;
  - How this season is displayed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Weekday Names:&lt;br /&gt;
&lt;br /&gt;
  Full Names:&lt;br /&gt;
&lt;br /&gt;
    Weekday 1 to Weekday 7:&lt;br /&gt;
    - Name of this weekday.&lt;br /&gt;
&lt;br /&gt;
  Abbreviation:&lt;br /&gt;
&lt;br /&gt;
    Weekday 1 to Weekday 7:&lt;br /&gt;
    - Abbreviation of this weekday.&lt;br /&gt;
&lt;br /&gt;
  Weekday Type:&lt;br /&gt;
&lt;br /&gt;
    Weekday:&lt;br /&gt;
    Weekend:&lt;br /&gt;
    - How &amp;quot;Weekday/end&amp;quot; is displayed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Time-Related:&lt;br /&gt;
&lt;br /&gt;
  Meridiem:&lt;br /&gt;
&lt;br /&gt;
    Ante Meridiem:&lt;br /&gt;
    Post Meridiem:&lt;br /&gt;
    - How &amp;quot;Ante/Post Meridiem&amp;quot; is displayed.&lt;br /&gt;
&lt;br /&gt;
  Day Cycle:&lt;br /&gt;
&lt;br /&gt;
    Dawn:&lt;br /&gt;
    Day:&lt;br /&gt;
    Dusk:&lt;br /&gt;
    Night:&lt;br /&gt;
    - How &amp;quot;Dawn&amp;quot;, &amp;quot;Day&amp;quot;, &amp;quot;Dusk&amp;quot;, &amp;quot;Night&amp;quot; is displayed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Date/Time HUD Sprites ===&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_HUD.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_Param12.png]]&lt;br /&gt;
&lt;br /&gt;
These settings let you adjust the HUD sprites displayed for this plugin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General:&lt;br /&gt;
&lt;br /&gt;
  Enabled?:&lt;br /&gt;
  - Enables usage of the Date/Time HUD.&lt;br /&gt;
&lt;br /&gt;
  Show by Default:&lt;br /&gt;
  - Sets up default visibility of the Date/Time HUD.&lt;br /&gt;
  - Individual maps can be adjusted by notetags.&lt;br /&gt;
&lt;br /&gt;
  Opacity Speed:&lt;br /&gt;
  - How fast does fade in/out work?&lt;br /&gt;
  - Lower is slower. Higher is faster.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Position:&lt;br /&gt;
&lt;br /&gt;
  Position X:&lt;br /&gt;
  - How much to position the HUD's X by.&lt;br /&gt;
  - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
  Position Y:&lt;br /&gt;
  - How much to position the HUD's Y by.&lt;br /&gt;
  - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Season Sprite:&lt;br /&gt;
&lt;br /&gt;
  Enabled?:&lt;br /&gt;
  - Enables usage of this sprite.&lt;br /&gt;
&lt;br /&gt;
  Opacity:&lt;br /&gt;
  - What is the default opacity for this sprite?&lt;br /&gt;
  - Use a value between 0 and 255.&lt;br /&gt;
&lt;br /&gt;
  Anchor:&lt;br /&gt;
&lt;br /&gt;
    Anchor X:&lt;br /&gt;
    - Anchor X value for this sprite.&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 this sprite.&lt;br /&gt;
    - 0.0 - top; 0.5 - middle; 1.0 - bottom&lt;br /&gt;
&lt;br /&gt;
  Offset:&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much to offset this sprite's X by.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much to offset this sprite's Y by.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  Scale:&lt;br /&gt;
&lt;br /&gt;
    Scale X:&lt;br /&gt;
    - What is the scale used for this sprite icon's X?&lt;br /&gt;
    - 0.0 - 0%; 0.5 - 50%; 1.0 - 100%; 1.5 - 150%; 2.0 - 200%&lt;br /&gt;
&lt;br /&gt;
    Scale Y:&lt;br /&gt;
    - What is the scale used for this sprite icon's Y?&lt;br /&gt;
    - 0.0 - 0%; 0.5 - 50%; 1.0 - 100%; 1.5 - 150%; 2.0 - 200%&lt;br /&gt;
&lt;br /&gt;
  Icons:&lt;br /&gt;
&lt;br /&gt;
    Spring Icon:&lt;br /&gt;
    Summer Icon:&lt;br /&gt;
    Autumn Icon:&lt;br /&gt;
    Winter Icon:&lt;br /&gt;
    - What icon is used for this months?&lt;br /&gt;
    - Ignore if there is an image equivalent.&lt;br /&gt;
&lt;br /&gt;
  Images:&lt;br /&gt;
&lt;br /&gt;
    Spring Image:&lt;br /&gt;
    Summer Image:&lt;br /&gt;
    Autumn Image:&lt;br /&gt;
    Winter Image:&lt;br /&gt;
    - What image is used for spring months?&lt;br /&gt;
    - Ignores any icon equivalents.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
DayCycle Sprite:&lt;br /&gt;
&lt;br /&gt;
  Enabled?:&lt;br /&gt;
  - Enables usage of this sprite.&lt;br /&gt;
&lt;br /&gt;
  Opacity:&lt;br /&gt;
  - What is the default opacity for this sprite?&lt;br /&gt;
  - Use a value between 0 and 255.&lt;br /&gt;
&lt;br /&gt;
  Anchor:&lt;br /&gt;
&lt;br /&gt;
    Anchor X:&lt;br /&gt;
    - Anchor X value for this sprite.&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 this sprite.&lt;br /&gt;
    - 0.0 - top; 0.5 - middle; 1.0 - bottom&lt;br /&gt;
&lt;br /&gt;
  Offset:&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much to offset this sprite's X by.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much to offset this sprite's Y by.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  Scale:&lt;br /&gt;
&lt;br /&gt;
    Scale X:&lt;br /&gt;
    - What is the scale used for this sprite icon's X?&lt;br /&gt;
    - 0.0 - 0%; 0.5 - 50%; 1.0 - 100%; 1.5 - 150%; 2.0 - 200%&lt;br /&gt;
&lt;br /&gt;
    Scale Y:&lt;br /&gt;
    - What is the scale used for this sprite icon's Y?&lt;br /&gt;
    - 0.0 - 0%; 0.5 - 50%; 1.0 - 100%; 1.5 - 150%; 2.0 - 200%&lt;br /&gt;
&lt;br /&gt;
  Icons:&lt;br /&gt;
&lt;br /&gt;
    Dawn Icon:&lt;br /&gt;
    Day Icon:&lt;br /&gt;
    Dusk Icon:&lt;br /&gt;
    Night Icon:&lt;br /&gt;
    - What icon is used for these day cycle hours?&lt;br /&gt;
    - Ignore if there is an image equivalent.&lt;br /&gt;
&lt;br /&gt;
  Images:&lt;br /&gt;
&lt;br /&gt;
    Dawn Image:&lt;br /&gt;
    Day Image:&lt;br /&gt;
    Dusk Image:&lt;br /&gt;
    Night Image:&lt;br /&gt;
    - What image is used for these day cycle hours?&lt;br /&gt;
    - Ignores any icon equivalents.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Weekday Type Sprite:&lt;br /&gt;
&lt;br /&gt;
  Enabled?:&lt;br /&gt;
  - Enables usage of this sprite.&lt;br /&gt;
&lt;br /&gt;
  Opacity:&lt;br /&gt;
  - What is the default opacity for this sprite?&lt;br /&gt;
  - Use a value between 0 and 255.&lt;br /&gt;
&lt;br /&gt;
  Anchor:&lt;br /&gt;
&lt;br /&gt;
    Anchor X:&lt;br /&gt;
    - Anchor X value for this sprite.&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 this sprite.&lt;br /&gt;
    - 0.0 - top; 0.5 - middle; 1.0 - bottom&lt;br /&gt;
&lt;br /&gt;
  Offset:&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much to offset this sprite's X by.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much to offset this sprite's Y by.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  Scale:&lt;br /&gt;
&lt;br /&gt;
    Scale X:&lt;br /&gt;
    - What is the scale used for this sprite icon's X?&lt;br /&gt;
    - 0.0 - 0%; 0.5 - 50%; 1.0 - 100%; 1.5 - 150%; 2.0 - 200%&lt;br /&gt;
&lt;br /&gt;
    Scale Y:&lt;br /&gt;
    - What is the scale used for this sprite icon's Y?&lt;br /&gt;
    - 0.0 - 0%; 0.5 - 50%; 1.0 - 100%; 1.5 - 150%; 2.0 - 200%&lt;br /&gt;
&lt;br /&gt;
  Icons:&lt;br /&gt;
&lt;br /&gt;
    Weekday Icon:&lt;br /&gt;
    Weekend Icon:&lt;br /&gt;
    - What icon is used for weekdays?&lt;br /&gt;
    - Ignore if there is an image equivalent.&lt;br /&gt;
&lt;br /&gt;
  Images:&lt;br /&gt;
&lt;br /&gt;
    Weekday Image:&lt;br /&gt;
    Weekend Image:&lt;br /&gt;
    - What image is used for weekdays?&lt;br /&gt;
    - Ignores any icon equivalents.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Year Sprite:&lt;br /&gt;
&lt;br /&gt;
  Enabled?:&lt;br /&gt;
  - Enables usage of this sprite.&lt;br /&gt;
&lt;br /&gt;
  Angle:&lt;br /&gt;
  - What is the angle used for this sprite?&lt;br /&gt;
  - Value is written in degrees.&lt;br /&gt;
&lt;br /&gt;
  Year Format:&lt;br /&gt;
  - How is the year written when it's less than 4 digits?&lt;br /&gt;
  - %1 - Current Year&lt;br /&gt;
&lt;br /&gt;
  Size:&lt;br /&gt;
&lt;br /&gt;
    Width:&lt;br /&gt;
    - What is the width of this sprite in pixels?&lt;br /&gt;
&lt;br /&gt;
    Height:&lt;br /&gt;
    - What is the height of this sprite in pixels?&lt;br /&gt;
&lt;br /&gt;
  Anchor:&lt;br /&gt;
&lt;br /&gt;
    Anchor X:&lt;br /&gt;
    - Anchor X value for this sprite.&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 this sprite.&lt;br /&gt;
    - 0.0 - top; 0.5 - middle; 1.0 - bottom&lt;br /&gt;
&lt;br /&gt;
  Offset:&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much to offset this sprite's X by.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much to offset this sprite's Y by.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Text:&lt;br /&gt;
  - Code used to draw the text for this sprite.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Month Sprite:&lt;br /&gt;
&lt;br /&gt;
  Enabled?:&lt;br /&gt;
  - Enables usage of this sprite.&lt;br /&gt;
&lt;br /&gt;
  Angle:&lt;br /&gt;
  - What is the angle used for this sprite?&lt;br /&gt;
  - Value is written in degrees.&lt;br /&gt;
&lt;br /&gt;
  Size:&lt;br /&gt;
&lt;br /&gt;
    Width:&lt;br /&gt;
    - What is the width of this sprite in pixels?&lt;br /&gt;
&lt;br /&gt;
    Height:&lt;br /&gt;
    - What is the height of this sprite in pixels?&lt;br /&gt;
&lt;br /&gt;
  Anchor:&lt;br /&gt;
&lt;br /&gt;
    Anchor X:&lt;br /&gt;
    - Anchor X value for this sprite.&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 this sprite.&lt;br /&gt;
    - 0.0 - top; 0.5 - middle; 1.0 - bottom&lt;br /&gt;
&lt;br /&gt;
  Offset:&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much to offset this sprite's X by.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much to offset this sprite's Y by.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Text:&lt;br /&gt;
  - Code used to draw the text for this sprite.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Date Sprite:&lt;br /&gt;
&lt;br /&gt;
  Enabled?:&lt;br /&gt;
  - Enables usage of this sprite.&lt;br /&gt;
&lt;br /&gt;
  Angle:&lt;br /&gt;
  - What is the angle used for this sprite?&lt;br /&gt;
  - Value is written in degrees.&lt;br /&gt;
&lt;br /&gt;
  Size:&lt;br /&gt;
&lt;br /&gt;
    Width:&lt;br /&gt;
    - What is the width of this sprite in pixels?&lt;br /&gt;
&lt;br /&gt;
    Height:&lt;br /&gt;
    - What is the height of this sprite in pixels?&lt;br /&gt;
&lt;br /&gt;
  Anchor:&lt;br /&gt;
&lt;br /&gt;
    Anchor X:&lt;br /&gt;
    - Anchor X value for this sprite.&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 this sprite.&lt;br /&gt;
    - 0.0 - top; 0.5 - middle; 1.0 - bottom&lt;br /&gt;
&lt;br /&gt;
  Offset:&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much to offset this sprite's X by.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much to offset this sprite's Y by.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Text:&lt;br /&gt;
  - Code used to draw the text for this sprite.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Weekday Sprite:&lt;br /&gt;
&lt;br /&gt;
  Enabled?:&lt;br /&gt;
  - Enables usage of this sprite.&lt;br /&gt;
&lt;br /&gt;
  Angle:&lt;br /&gt;
  - What is the angle used for this sprite?&lt;br /&gt;
  - Value is written in degrees.&lt;br /&gt;
&lt;br /&gt;
  Size:&lt;br /&gt;
&lt;br /&gt;
    Width:&lt;br /&gt;
    - What is the width of this sprite in pixels?&lt;br /&gt;
&lt;br /&gt;
    Height:&lt;br /&gt;
    - What is the height of this sprite in pixels?&lt;br /&gt;
&lt;br /&gt;
  Anchor:&lt;br /&gt;
&lt;br /&gt;
    Anchor X:&lt;br /&gt;
    - Anchor X value for this sprite.&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 this sprite.&lt;br /&gt;
    - 0.0 - top; 0.5 - middle; 1.0 - bottom&lt;br /&gt;
&lt;br /&gt;
  Offset:&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much to offset this sprite's X by.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much to offset this sprite's Y by.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Text:&lt;br /&gt;
  - Code used to draw the text for this sprite.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Time Sprite:&lt;br /&gt;
&lt;br /&gt;
  Enabled?:&lt;br /&gt;
  - Enables usage of this sprite.&lt;br /&gt;
&lt;br /&gt;
  Angle:&lt;br /&gt;
  - What is the angle used for this sprite?&lt;br /&gt;
  - Value is written in degrees.&lt;br /&gt;
&lt;br /&gt;
  Size:&lt;br /&gt;
&lt;br /&gt;
    Width:&lt;br /&gt;
    - What is the width of this sprite in pixels?&lt;br /&gt;
&lt;br /&gt;
    Height:&lt;br /&gt;
    - What is the height of this sprite in pixels?&lt;br /&gt;
&lt;br /&gt;
  Anchor:&lt;br /&gt;
&lt;br /&gt;
    Anchor X:&lt;br /&gt;
    - Anchor X value for this sprite.&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 this sprite.&lt;br /&gt;
    - 0.0 - top; 0.5 - middle; 1.0 - bottom&lt;br /&gt;
&lt;br /&gt;
  Offset:&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much to offset this sprite's X by.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much to offset this sprite's Y by.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Text:&lt;br /&gt;
  - Code used to draw the text for this sprite.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Date/Time HUD Options Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_HUD.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:DateTimeSystem_Param13.png]]&lt;br /&gt;
&lt;br /&gt;
Options settings for the Date &amp;amp; Time System.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
  Add Option?:&lt;br /&gt;
  - Add the 'Date Time HUD' option to the Options menu?&lt;br /&gt;
&lt;br /&gt;
  Adjust Window Height:&lt;br /&gt;
  - Automatically adjust the options window height?&lt;br /&gt;
&lt;br /&gt;
  Option Name:&lt;br /&gt;
  - Command name of the option.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.07: April 20, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Loading a previous save would yield any potential time changes from any action committed afterwards that weren't saved. This should be fixed now. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where manual game time updates made by Plugin Commands would not allow variables to update if Game Time was paused. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: August 14, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added warning to these Plugin Commands:&lt;br /&gt;
*** Game Time: Record to Variable(s)&lt;br /&gt;
*** Real Time: Record to Variable(s)&lt;br /&gt;
**** Does NOT overwrite automatic variables used in Plugin Parameters.&lt;br /&gt;
** Added segment to Plugin Parameters: Game Time Variables &amp;amp; Switches&lt;br /&gt;
*** Changing these variables' values does not mean the Game Time will be changed in-game. These variables are just for automatically reading what the Game Time is. If you wish to change the Game Time, you will need to use the Plugin Commands &amp;quot;Change Date To&amp;quot; and &amp;quot;Change Time To&amp;quot; instead.&lt;br /&gt;
** Added segment to Plugin Parameters: Real Time Variables &amp;amp; Switches&lt;br /&gt;
*** Changing these variables' values does not mean the Real Time will be changed in-game. These variables are just for automatically reading what the Real Time is. Real Time value cannot be changed by the plugin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where turns were added to each state without using any of the notetag effects. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: May 16, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the Winter switch would turn on during summer. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: April 18, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;quot;Show by Default&amp;quot; plugin parameter did not register. Fix made by Olivia.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Default option state for the Date &amp;amp; Time HUD will be true for those not using the Options Core. Update by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: February 15, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause a crash when using Real Time and skip title. Fix made by Irina.&lt;br /&gt;
** Fixed a bug where seasonal tilesets could cause a crash. Fix by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: February 19, 2024&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wanderlust Volume 2]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of Helpfile ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
&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;
[[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;
&amp;lt;!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Battle_System_-_OTB_VisuStella_MZ&amp;diff=17654</id>
		<title>Battle System - OTB VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Battle_System_-_OTB_VisuStella_MZ&amp;diff=17654"/>
		<updated>2026-04-19T11:40:32Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=ASwfGzpyznQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/990013&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/battle-system-otb&amp;quot;&amp;gt;Battle System - OTB plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Wave 8}}&lt;br /&gt;
|link3 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Ani.gif]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Preview.png|600px]]&lt;br /&gt;
&lt;br /&gt;
This plugin changes the RPG Maker MZ battle system to &amp;quot;Order Turn Battle&amp;quot;,&lt;br /&gt;
a turn-based battle system where actions are executed immediately and the&lt;br /&gt;
orders for both the current and next turn are not only visible, but also&lt;br /&gt;
malleable. New mechanics are introduced where the player can manipulate the&lt;br /&gt;
turn order of an action's user or action's target in various ways they want.&lt;br /&gt;
&lt;br /&gt;
The two Turn Orders are displayed at the top of the top of the screen to&lt;br /&gt;
give the player a clear understanding of who's turn it will be when it&lt;br /&gt;
becomes time to act, making it easier and viable for the player to formulate&lt;br /&gt;
strategies and adapt to the situation in battle.&lt;br /&gt;
&lt;br /&gt;
*NOTE* To use this battle system, you will need the updated version of&lt;br /&gt;
VisuStella's Core Engine. Go into its Plugin Parameters and change the&lt;br /&gt;
&amp;quot;Battle System&amp;quot; plugin parameter to &amp;quot;otb&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Utilizes the balanced AGI nature of the Default Turn Battle system.&lt;br /&gt;
* Allows for actions to execute immediately upon selection.&lt;br /&gt;
* Two Turn Order Displays appear at the top of the screen, giving the player an idea of who's turn it will be and when, for both the current turn and the next turn.&lt;br /&gt;
* Skills and Items can have an &amp;quot;Instant Use&amp;quot; effect, which allows them to perform an action immediately without using up a turn.&lt;br /&gt;
* Skills and Items can manipulate the turn order of the action's user or the action's target(s). This can apply to either the current turn or the next turn, depending on the notetags and/or action effects used.&lt;br /&gt;
* The Turn Order Display will give a preview on how turn orders will change upon specific skills and/or items being used.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
=== Required Plugin List ===&lt;br /&gt;
&lt;br /&gt;
* [[Core Engine VisuStella MZ]]&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderDisplay.png|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Turn Order Displays ===&lt;br /&gt;
&lt;br /&gt;
The Two Turn Order Displays will capture the battle's current and next turn&lt;br /&gt;
orders determined by the BattleManager. This feature does not overwrite any&lt;br /&gt;
functions, but the Turn Order Displays may or may not conflict with any&lt;br /&gt;
existing HUD elements that are already positioned on the screen. If so, you&lt;br /&gt;
can choose to offset the Turn Order Display or move it to a different part&lt;br /&gt;
of the screen through the plugin parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Agility ===&lt;br /&gt;
&lt;br /&gt;
Agility behaves slightly different from normal when it comes to the Order&lt;br /&gt;
Turn Battle system. Aside from the first turn in battle, agility will always&lt;br /&gt;
calculate the turn order for the &amp;quot;Next Turn&amp;quot; when conducted. This means that&lt;br /&gt;
any changes to agility values will not have any effect on the next turn's&lt;br /&gt;
already established turn order.&lt;br /&gt;
&lt;br /&gt;
However, this can be remedied by utilizing the notetags provided by this&lt;br /&gt;
plugin to alter the Next Turn orders for specific targets. In fact, for&lt;br /&gt;
skill and item &amp;quot;effects&amp;quot; that add AGI Buffs and/or Debuffs, the target's&lt;br /&gt;
turn position on the Turn Order Display will be manipulated in accordance.&lt;br /&gt;
This auto-conversion feature can be disabled in the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Speed ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderChange.png]]&lt;br /&gt;
&lt;br /&gt;
Because the Order Turn Battle system already calculates agility speeds&lt;br /&gt;
before selecting an action to perform, the effects of the action speed will&lt;br /&gt;
not work the same way it did with the default battle system. Instead, the&lt;br /&gt;
Action Speed will be sent through a formula to determine its effect on the&lt;br /&gt;
following turn, either pushing the user ahead in next turn's turn order&lt;br /&gt;
(with a positive speed value) or back (with a negative speed value).&lt;br /&gt;
&lt;br /&gt;
This option can have its formula altered or straight up disabled in the&lt;br /&gt;
Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Infinity Speed and Clamping ===&lt;br /&gt;
&lt;br /&gt;
Since Action Speeds are decided in such a way, enemies that will survive a&lt;br /&gt;
stun state past two turns will have &amp;quot;Infinity&amp;quot; speed on the recovery turn,&lt;br /&gt;
allowing them to act first relative to the rest of the battle participants&lt;br /&gt;
in order to balance out the turns they've lost.&lt;br /&gt;
&lt;br /&gt;
Enemies with &amp;quot;Infinity&amp;quot; speed cannot be overtaken through turn order&lt;br /&gt;
manipulation while they are on the &amp;quot;Next Turn&amp;quot; order. If anything, battlers&lt;br /&gt;
who shift their turn order faster will be just trailing behind them, thus&lt;br /&gt;
the &amp;quot;clamping&amp;quot; effect. However if this occurs during the &amp;quot;Current Turn&amp;quot;&lt;br /&gt;
order, all is fair game and any battler can overtake them. Plan out your&lt;br /&gt;
battle system effects carefully with these rules in mind.&lt;br /&gt;
&lt;br /&gt;
If you do not like the idea of Infinity Speed and/or Clamping, you can turn&lt;br /&gt;
them off in the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
This effect does not affect stun states that last only one turn. The effect&lt;br /&gt;
will only occur with stun states that last 2 turns or more.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Instant Use ===&lt;br /&gt;
&lt;br /&gt;
Skills and Items can have an &amp;quot;Instant Use&amp;quot; property which allows them to be&lt;br /&gt;
used immediately without consuming a turn. This can be used for actions that&lt;br /&gt;
otherwise do not warrant a whole turn. These can be used for minor buffs,&lt;br /&gt;
debuffs, toggles, etc.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Force Actions ===&lt;br /&gt;
&lt;br /&gt;
Due to how OTB behaves, Force Actions have be adjusted to fit the battle&lt;br /&gt;
system. With other battle systems, force actions are added into a hidden&lt;br /&gt;
queue that would act upon after the current battler finishes his/her current&lt;br /&gt;
action. The new changes made with force actions is that they now appear on&lt;br /&gt;
the queue visibly.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== VisuStella MZ Compatibility ==&lt;br /&gt;
&lt;br /&gt;
While this plugin is compatible with the majority of the VisuStella MZ&lt;br /&gt;
plugin library, it is not compatible with specific plugins or specific&lt;br /&gt;
features. This section will highlight the main plugins/features that will&lt;br /&gt;
not be compatible with this plugin or put focus on how the make certain&lt;br /&gt;
features compatible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
In battle, the player cannot change entire parties at once from the Party&lt;br /&gt;
Command Window. The feature will be unaccessible while Order Turn Battle is&lt;br /&gt;
in play. However, the player can still change party members through the&lt;br /&gt;
Actor Command Window by having actors replace other actors. Party changing&lt;br /&gt;
is also available through battle events, Common Events, and script calls.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System OTB Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle System OTB Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Script Calls ==&lt;br /&gt;
&lt;br /&gt;
The following are Script Calls that can be used with this plugin. These are&lt;br /&gt;
made for JavaScript proficient users. We are not responsible if you use them&lt;br /&gt;
incorrectly or for unintended usage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Add Action-Related Script Calls ===&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$otbAddBattlerToCurrentTurnEnd(battler, times)&lt;br /&gt;
&lt;br /&gt;
- Adds a battler to current turn's end&lt;br /&gt;
- Replace 'battler' with a battler object or target&lt;br /&gt;
- Replace 'times' with a number representing the number of actions to add&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$otbAddBattlerToNextTurnEnd(battler, times)&lt;br /&gt;
&lt;br /&gt;
- Adds a battler to next turn's end&lt;br /&gt;
- Replace 'battler' with a battler object or target&lt;br /&gt;
- Replace 'times' with a number representing the number of actions to add&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Conversion Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderChange.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
Automatically converts specific mechanics to fit OTB.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Buffs&lt;br /&gt;
&lt;br /&gt;
  AGI Buff =&amp;gt; Current:&lt;br /&gt;
  - Auto-convert AGI Buff effects for Items/Skills to speed up target's&lt;br /&gt;
    current Turn Order?&lt;br /&gt;
&lt;br /&gt;
  AGI Buff =&amp;gt; Next:&lt;br /&gt;
  - Auto-convert AGI Buff effects for Items/Skills to speed up target's&lt;br /&gt;
    next Turn Order?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Debuffs&lt;br /&gt;
&lt;br /&gt;
  AGI Debuff =&amp;gt; Current:&lt;br /&gt;
  - Auto-convert AGI Debuff effects for Items/Skills to slow down target's&lt;br /&gt;
    current Turn Order?&lt;br /&gt;
&lt;br /&gt;
  AGI Debuff =&amp;gt; Next:&lt;br /&gt;
  - Auto-convert AGI Debuff effects for Items/Skills to slow down target's&lt;br /&gt;
    next Turn Order?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
States (AGI &amp;gt;= 105%)&lt;br /&gt;
&lt;br /&gt;
  Add State =&amp;gt; Current:&lt;br /&gt;
  - Auto-convert AGI Up States effects for Items/Skills to speed up target's&lt;br /&gt;
    current Turn Order?&lt;br /&gt;
&lt;br /&gt;
  Add State =&amp;gt; Next:&lt;br /&gt;
  - Auto-convert AGI Up States effects for Items/Skills to speed up target's&lt;br /&gt;
    current Turn Order?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
States (AGI &amp;lt;= 95%)&lt;br /&gt;
&lt;br /&gt;
  Add State =&amp;gt; Current:&lt;br /&gt;
  - Auto-convert AGI Down States effects for Items/Skills to slow down&lt;br /&gt;
    target's current Turn Order?&lt;br /&gt;
&lt;br /&gt;
  Add State =&amp;gt; Next:&lt;br /&gt;
  - Auto-convert AGI Down States effects for Items/Skills to slow down&lt;br /&gt;
    target's current Turn Order?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechanics Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
Determines the mechanics of Battle System OTB. These range from how Action&lt;br /&gt;
Times are handled to speed.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_ActionTimes.png]]&lt;br /&gt;
&lt;br /&gt;
Action Times+&lt;br /&gt;
&lt;br /&gt;
  Enable Action Times?:&lt;br /&gt;
  - Enable Action Times+ to have an effect on OTB?&lt;br /&gt;
&lt;br /&gt;
    Randomize Order?:&lt;br /&gt;
    - If enabled, randomize the action order for added actions?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderDisplay.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Speed&lt;br /&gt;
&lt;br /&gt;
  Allow Random Speed?:&lt;br /&gt;
  - Allow speed to be randomized base off the user's AGI?&lt;br /&gt;
&lt;br /&gt;
  Post-Stun Infinity?:&lt;br /&gt;
  - After a 2+ turn stun states, battlers have infinity speed for their&lt;br /&gt;
    recovery turn.&lt;br /&gt;
  - Once again, this only applies to stun states that last 2+ turns.&lt;br /&gt;
&lt;br /&gt;
    Infinity Clamp?:&lt;br /&gt;
    - Prevents turn order manipulation from going faster than infinity&lt;br /&gt;
      speed battlers.&lt;br /&gt;
&lt;br /&gt;
  JS: Initial Speed:&lt;br /&gt;
  - Code used to calculate initial speed at the start of battle.&lt;br /&gt;
&lt;br /&gt;
  JS: Speed =&amp;gt; Order:&lt;br /&gt;
  - Code used to calculate how action speeds alter next turn's order.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Turn Order Display ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_TurnOrderDisplay.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleSysOTB_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
Turn Order Display settings used for Battle System OTB. These adjust how the&lt;br /&gt;
two visible turn orders appears in-game.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Display Position:&lt;br /&gt;
  - Select where the Turn Order will appear on the screen.&lt;br /&gt;
    - Top&lt;br /&gt;
    - Bottom&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much to offset the X coordinate by.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much to offset the Y coordinate by.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  Reposition for Help?:&lt;br /&gt;
  - If the display position is at the top, reposition the display when the&lt;br /&gt;
    help window is open?&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Reposition the display's X coordinates by this much when the Help&lt;br /&gt;
      Window is visible.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Reposition the display's Y coordinates by this much when the Help&lt;br /&gt;
      Window is visible.&lt;br /&gt;
&lt;br /&gt;
  Forward Direction:&lt;br /&gt;
  - Decide on the direction of the Turn Order.&lt;br /&gt;
    - Left to Right&lt;br /&gt;
    - Right to Left&lt;br /&gt;
&lt;br /&gt;
  Subject Distance:&lt;br /&gt;
  - How far do you want the currently active battler to distance itself from&lt;br /&gt;
    the rest of the Turn Order?&lt;br /&gt;
&lt;br /&gt;
  Screen Buffer:&lt;br /&gt;
  - What distance do you want the display to be away from the edge of the&lt;br /&gt;
    screen by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
UI Background&lt;br /&gt;
&lt;br /&gt;
  Background Style:&lt;br /&gt;
  - Select the style you want for the background.&lt;br /&gt;
    - fill&lt;br /&gt;
    - gradient&lt;br /&gt;
    - image&lt;br /&gt;
    - transparent&lt;br /&gt;
&lt;br /&gt;
  Image Filename:&lt;br /&gt;
  - When using the &amp;quot;image&amp;quot; style, select an image from /img/system/ as the&lt;br /&gt;
    background image.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the Background Image's X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the Background Image's Y position?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
UI Text&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - The font size used for parameter values.&lt;br /&gt;
&lt;br /&gt;
  Active Battler Text:&lt;br /&gt;
  - Text used to display the active battler.&lt;br /&gt;
  - This text will always be center aligned.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the text's X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the text's Y position?&lt;br /&gt;
&lt;br /&gt;
  Current Turn Text:&lt;br /&gt;
  - Text used to display the current turn.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the text's X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the text's Y position?&lt;br /&gt;
&lt;br /&gt;
  Next Turn Text:&lt;br /&gt;
  - Text used to display the next turn.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the text's X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the text's Y position?&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for the Current and Next Turn texts?&lt;br /&gt;
    - auto&lt;br /&gt;
    - left&lt;br /&gt;
    - center&lt;br /&gt;
    - right&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slots&lt;br /&gt;
&lt;br /&gt;
  Width:&lt;br /&gt;
  - How many pixels wide should the slots be on the Turn Order display?&lt;br /&gt;
&lt;br /&gt;
  Height:&lt;br /&gt;
  - How many pixels tall should the slots be on the Turn Order display?&lt;br /&gt;
&lt;br /&gt;
  Preview Scale:&lt;br /&gt;
  - How much do you want to scale the preview sprites by?&lt;br /&gt;
  - Use a number between 0 and 1 for the best results.&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - How much do you want to offset the Preview Sprites' X position?&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - How much do you want to offset the Preview Sprites' Y position?&lt;br /&gt;
&lt;br /&gt;
  Update Frames:&lt;br /&gt;
  - How many frames should it take for the slots to update their&lt;br /&gt;
    positions by?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Border&lt;br /&gt;
&lt;br /&gt;
  Show Border?:&lt;br /&gt;
  - Show borders for the slot sprites?&lt;br /&gt;
&lt;br /&gt;
  Border Thickness:&lt;br /&gt;
  - How many pixels thick should the colored portion of the border be?&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Border Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
      Preview Version:&lt;br /&gt;
      - A different setting is used for the preview version.&lt;br /&gt;
&lt;br /&gt;
    Border Skin:&lt;br /&gt;
    - Optional. Place a skin on the actor/enemy borders instead of&lt;br /&gt;
      rendering them?&lt;br /&gt;
&lt;br /&gt;
      Preview Version:&lt;br /&gt;
      - A different setting is used for the preview version.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Sprites&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
&lt;br /&gt;
    Sprite Type:&lt;br /&gt;
    - Select the type of sprite used for the actor graphic.&lt;br /&gt;
    - Face Graphic - Show the actor's face.&lt;br /&gt;
    - Icon - Show a specified icon.&lt;br /&gt;
    - Sideview Actor - Show the actor's sideview battler.&lt;br /&gt;
&lt;br /&gt;
    Default Icon:&lt;br /&gt;
    - Which icon do you want to use for actors by default?&lt;br /&gt;
&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Sprite Type:&lt;br /&gt;
    - Select the type of sprite used for the enemy graphic.&lt;br /&gt;
    - Face Graphic - Show a specified face graphic.&lt;br /&gt;
    - Icon - Show a specified icon.&lt;br /&gt;
    - Enemy - Show the enemy's graphic or sideview battler.&lt;br /&gt;
&lt;br /&gt;
    Default Face Name:&lt;br /&gt;
    - Use this default face graphic if there is no specified face.&lt;br /&gt;
&lt;br /&gt;
    Default Face Index:&lt;br /&gt;
    - Use this default face index if there is no specified index.&lt;br /&gt;
&lt;br /&gt;
    Default Icon:&lt;br /&gt;
    - Which icon do you want to use for enemies by default?&lt;br /&gt;
&lt;br /&gt;
    Match Hue?:&lt;br /&gt;
    - Match the hue for enemy battlers?&lt;br /&gt;
    - Does not apply if there's a sideview battler.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Letter&lt;br /&gt;
&lt;br /&gt;
  Show Enemy Letter?:&lt;br /&gt;
  - Show the enemy's letter on the slot sprite?&lt;br /&gt;
&lt;br /&gt;
  Font Name:&lt;br /&gt;
  - The font name used for the text of the Letter.&lt;br /&gt;
  - Leave empty to use the default game's font.&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - The font size used for the text of the Letter.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Slot Background&lt;br /&gt;
&lt;br /&gt;
  Show Background?:&lt;br /&gt;
  - Show the background on the slot sprite?&lt;br /&gt;
&lt;br /&gt;
  Actors&lt;br /&gt;
  Enemies&lt;br /&gt;
&lt;br /&gt;
    Background Color 1:&lt;br /&gt;
    Background Color 2:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors&lt;br /&gt;
      from the Window Skin.&lt;br /&gt;
&lt;br /&gt;
      Preview Version:&lt;br /&gt;
      - A different setting is used for the preview version.&lt;br /&gt;
&lt;br /&gt;
    Background Skin:&lt;br /&gt;
    - Optional. Use a skin for the actor background instead of&lt;br /&gt;
      rendering them?&lt;br /&gt;
&lt;br /&gt;
      Preview Version:&lt;br /&gt;
      - A different setting is used for the preview version.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.22: April 20, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where any appear mid-battle enemy appearances that occur on a Turn 0 event will not have their indicator sprite disappearing properly. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where reviving or making any enemy appear during end turn will no longer add them to the current turn order, causing visual bugs. Fix made by Olivia.  Verison 1.21: March 16, 2026&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated better compatibility for Battle Grid System force action update. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Verison 1.21: March 16, 2026&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated better compatibility for Battle Grid System force action update. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.20: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Conversion Settings &amp;gt; States (AGI &amp;gt;= 105%)&lt;br /&gt;
*** Parameters &amp;gt; Conversion Settings &amp;gt; States (AGI &amp;lt;= 95%)&lt;br /&gt;
**** Added auto-conversion functionality for states with AGI modifiers to automatically manipulate turn orders for current and next.&lt;br /&gt;
**** Set this to false to not use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.19: November 13, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New script calls added by Olivia:&lt;br /&gt;
*** $otbAddBattlerToCurrentTurnEnd(battler, times)&lt;br /&gt;
*** $otbAddBattlerToNextTurnEnd(battler, times)&lt;br /&gt;
**** Adds actions for target battler to the end of current/next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.18: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where adding states with Action Times+ would add too many actions. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.17: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the &amp;lt;OTB Target Follow Turn: +x&amp;gt; and similar notetags altered the following turn regardless of the presence of the target in current turn order. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.16: September 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Auto Skill Triggers. Update by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.15: May 16, 2024&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Direct removal of stun states will restore actions for battlers for current turns and follow up turns. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: May 18, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused turn order glitches with Action Times+ that aren't at 100% value. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug that caused added Action Times+ to not trigger on actors that have already exhausted their current turns if raised due to a state. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: January 20, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the Forced Action of a battler is not used properly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: December 15, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: August 18, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed bugs that caused the OTB Turn Order faces and icons to not change properly for actors and enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: July 7, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** When the &amp;quot;Recover All&amp;quot; event command revives a dead unit, that revived unit can gain actions back if all other conditions are met. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: June 2, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added &amp;quot;Force Actions&amp;quot; to &amp;quot;Major Updates&amp;quot; section.&lt;br /&gt;
*** Due to how OTB behaves, Force Actions have be adjusted to fit the battle system. With other battle systems, force actions are added into a hidden queue that would act upon after the current battler finishes his/her current action. The new changes made with force actions is that they now appear on the queue visibly.&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused Forced Actions to not work properly while in OTB. Changes made to Forced Actions will now insert new actions at the front of the current action queue. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: March 10, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** OTB Instant Actions should now appear in the turn order in a more sensible fashion. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: February 24, 2022&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: November 11, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;OTB User Add Current Turn Actions: x&amp;gt;&lt;br /&gt;
*** &amp;lt;OTB User Add Next Turn Actions: x&amp;gt;&lt;br /&gt;
*** &amp;lt;OTB Target Add Current Turn Actions: x&amp;gt;&lt;br /&gt;
*** &amp;lt;OTB Target Add Next Turn Actions: x&amp;gt;&lt;br /&gt;
**** Adds extra actions for the user/target to perform during the current/next turn.&lt;br /&gt;
**** Added actions will go towards the back of the action list.&lt;br /&gt;
**** Multi-hit skills/items will trigger this effect multiple times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: October 28, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Turn Order display will no longer appear at differing X and Y positions when using specific battle layouts. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: August 6, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Enemies with multiple actions will no longer step forward when it's not their turn. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: June 25, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: April 16, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Post-stun infinity clamping should now be adjusted properly for previewing turn order changes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: April 9, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Subsequent battles will properly reset the turn order. Fix by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: April 26, 2021&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Battle System Differences VisuStella MZ]]&lt;br /&gt;
* [[Inspiration Behind Wave 8]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Skill Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Battle_Grid_System_VisuStella_MZ&amp;diff=17653</id>
		<title>Battle Grid System VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Battle_Grid_System_VisuStella_MZ&amp;diff=17653"/>
		<updated>2026-04-19T11:40:19Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://youtu.be/swoS2bwVj0k&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;!-- |preview = [[File:VisuMZ.150.jpg|600px]] --&amp;gt;&lt;br /&gt;
|link1 = &amp;lt;html&amp;gt;&amp;lt;iframe frameborder=&amp;quot;0&amp;quot; src=&amp;quot;https://itch.io/embed/2546116&amp;quot; width=&amp;quot;552&amp;quot; height=&amp;quot;167&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;https://visustellamz.itch.io/battle-grid-system&amp;quot;&amp;gt;Battle Grid System plugin for RPG Maker MZ by VisuStellaMZ&amp;lt;/a&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|link2 = {{VisuStella Grande Vol 1}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Extension Plugin 1|Name1]]&lt;br /&gt;
* [[Extension Plugin 2|Name2]]&lt;br /&gt;
* [[Extension Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.150.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
This plugin changes battles to utilize a grid system. The grid will be&lt;br /&gt;
composed of nodes for each team and battlers can move amongst them. By being&lt;br /&gt;
on top of specific nodes, different strategies can be employed such as&lt;br /&gt;
making certain skills available to use while on such nodes or applying&lt;br /&gt;
unique passive state effects.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Battles are changed to employ a grid system and places nodes across the battlefield for battlers to position themselves on top of. &lt;br /&gt;
* Battlers can move between their team's nodes and give themselves a better position for battle. Battlers cannot move to the opposing team's nodes. &lt;br /&gt;
* Ranks and Flanks determine each node's position. Depending on the Rank and Flank a node is on, different properties can be employed. &lt;br /&gt;
* Certain skills and items can only be used while standing on top of certain nodes as a new type of usage requirement. &lt;br /&gt;
* Skills and items can move the user and/or the targets around on the battle grid in a variety of ways, such as switching or crashing into other battlers and inflicting crash damage. &lt;br /&gt;
* Skills and items can have their range restricted to certain Ranks and Flanks declared by notetags. &lt;br /&gt;
* Some skills and items can have their range restricted based on the weapon equipped by the user, allow for melee-only targeting or the whole range of the battle field grid. &lt;br /&gt;
* Skills and items can directly select which nodes, Ranks, or Flanks to target for attacks or healing. &lt;br /&gt;
* Area of Effect notetags allow players to create skills and items that can affect more than one target based on positioning. &lt;br /&gt;
* Nodes can give passive state effects while battlers stand on top of them. &lt;br /&gt;
* Nodes can house triggers, which are skill actions that will set off once a battler stands on top of that node. Triggers can be used to deal damage, heal battlers, apply status ailments, and more. &lt;br /&gt;
* Skills and items can be used to plant passive states and/or action triggers on specific Nodes! &lt;br /&gt;
* Some skills and items can have special effects like teleporting to a specific Node, pulling all members of unit towards a specific Node, or even pushing them away. &lt;br /&gt;
* The Grid Tactics scene allows players to adjust where they want the party members to start. Let the player decide which nodes to start individual party members on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
=== Required Plugin List ===&lt;br /&gt;
&lt;br /&gt;
* [[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
This plugin requires the above listed plugins to be installed inside your&lt;br /&gt;
game's Plugin Manager list in order to work. You cannot start your game with&lt;br /&gt;
this plugin enabled without the listed plugins.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Grid System Mechanics ==&lt;br /&gt;
&lt;br /&gt;
This section explains the various changes and new mechanics regarding the&lt;br /&gt;
battle grid system.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Ranks, Flanks, and Nodes ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Each visually vertical column is called a &amp;quot;Rank&amp;quot;. The name is from miliary&lt;br /&gt;
usage for rows of soldiers standing side by side, also sometimes known as&lt;br /&gt;
&amp;quot;files&amp;quot; or &amp;quot;lines&amp;quot;. The numbering starts at the center of the grid going&lt;br /&gt;
outward for each team.&lt;br /&gt;
&lt;br /&gt;
           Enemy Team       Ally Team&lt;br /&gt;
     4    3    2    1       1    2    3    4&lt;br /&gt;
     4    3    2    1       1    2    3    4&lt;br /&gt;
     4    3    2    1       1    2    3    4&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Each visually horizontal row is called a &amp;quot;Flank&amp;quot;. The name is from military&lt;br /&gt;
usage to referance the sides of a formation, also sometimes known as the&lt;br /&gt;
&amp;quot;wings&amp;quot; of a formation. The number starts at the top of the grid going to&lt;br /&gt;
the bottom of the grid.&lt;br /&gt;
&lt;br /&gt;
           Enemy Team       Ally Team&lt;br /&gt;
     1    1    1    1       1    1    1    1&lt;br /&gt;
     2    2    2    2       2    2    2    2&lt;br /&gt;
     3    3    3    3       3    3    3    3&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
The points at which each Rank and Flank intersects is called a &amp;quot;Node&amp;quot;. Every&lt;br /&gt;
battler will be positioned on a node and only one battler can be on a node&lt;br /&gt;
at any given time.&lt;br /&gt;
&lt;br /&gt;
           Enemy Team       Ally Team&lt;br /&gt;
   4,1  3,1  2,1  1,1       1,1  2,1  3,1  4,1&lt;br /&gt;
   4,2  3,2  2,2  1,2       1,1  2,2  3,2  4,2&lt;br /&gt;
   4,3  3,3  2,3  1,3       1,3  2,3  3,3  4,3&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Battler Movement ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Movement.gif]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Actors ====&lt;br /&gt;
&lt;br /&gt;
Actors can use the &amp;quot;Move&amp;quot; command to move to any allowed node based on their&lt;br /&gt;
moveset rulings. By default, this means they can only move to adjacent nodes&lt;br /&gt;
relative to their current position.&lt;br /&gt;
&lt;br /&gt;
Upon moving via the &amp;quot;Move&amp;quot; command, the command can undergo cooldown where&lt;br /&gt;
the actor must wait a set amount of turns before being able to &amp;quot;Move&amp;quot; again.&lt;br /&gt;
The cooldown amount can be adjusted through the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
Also upon moving via the &amp;quot;Move&amp;quot; command, the actor can also end their turn&lt;br /&gt;
immediately. This is an optional command and can be adjusted per actor with&lt;br /&gt;
notetags or by default through the Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
Actors that are charmed, berserk, or on Auto-Battle will not use the &amp;quot;Move&amp;quot;&lt;br /&gt;
command. The move command requires the actor to be able to move, too.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Enemies ====&lt;br /&gt;
&lt;br /&gt;
Enemies do not have a &amp;quot;Move&amp;quot; command and therefore, do not move by default.&lt;br /&gt;
Instead, the best way to have enemies move is to create movement Skills and&lt;br /&gt;
have their battle AI perform them. These skills are best left as enemy-only&lt;br /&gt;
skills that actors do not have access to.&lt;br /&gt;
&lt;br /&gt;
Their accessibility and frequency of use to move skills have no bearing to&lt;br /&gt;
and from the nature of movement effects. However, certain effects may stop&lt;br /&gt;
the movement effects associated with the skills such as the Battle Core&lt;br /&gt;
notetag &amp;lt;Battler Sprite Cannot Move&amp;gt; for enemies.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Actors and Enemies Stay on Their Sides ====&lt;br /&gt;
&lt;br /&gt;
Actors and enemies will not move onto the nodes belonging to the opposing&lt;br /&gt;
unit. This means actors will always be on the rightmost nodes while enemies&lt;br /&gt;
will be on the leftmost nodes. They CANNOT cross over into each other's&lt;br /&gt;
territory as this plugin does not support that grid gameplay style. The&lt;br /&gt;
nodes that belong to each unit's side will stay on those sides. Ownership of&lt;br /&gt;
a node's team cannot be switched.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Movement Features ===&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Switching ====&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Switching.gif]]&lt;br /&gt;
&lt;br /&gt;
If a battler moves onto a node that already has an allied battler on it,&lt;br /&gt;
then the two battlers can switch places. The place switching will only occur&lt;br /&gt;
if done on the acting battler's own intention or by another ally battler.&lt;br /&gt;
Switching can be disabled by Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
Certain notetags can also prevent a battler from being able to switch such&lt;br /&gt;
as the &amp;lt;Battler Sprite Cannot Move&amp;gt; enemy-only notetag available from the&lt;br /&gt;
VisuMZ Battle Core.&lt;br /&gt;
&lt;br /&gt;
However! If a battler is dead, regardless of all other notetag properties,&lt;br /&gt;
the corpse becomes node-switchable. The reason for this is because it helps&lt;br /&gt;
prevent a soft-lock state in which either the player or enemy side cannot&lt;br /&gt;
perform actions due to their current node location (think of melee battlers&lt;br /&gt;
being stuck behind a wall of corpses loaded on the front row). By being able&lt;br /&gt;
to move and switch nodes with corpses, soft lock scenarios can be solved.&lt;br /&gt;
This setting can also be adjusted as a Plugin Parameter for those who feel&lt;br /&gt;
confident in their ability to design their battles where soft locks are&lt;br /&gt;
impossible to happen with.&lt;br /&gt;
&lt;br /&gt;
If the Plugin Parameter is changed to disallow switching with corpses, this&lt;br /&gt;
will only apply to corpses that remain visible. Corpses that fade away with&lt;br /&gt;
collapse effects will not apply and can still be switched (even though&lt;br /&gt;
invisible after).&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
==== Collision ====&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Crashback.gif]]&lt;br /&gt;
&lt;br /&gt;
If a battler uses a skill that moves an opposing battler onto a node with&lt;br /&gt;
another opposing battler, then collision occurs. The target opposing battler&lt;br /&gt;
that should be knocked back will return to their original position while&lt;br /&gt;
both colliding battlers take knockback damage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Battle Grid Tactics ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Preview2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
This is an optional feature.&lt;br /&gt;
&lt;br /&gt;
You can turn on &amp;quot;Battle Grid Tactics&amp;quot; to allow for players to set up the&lt;br /&gt;
starting positions of where the individual members of the party will go when&lt;br /&gt;
a battle starts.&lt;br /&gt;
&lt;br /&gt;
This adds a new command to the Main Menu, which takes the player to a scene&lt;br /&gt;
where they can customize their battle grid tactics layout.&lt;br /&gt;
&lt;br /&gt;
If this feature is not used, then the starting positions of individual party&lt;br /&gt;
members will depend on the notetags used to determine their battle starting&lt;br /&gt;
ranks and flanks.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Sideview Only ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
If your game is NOT using sideview and you are using the Battle Grid System,&lt;br /&gt;
then the plugin will automatically enforce the sideview property. The reason&lt;br /&gt;
behind this is because the grid system is specifically made for sideview&lt;br /&gt;
visuals and controls. Therefore, it will not work without it.&lt;br /&gt;
&lt;br /&gt;
As such, some visual properties are also changed with this. Battlers will no&lt;br /&gt;
longer step forward or backward when it's their turn to actively input a&lt;br /&gt;
command. The reason behind this is because it causes a visual discrepancy&lt;br /&gt;
with the grid node they're supposed to be standing at. And depending on the&lt;br /&gt;
size of the grid node, it may cause confusion as to where the battler is&lt;br /&gt;
actually standing. Therefore, the plugin will keep the battlers at their&lt;br /&gt;
node location while inputting or performing the start of their actions.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Max Battle Members ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
There is a limit to how many battle members you can bring into battle based&lt;br /&gt;
off the number of available nodes (Ranks x Flanks). If you have too few,&lt;br /&gt;
then the plugin will warn you and then halt the game.&lt;br /&gt;
&lt;br /&gt;
If you are using Battle Grid Tactics, the optional feature to let players&lt;br /&gt;
determine where they want the party members to start at, then a maximum of&lt;br /&gt;
20 party members can be used in order to match the Plugin Parameter limits.&lt;br /&gt;
If the max number becomes more than 20 members, it will be automatically&lt;br /&gt;
capped to 20 members.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Temporary Tactical Formations ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Preview2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Temporary formations are very specific formations that will overwrite what&lt;br /&gt;
settings the player has made. These involve specific rank/flank positions&lt;br /&gt;
per party member (though some can be automatic). With temporary formations&lt;br /&gt;
in play, the player cannot change them outside of battle. However, once in&lt;br /&gt;
battle, the positions can be changed through the movement command and/or&lt;br /&gt;
action effects.&lt;br /&gt;
&lt;br /&gt;
When a temporary formation is present, menu and battle commands involving&lt;br /&gt;
changing party members will be disabled.&lt;br /&gt;
&lt;br /&gt;
Once a temporary formation is disbanded, the player's self-made formation&lt;br /&gt;
settings will be returned and the player can readjust tactical formations&lt;br /&gt;
once more.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Extra Features ==&lt;br /&gt;
&lt;br /&gt;
There are some extra features found if other VisuStella MZ plugins are found&lt;br /&gt;
present in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Battle Core VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.002.jpg|300px|link=Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
When using the &amp;lt;Battle Commands&amp;gt; class notetag, you can manually position&lt;br /&gt;
the &amp;quot;Move&amp;quot; command by inserting &amp;quot;Grid Move&amp;quot; in between &amp;lt;Battle Commands&amp;gt; and&lt;br /&gt;
&amp;lt;/Battle Commands&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Aggro Control System VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.025.jpg|300px|link=Aggro Control System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Certain features of the Battle Grid System are changed to behave slightly&lt;br /&gt;
different when there is the presence of a provoker or taunter. These changes&lt;br /&gt;
will be explained in the help file.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== VisuStella Battle Systems ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.066.jpg|300px|link=Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
All custom battle systems made by VisuStella MZ are compatible with the&lt;br /&gt;
battle grid system and can be used together. However, there are some&lt;br /&gt;
restrictions put into play with specific battle systems. More information&lt;br /&gt;
will be mentioned in detail in the &amp;quot;VisuStella MZ Compatibility&amp;quot; section&lt;br /&gt;
found below.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Party System VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.019.jpg|300px|link=Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
When the Party System is used together with the optional Battle Grid Tactics&lt;br /&gt;
feature, players can create empty spaces in their party to allow for the&lt;br /&gt;
positions of party members to go to specific nodes.&lt;br /&gt;
&lt;br /&gt;
For example, if a party has members in slots 1, 2, and 4 while 3 is empty,&lt;br /&gt;
then those party members will go to tactical nodes 1, 2, and 4, instead of&lt;br /&gt;
moving 4 up to 3.&lt;br /&gt;
&lt;br /&gt;
This only applies in-game and not through battle test if there are empty&lt;br /&gt;
slots in the battle test setup.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Battle AI VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.026.jpg|300px|link=Battle AI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Certain AI behaviors will change depending on the limitations of what an&lt;br /&gt;
action is capable of affecting. The changes all involve factoring only what&lt;br /&gt;
is within the range of an action.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== VisuStella MZ Compatibility ==&lt;br /&gt;
&lt;br /&gt;
While this plugin is compatible with the majority of the VisuStella MZ&lt;br /&gt;
plugin library, it is not compatible with specific plugins or specific&lt;br /&gt;
features. This section will highlight the main plugins/features that will&lt;br /&gt;
not be compatible with this plugin or put focus on how the make certain&lt;br /&gt;
features compatible.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Aggro Control System VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.025.jpg|300px|link=Aggro Control System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
In battle, if there are Provoke or Taunt targets on the field and an action&lt;br /&gt;
that needs target selection is attempted to be used, the Provoke or Taunt&lt;br /&gt;
targets must be within valid affected Ranks/Flanks that can be targeted by&lt;br /&gt;
the action or else the action can't be used.&lt;br /&gt;
&lt;br /&gt;
Skills that do NOT need to select a target (usually skills with a &amp;quot;Random&amp;quot;&lt;br /&gt;
scope or &amp;quot;All&amp;quot; scope) can bypass this as they would normally without the&lt;br /&gt;
Battle Grid System.&lt;br /&gt;
&lt;br /&gt;
As such, be careful about designing your skills with restrictive Rank/Flank&lt;br /&gt;
targeting that potential softlocks may occur if there are ever any Taunt or&lt;br /&gt;
Provoke targets on the field.&lt;br /&gt;
&lt;br /&gt;
In regards to skills that target the highest aggro member, these will target&lt;br /&gt;
the highest aggro member within the required Ranks/Flanks made by the skill&lt;br /&gt;
as to not further restrict this skill's targeting ability.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Battle System - ATB VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.022.jpg|300px|link=Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
If the ATB Battle System is currently being used with the active setting,&lt;br /&gt;
selecting the &amp;quot;Move&amp;quot; command during another battler's turn will queue up the&lt;br /&gt;
system, waiting for the current battler's turn to end before allowing the&lt;br /&gt;
inputting actor to move.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Battle System - BTB VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.048.jpg|300px|link=Battle System - BTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
If the BTB Battle System is currently being used and the movement command&lt;br /&gt;
will pass turn, then the move command will be disabled if the actor is under&lt;br /&gt;
the effect of &amp;quot;Brave&amp;quot; as it becomes the same case scenario as &amp;quot;Guard&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
On that note, during the command input phase, actors under the effect of&lt;br /&gt;
&amp;quot;Brave&amp;quot; can select skills and items outside of their required ranks/flanks.&lt;br /&gt;
If you wish to disable this, adjust the &amp;quot;Bypass Require Node?&amp;quot; setting in&lt;br /&gt;
the &amp;quot;Compatibility Settings&amp;quot; Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
When the queued actions occur and the required rank/flank node positions&lt;br /&gt;
are NOT met, then the actions will be skipped.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Team-Based Battle Systems ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.080.jpg|300px|link=Battle System - ETB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.057.jpg|300px|link=Battle System - FTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.086.jpg|300px|link=Battle System - PTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ETB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
[[Battle System - FTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
[[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
If the ETB, FTB, or PTB Battle Systems are being used and the move command&lt;br /&gt;
will pass turn, and if no other actors can input for that turn, any&lt;br /&gt;
remaining actions will be forfeited for that turn.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Battle System - OTB VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.066.jpg|300px|link=Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
If the OTB Battle System is being used and the movement command will pass&lt;br /&gt;
turn, the turn passing will only apply to the current action. Any follow up&lt;br /&gt;
actions on the same turn from that actor can be utilized.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== [[Party System VisuStella MZ]] ===&lt;br /&gt;
&lt;br /&gt;
[[File:VisuMZ.019.jpg|300px|link=Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
In battle, the player cannot change entire parties at once from the Party&lt;br /&gt;
Command Window. The feature will be unaccessible while Battle Grid System is&lt;br /&gt;
in play. However, the player can still change party members through the&lt;br /&gt;
Actor Command Window by having actors replace other actors. Party changing&lt;br /&gt;
is also available through battle events, Common Events, and script calls.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle Grid System Notetags}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Action Sequence - Plugin Commands ==&lt;br /&gt;
&lt;br /&gt;
The following are Plugin Commands that become usable with this plugin.&lt;br /&gt;
They can be accessed through the Plugin Command event command and selecting&lt;br /&gt;
the VisuMZ_1_BattleCore plugin where they are stored.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action Sequences - Grid ===&lt;br /&gt;
&lt;br /&gt;
These Action Sequences are Battle Grid System-related.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{Battle Grid System Action Sequences}}&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Battle Grid System Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== General Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Params1.png]]&lt;br /&gt;
&lt;br /&gt;
General settings for this plugin including some mechanics.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Defaults&lt;br /&gt;
&lt;br /&gt;
  Default Grid?:&lt;br /&gt;
  - Are battles grid-battles by default?&lt;br /&gt;
  - Use &amp;lt;Grid&amp;gt; and &amp;lt;No Grid&amp;gt; in troop names otherwise.&lt;br /&gt;
&lt;br /&gt;
  Movement Duration:&lt;br /&gt;
  - Default number of frames for movement duration.&lt;br /&gt;
&lt;br /&gt;
    User Silent Move?:&lt;br /&gt;
    - Default setting for silent movement versus visual.&lt;br /&gt;
    - Applies only to user movement notetag.&lt;br /&gt;
&lt;br /&gt;
    Target Silent Move?:&lt;br /&gt;
    - Default setting for silent movement versus visual.&lt;br /&gt;
    - Applies only to target movement notetag.&lt;br /&gt;
&lt;br /&gt;
  Weapon Range Melee?:&lt;br /&gt;
  - Make weapon ranges melee by default?&lt;br /&gt;
  - Only affects actions with &amp;lt;Use Weapon Range&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Crashing&lt;br /&gt;
&lt;br /&gt;
  Allow Crash Death?:&lt;br /&gt;
  - Can battlers die from crashing into one another?&lt;br /&gt;
&lt;br /&gt;
  Damage Move Target?:&lt;br /&gt;
  - Cause damage to the target that's being moved?&lt;br /&gt;
&lt;br /&gt;
    Animation ID:&lt;br /&gt;
    - Play this animation when the effect activates.&lt;br /&gt;
    - Use 0 to not play an animation.&lt;br /&gt;
&lt;br /&gt;
  Damage Crash Target?:&lt;br /&gt;
  - Cause damage to the target that's moved into?&lt;br /&gt;
&lt;br /&gt;
    Animation ID:&lt;br /&gt;
    - Play this animation when the effect activates.&lt;br /&gt;
    - Use 0 to not play an animation.&lt;br /&gt;
&lt;br /&gt;
  JS: Crash DMG Formula:&lt;br /&gt;
  - Formula used for calculating Crash Damage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Switching Nodes&lt;br /&gt;
&lt;br /&gt;
  Can Dead Switch?:&lt;br /&gt;
  - Can battlers switch Node positions with dead units?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Triggers&lt;br /&gt;
&lt;br /&gt;
  Show Popup?:&lt;br /&gt;
  - Show popups when a battler activates a Trigger?&lt;br /&gt;
&lt;br /&gt;
  Text Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Flash Color:&lt;br /&gt;
  - Adjust the popup's flash color.&lt;br /&gt;
  - Format: [red, green, blue, alpha]&lt;br /&gt;
&lt;br /&gt;
  Flash Duration:&lt;br /&gt;
  - What is the frame duration of the flash effect?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Grid Field Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Params2.png]]&lt;br /&gt;
&lt;br /&gt;
Settings used for the overall grid field.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Size&lt;br /&gt;
&lt;br /&gt;
  Max Ranks:&lt;br /&gt;
  - How many ranks are used for each team?&lt;br /&gt;
  - Max: 10.&lt;br /&gt;
  - Ranks are formation rows or columns visually.&lt;br /&gt;
&lt;br /&gt;
  Max Flanks:&lt;br /&gt;
  - How many flanks are used for each team?&lt;br /&gt;
  - Max: 10.&lt;br /&gt;
  - Ranks are formation sides/wings or rows visually.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Field Appearance&lt;br /&gt;
&lt;br /&gt;
  Max Horz Distance:&lt;br /&gt;
  - What is the maximum horizontal distance that the grid field spans across&lt;br /&gt;
    the screen?&lt;br /&gt;
  - Auto-shrinks if too big.&lt;br /&gt;
&lt;br /&gt;
  Top/Bottom Delta:&lt;br /&gt;
  - What is the horizontal size difference from top to bottom of the field.&lt;br /&gt;
  - This adds perspective.&lt;br /&gt;
&lt;br /&gt;
  Vertical Distance:&lt;br /&gt;
  - What is the vertical distance that the grid field spans across the&lt;br /&gt;
    screen from top to bottom?&lt;br /&gt;
&lt;br /&gt;
  Perspective Modifier:&lt;br /&gt;
  - What is the perspective modifier? This is so that upper point distances&lt;br /&gt;
    shrink and lower point distances expand.&lt;br /&gt;
&lt;br /&gt;
  Space Between:&lt;br /&gt;
  - How many nodes between each unit's front rank?&lt;br /&gt;
  - The space gives more room for movement animations.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Effects&lt;br /&gt;
&lt;br /&gt;
  Blink Input User?:&lt;br /&gt;
  - Blink the input user for more clarity?&lt;br /&gt;
&lt;br /&gt;
  Blink Color:&lt;br /&gt;
  - Adjust the blinking input color.&lt;br /&gt;
  - Format: [red, green, blue, alpha]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Offsets&lt;br /&gt;
&lt;br /&gt;
  Grid Node Offsets:&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Offsets the node x position.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Offsets the node y position.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  Actor Sprite Offset:&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Offsets the actor x position.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Offsets the actor y position.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
  Enemy Sprite Offset:&lt;br /&gt;
&lt;br /&gt;
    Offset X:&lt;br /&gt;
    - Offsets the enemy x position.&lt;br /&gt;
    - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
    Offset Y:&lt;br /&gt;
    - Offsets the enemy y position.&lt;br /&gt;
    - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Outline Filter&lt;br /&gt;
&lt;br /&gt;
  Show Outline Filter?:&lt;br /&gt;
  - Show outline filter for nodes?&lt;br /&gt;
  - Requires Pixi JS Filters.&lt;br /&gt;
&lt;br /&gt;
  Inner Color:&lt;br /&gt;
  - System hex code color for inner color.&lt;br /&gt;
  - Format: 0xRRGGBB&lt;br /&gt;
  - Requires Pixi JS Filters.&lt;br /&gt;
&lt;br /&gt;
  Inner Thickness:&lt;br /&gt;
  - What thickness do you want for inner outline?&lt;br /&gt;
  - Requires Pixi JS Filters.&lt;br /&gt;
&lt;br /&gt;
  Outer Color:&lt;br /&gt;
  - System hex code color for outer color.&lt;br /&gt;
  - Format: 0xRRGGBB&lt;br /&gt;
  - Requires Pixi JS Filters.&lt;br /&gt;
&lt;br /&gt;
  Outer Thickness:&lt;br /&gt;
  - What thickness do you want for outer outline?&lt;br /&gt;
  - Requires Pixi JS Filters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Grid Node Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Preview1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Params3.png]]&lt;br /&gt;
&lt;br /&gt;
Settings used for specific grid Nodes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Actor Nodes&lt;br /&gt;
&lt;br /&gt;
  Filename:&lt;br /&gt;
  - Filename used for the actor Node image.&lt;br /&gt;
  - Leave empty if you don't wish to use one.&lt;br /&gt;
&lt;br /&gt;
  Generated Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Generated Opacity:&lt;br /&gt;
    - What is the opacity level of the generated actor node?&lt;br /&gt;
&lt;br /&gt;
  Differ Blend Color:&lt;br /&gt;
  - Blend color used when differentiating nodes.&lt;br /&gt;
  - Format: [red, green, blue, alpha]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Enemy Nodes&lt;br /&gt;
&lt;br /&gt;
  Filename:&lt;br /&gt;
  - Filename used for the enemy Node image.&lt;br /&gt;
  - Leave empty if you don't wish to use one.&lt;br /&gt;
&lt;br /&gt;
  Generated Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Generated Opacity:&lt;br /&gt;
    - What is the opacity level of the generated enemy node?&lt;br /&gt;
&lt;br /&gt;
  Differ Blend Color:&lt;br /&gt;
  - Blend color used when differentiating nodes.&lt;br /&gt;
  - Format: [red, green, blue, alpha]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Opacity&lt;br /&gt;
&lt;br /&gt;
  Opacity Speed:&lt;br /&gt;
  - Speed at which the opacity changes.&lt;br /&gt;
&lt;br /&gt;
  Disabled Opacity:&lt;br /&gt;
  - Opacity level for disabled nodes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Scale&lt;br /&gt;
&lt;br /&gt;
  Scale X:&lt;br /&gt;
  - Scale X value for the node.&lt;br /&gt;
&lt;br /&gt;
  Scale Y:&lt;br /&gt;
  - Scale Y value for the node.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Visibility&lt;br /&gt;
&lt;br /&gt;
  Active Blend Color:&lt;br /&gt;
  - Blend color used by active battler.&lt;br /&gt;
  - Format: [red, green, blue, alpha]&lt;br /&gt;
&lt;br /&gt;
  Global:&lt;br /&gt;
&lt;br /&gt;
    Always Visible?:&lt;br /&gt;
    - Always make all grid Nodes visible?&lt;br /&gt;
&lt;br /&gt;
    Any Input?:&lt;br /&gt;
    - Make all grid Nodes during input phase?&lt;br /&gt;
&lt;br /&gt;
    Targeting?:&lt;br /&gt;
    - Make all grid Nodes during targeting?&lt;br /&gt;
&lt;br /&gt;
  Specific:&lt;br /&gt;
&lt;br /&gt;
    Inputting Actor?:&lt;br /&gt;
    - Make inputting actor's grid Node visible?&lt;br /&gt;
&lt;br /&gt;
    Selected Target?:&lt;br /&gt;
    - Make selected target's grid Node visible?&lt;br /&gt;
&lt;br /&gt;
    Active Battler?:&lt;br /&gt;
    - Make active battler/subject's grid Node visible?&lt;br /&gt;
&lt;br /&gt;
    Action Target?:&lt;br /&gt;
    - Make action target's grid Node visible?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Passive State Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_NodePassives.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Params4.png]]&lt;br /&gt;
&lt;br /&gt;
Settings used for Passive State Nodes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Properties&lt;br /&gt;
&lt;br /&gt;
  Show Passive Icons?:&lt;br /&gt;
  - Show the icons of the passive states attached to a Node?&lt;br /&gt;
&lt;br /&gt;
  Cycle Duration:&lt;br /&gt;
  - How many frames should each icon cycle take?&lt;br /&gt;
&lt;br /&gt;
  Blend Mode:&lt;br /&gt;
  - The blend mode used for these icons.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Opacity&lt;br /&gt;
&lt;br /&gt;
  Opacity Speed:&lt;br /&gt;
  - Speed at which the opacity changes.&lt;br /&gt;
&lt;br /&gt;
  Fluctuation Maximum:&lt;br /&gt;
  - Maximum opacity value for fluctuation effect.&lt;br /&gt;
&lt;br /&gt;
  Fluctuation Range:&lt;br /&gt;
  - Fluctuation range of the opacity effect.&lt;br /&gt;
&lt;br /&gt;
  Fluctuation Rate:&lt;br /&gt;
  - Fluctuation rate of the opacity effect.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Position&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offsets the passive icon's x position.&lt;br /&gt;
  - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offsets the passive icon's y position.&lt;br /&gt;
  - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Scale&lt;br /&gt;
&lt;br /&gt;
  Scale X:&lt;br /&gt;
  - Scale X value for the icon.&lt;br /&gt;
&lt;br /&gt;
  Scale Y:&lt;br /&gt;
  - Scale Y value for the icon.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Trigger Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_NodeTraps.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Params5.png]]&lt;br /&gt;
&lt;br /&gt;
Settings used for Trigger Nodes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Properties&lt;br /&gt;
&lt;br /&gt;
  Show Trigger Icons?:&lt;br /&gt;
  - Show the icons of the trigger actions attached to a Node?&lt;br /&gt;
&lt;br /&gt;
  Blend Mode:&lt;br /&gt;
  - The blend mode used for these icons.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Opacity&lt;br /&gt;
&lt;br /&gt;
  Opacity Speed:&lt;br /&gt;
  - Speed at which the opacity changes.&lt;br /&gt;
&lt;br /&gt;
  Fluctuation Maximum:&lt;br /&gt;
  - Maximum opacity value for fluctuation effect.&lt;br /&gt;
&lt;br /&gt;
  Fluctuation Range:&lt;br /&gt;
  - Fluctuation range of the opacity effect.&lt;br /&gt;
&lt;br /&gt;
  Fluctuation Rate:&lt;br /&gt;
  - Fluctuation rate of the opacity effect.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Position&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offsets the trigger icon's x position.&lt;br /&gt;
  - Negative: left. Positive: right.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offsets the trigger icon's y position.&lt;br /&gt;
  - Negative: up. Positive: down.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Scale&lt;br /&gt;
&lt;br /&gt;
  Scale X:&lt;br /&gt;
  - Scale X value for the icon.&lt;br /&gt;
&lt;br /&gt;
  Scale Y:&lt;br /&gt;
  - Scale Y value for the icon.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Compatibility Settings ===&lt;br /&gt;
&lt;br /&gt;
Settings used for the Move Command found in Window_ActorCommand. This has&lt;br /&gt;
both aesthetic and mechanical settings.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Items &amp;amp; Equips Core&lt;br /&gt;
&lt;br /&gt;
  Shop Status Window:&lt;br /&gt;
  - Show grid node target and casting data in Shop Status Window?&lt;br /&gt;
&lt;br /&gt;
  Range: Target Node:&lt;br /&gt;
  - Text used to label target nodes.&lt;br /&gt;
&lt;br /&gt;
  Range: Cast Node:&lt;br /&gt;
  - Text used to label cast nodes.&lt;br /&gt;
&lt;br /&gt;
  Scope: Any Node:&lt;br /&gt;
  Scope: Empty Node:&lt;br /&gt;
  Scope: Actor Node:&lt;br /&gt;
  Scope: Enemy Node:&lt;br /&gt;
  - Text used to label node scopes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Battle System - BTB&lt;br /&gt;
&lt;br /&gt;
  Bypass Require Node?:&lt;br /&gt;
  - During input and under &amp;quot;Brave&amp;quot; effect, ignore rank/flank node&lt;br /&gt;
    requirements for skills/items?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Party System&lt;br /&gt;
&lt;br /&gt;
  Removal Shortcut?:&lt;br /&gt;
  - Add member removal shortcut for Extended Tactics scene?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Move Command Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Movement.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Params6.png]]&lt;br /&gt;
&lt;br /&gt;
Settings used for the Move Command found in Window_ActorCommand. This has&lt;br /&gt;
both aesthetic and mechanical settings.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Auto Add &amp;quot;Move&amp;quot;?:&lt;br /&gt;
  - Automatically add the &amp;quot;Move&amp;quot; command to the actor command window list?&lt;br /&gt;
&lt;br /&gt;
  Show &amp;quot;Move&amp;quot; Command?:&lt;br /&gt;
  - Show the &amp;quot;Move&amp;quot; command in the actor command window list?&lt;br /&gt;
&lt;br /&gt;
    Command Icon:&lt;br /&gt;
    - Icon used for the &amp;quot;Move&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
    Command Name:&lt;br /&gt;
    - Text used for the &amp;quot;Move&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
    Queue Text:&lt;br /&gt;
    - Used with Active ATB/TPB to display movement queue.&lt;br /&gt;
&lt;br /&gt;
    Command Queue:&lt;br /&gt;
    - How many turns must the actor wait before moving again?&lt;br /&gt;
    - If cooldown is 0, move range becomes global.&lt;br /&gt;
&lt;br /&gt;
    Grid Switch on Move?:&lt;br /&gt;
    - Can actors switch Nodes when using the Move Command?&lt;br /&gt;
&lt;br /&gt;
    Pass Turn on Move?:&lt;br /&gt;
    - Makes the actor pass the current turn if the Move Command is used?&lt;br /&gt;
&lt;br /&gt;
  Battler Opacity Rate:&lt;br /&gt;
  - What opacity rate should battlers be adjusted by when the player has to&lt;br /&gt;
    select a Grid Node&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Cursor&lt;br /&gt;
&lt;br /&gt;
  Enabled:&lt;br /&gt;
&lt;br /&gt;
    Blend Mode:&lt;br /&gt;
    - The blend mode used for an enabled cursor.&lt;br /&gt;
&lt;br /&gt;
    Tone Color:&lt;br /&gt;
    - Adjust the tone color of an enabled cursor.&lt;br /&gt;
    - Format: [red, green, blue, gray]&lt;br /&gt;
&lt;br /&gt;
    Opacity:&lt;br /&gt;
    - What opacity level should the enabled cursor use?&lt;br /&gt;
&lt;br /&gt;
  Disabled:&lt;br /&gt;
&lt;br /&gt;
    Blend Mode:&lt;br /&gt;
    - The blend mode used for an disabled cursor.&lt;br /&gt;
&lt;br /&gt;
    Tone Color:&lt;br /&gt;
    - Adjust the tone color of an disabled cursor.&lt;br /&gt;
    - Format: [red, green, blue, gray]&lt;br /&gt;
&lt;br /&gt;
    Opacity:&lt;br /&gt;
    - What opacity level should the disabled cursor use?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Default Move Range&lt;br /&gt;
&lt;br /&gt;
  Global Range?:&lt;br /&gt;
  - Give actors a global movement range by default?&lt;br /&gt;
&lt;br /&gt;
  Disable Range?:&lt;br /&gt;
  - Disable actor movement ranges by default?&lt;br /&gt;
&lt;br /&gt;
  Allowed:&lt;br /&gt;
&lt;br /&gt;
    Square:&lt;br /&gt;
    Radius:&lt;br /&gt;
    Rank:&lt;br /&gt;
    Flank:&lt;br /&gt;
    Diagonal Forward:&lt;br /&gt;
    Diagonal Backward:&lt;br /&gt;
    Forward:&lt;br /&gt;
    Backward:&lt;br /&gt;
    Upward:&lt;br /&gt;
    Downward:&lt;br /&gt;
    - What setting distance is allowed by default?&lt;br /&gt;
&lt;br /&gt;
  Not Allowed:&lt;br /&gt;
&lt;br /&gt;
    Square:&lt;br /&gt;
    Radius:&lt;br /&gt;
    Rank:&lt;br /&gt;
    Flank:&lt;br /&gt;
    Diagonal Forward:&lt;br /&gt;
    Diagonal Backward:&lt;br /&gt;
    Forward:&lt;br /&gt;
    Backward:&lt;br /&gt;
    Upward:&lt;br /&gt;
    Downward:&lt;br /&gt;
    - What setting distance is disallowed by default?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sound Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Movement.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Params7.png]]&lt;br /&gt;
&lt;br /&gt;
These settings let you adjust the sound effects used for this plugin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Move Command&lt;br /&gt;
&lt;br /&gt;
  Filename:&lt;br /&gt;
  - Filename of the sound effect played.&lt;br /&gt;
&lt;br /&gt;
  Volume:&lt;br /&gt;
  - Volume of the sound effect played.&lt;br /&gt;
&lt;br /&gt;
  Pitch:&lt;br /&gt;
  - Pitch of the sound effect played.&lt;br /&gt;
&lt;br /&gt;
  Pan:&lt;br /&gt;
  - Pan of the sound effect played.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tactics Scene Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Preview2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Params8.png]]&lt;br /&gt;
&lt;br /&gt;
These settings adjust the Battle Grid Tactics Scene. This is an entirely&lt;br /&gt;
optional feature that does not need to be a part of your game. If you want&lt;br /&gt;
it, make sure the &amp;quot;Use Tactics System?&amp;quot; parameter is set to &amp;quot;true&amp;quot;. If not,&lt;br /&gt;
set it to &amp;quot;false&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_ExtendedTactics.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The Extended Tactics scene option allows you to extend the functionality&lt;br /&gt;
of the tactics scene beyond just repositioning actors on the grid. If the&lt;br /&gt;
Extended Tactics option is enabled, the plugin then allows players to manage&lt;br /&gt;
their skills, equipment, and view their status, amongst many other functions&lt;br /&gt;
within the Tactics scene itself. Also depending on which plugins are&lt;br /&gt;
installed, the Extended Tactics scene will also allow changing classes,&lt;br /&gt;
adding and removing party members, and overall quicker access to individual&lt;br /&gt;
character submenus.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Mechanics Settings&lt;br /&gt;
&lt;br /&gt;
  Use Tactics System?:&lt;br /&gt;
  - Use the battle tactics system?&lt;br /&gt;
  - If not, actor positions are determined by notetags and algorithms.&lt;br /&gt;
&lt;br /&gt;
  Extended System?:&lt;br /&gt;
  - Use extended scene? Extended scene allows for more actor management&lt;br /&gt;
    instead of just positioning actors pre-battle.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Main Menu&lt;br /&gt;
&lt;br /&gt;
  Command Name:&lt;br /&gt;
  - Name of the 'Battle Tactics' option in the Main Menu.&lt;br /&gt;
&lt;br /&gt;
  Show in Main Menu?:&lt;br /&gt;
  - Add the 'Battle Tactics' option to the Main Menu by default?&lt;br /&gt;
&lt;br /&gt;
  Enable in Main Menu?:&lt;br /&gt;
  - Enable the 'Battle Tactics' option to the Main Menu by default?&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Background Settings&lt;br /&gt;
&lt;br /&gt;
  Snapshop Opacity:&lt;br /&gt;
  - Snapshot opacity for the scene.&lt;br /&gt;
&lt;br /&gt;
  Background 1:&lt;br /&gt;
  - Filename used for the bottom background image.&lt;br /&gt;
  - Leave empty if you don't wish to use one.&lt;br /&gt;
&lt;br /&gt;
  Background 2:&lt;br /&gt;
  - Filename used for the upper background image.&lt;br /&gt;
  - Leave empty if you don't wish to use one.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Starting Positions&lt;br /&gt;
&lt;br /&gt;
  1st through 20th Member:&lt;br /&gt;
  - Adjust the settings individually for each party member.&lt;br /&gt;
&lt;br /&gt;
    Rank:&lt;br /&gt;
    - What is the starting rank for this party member?&lt;br /&gt;
    - Use 0 to let plugin determine starting position.&lt;br /&gt;
&lt;br /&gt;
    Flank:&lt;br /&gt;
    - What is the starting flank for this party member?&lt;br /&gt;
    - Use 0 to let plugin determine starting position.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Window Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Preview2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleGridSystem_Params9.png]]&lt;br /&gt;
&lt;br /&gt;
These settings let you adjust the window settings for this plugin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Action Display&lt;br /&gt;
&lt;br /&gt;
  Adjust Pixel Radius:&lt;br /&gt;
  - Adjust the pixel size of each node radius by this much.&lt;br /&gt;
&lt;br /&gt;
  Draw Usable Nodes?:&lt;br /&gt;
  - Draws the nodes that the user can perform an action on.&lt;br /&gt;
  - This is for general windows.&lt;br /&gt;
&lt;br /&gt;
    Usable Color:&lt;br /&gt;
    Not Usable Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Draw Target Nodes?:&lt;br /&gt;
  - Draws the nodes that the user can target with the action.&lt;br /&gt;
  - This is for general windows.&lt;br /&gt;
&lt;br /&gt;
    Ally Color:&lt;br /&gt;
    Enemy Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Window_SkillList&lt;br /&gt;
&lt;br /&gt;
Window_ItemList&lt;br /&gt;
&lt;br /&gt;
Window_ActorCommand&lt;br /&gt;
&lt;br /&gt;
  Draw Usable Nodes?:&lt;br /&gt;
  - Draws the nodes that the user can perform an action on.&lt;br /&gt;
  - This is for those windows.&lt;br /&gt;
&lt;br /&gt;
  Draw Target Nodes?:&lt;br /&gt;
  - Draws the nodes that the user can target with the action.&lt;br /&gt;
  - This is for those windows.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Tactics Help Window&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
&lt;br /&gt;
  Help: Select Actor:&lt;br /&gt;
  - Help description to tell player to select an actor.&lt;br /&gt;
&lt;br /&gt;
  Help: Select Node:&lt;br /&gt;
&lt;br /&gt;
  Help: Select Node Ext:&lt;br /&gt;
  - Extended help description to tell player to select a node.&lt;br /&gt;
  - Help description to tell player to select a node.&lt;br /&gt;
&lt;br /&gt;
  Help: Required Actor:&lt;br /&gt;
  - Extended help saying which actor is required in party.&lt;br /&gt;
  - %1 - Party Member's Name&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Tactics Grid Window&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
&lt;br /&gt;
  Graphic Type:&lt;br /&gt;
  - Choose how the actor graphics appear in tactics menu.&lt;br /&gt;
    - None&lt;br /&gt;
    - Face&lt;br /&gt;
    - Map Sprite&lt;br /&gt;
    - Sideview Battler&lt;br /&gt;
&lt;br /&gt;
  Switching:&lt;br /&gt;
&lt;br /&gt;
    Switching BG Color 1:&lt;br /&gt;
    Switching BG Color 2:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
    Switching Text Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Party Leader:&lt;br /&gt;
  - Text used for the tactics banner for the party leader.&lt;br /&gt;
  - Do not use Text Codes.&lt;br /&gt;
&lt;br /&gt;
    Leader Text Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Party Member:&lt;br /&gt;
  - Text used for the tactics banner for party member.&lt;br /&gt;
  - %1 - Party Member Slot ID.&lt;br /&gt;
  - Do not use Text Codes.&lt;br /&gt;
&lt;br /&gt;
    Member Text Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Empty Node:&lt;br /&gt;
  - Text used for the tactics banner for empty node.&lt;br /&gt;
  - Do not use Text Codes.&lt;br /&gt;
&lt;br /&gt;
    Empty Text Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for this window.&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Empty Node:&lt;br /&gt;
  - Code used to draw the contents of an empty node.&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Actor Node:&lt;br /&gt;
  - Code used to draw the contents of a node with an actor.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Tactics Command Window&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
&lt;br /&gt;
  Window Width:&lt;br /&gt;
  - Width of the Tactics Command Window.&lt;br /&gt;
&lt;br /&gt;
  Command Order:&lt;br /&gt;
  - The order in which tactics commands appear.&lt;br /&gt;
&lt;br /&gt;
  Command Settings:&lt;br /&gt;
&lt;br /&gt;
    Move:&lt;br /&gt;
    Party Leader:&lt;br /&gt;
    Skill:&lt;br /&gt;
    Equips:&lt;br /&gt;
    Status:&lt;br /&gt;
    Class Change:&lt;br /&gt;
    Swap Member:&lt;br /&gt;
    Add Member:&lt;br /&gt;
    Remove Member:&lt;br /&gt;
&lt;br /&gt;
      Command Name:&lt;br /&gt;
      - Determines how this command appears in-game.&lt;br /&gt;
      - You may use text codes.&lt;br /&gt;
&lt;br /&gt;
      Help Description:&lt;br /&gt;
      - Help description used when this command is selected.&lt;br /&gt;
&lt;br /&gt;
      Show Command?:&lt;br /&gt;
      - Show this command in the Tactics Command Window?&lt;br /&gt;
      - Some commands may require other plugins.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.15: April 20, 2026&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Changed target selection to prevent unselectable targets via keyboard input only. Vertical selection (up and down) will only target members of that column while horizontal selection (left and right) will snap to the nearest target of the next column. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.14: March 16, 2026&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Force Action should now works with skills that target nodes, ranks, and flanks. The skill will select the appropriate node/rank/flank of the target index. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.13: November 13, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if VisuMZ_4_BreakShields were turned off from showing in the UI, they would still show up. This requires you to update the plugin parameters for this plugin and can be done in three ways:&lt;br /&gt;
*** #1 Method: Select &amp;quot;Window Settings&amp;quot; in the Plugin Parameter list and press &amp;quot;Delete&amp;quot; button on your keyboard. Then open it back up to repopulate it with the default settings. This will reset all of the settings within &amp;quot;Window Settings&amp;quot;.&lt;br /&gt;
*** #2 Method: Delete the current copy of VisuMZ_2_BattleGridSystem from the Plugin Manager list and install a new copy of VisuMZ_2_BattleGridSystem into the Plugin Manager list. This will reset all your Plugin Parameter settings.&lt;br /&gt;
*** #3 Method: Install a fresh copy of VisuMZ_2_BattleGridSystem, copy the Parameters &amp;gt; Window Settings &amp;gt; Tactics Grid Window &amp;gt; JS: Draw Actor Node setting and paste it in your existing copy in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.12: August 14, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where cancelling attack and then moving, despite having pass turn on, would still cause the attack to go through. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.11: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where certain notetag combinations would cause crashes. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where using aura or miasma effects from Skills &amp;amp; States Core would cause the game to crash if there were not enough battle grid node slots to accommodate all characters, even if they were in the reserve. As a result, aura and miasma effects now only affect battle members.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for &amp;lt;nowiki&amp;gt;&amp;lt;Aura Range: type&amp;gt;&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;&amp;lt;Miasma Range: type&amp;gt;&amp;lt;/nowiki&amp;gt; notetags&lt;br /&gt;
*** Aura/Miasma effects do not affect characters not in active party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where certain grid node targeting scopes did not work properly. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Battle A.I. regarding scopes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.09: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Aura Range: type&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Miasma Range: type&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Used together with &amp;lt;nowiki&amp;gt;&amp;lt;Aura State: x&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;Miasma State: x&amp;gt;&amp;lt;/nowiki&amp;gt; from VisuMZ_1_SkillsStatesCore!&lt;br /&gt;
**** Restricts the range in which the aura/miasma passive is emitted from the user.&lt;br /&gt;
**** Read the help file for more information.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.08: November 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Main Menu Core's force show/hide and force enable/disable Plugin Commands for Class, Equip, Skills, and Status commands. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.07: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where switching positions with dead party members using notetag effects would not move the dead member. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Fixed the documentation error for &amp;lt;rule Move User Node direction: x&amp;gt; notetag's &amp;quot;Must Switch Mid&amp;quot; rule explanation.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.06: August 29, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where for FTB, ETB, and PTB, movement would always count as passing a turn regardless of Plugin Parameter settings. Fixed by Olivia.&lt;br /&gt;
** Fixed a bug where adding a battler mid-battle would cause a crash. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where enemies could ignore grid targeting restrictions. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** New section added to &amp;quot;Major Changes&amp;quot;:&lt;br /&gt;
*** Temporary formations are very specific formations that will overwrite what settings the player has made. These involve specific rank/flank positions per party member (though some can be automatic). With temporary formations in play, the player cannot change them outside of battle. However, once in battle, the positions can be changed through the movement command and/or action effects.&lt;br /&gt;
*** When a temporary formation is present, menu and battle commands involving changing party members will be disabled.&lt;br /&gt;
*** Once a temporary formation is disbanded, the player's self-made formation settings will be returned and the player can readjust tactical formations once more.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Olivia:&lt;br /&gt;
*** Temp: Create Temporary Tactics (Normal)&lt;br /&gt;
**** Creates a temporary tactical formation.&lt;br /&gt;
*** Temp: Create Temporary Tactics (JS)&lt;br /&gt;
**** Creates a temporary tactical formation with JavaScript.&lt;br /&gt;
*** Temp: Disband Temporary Tactics&lt;br /&gt;
**** Clears temporary tactical formations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.05: July 18, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where actors sharing the same name would cause clashes in how they select same rank/flank targets. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where weapon ranges for same rank/flank would cause crashes at the start of battle. Fix made by Olivia.&lt;br /&gt;
** Fixed bugs with AOE targeting for 'Upward', 'Downward', 'Forward', 'Backward', 'Diagonal Forward', and 'Diagonal Backward' being inverted. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Fixed a documentation bug where there is a 'Can' effect for self movement examples that actually doesn't exist.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;Crash Self Damage Rate: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Crash Target Damage Rate: x%&amp;gt;&lt;br /&gt;
**** Alters the crash damage received by a percentile rate. Self refers to the moved enemy. Target refers to the enemy crashed into.&lt;br /&gt;
**** Example Usage: Rubber enemies have lower crash self damage.&lt;br /&gt;
**** Example Usage: Fluffy enemies have lower crash target damage.&lt;br /&gt;
*** &amp;lt;Crash Self Damage Bonus: +x&amp;gt;&lt;br /&gt;
*** &amp;lt;Crash Self Damage Bonus: -x&amp;gt;&lt;br /&gt;
*** &amp;lt;Crash Target Damage Bonus: +x&amp;gt;&lt;br /&gt;
*** &amp;lt;Crash Target Damage Bonus: -x&amp;gt;&lt;br /&gt;
**** Alters the crash damage received by a flat bonus amount. Self refers to the moved enemy. Target refers to the enemy crashed into.&lt;br /&gt;
**** Example Usage: Brittle enemies have higher flat bonus target damage.&lt;br /&gt;
**** Example Usage: Thorny enemies have higher flat bonus target damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.04: June 13, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Crash targets can no longer crash into themselves. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where AoE ranges did not accept the target located in the &amp;quot;center&amp;quot; of an AoE spread. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Passive State Settings &amp;gt; Position &amp;gt; Offset X/Y:&lt;br /&gt;
**** Adjusts passive icon's X/Y position.&lt;br /&gt;
*** Parameters &amp;gt; Trigger Settings &amp;gt; Position &amp;gt; Offset X/Y:&lt;br /&gt;
**** Adjusts trigger icon's X/Y position.&lt;br /&gt;
** Extended Tactics Scene:&lt;br /&gt;
*** The Extended Tactics scene option allows you to extend the functionality of the tactics scene beyond just repositioning actors on the grid. If the Extended Tactics option is enabled, the plugin then allows players to manage their skills, equipment, and view their status, amongst many other functions within the Tactics scene itself. Also depending on which plugins are installed, the Extended Tactics scene will also allow changing classes, adding and removing party members, and overall quicker access to individual character submenus.&lt;br /&gt;
*** With this extended scene comes a lot more new plugin parameters:&lt;br /&gt;
**** Parameters &amp;gt; Tactics Scene Settings &amp;gt; Extended System?&lt;br /&gt;
**** Parameters &amp;gt; Compatibility Settings &amp;gt; Party System &amp;gt; Removal Shortcut&lt;br /&gt;
**** Parameters &amp;gt; Window Settings &amp;gt; Help Window &amp;gt; Help: Select Node Ext&lt;br /&gt;
**** Parameters &amp;gt; Window Settings &amp;gt; Help Window &amp;gt; Help: Required Actor&lt;br /&gt;
**** Parameters &amp;gt; Window Settings &amp;gt; Tactics Command Window &amp;gt; Many Settings&lt;br /&gt;
***** Refer to the help file for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.03: May 16, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;lt;Area of Effect&amp;gt; notetags stopped working with regular selection skills.&lt;br /&gt;
** Fixed an incompatibility bug with Core Engine's screen repositioning messing up the grid positioning of enemies. This effect will now be disabled when using the battle grid system. Fix made by Irina.&lt;br /&gt;
** Fixed a bug where an enemy moving to a node that is previously occupied by a dead enemy could no longer by mouse-clicked on. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where distance between resolution UI and resolution size did not visually match for moving mode. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Action Sequences that target specific nodes for animations can now work with skills and items that target ranks and flanks. Update by Olivia.&lt;br /&gt;
** Added gap reduction for skills without visible grids. Update by Irina.&lt;br /&gt;
** Better enemy selection control with keyboard. Update by Olivia.&lt;br /&gt;
** Items and skills with the &amp;quot;Never&amp;quot; occassion won't show the target/range information in the Window_ShopStatus window anymore. Passives won't show target/range information either. Update by Irina.&lt;br /&gt;
** Help Window remains open when selecting a node, rank, or flank in order to remain consistent with selecting enemies and allies. Update by Olivia.&lt;br /&gt;
** In Battle Test mode, tactics positions are not used and instead, will use any starting rank/flank settings.&lt;br /&gt;
** When node triggers occur at the end of an action, the battle system will now wait for any node trigger animations to complete before continuing.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Compatibility &amp;gt; Items &amp;amp; Equips Core&lt;br /&gt;
**** Shop Status Window&lt;br /&gt;
***** Show scope, grid node target and casting data in Shop Status Window?&lt;br /&gt;
**** Scope: Actor Node&lt;br /&gt;
**** Scope: Enemy Node&lt;br /&gt;
***** Vocabulary text used for these new Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.02: April 18, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where nodes without triggers would have a faint line around them. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where displaying healing skills outside the battle scene would cause the game to freeze up. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where starting rank/flanks would not register properly. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where certain weapon range notetags would cause some enemies to not act properly. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where &amp;quot;Damage Crash Target?&amp;quot; was not working properly. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where area of effect notetags did not work properly. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where a crash would occur if a passive state was applied to an enemy node. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where the &amp;quot;Move&amp;quot; command name cannot be changed.&lt;br /&gt;
** Fixed a bug where &amp;lt;JS Targets&amp;gt; notetag causes a crash. Fix by Olivia.&lt;br /&gt;
** Fixed a bug where self movement would suddenly stop visually animating. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where enemies using grid rank and flank targeting would hit their own allies instead. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Fixed a compatibility update with ETB and PTB causing movement to not work properly. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Fixed some example notetags that weren't working.&lt;br /&gt;
** Added extra note to &amp;lt;Add Trigger to Target Node&amp;gt; that it does not affect nodes with any battlers on it and only works on empty nodes.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Items and skills with the &amp;quot;Never&amp;quot; usability occassion type will not show any grid ranges.&lt;br /&gt;
** Items and skills with target any or empty nodes are now able to be affected by area of effects.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetag added by Irina:&lt;br /&gt;
*** &amp;lt;Hide Grid Range&amp;gt;&lt;br /&gt;
**** Hides the grid target and usability ranges for this item/skill.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Compatibility &amp;gt; Items &amp;amp; Equips Core&lt;br /&gt;
**** Shop Status Window&lt;br /&gt;
***** Show scope, grid node target and casting data in Shop Status Window?&lt;br /&gt;
**** Range: Target Node&lt;br /&gt;
**** Range: Cast Node&lt;br /&gt;
**** Scope: Any Node&lt;br /&gt;
**** Scope: Empty Node&lt;br /&gt;
***** Vocabulary text used for these new Plugin Parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.01: March 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that required the State Tooltips plugin and if it wasn't present, would cause a crash upon using mouse controls. Fix by Irina.&lt;br /&gt;
** Fixed a bug where the add trigger to node action sequence did not work properly. Fix made by Olivia.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Movement actor sprite now reflects the actor's offset X and Y settings found in the Battle Core. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00 Official Release Date: March 29, 2024&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Grande]]&lt;br /&gt;
* [[Area of Effect (YEP)]]&lt;br /&gt;
* [[Row Formation (YEP)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of Helpfile ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Core Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Skill Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Utility Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quality of Life Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Skills_and_States_Core_VisuStella_MZ&amp;diff=17652</id>
		<title>Skills and States Core VisuStella MZ</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Skills_and_States_Core_VisuStella_MZ&amp;diff=17652"/>
		<updated>2026-04-19T11:40:07Z</updated>

		<summary type="html">&lt;p&gt;Irina: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MzPlugin&lt;br /&gt;
|preview = &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=uRde5_XWxkw&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|link1 = {{VisuStella Wave 1}}&lt;br /&gt;
|link2 = {{VisuStella All Waves Collection}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Preview --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreScreen.png|600px]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 800px;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{RequiredPluginsMZ}}&lt;br /&gt;
* [[Required Plugin 1|Name1]]&lt;br /&gt;
* [[Required Plugin 2|Name2]]&lt;br /&gt;
* [[Required Plugin 3|Name3]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ExtensionPluginsMZ}}&lt;br /&gt;
* [[Active Chain Skills VisuStella MZ]]&lt;br /&gt;
* [[Anti-Damage Barriers VisuStella MZ]]&lt;br /&gt;
* [[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - ETB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - FTB VisuStella MZ]]&lt;br /&gt;
* [[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
* [[Boost Action VisuStella MZ]]&lt;br /&gt;
* [[Challenge System VisuStella MZ]]&lt;br /&gt;
* [[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
* [[Equip Passive System VisuStella MZ]]&lt;br /&gt;
* [[Equipment Set Bonuses VisuStella MZ]]&lt;br /&gt;
* [[Evolution Matrix Skills VisuStella MZ]]&lt;br /&gt;
* [[Field Skills VisuStella MZ]]&lt;br /&gt;
* [[Input Combo Skills VisuStella MZ]]&lt;br /&gt;
* [[Life State Effects VisuStella MZ]]&lt;br /&gt;
* [[Limited Skill Uses VisuStella MZ]]&lt;br /&gt;
* [[Skill Cooldowns VisuStella MZ]]&lt;br /&gt;
* [[Skill Mastery VisuStella MZ]]&lt;br /&gt;
* [[State Tooltips VisuStella MZ]]&lt;br /&gt;
* [[Visual Gauge Styles VisuStella MZ]]&lt;br /&gt;
* [[Visual State Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
{{Visustella MZ}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Skills &amp;amp; States Core plugin extends and builds upon the functionality of&lt;br /&gt;
RPG Maker MZ's inherent skill, state, and buff functionalities and allows&lt;br /&gt;
game devs to customize its various aspects.&lt;br /&gt;
&lt;br /&gt;
Features include all (but not limited to) the following:&lt;br /&gt;
&lt;br /&gt;
* Assigning multiple Skill Types to Skills.&lt;br /&gt;
* Making custom Skill Cost Types (such as HP, Gold, and Items).&lt;br /&gt;
* Allowing Skill Costs to become percentile-based or dynamic either directly through the Skills themselves or through trait-like notetags.&lt;br /&gt;
* Replacing gauges for different classes to display different types of Skill Cost Type resources.&lt;br /&gt;
* Hiding/Showing and enabling/disabling skills based on switches, learned skills, and code.&lt;br /&gt;
* Setting rulings for states, including if they're cleared upon death, how reapplying the state affects their turn count, and more.&lt;br /&gt;
* Allowing states to be categorized and affected by categories, too.&lt;br /&gt;
* Displaying turn counts on states drawn in the window or on sprites.&lt;br /&gt;
* Manipulation of state, buff, and debuff turns through skill and item effect notetags.&lt;br /&gt;
* Create custom damage over time state calculations through notetags.&lt;br /&gt;
* Allow database objects to apply passive states to its user.&lt;br /&gt;
* Passive states can have conditions before they become active as well.&lt;br /&gt;
* Updated Skill Menu Scene layout to fit more modern appearances.&lt;br /&gt;
* Added bonus if Items &amp;amp; Equips Core is installed to utilize the Shop Status Window to display skill data inside the Skill Menu.&lt;br /&gt;
* Control over various aspects of the Skill Menu Scene.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
&lt;br /&gt;
This plugin is made for RPG Maker MZ. This will not work in other iterations&lt;br /&gt;
of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
{{MZ Tier 1}}&lt;br /&gt;
&lt;br /&gt;
== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
This plugin adds some new hard-coded features to RPG Maker MZ's functions.&lt;br /&gt;
The following is a list of them.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Action End Removal for States ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCore_ActionEndStun.png]]&lt;br /&gt;
&lt;br /&gt;
If your Plugin Parameter settings for &amp;quot;Action End Update&amp;quot; are enabled,&lt;br /&gt;
then &amp;quot;Action End&amp;quot; has been updated so that it actually applies per action&lt;br /&gt;
used instead of just being at the start of a battler's action set.&lt;br /&gt;
&lt;br /&gt;
However, there are side effects to this: if a state has the &amp;quot;Cannot Move&amp;quot;&lt;br /&gt;
restriction along with the &amp;quot;Action End&amp;quot; removal timing, then unsurprisingly,&lt;br /&gt;
the state will never wear off because it's now based on actual actions&lt;br /&gt;
ending. To offset this and remove confusion, &amp;quot;Action End&amp;quot; auto-removal&lt;br /&gt;
timings for states with &amp;quot;Cannot Move&amp;quot; restrictions will be turned into&lt;br /&gt;
&amp;quot;Turn End&amp;quot; auto-removal timings while the &amp;quot;Action End Update&amp;quot; is enabled.&lt;br /&gt;
&lt;br /&gt;
This automatic change won't make it behave like an &amp;quot;Action End&amp;quot; removal&lt;br /&gt;
timing would, but it's better than completely softlocking a battler.&lt;br /&gt;
&lt;br /&gt;
EXAMPLE:&lt;br /&gt;
&lt;br /&gt;
The new state: &amp;quot;Fiery Blade&amp;quot; will allow the affected battler to deal fire&lt;br /&gt;
elemental damage. With Action End, this means for 5 actions, those attacks&lt;br /&gt;
will deal fire damage.&lt;br /&gt;
&lt;br /&gt;
This means that if no action is taken, due to a status effect like &amp;quot;Sleep&amp;quot;&lt;br /&gt;
or &amp;quot;Stun&amp;quot;, then the duration count will not decrease.&lt;br /&gt;
&lt;br /&gt;
On the flip side, if the battler performs multiple actions a turn, then&lt;br /&gt;
the duration count drops faster because more actions have been spent.&lt;br /&gt;
&lt;br /&gt;
However, if this &amp;quot;Fiery Blade&amp;quot; state was using Turn End instead, it will&lt;br /&gt;
have its duration reduced by 1 each turn, regardless of &amp;quot;Sleep&amp;quot; or &amp;quot;Stun&amp;quot;&lt;br /&gt;
states, and regardless of how many actions are performed each turn.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Buff &amp;amp; Debuff Level Management ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesBuffDebuffs.png|600px]]&lt;br /&gt;
&lt;br /&gt;
In RPG Maker MZ, buffs and debuffs when applied to one another will shift&lt;br /&gt;
the buff modifier level up or down. This plugin will add an extra change to&lt;br /&gt;
the mechanic by making it so that once the buff modifier level reaches a&lt;br /&gt;
neutral point, the buff or debuff is removed altogether and resets the buff&lt;br /&gt;
and debuff turn counter for better accuracy.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Skill Costs ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesSkillCosts.png|600px]]&lt;br /&gt;
&lt;br /&gt;
In RPG Maker MZ, skill costs used to be hard-coded. Now, all Skill Cost&lt;br /&gt;
Types are now moved to the Plugin Parameters, including MP and TP. This&lt;br /&gt;
means that from payment to checking for them, it's all done through the&lt;br /&gt;
options available.&lt;br /&gt;
&lt;br /&gt;
By default in RPG Maker MZ, displayed skill costs would only display only&lt;br /&gt;
one type: TP if available, then MP. If a skill costs both TP and MP, then&lt;br /&gt;
only TP was displayed. This plugin changes that aspect by displaying all the&lt;br /&gt;
cost types available in order of the Plugin Parameter Skill Cost Types.&lt;br /&gt;
&lt;br /&gt;
By default in RPG Maker MZ, displayed skill costs were only color-coded.&lt;br /&gt;
This plugin changes that aspect by displaying the Skill Cost Type's name&lt;br /&gt;
alongside the cost. This is to help color-blind players distinguish what&lt;br /&gt;
costs a skill has.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Sprite Gauges ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesSpriteGauges.png]]&lt;br /&gt;
&lt;br /&gt;
Sprite Gauges in RPG Maker MZ by default are hard-coded and only work for&lt;br /&gt;
HP, MP, TP, and Time (used for ATB). This plugin makes it possible for them&lt;br /&gt;
to be customized through the use of Plugin Parameters under the Skill Cost&lt;br /&gt;
Types and their related-JavaScript entries.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== State Displays ===&lt;br /&gt;
&lt;br /&gt;
State Displays&lt;br /&gt;
&lt;br /&gt;
To put values onto states and display them separately from the state turns&lt;br /&gt;
you can use the following script calls.&lt;br /&gt;
&lt;br /&gt;
  battler.getStateDisplay(stateId)&lt;br /&gt;
  - This returns whatever value is stored for the specified battler under&lt;br /&gt;
    that specific state value.&lt;br /&gt;
  - If there is no value to be returned it will return an empty string.&lt;br /&gt;
&lt;br /&gt;
  battler.setStateDisplay(stateId, value)&lt;br /&gt;
  - This sets the display for the battler's specific state to whatever you&lt;br /&gt;
    declared as the value.&lt;br /&gt;
  - The value is best used as a number or a string.&lt;br /&gt;
&lt;br /&gt;
  battler.clearStateDisplay(stateId)&lt;br /&gt;
  - This clears the display for the battler's specific state.&lt;br /&gt;
  - In short, this sets the stored display value to an empty string.&lt;br /&gt;
&lt;br /&gt;
=== Window Functions Moved ===&lt;br /&gt;
&lt;br /&gt;
Some functions found in RPG Maker MZ's default code for Window_StatusBase&lt;br /&gt;
and Window_SkillList are now moved to Window_Base to make the functions&lt;br /&gt;
available throughout all windows for usage.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
== Slip Damage Popup Clarification ==&lt;br /&gt;
&lt;br /&gt;
Slip Damage popups only show one popup for HP, MP, and TP each and it is the&lt;br /&gt;
grand total of all the states and effects combined regardless of the number&lt;br /&gt;
of states and effects on a battler. This is how it is in vanilla RPG Maker&lt;br /&gt;
MZ and this is how we intend for it to be with the VisuStella MZ library.&lt;br /&gt;
&lt;br /&gt;
This is NOT a bug!&lt;br /&gt;
&lt;br /&gt;
The reason we are not changing this is because it does not properly relay&lt;br /&gt;
information to the player accurately. When multiple popups appear, players&lt;br /&gt;
only have roughly a second and a half to calculate it all for any form of&lt;br /&gt;
information takeaway. We feel it is better suited for the player's overall&lt;br /&gt;
convenience to show a cummulative change and steer the experience towards a&lt;br /&gt;
more positive one.&lt;br /&gt;
&lt;br /&gt;
== Passive State Clarification ==&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCorePassives.png]]&lt;br /&gt;
&lt;br /&gt;
This section will explain various misconceptions regarding passive states.&lt;br /&gt;
No, passive states do not work the same way as states code-wise. Yes, they&lt;br /&gt;
use the same effects as states mechanically, but there are differences.&lt;br /&gt;
&lt;br /&gt;
{{Skills and States Core Passive States Clarification}}&lt;br /&gt;
&lt;br /&gt;
{{Notetags MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Skills and States Core Notetags}}&lt;br /&gt;
&lt;br /&gt;
{{Plugin Commands MZ}}&lt;br /&gt;
&lt;br /&gt;
{{VisuMZ Skills and States Core Plugin Commands}}&lt;br /&gt;
&lt;br /&gt;
== Plugin Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== General Skill Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreScreen.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreParams01.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters adjust various aspects of the game regarding skills&lt;br /&gt;
from the custom Skill Menu Layout to global custom effects made in code.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Use Updated Layout:&lt;br /&gt;
  - Use the Updated Skill Menu Layout provided by this plugin?&lt;br /&gt;
  - This will automatically enable the Status Window.&lt;br /&gt;
  - This will override the Core Engine windows settings.&lt;br /&gt;
&lt;br /&gt;
  Layout Style:&lt;br /&gt;
  - If using an updated layout, how do you want to style the menu scene?&lt;br /&gt;
    - Upper Help, Left Input&lt;br /&gt;
    - Upper Help, Right Input&lt;br /&gt;
    - Lower Help, Left Input&lt;br /&gt;
    - Lower Help, Right Input&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Skill Type Window&lt;br /&gt;
&lt;br /&gt;
  Style:&lt;br /&gt;
  - How do you wish to draw commands in the Skill Type Window?&lt;br /&gt;
  - Text Only: Display only the text.&lt;br /&gt;
  - Icon Only: Display only the icon.&lt;br /&gt;
  - Icon + Text: Display the icon first, then the text.&lt;br /&gt;
  - Auto: Determine which is better to use based on the size of the cell.&lt;br /&gt;
&lt;br /&gt;
  Text Align:&lt;br /&gt;
  - Text alignment for the Skill Type Window.&lt;br /&gt;
&lt;br /&gt;
  Window Width:&lt;br /&gt;
  - What is the desired pixel width of this window?&lt;br /&gt;
  - Default: 240&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
List Window&lt;br /&gt;
&lt;br /&gt;
  Columns:&lt;br /&gt;
  - Number of maximum columns.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Shop Status Window&lt;br /&gt;
&lt;br /&gt;
  Show in Skill Menu?:&lt;br /&gt;
  - Show the Shop Status Window in the Skill Menu?&lt;br /&gt;
  - This is enabled if the Updated Layout is on.&lt;br /&gt;
&lt;br /&gt;
  Adjust List Window?:&lt;br /&gt;
  - Automatically adjust the Skill List Window in the Skill Menu if using&lt;br /&gt;
    the Shop Status Window?&lt;br /&gt;
&lt;br /&gt;
  Background Type:&lt;br /&gt;
  - Select background type for this window.&lt;br /&gt;
    - 0 - Window&lt;br /&gt;
    - 1 - Dim&lt;br /&gt;
    - 2 - Transparent&lt;br /&gt;
&lt;br /&gt;
  JS: X, Y, W, H:&lt;br /&gt;
  - Code used to determine the dimensions for this Shop Status Window in the&lt;br /&gt;
    Skill Menu.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Skill Types&lt;br /&gt;
&lt;br /&gt;
  Hidden Skill Types:&lt;br /&gt;
  - Insert the ID's of the Skill Types you want hidden from view ingame.&lt;br /&gt;
&lt;br /&gt;
  Hidden During Battle:&lt;br /&gt;
  - Insert the ID's of the Skill Types you want hidden during battle only.&lt;br /&gt;
&lt;br /&gt;
  Icon: Normal Type:&lt;br /&gt;
  - Icon used for normal skill types that aren't assigned any icons.&lt;br /&gt;
  - To assign icons to skill types, simply insert \I[x] into the&lt;br /&gt;
    skill type's name in the Database &amp;gt; Types tab.&lt;br /&gt;
&lt;br /&gt;
  Icon: Magic Type:&lt;br /&gt;
  - Icon used for magic skill types that aren't assigned any icons.&lt;br /&gt;
  - To assign icons to skill types, simply insert \I[x] into the&lt;br /&gt;
    skill type's name in the Database &amp;gt; Types tab.&lt;br /&gt;
&lt;br /&gt;
  Sort: Alphabetical:&lt;br /&gt;
  - Insert the ID's of Skill Types you want sorted alphabetically.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Global JS Effects&lt;br /&gt;
&lt;br /&gt;
  JS: Skill Conditions:&lt;br /&gt;
  - JavaScript code for a global-wide skill condition check.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Skill Cost Types ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesSkillCosts.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreParams02.png]]&lt;br /&gt;
&lt;br /&gt;
Skill Cost Types are the resources that are used for your skills. These can&lt;br /&gt;
range from the default MP and TP resources to the newly added HP, Gold, and&lt;br /&gt;
Potion resources.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreParams02a.png]]&lt;br /&gt;
&lt;br /&gt;
Settings&lt;br /&gt;
&lt;br /&gt;
  Name:&lt;br /&gt;
  - A name for this Skill Cost Type.&lt;br /&gt;
&lt;br /&gt;
  Icon:&lt;br /&gt;
  - Icon used for this Skill Cost Type.&lt;br /&gt;
  - Use 0 for no icon.&lt;br /&gt;
&lt;br /&gt;
  Font Color:&lt;br /&gt;
  - Text Color used to display this cost.&lt;br /&gt;
  - Use #rrggbb for a hex color.&lt;br /&gt;
&lt;br /&gt;
  Font Size:&lt;br /&gt;
  - Font size used to display this cost.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Cost Processing&lt;br /&gt;
&lt;br /&gt;
  JS: Cost Calculation:&lt;br /&gt;
  - Code on how to calculate this resource cost for the skill.&lt;br /&gt;
&lt;br /&gt;
  JS: Can Pay Cost?:&lt;br /&gt;
  - Code on calculating whether or not the user is able to pay the cost.&lt;br /&gt;
&lt;br /&gt;
  JS: Paying Cost:&lt;br /&gt;
  - Code for if met, this is the actual process of paying of the cost.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Window Display&lt;br /&gt;
&lt;br /&gt;
  JS: Show Cost?:&lt;br /&gt;
  - Code for determining if the cost is shown or not.&lt;br /&gt;
&lt;br /&gt;
  JS: Cost Text:&lt;br /&gt;
  - Code to determine the text (with Text Code support) used for the&lt;br /&gt;
    displayed cost.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Gauge Display&lt;br /&gt;
&lt;br /&gt;
  JS: Maximum Value:&lt;br /&gt;
  - Code to determine the maximum value used for this Skill Cost resource&lt;br /&gt;
    for gauges.&lt;br /&gt;
&lt;br /&gt;
  JS: Current Value:&lt;br /&gt;
  - Code to determine the current value used for this Skill Cost resource&lt;br /&gt;
    for gauges.&lt;br /&gt;
&lt;br /&gt;
  JS: Draw Gauge:&lt;br /&gt;
  - Code to determine how to draw the Skill Cost resource for this&lt;br /&gt;
    gauge type.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Skill Toggle Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillToggle.gif]]&lt;br /&gt;
&lt;br /&gt;
Skill toggles are a new type of skill. They do not perform any actions but&lt;br /&gt;
instead, will switch on/off any passive effects the skill has.&lt;br /&gt;
&lt;br /&gt;
Skill Toggles do not take up actions, even in battle. They will not consume&lt;br /&gt;
an actor's current turn. A player can toggle multiple skill toggles at a&lt;br /&gt;
time.&lt;br /&gt;
&lt;br /&gt;
Skill Toggles require the character to pay the skill cost ONLY when the&lt;br /&gt;
skill is toggled from OFF to ON, not when it is toggled ON to OFF.&lt;br /&gt;
&lt;br /&gt;
Enemies are unable to switch Toggle Skills and the passive effects on a&lt;br /&gt;
Toggle Skill for an enemy will always be considered ON.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Default&lt;br /&gt;
&lt;br /&gt;
  Default Toggle:&lt;br /&gt;
  - What is the default toggle setting for toggle skills?&lt;br /&gt;
&lt;br /&gt;
  Toggle Off Animation:&lt;br /&gt;
  - Play this animation when a skill is toggled off.&lt;br /&gt;
  - Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
  - Toggle On animation by default is whatever the skill animation is set to&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Appearance&lt;br /&gt;
&lt;br /&gt;
  Toggle On Text Color:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
  - Applies for skill name, not the skill cost&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Vocabulary&lt;br /&gt;
&lt;br /&gt;
  Toggle Type:&lt;br /&gt;
  - Skill toggle displayed in the status window.&lt;br /&gt;
&lt;br /&gt;
  Toggle On:&lt;br /&gt;
  - Text displayed for a skill that's toggled on&lt;br /&gt;
&lt;br /&gt;
  Toggle Off:&lt;br /&gt;
  - Text displayed for a skill that's toggled off&lt;br /&gt;
&lt;br /&gt;
    Off Text Location:&lt;br /&gt;
    - Where is the [OFF] text located in the skill cost?&lt;br /&gt;
      - front&lt;br /&gt;
      - back&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Gauge Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCore_GaugeSettings.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCore_GaugeParams.png]]&lt;br /&gt;
&lt;br /&gt;
Settings in regards to how skill cost gauges function and appear.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Labels&lt;br /&gt;
&lt;br /&gt;
  Font Type:&lt;br /&gt;
  - Which font type should be used for labels?&lt;br /&gt;
&lt;br /&gt;
  Match Label Color:&lt;br /&gt;
  - Match the label color to the Gauge Color being used?&lt;br /&gt;
&lt;br /&gt;
    Match: Gauge # ?:&lt;br /&gt;
    - Which Gauge Color should be matched?&lt;br /&gt;
&lt;br /&gt;
    Preset: Gauge Color:&lt;br /&gt;
    - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
      the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Solid Outline:&lt;br /&gt;
  - Make the label outline a solid black color?&lt;br /&gt;
&lt;br /&gt;
  Outline Width:&lt;br /&gt;
  - What width do you wish to use for your outline?&lt;br /&gt;
  - Use 0 to not use an outline.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Values&lt;br /&gt;
&lt;br /&gt;
  Font Type:&lt;br /&gt;
  - Which font type should be used for values?&lt;br /&gt;
&lt;br /&gt;
  Solid Outline:&lt;br /&gt;
  - Make the value outline a solid black color?&lt;br /&gt;
&lt;br /&gt;
  Outline Width:&lt;br /&gt;
  - What width do you wish to use for your outline?&lt;br /&gt;
  - Use 0 to not use an outline.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== General State Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreColors.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreParams03.png]]&lt;br /&gt;
&lt;br /&gt;
These are general settings regarding RPG Maker MZ's state-related aspects&lt;br /&gt;
from how turns are reapplied to custom code that's ran whenever states are&lt;br /&gt;
added, erased, or expired.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Reapply Rules:&lt;br /&gt;
  - These are the rules when reapplying states.&lt;br /&gt;
  - Ignore: State doesn't get added.&lt;br /&gt;
  - Reset: Turns get reset.&lt;br /&gt;
  - Greater: Turns take greater value (current vs reset).&lt;br /&gt;
  - Add: Turns add upon existing turns.&lt;br /&gt;
&lt;br /&gt;
  Maximum Turns:&lt;br /&gt;
  - Maximum number of turns to let states go up to.&lt;br /&gt;
  - This can be changed with the &amp;lt;Max Turns: x&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
  Action End Update:&lt;br /&gt;
  - States with &amp;quot;Action End&amp;quot; auto-removal will also update turns at the end&lt;br /&gt;
    of each action instead of all actions.&lt;br /&gt;
&lt;br /&gt;
  Turn End on Map:&lt;br /&gt;
  - Update any state and buff turns on the map after this many steps.&lt;br /&gt;
  - Use 0 to disable.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Turn Display&lt;br /&gt;
&lt;br /&gt;
  Show Turns?:&lt;br /&gt;
  - Display state turns on top of window icons and sprites?&lt;br /&gt;
&lt;br /&gt;
  Turn Font Size:&lt;br /&gt;
  - Font size used for displaying turns.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offset the X position of the turn display.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offset the Y position of the turn display.&lt;br /&gt;
&lt;br /&gt;
  Turn Font Size:&lt;br /&gt;
  - Font size used for displaying turns.&lt;br /&gt;
&lt;br /&gt;
  Turn Color: Neutral:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Turn Color: Positive:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Turn Color: Negative:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Data Display&lt;br /&gt;
&lt;br /&gt;
  Show Data?:&lt;br /&gt;
  - Display state data on top of window icons and sprites?&lt;br /&gt;
&lt;br /&gt;
  Data Font Size:&lt;br /&gt;
  - Font size used for displaying state data.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offset the X position of the state data display.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offset the Y position of the state data display.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Global JS Effects&lt;br /&gt;
&lt;br /&gt;
  JS: On Add State:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a state&lt;br /&gt;
    is added.&lt;br /&gt;
&lt;br /&gt;
  JS: On Erase State:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a state&lt;br /&gt;
    is erased.&lt;br /&gt;
&lt;br /&gt;
  JS: On Expire State:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a state&lt;br /&gt;
    has expired.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== General Buff/Debuff Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesBuffDebuffs.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreParams04.png]]&lt;br /&gt;
&lt;br /&gt;
Buffs and debuffs don't count as states by RPG Maker MZ's mechanics, but&lt;br /&gt;
they do function close enough for them to be added to this plugin for&lt;br /&gt;
adjusting. Change these settings to make buffs and debuffs work to your&lt;br /&gt;
game's needs.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
General&lt;br /&gt;
&lt;br /&gt;
  Reapply Rules:&lt;br /&gt;
  - These are the rules when reapplying buffs/debuffs.&lt;br /&gt;
  - Ignore: Buff/Debuff doesn't get added.&lt;br /&gt;
  - Reset: Turns get reset.&lt;br /&gt;
  - Greater: Turns take greater value (current vs reset).&lt;br /&gt;
  - Add: Turns add upon existing turns.&lt;br /&gt;
&lt;br /&gt;
  Maximum Turns:&lt;br /&gt;
  - Maximum number of turns to let buffs and debuffs go up to.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Stacking&lt;br /&gt;
&lt;br /&gt;
  Max Stacks: Buff:&lt;br /&gt;
  - Maximum number of stacks for buffs.&lt;br /&gt;
&lt;br /&gt;
  Max Stacks: Debuff:&lt;br /&gt;
  - Maximum number of stacks for debuffs.&lt;br /&gt;
&lt;br /&gt;
  JS: Buff/Debuff Rate:&lt;br /&gt;
  - Code to determine how much buffs and debuffs affect parameters.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Turn Display&lt;br /&gt;
&lt;br /&gt;
  Show Turns?:&lt;br /&gt;
  - Display buff and debuff turns on top of window icons and sprites?&lt;br /&gt;
&lt;br /&gt;
  Turn Font Size:&lt;br /&gt;
  - Font size used for displaying turns.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offset the X position of the turn display.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offset the Y position of the turn display.&lt;br /&gt;
&lt;br /&gt;
  Turn Color: Buffs:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
  Turn Color: Debuffs:&lt;br /&gt;
  - Use #rrggbb for custom colors or regular numbers for text colors from&lt;br /&gt;
    the Window Skin.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Rate Display&lt;br /&gt;
&lt;br /&gt;
  Show Rate?:&lt;br /&gt;
  - Display buff and debuff rate on top of window icons and sprites?&lt;br /&gt;
&lt;br /&gt;
  Rate Font Size:&lt;br /&gt;
  - Font size used for displaying rate.&lt;br /&gt;
&lt;br /&gt;
  Offset X:&lt;br /&gt;
  - Offset the X position of the rate display.&lt;br /&gt;
&lt;br /&gt;
  Offset Y:&lt;br /&gt;
  - Offset the Y position of the rate display.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Global JS Effects&lt;br /&gt;
&lt;br /&gt;
  JS: On Add Buff:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a&lt;br /&gt;
    buff is added.&lt;br /&gt;
&lt;br /&gt;
  JS: On Add Debuff:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a&lt;br /&gt;
    debuff is added.&lt;br /&gt;
&lt;br /&gt;
  JS: On Erase Buff:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a&lt;br /&gt;
    buff is added.&lt;br /&gt;
&lt;br /&gt;
  JS: On Erase Debuff:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a&lt;br /&gt;
    debuff is added.&lt;br /&gt;
&lt;br /&gt;
  JS: On Expire Buff:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a&lt;br /&gt;
    buff is added.&lt;br /&gt;
&lt;br /&gt;
  JS: On Expire Debuff:&lt;br /&gt;
  - JavaScript code for a global-wide custom effect whenever a&lt;br /&gt;
    debuff is added.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
=== Passive State Settings ===&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCorePassives.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCoreParams05.png]]&lt;br /&gt;
&lt;br /&gt;
These Plugin Parameters adjust passive states that can affect all actors and&lt;br /&gt;
enemies as well as have global conditions.&lt;br /&gt;
&lt;br /&gt;
{{Skills and States Core Passive States Clarification}}&lt;br /&gt;
&lt;br /&gt;
List&lt;br /&gt;
&lt;br /&gt;
  Global Passives:&lt;br /&gt;
  - A list of passive states to affect actors and enemies.&lt;br /&gt;
&lt;br /&gt;
  Actor-Only Passives:&lt;br /&gt;
  - A list of passive states to affect actors only.&lt;br /&gt;
&lt;br /&gt;
  Enemy Passives:&lt;br /&gt;
  - A list of passive states to affect enemies only.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Cache&lt;br /&gt;
&lt;br /&gt;
  Switch Refresh?:&lt;br /&gt;
  - Refresh all battle members when switches are changed in battle?&lt;br /&gt;
  - This is primarily used for passive state conditions involve parameters&lt;br /&gt;
    that do not update due to cached data until a refresh occurs.&lt;br /&gt;
  - If this is on, do not spam Switch changes during battle in order to&lt;br /&gt;
    prevent lag spikes.&lt;br /&gt;
&lt;br /&gt;
  Variable Refresh?:&lt;br /&gt;
  - Refresh all battle members when variables are changed in battle?&lt;br /&gt;
  - This is primarily used for passive state conditions involve parameters&lt;br /&gt;
    that do not update due to cached data until a refresh occurs.&lt;br /&gt;
  - If this is on, do not spam Variable changes during battle in order to&lt;br /&gt;
    prevent lag spikes.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Global JS Effects&lt;br /&gt;
&lt;br /&gt;
  JS: Condition Check:&lt;br /&gt;
  - JavaScript code for a global-wide passive condition check.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
{{VisuStella MZ Terms of Use}}&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
If you are using this plugin, credit the following people in your game:&lt;br /&gt;
&lt;br /&gt;
Team VisuStella&lt;br /&gt;
&lt;br /&gt;
* [[Yanfly]]&lt;br /&gt;
* [[Arisu]]&lt;br /&gt;
* [[Olivia]]&lt;br /&gt;
* [[Irina]]&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
&lt;br /&gt;
Version 1.56: April 20, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;lt;nowiki&amp;gt;&amp;lt;param Buff Turns: +x&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;param Debuff Turns: +x&amp;gt;&amp;lt;/nowiki&amp;gt; would cause a crash. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.55: March 16, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Toggle&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** Just like with regular &amp;lt;nowiki&amp;gt;&amp;lt;Passive State: x&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** If you plan on applying a passive state through a skill, it must be through a skill that has been learned by the target and not a skill that is given through a trait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.54: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;List Name: name&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** If used with Battle Core's &amp;lt;nowiki&amp;gt;&amp;lt;Command Text: x&amp;gt;&amp;lt;/nowiki&amp;gt;, the Command Text notetag will take priority in the command window, but the List Name notetag will appear in the skill list.&lt;br /&gt;
*** This does not change the display text. If you'd like to change that, use the Battle Core's &amp;lt;nowiki&amp;gt;&amp;lt;Display Text: x&amp;gt;&amp;lt;/nowiki&amp;gt; notetag along with this notetag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.53: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the &amp;quot;Preset: Gauge Color&amp;quot; Plugin Parameter was not accepting #rrggbb values. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Passive State: x&amp;gt;&amp;lt;/nowiki&amp;gt;:&lt;br /&gt;
*** If you are using VisuMZ's Equip Battle Skills, know that the notetag &amp;lt;nowiki&amp;gt;&amp;lt;Passive State: x&amp;gt;&amp;lt;/nowiki&amp;gt; will always have the passive state be available no matter if the skill is equipped or not, as long as the skill is learned.&lt;br /&gt;
*** If you want the passive state to only appear while the skill is equipped then use the VisuMZ Equip Battle Skills notetag &amp;lt;nowiki&amp;gt;&amp;lt;Equip State: x&amp;gt;&amp;lt;/nowiki&amp;gt; for this effect instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.52: August 14, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Passive States with custom JS conditions should be less prone to infinite loops. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.51: April 17, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Skill Toggle Settings&lt;br /&gt;
**** Skill toggles are a new type of skill. They do not perform any actions but instead, will switch on/off any passive effects the skill has.&lt;br /&gt;
**** Enemies are unable to switch Toggle Skills and the passive effects on a Toggle Skill for an enemy will always be considered ON.&lt;br /&gt;
**** See the help file for more information.&lt;br /&gt;
** New Notetags added by Olivia:&lt;br /&gt;
*** Skill Toggle Notetags:&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Initial Toggle: On/Off&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle Exclusion Group: key&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle On Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle Off Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
***** See the help file for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.50: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Changed the description of Plugin Parameter 'Action End Update' to 'Refer to &amp;quot;Major Changes&amp;quot; in Help File for explanation.'&lt;br /&gt;
** Added examples of &amp;quot;Action End Update&amp;quot; under &amp;quot;Major Changes&amp;quot;&lt;br /&gt;
*** The new state: &amp;quot;Fiery Blade&amp;quot; will allow the affected battler to deal fire elemental damage. With Action End, this means for 5 actions, those attacks will deal fire damage.&lt;br /&gt;
*** This means that if no action is taken, due to a status effect like &amp;quot;Sleep&amp;quot; or &amp;quot;Stun&amp;quot;, then the duration count will not decrease.&lt;br /&gt;
*** On the flip side, if the battler performs multiple actions a turn, then the duration count drops faster because more actions have been spent.&lt;br /&gt;
*** However, if this &amp;quot;Fiery Blade&amp;quot; state was using Turn End instead, it will have its duration reduced by 1 each turn, regardless of &amp;quot;Sleep&amp;quot; or &amp;quot;Stun&amp;quot; states, and regardless of how many actions are performed each turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.49: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where causing a dead battler to refresh afterwards would yield multiple death states on that battler. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.48: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Auras &amp;amp; Miasmas added by Olivia:&lt;br /&gt;
*** Auras are a type passive that affects an allied party. Miasmas are a type of passive that affects an opposing party. Auras and Miasmas only need to come from a single source to give an entire party or troop a passive provided that the battler emitting the aura/miasma is alive and in battle.&lt;br /&gt;
** New Notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Aura State: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Emits an aura that affects the battler's allies and gives each affected member passive state(s) 'x'.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Miasma State: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Emits an aura that affects the battler's opponents and gives each affected member passive state(s) 'x'.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Not User Aura&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Prevents the emitting user from being affected by the related aura.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Allow Dead Aura&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Allow Dead Miasma&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Allows aura/miasma to continue emitting even after the emitting user is in a dead state.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Dead Aura Only&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Dead Miasma Only&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Allows aura/miasma to only emit if the emitting user is in a dead state&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.47: August 29, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Bypass State Damage Removal: id/name&amp;gt;&lt;br /&gt;
**** When this skill/item is used to attack an enemy with the listed state that would normally have on damage removal (ie Sleep).&lt;br /&gt;
**** This can be used for attacks like &amp;quot;Dream Eater&amp;quot; that would prevent waking up a sleeping opponent.&lt;br /&gt;
*** &amp;lt;Bypass State Damage Removal as Attacker: id/name&amp;gt;&lt;br /&gt;
**** When an attacker with an associated trait object that has this notetag would attack an enemy with the listed state, bypass on damage removal.&lt;br /&gt;
**** This can be used for effects like &amp;quot;Sleep Striker&amp;quot; that would prevent the attacker from waking up a sleeping opponent.&lt;br /&gt;
*** &amp;lt;Bypass State Damage Removal as Target: id/name&amp;gt;&lt;br /&gt;
**** When a target with an associated trait object that has this notetag is attacked as the target with the listed state, bypass on damage removal.&lt;br /&gt;
**** This can be used for effects like &amp;quot;Deep Sleep&amp;quot; that would prevent the attacked target from waking up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.46: July 18, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Skill Settings &amp;gt; Skill Types &amp;gt; Sort: Alphabetical&lt;br /&gt;
**** Insert the ID's of Skill Types you want sorted alphabetically.&lt;br /&gt;
** New notetags added by Irina:&lt;br /&gt;
*** &amp;lt;ID Sort Priority: x&amp;gt;&lt;br /&gt;
**** Used for Scene_Skill.&lt;br /&gt;
**** Changes sorting priority by ID for skill to 'x'.&lt;br /&gt;
**** Default priority level is '50'.&lt;br /&gt;
**** Skills with higher priority values will be sorted higher up on the list while lower values will be lower on the list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.45: May 16, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem with passive state conditional notetags not working properly. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.44: April 18, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where passive states would not appear. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where a crash would occur if certain plugins cleared the passive state cache midway through trying to register it. Fix by Olivia.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
** States with lots and lots of text data within their notes will no longer cause FPS drops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.43: January 18, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Commands added by Arisu!&lt;br /&gt;
*** Skill Cost: Emulate Actor Pay&lt;br /&gt;
*** Skill Cost: Emulate Enemy Pay&lt;br /&gt;
**** Target actor(s)/enemy(s) emulates paying for skill cost.&lt;br /&gt;
*** State Turns: Actor State Turns Change By&lt;br /&gt;
*** State Turns: Actor State Turns Change To&lt;br /&gt;
*** State Turns: Enemy State Turns Change By&lt;br /&gt;
*** State Turns: Enemy State Turns Change To&lt;br /&gt;
**** Changes actor(s)/enemy(s) state turns to a specific value/by an amount.&lt;br /&gt;
**** Only works on states that can have turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.42: November 16, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** 'origin' variable was not working properly for &amp;lt;JS On Expire State&amp;gt; JavaScript notetag. Should now be working properly. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.41: September 14, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that prevented &amp;lt;Max Turns: x&amp;gt; for states from working due to one of the recent updates. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Apparently, we never put &amp;lt;Max Turns: x&amp;gt; in the help notetag section. Woops... It's there now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.40: August 17, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug involving the &amp;quot;Item Cost&amp;quot; skill cost type found in the Plugin Parameters when involving consumable items.&lt;br /&gt;
*** If you want to acquire these settings for an already-existing project, do either of the following:&lt;br /&gt;
**** Delete the existing VisuMZ_1_SkillsStatesCore.js in the Plugin Manager list and install the newest version.&lt;br /&gt;
**** Or create a new project, install VisuMZ_1_SkillsStatesCore.js there, then copy over the &amp;quot;Item Cost&amp;quot; plugin parameters found in the &amp;quot;Skill Cost Types&amp;quot; plugin parameter settings to your current project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.39: July 13, 2023&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Updated the &amp;quot;Item Cost&amp;quot; skill cost type found in the Plugin Parameters to no longer consume items that are key items or nonconsumable.&lt;br /&gt;
*** If you want to acquire these settings for an already-existing project, do either of the following:&lt;br /&gt;
**** Delete the existing VisuMZ_1_SkillsStatesCore.js in the Plugin Manager list and install the newest version.&lt;br /&gt;
**** Or create a new project, install VisuMZ_1_SkillsStatesCore.js there, then copy over the &amp;quot;Item Cost&amp;quot; plugin parameters found in the &amp;quot;Skill Cost Types&amp;quot; plugin parameter settings to your current project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.38: March 16, 2023&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added segment to &amp;lt;Replace x Gauge: type&amp;gt; in documentation:&lt;br /&gt;
*** Does not work with 'Item Cost', 'Weapon Cost', or 'Armor Cost'.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New &amp;quot;Skill Cost Type&amp;quot; and notetags added by Arisu and sponsored by FAQ.&lt;br /&gt;
*** &amp;lt;Item Cost: x name&amp;gt;&lt;br /&gt;
*** &amp;lt;Weapon Cost: x name&amp;gt;&lt;br /&gt;
*** &amp;lt;Armor Cost: x name&amp;gt;&lt;br /&gt;
**** The skill will consume items, weapons, and/or armors in order to be used. Even non-consumable items will be consumed.&lt;br /&gt;
*** &amp;lt;Item Cost Max/Min: x name&amp;gt;&lt;br /&gt;
*** &amp;lt;Weapon Cost Max/Min: x name&amp;gt;&lt;br /&gt;
*** &amp;lt;Armor Cost Max/Min: x name&amp;gt;&lt;br /&gt;
**** Sets up a maximum/minimum cost for the item, weapon, armor type costs.&lt;br /&gt;
*** &amp;lt;Item Cost: x% name&amp;gt;&lt;br /&gt;
*** &amp;lt;Weapon Cost: x% name&amp;gt;&lt;br /&gt;
*** &amp;lt;Armor Cost: x% name&amp;gt;&lt;br /&gt;
**** Alters cost rate of skills that would consume item, weapon, or armor.&lt;br /&gt;
*** &amp;lt;Item Cost: +/-x name&amp;gt;&lt;br /&gt;
*** &amp;lt;Weapon Cost: +/-x name&amp;gt;&lt;br /&gt;
*** &amp;lt;Armor Cost: +/-x name&amp;gt;&lt;br /&gt;
**** Alters flat costs of skills that would consume item, weapon, or armor.&lt;br /&gt;
*** &amp;lt;Replace Item name1 Cost: name2&amp;gt;&lt;br /&gt;
*** &amp;lt;Replace Weapon name1 Cost: name2&amp;gt;&lt;br /&gt;
*** &amp;lt;Replace Armor name1 Cost: name2&amp;gt;&lt;br /&gt;
**** Replaces item, weapon, or armor to be consumed for another type.&lt;br /&gt;
*** Projects with the Skills and States Core already installed will not have this update, but you can copy over the settings from a new project with the following steps:&lt;br /&gt;
**** Create a new project. Install Skills and States Core. Open up the new project's 'Skill Cost Types'.&lt;br /&gt;
**** Right click the 'Item Cost' option(s) and click copy.&lt;br /&gt;
**** Go to the target project's Skills and States Core's 'Skill Cost Types' plugin parameter. Paste the command where you want it to go.&lt;br /&gt;
**** Only 'Item Cost' is needed as it encompasses all three types for item, weapon, and armor costs.&lt;br /&gt;
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Version 1.38: February 16, 2023&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
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Version 1.37: January 20, 2023&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that caused equipment to unequip if the needed equipment traits came from passive states upon learning new skills. Fix by Irina.&lt;br /&gt;
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Version 1.36: December 15, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** When enemies are defeated with their entire party having a state with the &amp;lt;Group Defeat&amp;gt; notetag, then the party will gain EXP, Gold, and Drops before when they wouldn't. Update made by Irina.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Irina!&lt;br /&gt;
*** Plugin Parameters &amp;gt; Skill Settings &amp;gt; Skill Type Window &amp;gt; Window Width&lt;br /&gt;
**** What is the desired pixel width of this window? Default: 240&lt;br /&gt;
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Verison 1.35: October 13, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Default values for Passive States &amp;gt; Cache &amp;gt; Switch Refresh? and Variable Refresh? are now set to &amp;quot;false&amp;quot; in order to prevent sudden lag spikes for those who are unfamiliar with how this setting works.&lt;br /&gt;
** Update made by Irina.&lt;br /&gt;
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Version 1.34: September 29, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina and sponsored by AndyL:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Gauge Settings&lt;br /&gt;
**** These settings allow you to make minor tweaks to how the gauges look ranging from the color used for the labels to the outline types used for the values.&lt;br /&gt;
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Version 1.33: August 11, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash that occurs when performing a custom action sequence without a skill attached to it. Fix made by Olivia.&lt;br /&gt;
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Version 1.32: June 16, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Passive State Settings &amp;gt; Cache &amp;gt; Switch Refresh?&lt;br /&gt;
*** Plugin Parameters &amp;gt; Passive State Settings &amp;gt; Cache &amp;gt; Variable Refresh?&lt;br /&gt;
**** Refresh all battle members when switches/variables are changed in battle?&lt;br /&gt;
**** This is primarily used for passive state conditions involve parameters that do not update due to cached data until a refresh occurs.&lt;br /&gt;
**** If this is on, do not spam Switch/Variable changes during battle in order to prevent lag spikes.&lt;br /&gt;
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Version 1.31: April 28, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Custom Slip Damage JS is now totalled correctly into regular slip damage totals for damage popups. Fix made by Olivia.&lt;br /&gt;
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Version 1.30: April 14, 2022&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Changed the state data removal timing to be after JS notetag effects take place in order for data such as origin data to remain intact. Update made by Irina.&lt;br /&gt;
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Version 1.29: March 31, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an error with &amp;lt;State x Category Remove: y&amp;gt; not countaing correctly unless the state count matched the exact amount. The notetag effect should work properly now. Fix made by Olivia.&lt;br /&gt;
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Version 1.28: March 10, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;State x Category Remove: y&amp;gt; updated to allow multiple cases in a single notebox. Updated by Arisu.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetag added by Arisu and sponsored by Archeia!&lt;br /&gt;
*** &amp;lt;Remove Other x States&amp;gt;&lt;br /&gt;
**** When the state with this notetag is added, remove other 'x' category states from the battler (except for the state being added).&lt;br /&gt;
**** Useful for thing state types like stances and forms that there is usually only one active at a time.&lt;br /&gt;
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Version 1.27: January 27, 2022&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Custom JS Slip Damage/Healing values should now be recalculated on demand. Fix made by Olivia.&lt;br /&gt;
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Version 1.26: January 20, 2022&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Conditional Passive Bypass check is now stronger to prevent even more infinite loops from happening. Update made by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; State Settings &amp;gt; General &amp;gt; Turn End on Map&lt;br /&gt;
**** Update any state and buff turns on the map after this many steps.&lt;br /&gt;
**** Use 0 to disable.&lt;br /&gt;
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Version 1.25: November 11, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Hidden skill notetags should no longer crash upon not detecting actors for learned skills. Fix made by Olivia.&lt;br /&gt;
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Version 1.24: November 4, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added section: &amp;quot;Slip Damage Popup Clarification&amp;quot;&lt;br /&gt;
*** Slip Damage popups only show one popup for HP, MP, and TP each and it is the grand total of all the states and effects combined regardless of the number of states and effects on a battler. This is how it is in vanilla RPG Maker MZ and this is how we intend for it to be with the VisuStella MZ library.&lt;br /&gt;
*** This is NOT a bug!&lt;br /&gt;
*** The reason we are not changing this is because it does not properly relay information to the player accurately. When multiple popups appear, players only have roughly a second and a half to calculate it all for any form of information takeaway. We feel it is better suited for the player's overall convenience to show a cummulative change and steer the experience towards a more positive one.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.23: September 17, 2021&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** RPG Maker MZ 1.3.3 compatibility.&lt;br /&gt;
*** Updated how gauges are drawn.&lt;br /&gt;
*** Skill Cost Types Plugin Parameters need to be updated for those who want the updated gauges. This can be done easily with the following steps:&lt;br /&gt;
**** Step 1: Create a new project.&lt;br /&gt;
**** Step 2: Install Skills and States Core version 1.23 into it.&lt;br /&gt;
**** Step 3: Copy the Plugin Parameter Settings for &amp;quot;Skill Cost Types&amp;quot;.&lt;br /&gt;
**** Step 4: Return back to your original project.&lt;br /&gt;
**** Step 5: Paste Plugin Parameter Settings on top of &amp;quot;Skill Cost Types&amp;quot;.&lt;br /&gt;
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Version 1.22: August 6, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** &amp;quot;Action End Removal for States&amp;quot; under Major Updates is changed to:&lt;br /&gt;
*** If your Plugin Parameter settings for &amp;quot;Action End Update&amp;quot; are enabled, then &amp;quot;Action End&amp;quot; has been updated so that it actually applies per action used instead of just being at the start of a battler's action set.&lt;br /&gt;
*** However, there are side effects to this: if a state has the &amp;quot;Cannot Move&amp;quot; restriction along with the &amp;quot;Action End&amp;quot; removal timing, then unsurprisingly, the state will never wear off because it's now based on actual actions ending. To offset this and remove confusion, &amp;quot;Action End&amp;quot; auto-removal timings for states with &amp;quot;Cannot Move&amp;quot; restrictions will be turned into &amp;quot;Turn End&amp;quot; auto-removal timings while the &amp;quot;Action End Update&amp;quot; is enabled.&lt;br /&gt;
*** This automatic change won't make it behave like an &amp;quot;Action End&amp;quot; removal timing would, but it's better than completely softlocking a battler.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Those using &amp;quot;Cannot Move&amp;quot; states with &amp;quot;Action End&amp;quot; auto-removal will now have be automatically converted into &amp;quot;Turn End&amp;quot; auto-removal if the plugin parameter &amp;quot;Action End Update&amp;quot; is set to true. Update by Irina.&lt;br /&gt;
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Version 1.21: July 30, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Expanded &amp;quot;Action End Removal for States&amp;quot; section in Major Changes.&lt;br /&gt;
*** These changes have been in effect since Version 1.07 but have not been explained in excess detail in the documentation since.&lt;br /&gt;
**** Action End has been updated so that it actually applies per action used instead of just being at the start of a battler's action set. However, there are side effects to this: if a state has the &amp;quot;Cannot Move&amp;quot; restriction along with the &amp;quot;Action End&amp;quot; removal timing, then unsurprisingly, the state will never wear off because it's now based on actual actions ending. There are two solutions to this:&lt;br /&gt;
**** Don't make &amp;quot;Cannot Move&amp;quot; restriction states with &amp;quot;Action End&amp;quot;. This is not a workaround. This is how the state removal is intended to work under the new change.&lt;br /&gt;
**** Go to the Skills &amp;amp; States Core Plugin Parameters, go to State Setttings, look for &amp;quot;Action End Update&amp;quot;, and set it to false. You now reverted the removal timing system back to how it originally was in RPG Maker MZ's default battle system where it only updates based on an action set rather than per actual action ending.&lt;br /&gt;
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Version 1.20: June 18, 2021&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Updated automatic caching for conditional passive states to update more efficiently. Update made by Arisu.&lt;br /&gt;
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Version 1.19: June 4, 2021&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.18: May 21, 2021&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** Added &amp;quot;Passive State Clarification&amp;quot; section.&lt;br /&gt;
*** As there is a lot of confusion regarding how passive states work and how people still miss the explanations found in the &amp;quot;Passive State Notetags&amp;quot; section AND the &amp;quot;Plugin Parameters: Passive State Settings&amp;quot;, we are adding a third section to explain how they work.&lt;br /&gt;
*** All three sections will contain the full detailed explanation of how passive states work to clear common misconceptions about them.&lt;br /&gt;
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Version 1.17: May 7, 2021&lt;br /&gt;
* Bug Fixes&lt;br /&gt;
** State category removal is now usable outside of battle. Fix by Irina.&lt;br /&gt;
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Version 1.16: April 30, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When states with step removal have the &amp;lt;No Recover All Clear&amp;gt; or &amp;lt;No Death Clear&amp;gt; notetags, their step counter is no longer reset either. Fix made by Irina.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu!&lt;br /&gt;
*** &amp;lt;List Name: name&amp;gt;&lt;br /&gt;
**** Makes the name of the skill appear different when show in the skill list. Using \V[x] as a part of the name will display that variable.&lt;br /&gt;
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Version 1.15: March 19, 2021&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Added compatibility functionality for future plugins.&lt;br /&gt;
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Version 1.14: March 12, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Max HP Buff/Debuff should now display its turn counter. Fix by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** For the &amp;lt;JS Passive Condition&amp;gt;, we've added documentation on the limitations of passive conditions since they have been reported as bug reports, when in reality, they are failsafes to prevent infinite loops. Such limitations include the following:&lt;br /&gt;
*** A passive state that requires another passive state&lt;br /&gt;
*** A passive state that requires a trait effect from another state&lt;br /&gt;
*** A passive state that requires a parameter value altered by another state&lt;br /&gt;
*** A passive state that requires equipment to be worn but its equipment type access is provided by another state.&lt;br /&gt;
*** Anything else that is similar in style.&lt;br /&gt;
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Version 1.13: February 26, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** For &amp;lt;JS type Slip Damage&amp;gt; and &amp;lt;JS type Slip Heal&amp;gt; notetags, added the following notes:&lt;br /&gt;
*** When these states are applied via action effects, the slip calculations are one time calculations made upon applying and the damage is cached to be used for future on regeneration calculations.&lt;br /&gt;
*** For that reason, do not include game mechanics here such as adding states, buffs, debuffs, etc. as this notetag is meant for calculations only. Use the VisuStella Battle Core's &amp;lt;JS Pre-Regenerate&amp;gt; and &amp;lt;JS Post-Regenerate&amp;gt; notetags for game mechanics instead.&lt;br /&gt;
*** Passive states and states with the &amp;lt;JS Slip Refresh&amp;gt; notetag are exempt from the one time calculation and recalculated each regeneration phase.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Changed slip refresh requirements to entail &amp;lt;JS Slip Refresh&amp;gt; notetag for extra clarity. Update made by Olivia.&lt;br /&gt;
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Version 1.12: February 19, 2021&lt;br /&gt;
* Feature Update&lt;br /&gt;
** Changed the way passive state infinite stacking as a blanket coverage. Update made by Olivia.&lt;br /&gt;
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Version 1.11: February 12, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Added a check to prevent passive states from infinitely stacking. Fix made by Olivia.&lt;br /&gt;
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Version 1.10: January 15, 2021&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameters added&lt;br /&gt;
*** Plugin Parameters &amp;gt; Skill Settings &amp;gt; Background Type&lt;br /&gt;
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Version 1.09: January 1, 2021&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Custom JS TP slip damage and healing should now work properly. Fix made by Yanfly.&lt;br /&gt;
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Version 1.08: December 25, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;JS On Add State&amp;gt; should no longer trigger multiple times for the death state. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for updated feature(s)!&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;No Death Clear&amp;gt; can now allow the affected state to be added to an already dead battler. Update made by Yanfly.&lt;br /&gt;
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Version 1.07: December 18, 2020&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Yanfly:&lt;br /&gt;
*** &amp;lt;Passive Condition Multiclass: id&amp;gt;&lt;br /&gt;
*** &amp;lt;Passive Condition Multiclass: id, id, id&amp;gt;&lt;br /&gt;
*** &amp;lt;Passive Condition Multiclass: name&amp;gt;&lt;br /&gt;
*** &amp;lt;Passive Condition Multiclass: name, name, name&amp;gt;&lt;br /&gt;
** New Plugin Parameter added by Yanfly.&lt;br /&gt;
*** Plugin Parameters &amp;gt; States &amp;gt; General &amp;gt; Action End Update&lt;br /&gt;
**** States with &amp;quot;Action End&amp;quot; auto-removal will also update turns at the end of each action instead of all actions.&lt;br /&gt;
***** Turn this off if you wish for state turn updates to function like they do by default for &amp;quot;Action End&amp;quot;.&lt;br /&gt;
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Version 1.06: December 4, 2020&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.05: November 15, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** The alignment of the Skill Type Window is now fixed and will reflect upon the default settings. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for new feature(s)!&lt;br /&gt;
* New Features!&lt;br /&gt;
** &amp;lt;State x Category Remove: All&amp;gt; notetag added by Yanfly.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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Version 1.04: September 27, 2020&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** &amp;quot;Use Updated Layout&amp;quot; plugin parameters now have the added clause: &amp;quot;This will override the Core Engine windows settings.&amp;quot; to reduce confusion. Added by Irina.&lt;br /&gt;
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Version 1.03: September 13, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** &amp;lt;JS type Slip Damage&amp;gt; custom notetags now work for passive states. Fix made by Olivia.&lt;br /&gt;
** Setting the Command Window style to &amp;quot;Text Only&amp;quot; will no longer add in the icon text codes. Bug fixed by Yanfly.&lt;br /&gt;
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Version 1.02: August 30, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** The JS Notetags for Add, Erase, and Expire states are now fixed. Fix made by Yanfly.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** &amp;lt;Show if learned Skill: x&amp;gt; and &amp;lt;Hide if learned Skill: x&amp;gt; notetags have the following added to their descriptions:&lt;br /&gt;
*** This does not apply to skills added by traits on actors, classes, any equipment, or states. These are not considered learned skills. They are considered temporary skills.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Notetags added by Yanfly:&lt;br /&gt;
*** &amp;lt;Show if has Skill: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Show if have All Skills: x,x,x&amp;gt;&lt;br /&gt;
*** &amp;lt;Show if have Any Skills: x,x,x&amp;gt;&lt;br /&gt;
*** &amp;lt;Show if has Skill: name&amp;gt;&lt;br /&gt;
*** &amp;lt;Show if have All Skills: name, name, name&amp;gt;&lt;br /&gt;
*** &amp;lt;Show if have Any Skills: name, name, name&amp;gt;&lt;br /&gt;
*** &amp;lt;Hide if has Skill: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Hide if have All Skills: x,x,x&amp;gt;&lt;br /&gt;
*** &amp;lt;Hide if have Any Skills: x,x,x&amp;gt;&lt;br /&gt;
*** &amp;lt;Hide if has Skill: name&amp;gt;&lt;br /&gt;
*** &amp;lt;Hide if have All Skills: name, name, name&amp;gt;&lt;br /&gt;
*** &amp;lt;Hide if have Any Skills: name, name, name&amp;gt;&lt;br /&gt;
*** These have been added to remove the confusion regarding learned skills as skills added through trait effects are not considered learned skills by RPG Maker MZ.&lt;br /&gt;
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Version 1.01: August 23, 2020&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Passive states from Elements &amp;amp; Status Menu Core are now functional. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update&lt;br /&gt;
** Extended functions to allow for better compatibility.&lt;br /&gt;
* Updated documentation&lt;br /&gt;
** Explains that passive states are not directly applied and are therefore not affected by code such as &amp;quot;a.isStateAffected(10)&amp;quot;.&lt;br /&gt;
** Instead, use &amp;quot;a.states().includes($dataStates[10])&amp;quot;&lt;br /&gt;
** &amp;quot;Use #rrggbb for a hex color.&amp;quot; lines now replaced with &amp;quot;For a hex color, use #rrggbb with VisuMZ_1_MessageCore&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.00: August 20, 2020&lt;br /&gt;
* Finished Plugin!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Inspiration Behind Wave 1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== End of File ==&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is a comment, remove the arrows surrounding this for the categories you want to show --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Core Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Battle Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Item Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Skill Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Equip Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Status Menu Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Gameplay Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Movement Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Quest Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Options Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Eventing Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Utility Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Mechanical Plugins]]&lt;br /&gt;
[[Category: RPG Maker MZ Visual Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Menu Plugins]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: RPG Maker MZ Message Plugins]] --&amp;gt;&lt;br /&gt;
[[Category: RPG Maker MZ Quality of Life Plugins]]&lt;br /&gt;
&amp;lt;!-- [[Category: Action Sequences (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Comment Tags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Main Menu Manager Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Notetags (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Options Core Integration (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Plugin Commands (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Script Calls (MZ)]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category: Text Codes (MZ)]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Changelog_141_to_160&amp;diff=17651</id>
		<title>Template:VisuMZ Changelog 141 to 160</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:VisuMZ_Changelog_141_to_160&amp;diff=17651"/>
		<updated>2026-04-19T11:39:13Z</updated>

		<summary type="html">&lt;p&gt;Irina: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;[[Category:Display templates|VisuMZ Changelog 141 to 160]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=== April 20, 2026 - Update #160 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 11&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.56: April 20, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;lt;nowiki&amp;gt;&amp;lt;param Buff Turns: +x&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;param Debuff Turns: +x&amp;gt;&amp;lt;/nowiki&amp;gt; would cause a crash. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.15: April 20, 2026&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Changed target selection to prevent unselectable targets via keyboard input only. Vertical selection (up and down) will only target members of that column while horizontal selection (left and right) will snap to the nearest target of the next column. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.22: April 20, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where any appear mid-battle enemy appearances that occur on a Turn 0 event will not have their indicator sprite disappearing properly. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where reviving or making any enemy appear during end turn will no longer add them to the current turn order, causing visual bugs. Fix made by Olivia.  Verison 1.21: March 16, 2026&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated better compatibility for Battle Grid System force action update. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Date and Time System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: April 20, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Loading a previous save would yield any potential time changes from any action committed afterwards that weren't saved. This should be fixed now. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.36: April 20, 2026&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility for other plugins that add extra commands to the party command window.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Tutorial Panel System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: April 20, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** If the picture used in the tutorial page is too big, it would cover the Button Assist Window. This is now fixed and the picture would appear behind the Button Assist Window if available. Fix made by Irina.&lt;br /&gt;
** Previously, when multiple tutorials are shown in battle, there would be a frame or two of flicker between the tutorial images. This should now be fixed. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Battle Environment VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: April 20, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where upon returning from the options menu or any other similar menu while in battle, any previously removed battle environments would reappear. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Auto Skill Triggers VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: April 20, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where battle start auto skill triggers would erase the bonus effects of preemptive and surprise attacks. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Keywords VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: April 20, 2026&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Message Keywords now work properly with the Sideview Battle UI. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Fogs VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: April 20, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where making editor changes to the current map a fog has been placed through plugin command will cause it all to be erased and reset. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added an extra note to Fog: Add/Change Settings.&lt;br /&gt;
** Added an extra note to Fog: Fade Opacity.&lt;br /&gt;
** Added an extra note to Fog: Remove.&lt;br /&gt;
*** This is temporary and will be reset upon re-entering the map.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Parallaxes VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: April 20, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where making editor changes to the current map a parallax has been placed through plugin command will cause it all to be erased and reset. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added an extra note to Parallax: Add/Change Settings.&lt;br /&gt;
** Added an extra note to Parallax: Fade Opacity.&lt;br /&gt;
** Added an extra note to Parallax: Remove.&lt;br /&gt;
*** This is temporary and will be reset upon re-entering the map.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=== March 16, 2026 - Update #159 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 6&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.60: March 16, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Item Menu Settings &amp;gt; Use Updated Layout &amp;gt; Disabled: Vanilla&lt;br /&gt;
**** If NOT using the updated layout, keep all settings to pure vanilla and ignore other Plugin Parameters.&lt;br /&gt;
**** Used for those who do not wish to fiddle with the Plugin Parameter settings to return the item menu back to default MZ vanilla.&lt;br /&gt;
**** Does not apply if using updated layout.&lt;br /&gt;
**** The following settings are disabled if using vanilla:&lt;br /&gt;
***** Categories: Only the default 4&lt;br /&gt;
***** Category Names only display text and no icons&lt;br /&gt;
***** No Shop Status Window&lt;br /&gt;
***** Modern Controls Disabled&lt;br /&gt;
***** Columns: Any -&amp;gt; 2&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.55: March 16, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Toggle&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** Just like with regular &amp;lt;nowiki&amp;gt;&amp;lt;Passive State: x&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** If you plan on applying a passive state through a skill, it must be through a skill that has been learned by the target and not a skill that is given through a trait.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: March 16, 2026&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Force Action should now works with skills that target nodes, ranks, and flanks. The skill will select the appropriate node/rank/flank of the target index. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Verison 1.21: March 16, 2026&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated better compatibility for Battle Grid System force action update. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Passive System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: March 16, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;lt;nowiki&amp;gt;&amp;lt;Learnable Equip Passives&amp;gt;&amp;lt;/nowiki&amp;gt; notetag was not parsing correctly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Chain Battles VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: March 16, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where EXP and Gold multipliers weren't calculating correctly based on the number of chain battles participated in.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=== February 16, 2026 - Update #158 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 5&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.90: February 16, 2026&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Battle System settings for &amp;quot;TPB Active&amp;quot; and &amp;quot;TPB Wait&amp;quot; will no longer conflict with VisuMZ_2_BattleSystemATB and VisuMZ_1_OptionsCore &amp;quot;Active&amp;quot; or &amp;quot;Wait&amp;quot; mode options set by the player.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.90: February 16, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Battle Layout Settings &amp;gt; List Style &amp;gt; Minimum Rows&lt;br /&gt;
**** How many rows minimum will the list style go to?&lt;br /&gt;
**** This is to prevent the list window from becoming too small.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.63: February 16, 2026&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** When moving by clicking and holding down the mouse button, the touch input will no longer lock onto any events with empty event lists or populated by just comments. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.37: February 16, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where potential actions queued during Active ATB might get erased if used during the action of a enemy battler. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - STB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.22: February 16, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;lt;nowiki&amp;gt;&amp;lt;STB Cannot Be Exploited&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;STB Cannot Be Exploiter&amp;gt;&amp;lt;/nowiki&amp;gt; notetags were not working properly. Bug fixed by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== January 19, 2026 - Update #157 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 9&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.31: January 19, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Trait sets with &amp;quot;Randomize for Actor?&amp;quot; weren't working properly. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Changed &amp;quot;Enemy: Change Trait Sets&amp;quot; Plugin Command parameter from &amp;quot;Target ID&amp;quot; to &amp;quot;Target Index&amp;quot; to reduce confusion. The parameter has always used Index values as per their description.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.62: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** New section added: Reference Switches and Reference Variables&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.55: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** \ChangeFace&amp;lt;nowiki&amp;gt;&amp;lt;x,y&amp;gt;&amp;lt;/nowiki&amp;gt; text codegets a note added:&lt;br /&gt;
*** This text code is used under the assumption that you are using an existing face graphic to change from (doesn't matter which). The text code will not automatically shift text from no-face graphic to having a face graphic mid-message.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Aggro Control System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.23: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Under &amp;quot;How Aggro, Provoke, and Taunts Work&amp;quot; &amp;gt; Aggro&lt;br /&gt;
*** Added this section:&lt;br /&gt;
**** The aggro gauge shows the value based on how much aggro that party member has relative to the rest of the party. Sometimes it will appear like the party member's aggro &amp;quot;resets&amp;quot; back to zero, when it fact, that's not what's happening. If that party member's aggro gauge is &amp;quot;empty&amp;quot;, that means the aggro for that party member is the lowest of the party. if all party members appear to have their aggro gauge as &amp;quot;full&amp;quot;, then that means the aggro for all party members is equal and that everybody is likely targeted for attack.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.20: January 19, 2026&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Conversion Settings &amp;gt; States (AGI &amp;gt;= 105%)&lt;br /&gt;
*** Parameters &amp;gt; Conversion Settings &amp;gt; States (AGI &amp;lt;= 95%)&lt;br /&gt;
**** Added auto-conversion functionality for states with AGI modifiers to automatically manipulate turn orders for current and next.&lt;br /&gt;
**** Set this to false to not use.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bright Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: January 19, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where entering the Options menu mid-battle will cause the Bright Effects plugin to be cleared. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: January 19, 2026&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug in the code that sets the incorrect defaults for min and max amplifications. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Keywords VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: January 19, 2026&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Display and toggling of Message Keywords only occurs if the Help Window is visible. This is to prevent shortcut clashing with other plugins.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Item Inventory VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: January 19, 2026&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** When used together with the Battle Grid System, item slots will no longer be covered by the Battle Grid targeting and usage nodes. Update by Arisu.&lt;br /&gt;
** When used together with the More Currencies plugin, no longer display the extra currency count on item grid. Update by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== December 15, 2025 - Update #156 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 12&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.89: December 15, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.89: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed some bugs where translated text through the Message Core would incorrectly calculate the projected text size. Fix made by Irina.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.30: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an incompatibility with TPB and Skills &amp;amp; States Core's Miasma effects, causing some parameters to appear and cache at 0. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Events and Movement Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.61: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where shadows would appear under lower-priority event sprites making usage of certain tiles awkward looking. This is corrected by the new Plugin Parameter. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Movement Settings &amp;gt; Shadows &amp;gt; Shadow Z Layer&lt;br /&gt;
**** What is the sprite Z layer used for the shadow sprites?&lt;br /&gt;
**** By default, this layer will now be 0.5 instead of 0.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If a event is made whose priority is &amp;quot;Below characters&amp;quot; and is a tile object (ie taking a sprite from the map tileset or a character sprite with &amp;quot;!&amp;quot; in front of the name), it will be automatically regulated to a custom Z layer of 0.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.54: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;List Name: name&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** If used with Battle Core's &amp;lt;nowiki&amp;gt;&amp;lt;Command Text: x&amp;gt;&amp;lt;/nowiki&amp;gt;, the Command Text notetag will take priority in the command window, but the List Name notetag will appear in the skill list.&lt;br /&gt;
*** This does not change the display text. If you'd like to change that, use the Battle Core's &amp;lt;nowiki&amp;gt;&amp;lt;Display Text: x&amp;gt;&amp;lt;/nowiki&amp;gt; notetag along with this notetag.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Aggro Control System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.22: December 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where battlers can become immune to provoke effects. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.36: December 15, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - CTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.25: December 15, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added extra failsafes to ensure TPB Charge Time does not become NaN or an illegal value. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Class Change System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.19: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra notes for clarity for the &amp;quot;Show in Menus?&amp;quot; plugin parameter for CP and JP.&lt;br /&gt;
*** For extra clarity:&lt;br /&gt;
**** Shows up if there is enough room on the screen. Make sure your game's screen resolution is large enough (ie. 1280x720).&lt;br /&gt;
**** Shows up in the Skill menu if 'Learn' is selected.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better preloading functionality for Main Menu Core's options to utilize Map Sprites and SV Battlers for the visual actor graphic.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.22: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Plugin Parameters added by Irina:&lt;br /&gt;
** Parameters &amp;gt; Scroll Wheel Settings&lt;br /&gt;
*** Emulates Eastern Visual Novel controls regarding mouse scroll wheel functionality. If enabled, the scroll wheel can be used to &amp;quot;continue&amp;quot; the current &amp;quot;Show Text&amp;quot; message by scrolling down on the mouse wheel or if the VisuStella MZ Message Log is installed, scrolling up will reveal the message log to show what was previously said.&lt;br /&gt;
*** This feature will be temporarily disabled whenever any supporting windows are visible and active, such as the &amp;quot;Show Choice&amp;quot;, &amp;quot;Input Number&amp;quot;, &amp;quot;Select Item&amp;quot; windows. This is because those windows typically have scroll wheel controls of their own and theirs will take priority. Even if they do not have scroll wheel controls temporarily, the function will remain disabled for control consistency.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Learn System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: December 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra notes for clarity for the &amp;quot;Show in Menus?&amp;quot; plugin parameter for AP and SP.&lt;br /&gt;
*** For extra clarity:&lt;br /&gt;
**** Shows up if there is enough room on the screen. Make sure your game's screen resolution is large enough (ie. 1280x720).&lt;br /&gt;
**** Shows up in the Skill menu if 'Learn' is selected.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Map Camera Zoom VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: December 15, 2025&lt;br /&gt;
* Bug Fix!&lt;br /&gt;
** Fixed a bug where upon loading a saved game, any scrolling done by the &amp;quot;Scroll&amp;quot; event would be lost. This fix only applies to new saves made after the fix. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where upon using &amp;quot;Change Parallax&amp;quot; to adjust loop speeds and then zooming in would cause the parallax to jump an unpredictable amount. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Compatibility &amp;gt; Zoom Round Up?&lt;br /&gt;
**** While zooming, change the rounding effect to round up or round down?&lt;br /&gt;
**** Depending on the artistic style your game is going for, you may prefer for sprite positions to round up or round down.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== November 13, 2025 - Update #155 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 4&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.29: November 13, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Replace type Trait: name&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Replaces the current 'type' Trait with 'name' Trait.&lt;br /&gt;
**** This allows things like changing an ice element type to fire element.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: November 13, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if VisuMZ_4_BreakShields were turned off from showing in the UI, they would still show up. This requires you to update the plugin parameters for this plugin and can be done in three ways:&lt;br /&gt;
*** #1 Method: Select &amp;quot;Window Settings&amp;quot; in the Plugin Parameter list and press &amp;quot;Delete&amp;quot; button on your keyboard. Then open it back up to repopulate it with the default settings. This will reset all of the settings within &amp;quot;Window Settings&amp;quot;.&lt;br /&gt;
*** #2 Method: Delete the current copy of VisuMZ_2_BattleGridSystem from the Plugin Manager list and install a new copy of VisuMZ_2_BattleGridSystem into the Plugin Manager list. This will reset all your Plugin Parameter settings.&lt;br /&gt;
*** #3 Method: Install a fresh copy of VisuMZ_2_BattleGridSystem, copy the Parameters &amp;gt; Window Settings &amp;gt; Tactics Grid Window &amp;gt; JS: Draw Actor Node setting and paste it in your existing copy in the Plugin Manager list.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.19: November 13, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New script calls added by Olivia:&lt;br /&gt;
*** $otbAddBattlerToCurrentTurnEnd(battler, times)&lt;br /&gt;
*** $otbAddBattlerToNextTurnEnd(battler, times)&lt;br /&gt;
**** Adds actions for target battler to the end of current/next turn.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.21: November 13, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** &amp;quot;Auto-Forward&amp;quot; functionality now plays nice with VisuMZ_2_VoiceActControl and waits for voice lines to finish before continuing.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Auto-Forward Settings &amp;gt; Compatibility &amp;gt; Voice Act Padding&lt;br /&gt;
**** How many frames to wait after a voice line finishes?&lt;br /&gt;
**** Average: 60 frames per second.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== October 16, 2025 - Update #154 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 5&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.59: October 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where a changed parameter in the equipment menu would accidentally highlight the next parameter's name. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Aggro Control System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.21: October 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where auto-battle would bypass Taunt and Provoke effects. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.35: October 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor dies in battle and is revived post-battle using &amp;quot;Recover All&amp;quot;, that actor no longer gets stuck after their first action in following battles. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: October 16, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Equip Battle Skills when used together with enemy reference ID's. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Crafting System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.25: October 16, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility checks for shop batches to make sure they don't give out free items. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== September 18, 2025 - Update #153 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 11&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.88: September 18, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Extra notes for &amp;lt;nowiki&amp;gt;&amp;lt;JS param Plus/Rate/Flat: code&amp;gt;&amp;lt;/nowiki&amp;gt; notetags&lt;br /&gt;
*** Use 'user' to refer to the currently equipping actor.&lt;br /&gt;
*** If you use code to refer to an actor's other stats like 'atk' and 'def', there is the potential to cause an infinite loop.&lt;br /&gt;
*** Use 'user.paramBase(x)' instead of 'user.atk', 'user.def', etc.&lt;br /&gt;
*** Plugin Parameter setting Parameters &amp;gt; &amp;quot;Convert JS To Base?&amp;quot; will automatically convert any instances of 'user.mhp', 'user.mmp', 'user.atk', etc. to their base parameters.&lt;br /&gt;
*** Turn this off if you do not want it.&lt;br /&gt;
*** You are responsible for any infinite loops this may cause.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;lt;nowiki&amp;gt;&amp;lt;JS param Plus/Rate/Flat: code&amp;gt;&amp;lt;/nowiki&amp;gt; now support 'user' as a variable.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Parameters &amp;gt; Convert JS To Base?&lt;br /&gt;
**** Automatically convert &amp;lt;nowiki&amp;gt;&amp;lt;JS param Plus/Rate/Flat: code&amp;gt;&amp;lt;/nowiki&amp;gt; to use base parameters to prevent infinite loops.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.88: September 18, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Damage Flinch&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Normally, MP and TP actions do not cause damage flinching. However, skills and items with this notetag will cause damage flinching if they hurt the target's MP or TP.&lt;br /&gt;
**** HP damage will always be affected and cause target to flinch.&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Damage Settings &amp;gt; Check Formulas?&lt;br /&gt;
**** It's usually bad practice to put in battle mechanics within damage formulas and this will check the damage formulas for skills and items to see if they contain any of the common battle mechanics that have the potential to cause problems.&lt;br /&gt;
**** Checks for illegal mechanics inside of damage formulas?&lt;br /&gt;
**** (ie. gainHp, loseHp, addBuff, addDebuff, addState, etc)&lt;br /&gt;
**** Read the following article for an explanation on why battle mechanics in damage formulas are undesirable and for an alternate solution:&lt;br /&gt;
**** [[Stop Putting Mechanics in Damage Formulas]]&lt;br /&gt;
**** Turn this off if you do not want to be alerted of which skills/items have battle mechanics in their damage formulas.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.53: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the &amp;quot;Preset: Gauge Color&amp;quot; Plugin Parameter was not accepting #rrggbb values. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Passive State: x&amp;gt;&amp;lt;/nowiki&amp;gt;:&lt;br /&gt;
*** If you are using VisuMZ's Equip Battle Skills, know that the notetag &amp;lt;nowiki&amp;gt;&amp;lt;Passive State: x&amp;gt;&amp;lt;/nowiki&amp;gt; will always have the passive state be available no matter if the skill is equipped or not, as long as the skill is learned.&lt;br /&gt;
*** If you want the passive state to only appear while the skill is equipped then use the VisuMZ Equip Battle Skills notetag &amp;lt;nowiki&amp;gt;&amp;lt;Equip State: x&amp;gt;&amp;lt;/nowiki&amp;gt; for this effect instead.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Animated Message Text Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Word Wrap no longer causes multiple text effects to not register. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bestiary VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: September 18, 2025&lt;br /&gt;
** Bug Fixes!&lt;br /&gt;
*** Fixed a bug where the Bestiary Reveal Enemies Plugin Command would not work with deployed games. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Date and Time System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where manual game time updates made by Plugin Commands would not allow variables to update if Game Time was paused. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Enhanced TP System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where TP was not properly preserved. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: September 18, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Skills &amp;amp; States Core's new &amp;lt;nowiki&amp;gt;&amp;lt;Toggle&amp;gt;&amp;lt;/nowiki&amp;gt; functionality. &amp;lt;nowiki&amp;gt;&amp;lt;Equip State: x&amp;gt;&amp;lt;/nowiki&amp;gt; can now have the passive state be toggled on and off. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Passive System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: September 18, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Upon actor/enemy deaths, death and kill counts won't trigger multiple times anymore. Kills will also only trigger once per battle per enemy. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Encounter Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.12: September 18, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags/comment tags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Enable Diagonal Chase&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Disable Diagonal Chase&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** If Events &amp;amp; Movement Core is installed, events can chase the player in diagonal directions if the player can move diagonally.&lt;br /&gt;
**** However, if you want the player to only move in 4-directions but the event can move diagonally, you can use &amp;lt;nowiki&amp;gt;&amp;lt;Enable Diagonal Chase&amp;gt;&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
**** Alternatively, you want the player to be able to move diagonally while the event cannot, you can use &amp;lt;nowiki&amp;gt;&amp;lt;Disable Diagonal Chase&amp;gt;&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Multi-Layer HP Gauge VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: September 18, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** HP Gauges will no longer cover up Tutorial Panel System's windows. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== August 14, 2025 - Update #152 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 6&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.52: August 14, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Passive States with custom JS conditions should be less prone to infinite loops. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.12: August 14, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where cancelling attack and then moving, despite having pass turn on, would still cause the attack to go through. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: August 14, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor is newly added during battle, while the battle would compensate and give the party an extra action to work with, the newly added actor would not get a turn. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Date and Time System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: August 14, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added warning to these Plugin Commands:&lt;br /&gt;
*** Game Time: Record to Variable(s)&lt;br /&gt;
*** Real Time: Record to Variable(s)&lt;br /&gt;
**** Does NOT overwrite automatic variables used in Plugin Parameters.&lt;br /&gt;
** Added segment to Plugin Parameters: Game Time Variables &amp;amp; Switches&lt;br /&gt;
*** Changing these variables' values does not mean the Game Time will be changed in-game. These variables are just for automatically reading what the Game Time is. If you wish to change the Game Time, you will need to use the Plugin Commands &amp;quot;Change Date To&amp;quot; and &amp;quot;Change Time To&amp;quot; instead.&lt;br /&gt;
** Added segment to Plugin Parameters: Real Time Variables &amp;amp; Switches&lt;br /&gt;
*** Changing these variables' values does not mean the Real Time will be changed in-game. These variables are just for automatically reading what the Real Time is. Real Time value cannot be changed by the plugin.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.35: August 14, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the battle had no battle back setting and is using a map snapshot, the snapshot would be overwritten if the player enters the party change menu from battle. This should no longer occur and the map snapshot will be preserved. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Button Common Events VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: August 14, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When &amp;quot;Forbid Default Bound Keys&amp;quot; is enabled, walking over below/above priority events with Player Touch or Event Touch can enable them over and over again if they do not have any kind of stop measure until the player fully steps on the tile. This should no longer happen. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== July 17, 2025 - Update #151 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 7&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Aggro Control System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.20: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if a party member who provoked an enemy decided to switch out, the provoke effect would be retained and cause the enemy to bug out and crash the game. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: July 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** If traits were turned off, there would be a crash. Crash is now fixed. Applies to retraining, too. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Crafting System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.24: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a name masking bug that would result in a crash. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.34: July 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with TPB when using the in-battle Party switch command from the Party Command Window. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Weapon Swap System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the default status scene would not display the correct weapons. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Mastery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Before, if a skill with a common event would defeat an enemy, it wouldn't grant the user any mastery EXP. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Better compatibility with Equip Battle Skills!&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[CG Gallery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: July 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the CG Gallery would crash if Completion or Progress displays were turned off. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== June 12, 2025 - Update #150 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 9&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.87: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;lt;nowiki&amp;gt;&amp;lt;JS Accuracy&amp;gt;&amp;lt;/nowiki&amp;gt; and related notetags did not work. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where dual wielding weapons with HP/MP bonuses would cause the max cache values to fluctuate per hit. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added fail safes for plugins that would sometimes add null battlers to animation queues. This update prevents crashes for potential checks.&lt;br /&gt;
** Added better compatibility with Message Core's text language change. Enemy names did not convert prior to placing state icons and would cause misalignment.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (7 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.19: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where notetags like &amp;lt;nowiki&amp;gt;&amp;lt;Target: Enemy or Ally&amp;gt;&amp;lt;/nowiki&amp;gt; would cause action fusions to not work properly. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where some special targeting cases were not preserved when performing action fusions. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.15: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;quot;Fastest AGI First&amp;quot; mechanic was always on under most conditions. When this plugin parameter is off, the party order will always go by party index instead. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Class Change System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: June 12, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added new line for &amp;lt;nowiki&amp;gt;&amp;lt;CP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** CP Gain Formulation Calculation: (1 + Plus) * Rate + Flat&lt;br /&gt;
** Added new line for &amp;lt;nowiki&amp;gt;&amp;lt;JP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** JP Gain Formulation Calculation: (1 + Plus) * Rate + Flat&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;CP Plus: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;CP Plus: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;CP Flat: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;CP Flat: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JP Plus: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JP Plus: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JP Flat: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;JP Flat: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** These are the additive versions of &amp;lt;nowiki&amp;gt;&amp;lt;CP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;JP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where Skill &amp;amp; States Core's &amp;lt;nowiki&amp;gt;&amp;lt;Hide in Battle&amp;gt;&amp;lt;/nowiki&amp;gt; is bypassed if used together with &amp;quot;All Skills&amp;quot; in the Battle Command controller. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Furniture System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if a template is not the neutral center pattern, the furniture cursor would not display it correctly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where some QTE's did not work properly in battle. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Learn System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: June 12, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added new line for &amp;lt;nowiki&amp;gt;&amp;lt;AP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** AP Gain Formulation Calculation: (1 + Plus) * Rate + Flat&lt;br /&gt;
** Added new line for &amp;lt;nowiki&amp;gt;&amp;lt;SP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** SP Gain Formulation Calculation: (1 + Plus) * Rate + Flat&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;AP Plus: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;AP Plus: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;AP Flat: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;AP Flat: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;SP Plus: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;SP Plus: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;SP Flat: +x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;SP Flat: -x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** These are the additive versions of &amp;lt;nowiki&amp;gt;&amp;lt;AP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;SP Rate: x%&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Database Inheritance VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: June 12, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where parameters for classes would be inherited when this notetag should only be for equipment and enemies. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== May 15, 2025 - Update #149 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 16&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.54: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the text width of translated text was not taken into account. Fix made by Arisu&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (7 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where certain notetag combinations would cause crashes. Fix made by Arisu.&lt;br /&gt;
** Fixed a bug where using aura or miasma effects from Skills &amp;amp; States Core would cause the game to crash if there were not enough battle grid node slots to accommodate all characters, even if they were in the reserve. As a result, aura and miasma effects now only affect battle members.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added documentation for &amp;lt;nowiki&amp;gt;&amp;lt;Aura Range: type&amp;gt;&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;&amp;lt;Miasma Range: type&amp;gt;&amp;lt;/nowiki&amp;gt; notetags&lt;br /&gt;
*** Aura/Miasma effects do not affect characters not in active party.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ETB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor performs a forced action while &amp;quot;Maintain Same Actor?&amp;quot; plugin parameter is enabled, the forced action would double. This should now be fixed.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - FTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor performs a forced action while &amp;quot;Maintain Same Actor?&amp;quot; plugin parameter is enabled, the forced action would double. This should now be fixed.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where adding states with Action Times+ would add too many actions. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bestiary VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Message Core's text language settings. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Crafting System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.23: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Message Core's text language settings. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.33: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility for $gameParty.swapOrder function to allow it to work on the map. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Active Chain Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: May 15, 2025&lt;br /&gt;
* Documentation Update&lt;br /&gt;
** Added under &amp;quot;Active Chain Skills&amp;quot;:&lt;br /&gt;
*** Auto Battle Timing&lt;br /&gt;
**** If an actor with auto battle uses a skill that can chain, they will pick a chain skill within 200 milliseconds after the skill has started. If the active chain mechanic is disabled within this time frame (through an action sequence command) then no chain skill will be automatically selected.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added a 200 millisecond delay before a chain skill is automatically selected through Auto Battle. This is done to give action sequences enough time to disable the Active Chain Mechanic if they want to.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Boost Action VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause Boost Points to not work properly. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Better compatibility with Visual Item Inventory. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Steal Items VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause a crash if an enemy has no items that can be stolen when using snatch functionality. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Cursor VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the battle cursor position could appear on non-rounded numbers, causing pixel bleeding between frames. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Button Common Events VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: May 15, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** When a common event is launched while the player is moving onto a below or above priority event with Player Touch or Event Touch, the event action would be skipped. This should no longer happen. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Unique Tile Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: May 15, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;quot;Warning! RPG Maker MZ Version 1.5.0+ Water-Tile Bug!&amp;quot; section:&lt;br /&gt;
*** As of version 1.9.0+, these two methods no longer work to fix the problem. There is a Plugin Parameter added to disable the error message. However, this does not mean that the tileset flag data is fixed. Turn off the error message at your will.&lt;br /&gt;
* Added new Plugin Parameter:&lt;br /&gt;
** Plugin Parameters &amp;gt; Enable Error Message?&lt;br /&gt;
*** Display error message for tilesets with incomplete flag data?&lt;br /&gt;
*** Disabling does not fix the problem.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Item Inventory VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: May 15, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Tooltip window now accounts for target window's scaling (ie Frontview Battle UI). Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== April 17, 2025 - Update #148 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 9&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.51: April 17, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Skill Toggle Settings&lt;br /&gt;
**** Skill toggles are a new type of skill. They do not perform any actions but instead, will switch on/off any passive effects the skill has.&lt;br /&gt;
**** Enemies are unable to switch Toggle Skills and the passive effects on a Toggle Skill for an enemy will always be considered ON.&lt;br /&gt;
**** See the help file for more information.&lt;br /&gt;
** New Notetags added by Olivia:&lt;br /&gt;
*** Skill Toggle Notetags:&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Initial Toggle: On/Off&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle Exclusion Group: key&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle On Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** &amp;lt;nowiki&amp;gt;&amp;lt;Toggle Off Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
***** See the help file for more information.&lt;br /&gt;
&lt;br /&gt;
[[File:SkillToggle.gif]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: April 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where flex fusion combinations did not work properly and where the strict fusion combinations would draw from flex fusions. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.20: April 17, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Message Tails &amp;gt; Auto-Position &amp;gt; Auto-Correct X&lt;br /&gt;
**** Auto-corrects Message Tail position X when used with Auto-Position but are too close to edge of screen.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Boost Action VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.12: April 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Better compatibility with Message Core's wordwrap.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** The follow text codes now have added notes to them:&lt;br /&gt;
*** \boost&amp;gt;=x[text]&lt;br /&gt;
*** \boost&amp;gt;x[text]&lt;br /&gt;
*** \boost=x[text]&lt;br /&gt;
*** \boost&amp;lt;x[text]&lt;br /&gt;
*** \boost&amp;lt;=x[text]&lt;br /&gt;
**** Added note: In battle use only!&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** \boost=0[x] now functions the same as \boost0[x] and does not require being in battle. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.15: April 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor does not have Preserve TP and their TP changes on the map scene, the TP gauge does not reflect the new changes. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Limited Skill Uses VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: April 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Skills &amp;amp; States Core's new Skill Toggles.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Cooldowns VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: April 17, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Skills &amp;amp; States Core's new Skill Toggles.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Victory Aftermath VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.23: April 17, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Olivia:&lt;br /&gt;
*** System: Change Victory BGM&lt;br /&gt;
**** Changes victory BGM.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Full Field Recovery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: April 17, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where items would get used on dead party members even if the item did not allow targeting dead party members in its scope. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; General &amp;gt; Mechanics &amp;gt; Heal HP? &amp;gt; Prioritize Lowest %?&lt;br /&gt;
**** Prioritize using healing items on lowest HP% member first?&lt;br /&gt;
**** If off, heal members in party order.&lt;br /&gt;
*** Parameters &amp;gt; General &amp;gt; Mechanics &amp;gt; Heal MP? &amp;gt; Prioritize Lowest %?&lt;br /&gt;
**** Prioritize using healing items on lowest MP% member first?&lt;br /&gt;
**** If off, heal members in party order.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== March 20, 2025 - Update #147 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 11&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.50: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Changed the description of Plugin Parameter 'Action End Update' to 'Refer to &amp;quot;Major Changes&amp;quot; in Help File for explanation.'&lt;br /&gt;
** Added examples of &amp;quot;Action End Update&amp;quot; under &amp;quot;Major Changes&amp;quot;&lt;br /&gt;
*** The new state: &amp;quot;Fiery Blade&amp;quot; will allow the affected battler to deal fire elemental damage. With Action End, this means for 5 actions, those attacks will deal fire damage.&lt;br /&gt;
*** This means that if no action is taken, due to a status effect like &amp;quot;Sleep&amp;quot; or &amp;quot;Stun&amp;quot;, then the duration count will not decrease.&lt;br /&gt;
*** On the flip side, if the battler performs multiple actions a turn, then the duration count drops faster because more actions have been spent.&lt;br /&gt;
*** However, if this &amp;quot;Fiery Blade&amp;quot; state was using Turn End instead, it will have its duration reduced by 1 each turn, regardless of &amp;quot;Sleep&amp;quot; or &amp;quot;Stun&amp;quot; states, and regardless of how many actions are performed each turn.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.34: March 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Field ATB Gauge no longer stays visible during victory sequence. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[QTE and Trigger System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; QTE Settings &amp;gt; Input Buffer Leeway&lt;br /&gt;
**** How many input buffer frames of leeway should be granted to Button Sequence QTE?&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Tutorial Panel System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Scene Battle &amp;gt; Button Assist Window&lt;br /&gt;
**** Button Assist Window &amp;gt; Background Type&lt;br /&gt;
**** Button Assist Window &amp;gt; JS: X, Y, W, H&lt;br /&gt;
***** Added menu button assist to the battle scene where it previously was not available.&lt;br /&gt;
***** Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Auto Skill Triggers VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; General Settings:&lt;br /&gt;
**** These are general settings used for this plugin. These are primarily used to impose a limit on the number of auto skill triggers that can happen per battler per turn (meaning each member in battle has that limit individually and not as a whole). Generally speaking, we recommend imposing limits limits like MP costs, TP costs, cooldowns, and the like.&lt;br /&gt;
**** This is because auto skill triggers, when left unchecked and reacting to everything, can cause a runaway effect where the player no longer inputs anything. Instead, it is best to put a limit (even if high) on the number of auto triggers to prevent such a thing from happening.&lt;br /&gt;
**** If you still want seemingly unlimited auto skill triggers, change the numbers to 100 or something, but keep in mind that we're not responsible for runaway effects when the risk of it happening is already mentioned.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Limit Per Turn (Turn-Based)&lt;br /&gt;
**** Turn-Based Only. How many triggers per battler per turn? Higher risk of runaway auto triggers at higher counts.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Limit Per Turn (TPB-Based)&lt;br /&gt;
**** TPB-Only. How many triggers per battler per turn? Higher risk of runaway auto triggers at higher counts.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle AI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.29: March 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a problem with TPB actions causing conflicts in AI registration of certain abilities. This would lead to crashes. Should be no more. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Boost Action VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Mirror Animation&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Mute Animation&lt;br /&gt;
**** Mirror/Mute the effect animation?&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Repeat Animation?&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Repeat &amp;gt; Repeat Cycle&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Repeat &amp;gt; Mirror Animation&lt;br /&gt;
*** Parameters &amp;gt; Mechanics &amp;gt; Boost Animations &amp;gt; Repeat &amp;gt; Mute Animation&lt;br /&gt;
**** Allows repeating animations while boosted and inputting.&lt;br /&gt;
**** Only repeated during command input.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Mastery VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; General &amp;gt; Window_ActorCommand &amp;gt; Show Level in Name?&lt;br /&gt;
**** Show the skill level in name for single skills?&lt;br /&gt;
**** Only applies to Window_ActorCommand!&lt;br /&gt;
**** Not all skill name displays will show skill levels.&lt;br /&gt;
*** Parameters &amp;gt; General &amp;gt; Window_ActorCommand &amp;gt; Show Mastery Gauge?&lt;br /&gt;
**** Show the mastery gauge for single skills?&lt;br /&gt;
**** Only applies to Window_ActorCommand!&lt;br /&gt;
**** Not all skill name displays will show skill levels.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Cutin Effect VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Cutin Layer&lt;br /&gt;
**** Where do you want the visual cutins layer placed?&lt;br /&gt;
***** Top - Above Everything Else&lt;br /&gt;
***** Below - Below UI Elements (Default)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual State Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.24: March 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash that would occur upon state removal regarding hovering. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Weakness Popups VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: March 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Any Weakness &amp;gt; Animation ID&lt;br /&gt;
**** Play this animation when weakness effect activates.&lt;br /&gt;
**** Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Any Weakness &amp;gt; Animation ID &amp;gt; Mirror Animation&lt;br /&gt;
*** Plugin Parameters &amp;gt; Any Weakness &amp;gt; Animation ID &amp;gt; Mute Animation&lt;br /&gt;
**** Mirrors/mutes the weakness effect animation?&lt;br /&gt;
**** Requires VisuMZ_0_CoreEngine.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== February 20, 2025 - Update #146 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 33&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.87: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Under Plugin Parameters: Menu Button Assist Window&lt;br /&gt;
*** Added text segments under Split &amp;quot;Escape&amp;quot;&lt;br /&gt;
**** This means you need to go to your own project's rmmz_core.js and modify Input.keyMapper to have buttons with &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot; instead of only &amp;quot;escape&amp;quot;.&lt;br /&gt;
**** If there are none found, an error message will appear telling you to do so, or set the 'Split &amp;quot;Escape&amp;quot;' option to false.&lt;br /&gt;
**** If you are using Options Core's Rebind Keyboard option, be sure to have those have &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot; options inside there, too.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Parameters &amp;gt; Button Assist &amp;gt; Split &amp;quot;Escape&amp;quot; will now show an error message if a custom Input.keyMapper is not found with the &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot; keys implemented. Update made by Irina.&lt;br /&gt;
** Updated Plugin Parameters &amp;gt; Button Assist &amp;gt; Split &amp;quot;Escape&amp;quot; description for Plugin Parameters to add in the following text: Requires custom Input.keyMapper with &amp;quot;cancel&amp;quot; and &amp;quot;menu&amp;quot;.&lt;br /&gt;
** Added better compatibility with WASD controls as to prioritize showing the arrow keys rather than the W, A, S, D keys. Also applies to any other rebindings.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (7 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.28: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated to add extra note to &amp;quot;Status Menu Settings&amp;quot;&lt;br /&gt;
*** Plugin Parameters &amp;gt; Status Menu Settings &amp;gt; Elements &amp;gt; IDs: Column 1/2&lt;br /&gt;
**** If you have a lot of elements and a single column does not have enough room to display them all, use these Plugin Parameters to split them up into two columns.&lt;br /&gt;
**** This can also be used for those who wish to separate their elements between physical and magical elements, major and minor, etc.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.58: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Optimize no longer allows player to bypass the following notetags: &amp;lt;nowiki&amp;gt;&amp;lt;Equip Copy Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;, &amp;lt;nowiki&amp;gt;&amp;lt;Equip Weapon Type Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;, and &amp;lt;nowiki&amp;gt;&amp;lt;Equip Armor Type Limit: x&amp;gt;&amp;lt;/nowiki&amp;gt;. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Main Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.27: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.53: February 20, 2025, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an error with text language translations not working properly for the last listed language in the translation sheet. Fix made by Irina.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Text Language Information section included for TSV.&lt;br /&gt;
** Updated text code note for \picture&amp;lt;nowiki&amp;gt;&amp;lt;x&amp;gt;&amp;lt;/nowiki&amp;gt; and \CenterPicture&amp;lt;nowiki&amp;gt;&amp;lt;x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Options Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.28: February 20, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Added a fail safe to prevent crashes when pressing F4/Full Screen too early while the game is loading. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Save Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: February 20, 2025&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Whenever the background picture is now snapped for a screenshot (usually for a menu), the autosave confirmation window will no longer be included in it if the player reenters a menu immediately after going to map scene. Update made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.49: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where causing a dead battler to refresh afterwards would yield multiple death states on that battler. Fix made by Arisu.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (14 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Animated Message Text Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - BTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where for certain battle layouts, the BTB Action Counter on the actor command window would start off center. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Character Creation System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Class Change System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash that would occur upon loading a save game that was made before Class Change System was installed. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Enhanced TP System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Battle Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Medal System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Passive System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.19: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different face sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Horror Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Crafting System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.22: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity to &amp;lt;nowiki&amp;gt;&amp;lt;Craft Batch&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** Items CANNOT add themselves!&lt;br /&gt;
*** ie. Item 'Super Potion' must not give Item 'Super Potion'.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Add fail safes to prevent items from having batch entries add themselves. Added by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[More Currencies VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Picture Choices VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Picture Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.01: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (6 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: February 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated &amp;quot;Major Changes&amp;quot; section:&lt;br /&gt;
*** Face Dimensions&lt;br /&gt;
**** With the updated release of RPG Maker MZ 1.9.0, you can now change face sizes within the database's system settings. However, this plugin's default settings are geared towards the default face sizes of 144 x 144 pixels. If you do wish to change their sizes, you will need to adjust this plugin's Plugin Parameters accordingly to make the object offsets look correct. The plugin will not automatically adjust them for you.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Item Amplify Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Shop Batches VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarity to &amp;lt;nowiki&amp;gt;&amp;lt;Shop Batch&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** Items CANNOT add themselves!&lt;br /&gt;
*** ie. Item 'Super Potion' must not give Item 'Super Potion'.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Add fail safes to prevent items from having batch entries add themselves. Added by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Shop Listing Unlock VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.01: February 20, 2025&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Gauge Styles VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where for certain gauges, the &amp;quot;sectioned&amp;quot; gauge style would not fill past the first section. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Gold Display VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Animated Pictures VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Attached Pictures VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Break Shields VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Better compatibility with different icon sizes.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Visibility VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with some of the more recent Message Core additions.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Picture Common Events VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: February 20, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Updated for RPG Maker MZ Core Scripts 1.9.0!&lt;br /&gt;
*** Removed picture limit of 100 from Picture-related Plugin Commands.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== January 16, 2025 - Update #145 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 21&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
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[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.86: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different line height settings. Fix made by Olivia.&lt;br /&gt;
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'''Tier 1 (3 Plugin Updates)&lt;br /&gt;
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[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.86: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where during Active TPB, actors were not showing damage motions. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug regarding the in-battle status requiring that the Main Menu Core to be installed when other plugins are also present. Fix by Olivia.&lt;br /&gt;
** Fixed a bug where &amp;lt;nowiki&amp;gt;&amp;lt;Exclude From Status Listing&amp;gt;&amp;lt;/nowiki&amp;gt; notetag was not working properly due to a documentation typo of &amp;lt;nowiki&amp;gt;&amp;lt;Exclude From Status List&amp;gt;&amp;lt;/nowiki&amp;gt;. Both notetags should now work. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added clarity for Plugin Parameters &amp;gt; Party Command Window Settings &amp;gt; Help Window&lt;br /&gt;
** Added clarity for Plugin Parameters &amp;gt; Actor Command Window Settings &amp;gt; Help Window&lt;br /&gt;
*** The Help Window will only appear for 'Border' and 'Frontview Battle UI' battle layouts.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Irina:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Under&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** If this tag is found in an animation's name, the animation will appear under battlers while in battle.&lt;br /&gt;
***** This effect only applies to battlers in the battle scene.&lt;br /&gt;
***** Under effect is NOT applied to status window portraits.&lt;br /&gt;
***** Under effect is NOT applied to projectile animations.&lt;br /&gt;
** Added new Action Sequence Projectile settings:&lt;br /&gt;
*** Extra Settings &amp;gt; End Animation ID:&lt;br /&gt;
**** Plays an animation when projectile reaches target.&lt;br /&gt;
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[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
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Version 1.27: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different line height settings. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.57: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different line height settings. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added extra clarity for &amp;lt;nowiki&amp;gt;&amp;lt;Status Info&amp;gt;&amp;lt;/nowiki&amp;gt; notetag:&lt;br /&gt;
*** For clarity regarding &amp;quot;Damage Multiplier&amp;quot; and &amp;quot;HP Recovery&amp;quot;/&amp;quot;HP Damage&amp;quot;:&lt;br /&gt;
**** &amp;quot;Damage Multiplier&amp;quot; refers to the amount determined by damage formulas.&lt;br /&gt;
**** &amp;quot;HP Recovery&amp;quot;/&amp;quot;HP Damage&amp;quot; refers to the &amp;quot;Recover HP&amp;quot; database effect.&lt;br /&gt;
**** Likewise, the same will apply to &amp;quot;MP Recovery&amp;quot;/&amp;quot;MP Damage&amp;quot; if the damage formula type is to deal MP recovery/damage instead.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Status Style: type&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Changes up the way the shop status window displays data for this database object in particular.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Custom Status Parameters: name, name, name&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Customize which parameters are displayed for this equipment object's shop status window.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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'''Tier 2 (11 Plugin Updates)&lt;br /&gt;
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[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where certain grid node targeting scopes did not work properly. Fix made by Olivia.&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Battle A.I. regarding scopes.&lt;br /&gt;
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[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.33: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an actor softlock issue where if charm, berserk, and confusion can lock a 100% charged actor for Active ATB.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added extra clarification for Plugin Parameter &amp;quot;Stuns Reset Gauge?&amp;quot;:&lt;br /&gt;
*** Charm, Berserk, and Confusion states will still reset the ATB Gauge.&lt;br /&gt;
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[[Battle System - ETB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the entire party is completely restricted via stun, charm, confusion, or berserk, entire turns would be skipped for both actors and enemies. Fix made by Irina.&lt;br /&gt;
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[[Battle System - FTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the entire party is completely restricted via stun, charm, confusion, or berserk, entire turns would be skipped for both actors and enemies. Fix made by Irina.&lt;br /&gt;
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[[Battle System - PTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the entire party is completely restricted via stun, charm, confusion, or berserk, entire turns would be skipped for both actors and enemies. Fix made by Irina.&lt;br /&gt;
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[[Bright Effects VisuStella MZ]]&lt;br /&gt;
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Version 1.10: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed bug with Tilt Shift effect not applying correctly when exiting a menu upon reentering the map scene. Fix made by Olivia.&lt;br /&gt;
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[[Character Creation System VisuStella MZ]]&lt;br /&gt;
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Version 1.07: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed an issue where certain icons were not aligning properly at different lineheight settings. Fix made by Olivia.&lt;br /&gt;
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[[Lighting Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.10: January 16, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated documentation for following notetags:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Offset: +x, +y&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Used with the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Center Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag if the Plugin Parameters dictate using hand offsets.&lt;br /&gt;
**** As of the v1.10 update of this plugin, the presence of this tag will also automatically include the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Center Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light d Pattern p: +x, +y&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Used with the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Hand Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag if the Plugin Parameters dictate using non-hand offsets.&lt;br /&gt;
**** As of the v1.10 update of this plugin, the presence of this tag will also automatically include the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Hand Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Using &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Offset: +x, +y&amp;gt;&amp;lt;/nowiki&amp;gt; on an event will automaticaly use the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Center Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag as of this update.&lt;br /&gt;
** Using &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light d Pattern p: +x, +y&amp;gt;&amp;lt;/nowiki&amp;gt; on an event will automatically use the &amp;lt;nowiki&amp;gt;&amp;lt;Conical Light Hand Offset&amp;gt;&amp;lt;/nowiki&amp;gt; tag as of this update.&lt;br /&gt;
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[[Picture Choices VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.01: January 16, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Plugin Commands &amp;quot;Picture Settings: Change ID(s)&amp;quot; and &amp;quot;Change Range&amp;quot; are updated to display an error message if On Select and On Deselect settings are the same.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Same Check&lt;br /&gt;
**** Checks to see if On Select and On Deselect settings are the same and pops up an error message.&lt;br /&gt;
**** This is to prevent the impression that the plugin is unresponsive when the plugin command settings would have instructions for no change otherwise.&lt;br /&gt;
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[[Skill Learn System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a compatibility bug that would cause the last skill of a list to be removed from learning. Fix made by Irina.&lt;br /&gt;
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[[Weapon Swap System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if an actor does not have any weapons equipped, the &amp;quot;Swap&amp;quot; command will not appear. Fix made by Olivia.&lt;br /&gt;
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'''Tier 3 (6 Plugin Updates)&lt;br /&gt;
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[[Action Sequence Projectiles VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: January 16, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added new Action Sequence Projectile settings:&lt;br /&gt;
*** Extra Settings &amp;gt; End Animation ID:&lt;br /&gt;
**** Plays an animation when projectile reaches target.&lt;br /&gt;
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[[Battle AI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.28: Version 1.10: January 16, 2025&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Battle Grid System regarding scopes.&lt;br /&gt;
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[[Enemy Levels VisuStella MZ]]&lt;br /&gt;
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Version 1.06: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where this plugin would suppress Elements &amp;amp; Status Menu Core trait image properties.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added notes for &amp;lt;nowiki&amp;gt;&amp;lt;Level x Image: filename&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;Level Images&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** If using VisuMZ_1_ElementStatusCore and the enemy uses a custom trait- related notetag that alters its battler, this notetag will be suppressed unless it's the original battler name being used.&lt;br /&gt;
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[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: January 16, 2025&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where graphical updates did not update properly for FTB/ETB battle systems. Fix made by Olivia.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Battle Settings &amp;gt; Damage Offset&lt;br /&gt;
*** Parameters &amp;gt; Battle Settings &amp;gt; Damage Offset &amp;gt; Offset X&lt;br /&gt;
*** Parameters &amp;gt; Battle Settings &amp;gt; Damage Offset &amp;gt; Offset Y&lt;br /&gt;
**** How many pixels to offset the damage popup x/y position?&lt;br /&gt;
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[[New Game Plus VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where New Game+ data did not carry over if the starting party did not have any actors in it. Fix made by Irina.&lt;br /&gt;
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[[State Tooltips VisuStella MZ]]&lt;br /&gt;
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Version 1.10: January 16, 2025&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Added a failsafe to prevent crashes from party members that left. Fix made by Olivia.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== December 19, 2024 - Update #144 ===&lt;br /&gt;
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Total Plugins Updated: 13&lt;br /&gt;
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'''Tier 1 (4 Plugin Updates)&lt;br /&gt;
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[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.56: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where newly added equipment would cause crashes upon interaction. Fix made by Irina.&lt;br /&gt;
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[[Message Core VisuStella MZ]]&lt;br /&gt;
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Version 1.52: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Text Codes added by Arisu:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;left&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;center&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;right&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** When used in the Map Name, instead of aligning the text which is centered by default, the text code will align the horizontal position of the name displayed on the screen.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;top&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;middle&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;bottom&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** When used in the Map Name, the text code will align the vertical position of the name displayed on the screen.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;X: +n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;X: -n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Y: +n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Y: -n&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Adjusts the horizontal/vertical position of map name by 'n' value.&lt;br /&gt;
*** All of these text codes require VisuMZ_0_CoreEngine installed and its &amp;quot;Map Name Text Code&amp;quot; plugin parameter enabled.&lt;br /&gt;
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[[Options Core VisuStella MZ]]&lt;br /&gt;
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Version 1.27: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added new section in help file for &amp;quot;Keyboard/Controller Rebind Settings&amp;quot;:&lt;br /&gt;
*** Late Retroactive Updating of WASD&lt;br /&gt;
**** If you've decided to enable Keyboard/Controller Rebind, decided to enable VisuMZ Core Engine's &amp;quot;WASD Movement&amp;quot; after your project has config.rmmzsave in your project's /save/ folder, then the newly added 'WASD Controls' will NOT be updated retroactively.&lt;br /&gt;
**** This can be remedied in one of two ways:&lt;br /&gt;
***** 1. Go into your keybindings and add them in manually (arrow keys still retain functionality). You may need to readjust the &amp;quot;Shift Right&amp;quot; option, too.&lt;br /&gt;
***** 2. Delete the config.rmmzsave file from /save/ and the game will generate you a new one with the updated &amp;quot;WASD Movement&amp;quot; controls.&lt;br /&gt;
**** This retroactive non-update will only affect your players if they've already begun playing your game with a version before &amp;quot;WASD Movement&amp;quot; was enabled and has a config.rmmzsave file already made. Players that are affected by this can just simply update and add the 'WASD controls' on their own.&lt;br /&gt;
**** Otherwise, a new player would not experience this at all.&lt;br /&gt;
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[[Skills and States Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.48: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Auras &amp;amp; Miasmas added by Olivia:&lt;br /&gt;
*** Auras are a type passive that affects an allied party. Miasmas are a type of passive that affects an opposing party. Auras and Miasmas only need to come from a single source to give an entire party or troop a passive provided that the battler emitting the aura/miasma is alive and in battle.&lt;br /&gt;
** New Notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Aura State: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Emits an aura that affects the battler's allies and gives each affected member passive state(s) 'x'.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Miasma State: x&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Emits an aura that affects the battler's opponents and gives each affected member passive state(s) 'x'.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Not User Aura&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Prevents the emitting user from being affected by the related aura.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Allow Dead Aura&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Allow Dead Miasma&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Allows aura/miasma to continue emitting even after the emitting user is in a dead state.&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Dead Aura Only&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Dead Miasma Only&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Allows aura/miasma to only emit if the emitting user is in a dead state&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
[[File:SkillsStatesCore_Aura.png|600px]]&lt;br /&gt;
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'''Tier 2 (5 Plugin Updates)&lt;br /&gt;
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&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Aura Range: type&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*** &amp;lt;nowiki&amp;gt;&amp;lt;Miasma Range: type&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
**** Used together with &amp;lt;nowiki&amp;gt;&amp;lt;Aura State: x&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;Miasma State: x&amp;gt;&amp;lt;/nowiki&amp;gt; from VisuMZ_1_SkillsStatesCore!&lt;br /&gt;
**** Restricts the range in which the aura/miasma passive is emitted from the user.&lt;br /&gt;
**** Read the help file for more information.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
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-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - ATB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.32: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a few features that bled over into CTB if the game project used both ATB and CTB battle systems simultaneously. Fix made by Olivia.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** &amp;quot;Stuns Reset Gauge&amp;quot; set to &amp;quot;Don't Reset&amp;quot; should now work as expected for both actors and enemies, instead of just actors, while they are in the casting state. Update made by Olivia.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Class Change System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New plugin parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; General Settings &amp;gt; Select Same Subclass?&lt;br /&gt;
**** Allow selecting the same subclass that's already equipped in that slot?&lt;br /&gt;
**** Mostly an aesthetic thing to allow/prevent the same subclass from being selected if that's what you want to control.&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Confirm Animation ID &amp;gt; Play for Unassign?&lt;br /&gt;
**** Play animation for unassigning a subclass?&lt;br /&gt;
**** Mostly an aesthetic thing to play/not play animations when unassigning a subclass if that's what you want to control.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Extended Message Functionality VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.18: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where if the button console was top positioned and the buttons were hidden, the rest of the text would not readjust. Fix made by Irina.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Party System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.32: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug that would cause a crash upon adding new members if the VisuStella Core Engine wasn't installed. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Action Sequence Camera VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.15: December 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better support for MV-style animations when used against frontview actors.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual State Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.23: December 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated targets &amp;lt;nowiki&amp;gt;&amp;lt;Repeat Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;Repeat Animation Cycle: x&amp;gt;&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Expanded database targets for notetags: &amp;lt;nowiki&amp;gt;&amp;lt;Repeat Animation: x&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;Repeat Animation Cycle: x&amp;gt;&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
*** From State Notetags only to Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Gab Window VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: December 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where attached event gabs did not scale properly with zoom. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Added new &amp;quot;Optional Settings&amp;quot; for various Gab Plugin Commands:&lt;br /&gt;
*** Sound Volume&lt;br /&gt;
*** Sound Pitch&lt;br /&gt;
*** Sound Pan&lt;br /&gt;
**** Previously, these were not available and defaulted to standard settings used by RPG Maker MZ.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Map Camera Zoom VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: December 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with outside plugins when doing battle transitions. Camera will automatically focus the player if the &amp;quot;Adapt Battle Encounter Ani&amp;quot; is enabled.&lt;br /&gt;
** Added better compatibility with VisuMZ's Event Title Scene plugin.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== November 14, 2024 - Update #143 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 13&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.55: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where you can no longer attempt to equip an actor with zero equip slots and causing a crash. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;lt;Status Info&amp;gt;&lt;br /&gt;
*** Used for: Skill, Item, Weapon, Armor Notetags&lt;br /&gt;
**** Replace 'key' with one of the following for weapons and armors:&lt;br /&gt;
***** 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK'&lt;br /&gt;
***** For those with VisuMZ_0_CoreEngine:&lt;br /&gt;
****** 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', 'HRG', 'MRG', 'TRG'&lt;br /&gt;
****** 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', 'MDR', 'FDR', 'EXR'&lt;br /&gt;
**** Only relevant if the Draw Style for equipment is &amp;quot;classic&amp;quot; or &amp;quot;double&amp;quot;.&lt;br /&gt;
** Updated &amp;lt;Custom Status Info&amp;gt; notetag:&lt;br /&gt;
*** Used for: Skill, Item, Weapon, Armor Notetags&lt;br /&gt;
**** When used with weapon or armor database objects, this information is only relevant if the Draw Style for equipment is &amp;quot;classic&amp;quot; or &amp;quot;double&amp;quot;.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameters:&lt;br /&gt;
*** Parameters &amp;gt; Shop Status Window &amp;gt; Data Style:&lt;br /&gt;
**** How do you wish to display equipment data?&lt;br /&gt;
***** Compare - Compares selected equip to equipped gear&lt;br /&gt;
****** Lists all main party actors&lt;br /&gt;
****** Displays the parameter differences when equipped&lt;br /&gt;
****** Calculates custom JS values&lt;br /&gt;
***** Classic - Shows basic parameters of selected equip&lt;br /&gt;
***** Double - Shows basic parameters in double columns&lt;br /&gt;
****** Involves no actors, only shows the item's stats&lt;br /&gt;
****** Shows weapon or armor specific parameters&lt;br /&gt;
****** Does not show custom JS values as those are calculated per actor&lt;br /&gt;
****** Does not show custom parameters as those are calculated per actor&lt;br /&gt;
****** Use &amp;lt;Status Info&amp;gt; and &amp;lt;Custom Status Info&amp;gt; notetags to overwrite or add custom data to classic equip data&lt;br /&gt;
**** Data Style &amp;gt; Classic Style:&lt;br /&gt;
**** Data Style &amp;gt; Double Style:&lt;br /&gt;
***** Added Weapon Params&lt;br /&gt;
***** Added Armor Params&lt;br /&gt;
****** Display these parameters when a weapon/armor is selected.&lt;br /&gt;
****** Requires VisuMZ_0_CoreEngine!&lt;br /&gt;
&lt;br /&gt;
[[File:ItemEquipCore_StatusWindowStyles.png|600px]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: November 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Main Menu Core's force show/hide and force enable/disable Plugin Commands for Class, Equip, Skills, and Status commands. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.17: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the &amp;lt;OTB Target Follow Turn: +x&amp;gt; and similar notetags altered the following turn regardless of the presence of the target in current turn order. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Date and Time System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where turns were added to each state without using any of the notetag effects. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Horror Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: November 14, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where some horror effects would reset upon leaving the screen and/or exiting the menu. Fix made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Lighting Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Updated documentation for following notetags:&lt;br /&gt;
*** &amp;lt;Radial Light Flash Rate: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Radial Light Flare Rate: x%&amp;gt;&lt;br /&gt;
**** To include the following:&lt;br /&gt;
***** Must be used with a lower opacity setting.&lt;br /&gt;
****** Use with &amp;lt;Radial Light Opacity: x%&amp;gt; notetag.&lt;br /&gt;
****** If &amp;lt;Radial Light Opacity: x%&amp;gt; is not used, default to 50%.&lt;br /&gt;
*** &amp;lt;Conical Light Flash Rate: x%&amp;gt;&lt;br /&gt;
*** &amp;lt;Conical Light Flare Rate: x%&amp;gt;&lt;br /&gt;
**** To include the following:&lt;br /&gt;
***** Must be used with a lower opacity setting.&lt;br /&gt;
****** Use with &amp;lt;Conical Light Opacity: x%&amp;gt; notetag.&lt;br /&gt;
****** If &amp;lt;Conical Light Opacity: x%&amp;gt; is not used, default to 50%.&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Notetags for flash/flare rates will now automatically default the opacity level of a light to 50% if the opacity notetag is not present. Update made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle AI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.27: November 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Skill Cooldowns' &amp;lt;Once Per Turn&amp;gt; notetag.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Evolution Matrix Skills VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: November 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility between Evolution Matrix Skills and Battle Grid System's targeting for nodes. Update made by Olivia.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Skill Cooldowns VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New notetag added by Irina:&lt;br /&gt;
*** &amp;lt;Once Per Turn&amp;gt;&lt;br /&gt;
**** Makes the skill only usable once per turn. Cannot be used in TPB, ATB, or CTB. Does not apply outside of battle.&lt;br /&gt;
**** Best used with actors/enemies that perform multiple actions per turn.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[State Tooltips VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;lt;Help Description&amp;gt; notetag documentation:&lt;br /&gt;
*** This is used as a common notetag between Battle Core's state descriptions and State Tooltips' state descriptions.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;State Tooltip Description&amp;gt;&lt;br /&gt;
**** A prioritized help description used to separate from the common help description notetag shared with Battle Core's In-Battle Status.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Gab Window VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.04: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added section &amp;quot;Clearing Up Misunderstandings&amp;quot;:&lt;br /&gt;
*** Gabs are NOT part of the Event List&lt;br /&gt;
**** For events with Show Text messages, the game goes through the event list one by one until it reaches the end. This does not apply to Gabs. The Plugin Commands that add Gabs add them into a queue outside of the event list and therefore, any events that may be intended for gabs to be finished will launch immediately unless there are event commands or plugin commands that will cause the event list to wait for them.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Side Chatter VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: November 14, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Added section &amp;quot;Clearing Up Misunderstandings&amp;quot;:&lt;br /&gt;
*** Side chatter is NOT part of the Event List&lt;br /&gt;
**** For events with Show Text messages, the game goes through the event list one by one until it reaches the end. This does not apply to side chatter. The Plugin Commands that add side chatter add them into a queue outside of the event list and therefore, any events that may be intended for side chatter to be finished will launch immediately unless there are event commands or plugin commands that will cause the event list to wait for them.&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Arisu:&lt;br /&gt;
*** Side Chatter: Wait&lt;br /&gt;
**** Causes the game to wait until there is no more side chatter.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Parallaxes VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.13: November 14, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added reflection compatibility with spawned events.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== October 17, 2024 - Update #142 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 18&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 0 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Core Engine VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.85: October 17, 2024&lt;br /&gt;
* Feature Updates!&lt;br /&gt;
** Updated to fit RPG Maker MZ's updated 1.8.1 version better.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (4 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.85: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where the enemy name's visibility would remain after an action has taken place and before inputting is done. Fix made by Olivia.&lt;br /&gt;
** Fixed a bug where the &amp;quot;Name Visibility As Target&amp;quot; plugin parameter did not work properly. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Updated &amp;lt;Help Description&amp;gt; notetag documentation:&lt;br /&gt;
*** This is used as a common notetag between Battle Core's state descriptions and State Tooltips' state descriptions.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;In-Battle Status Description&amp;gt;&lt;br /&gt;
**** A prioritized help description used to separate from the common help description notetag shared with State Tooltips.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Actor Battlers &amp;gt; Frontview &amp;gt; Portrait Animations &amp;gt; Each Target&lt;br /&gt;
*** Actor Battlers &amp;gt; Frontview &amp;gt; Portrait Animations &amp;gt; Center of All&lt;br /&gt;
*** Actor Battlers &amp;gt; Frontview &amp;gt; Portrait Animations &amp;gt; Center of Screen&lt;br /&gt;
**** Place animations on top or behind for these display types?&lt;br /&gt;
*** Battle Log &amp;gt; Action Changes &amp;gt; Show Counter? &amp;gt; Wait Frames&lt;br /&gt;
*** Battle Log &amp;gt; Action Changes &amp;gt; Show Reflect? &amp;gt; Wait Frames&lt;br /&gt;
*** Battle Log &amp;gt; Action Changes &amp;gt; Show Substitute? &amp;gt; Wait Frames&lt;br /&gt;
**** If devs allow the results of counters, reflects, and substitutes, there wasn't enough time before to allow the text to be visible on screen. You can now adjust how many frames are now visible if text is shown.&lt;br /&gt;
**** Default values are left at 0 as to not interrupt currently existing action sequences.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Items and Equips Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.54: October 17, 2024&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** If &amp;quot;Modern Controls&amp;quot; is selected while &amp;quot;Remove Equip&amp;quot; and &amp;quot;Optimize&amp;quot; are gone from the Equip Menu, right click will exit the menu. Feature added by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Main Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.26: October 17, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for updated features.&lt;br /&gt;
* Feature Update!&lt;br /&gt;
** Due to conflicts with deployment, the Custom Mouse Cursor has its base location moved from /img/system/ to /icon/.&lt;br /&gt;
** Please move the cursor file(s) as well as update the Plugin Parameters.&lt;br /&gt;
** Sorry for the inconvenience.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Message Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.51: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where \LastGainObj text code did not work with text language key codes. Fix made by Irina.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added note to Text Language Information &amp;gt; How to Enable Switching&lt;br /&gt;
*** IMPORTANT! The separator used for the CSV file must be a semicolon (;) and not a comma (,) as to reduce the amount of punctuation conflicts. Keep this in mind as most CSV editors will default to comma (,) instead of the semicolon (;) for their separator.&lt;br /&gt;
** Added note to Text Language Information &amp;gt; Naming Weapon Types, etc:&lt;br /&gt;
*** You might have noticed that if you've decided to use \tl{keyName} for weapon or other database types, other parts of the game will error out. Don't worry, for these, you don't have to change the currently used database name. Go straight to the CSV and insert in a new key for that particular database name. For example, the equip type &amp;quot;Accessory&amp;quot; will use &amp;quot;Accessory&amp;quot; as the automatic key to look for a translated phrase. If there isn't any in the CSV file, then the default database text entry will be used.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Text Language Settings &amp;gt; Language Fonts&lt;br /&gt;
**** Different default fonts used for different languages. This allows different stylistic choices to be made for different languages in case the current font you're using doesn't have support for other language types.&lt;br /&gt;
**** Keep in mind that players can override this with Options Core if they select a text option other than 'Default' for the 'Text Font' option.&lt;br /&gt;
**** Make sure any new custom fonts used for different languages are registered with the 'Custom Font Manager' found in this plugin's Plugin Parameters.&lt;br /&gt;
*** Parameters &amp;gt; Text Language Settings &amp;gt; Language Images&lt;br /&gt;
**** Allows different images to be used when different languages are used. This is for images that have text on it that you want to appear in different languages based on the text language selected by the player.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Grid System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.07: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where switching positions with dead party members using notetag effects would not move the dead member. Fix made by Olivia.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Fixed the documentation error for &amp;lt;rule Move User Node direction: x&amp;gt; notetag's &amp;quot;Must Switch Mid&amp;quot; rule explanation.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bright Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: October 17, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equip Medal System VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** If both &amp;quot;Optimize&amp;quot; and &amp;quot;Remove Equipment&amp;quot; are removed from the equipment scene, the Equip Medal Window would lose some modern controls. This is now properly restored. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Equipment Set Bonuses VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: October 17, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Notetags added by Arisu:&lt;br /&gt;
*** &amp;lt;Equip Set Wildcard&amp;gt;&lt;br /&gt;
**** Assigns a wildcard effect for this equipment piece.&lt;br /&gt;
**** This will add +1 to every currently equipped equipment set on actor.&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
*** &amp;lt;Equip Set Wildcards: name, name, name&amp;gt;&lt;br /&gt;
**** Assigns a limited wildcard effect for this equipment piece for specific equipment sets.&lt;br /&gt;
**** This will add +1 to every listed limited set that is currently equipped on the actor.&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Tooltip Settings &amp;gt; Vocabulary &amp;gt; Wildcard Format&lt;br /&gt;
*** Parameters &amp;gt; Tooltip Settings &amp;gt; Vocabulary &amp;gt; Wildcard: Any Set&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
[[File:EquipSetBonus_Wildcards.png|600px]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Horror Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.03: October 17, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (5 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Action Sequence Camera VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: October 17, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Voices VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where &amp;quot;Allow Self Response?&amp;quot; setting was inverted. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Feature!&lt;br /&gt;
** New Plugin Parameter added by Irina:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Defeat Type&lt;br /&gt;
**** When should defeat-related battle voices by played?&lt;br /&gt;
***** 0 HP - Plays when target reaches 0 HP the first time.&lt;br /&gt;
***** When Collapse - Plays when target performs collapse animation.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Choice Common Events VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.02: October 17, 2024&lt;br /&gt;
* Optimization Update!&lt;br /&gt;
** Plugin should run more optimized.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual Cutin Effect VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.01: October 17, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a crash where clearing cutins under certain conditions would cause an error. Fix made by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Visual State Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.22: October 17, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Response Popup Settings&lt;br /&gt;
**** Popup settings for response-type state effects (ie Counter, Reflect, Substitute).&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Combat Log VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.14: October 17, 2024 &lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Plugin should be more compatible with Battle System - OTB.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Map Camera Zoom VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: October 17, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Visual Parallaxes when using plugin commands to focus scroll.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Multi-Layer HP Gauge VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.05: October 17, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with In-Battle Status feature for Battle Core as to not cover up the window.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== September 19, 2024 - Update #141 ===&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Total Plugins Updated: 9&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 1 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.84: September 19, 2024&lt;br /&gt;
* Bug Fixes!&lt;br /&gt;
** Fixed a bug where Action Sequence &amp;quot;MOVE: Change Home By Distance&amp;quot; would also be affected by the actor and enemy position offsets. Fixed by Irina.&lt;br /&gt;
** Fixed a bug where Action Sequence &amp;quot;MECH: STB Exploit Effect&amp;quot; caused a crash. Fix made by Arisu.&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Command added by Arisu:&lt;br /&gt;
*** ANIM: Change Battle Portrait (JS)&lt;br /&gt;
**** Changes the battle portrait of the actor through JavaScript.&lt;br /&gt;
**** Can be used outside of battle/action sequences.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; In-Battle Status Window&lt;br /&gt;
**** This new window allows the player to view the status of the current active party. If the actors have states and buffs, the player can scroll through them and read about their effects through the help window.&lt;br /&gt;
** New Notetags added by Olivia:&lt;br /&gt;
*** &amp;lt;Help Description&amp;gt;&lt;br /&gt;
**** Assigns a help description for the state that's displayed under the new &amp;quot;Status&amp;quot; actor command.&lt;br /&gt;
*** &amp;lt;Exclude From Status Listing&amp;gt;&lt;br /&gt;
**** Excludes the state from being displayed in the status listing.&lt;br /&gt;
*** &amp;lt;Aspect Name: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Aspect Icon: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Aspect Color: x&amp;gt;&lt;br /&gt;
*** &amp;lt;Aspect Description&amp;gt;&lt;br /&gt;
**** Used to define enemy aspect that will show up in the In-Battle Status as well as other supported plugins.&lt;br /&gt;
*** &amp;lt;Popup Position: Head&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Position: Center&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Position: Base&amp;gt;&lt;br /&gt;
**** Changes the popup starting position for this enemy.&lt;br /&gt;
*** &amp;lt;Popup Offset X: +x&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Offset X: -x&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Offset Y: +y&amp;gt;&lt;br /&gt;
*** &amp;lt;Popup Offset Y: -y&amp;gt;&lt;br /&gt;
**** Changes the popup X/Y position offset for this enemy.&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Plugin Parameters &amp;gt; Party Command Window &amp;gt; Add Status?&lt;br /&gt;
**** Add the &amp;quot;Status&amp;quot; command to the Command Window?&lt;br /&gt;
*** Plugin Parameters &amp;gt; Actor Command Window &amp;gt; Command List&lt;br /&gt;
**** Updated to have the &amp;quot;Status&amp;quot; command.&lt;br /&gt;
*** Plugin Parameters &amp;gt; In-Battle Status Window&lt;br /&gt;
**** Completely new! View the help file for more information.&lt;br /&gt;
*** Plugin Parameters &amp;gt; Enemy &amp;gt; Aspects&lt;br /&gt;
**** Used for the In-Battle Status as well as other supported plugins.&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_InBattleStatus1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:BattleCore_InBattleStatus2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Elements and Status Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.26: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameter added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Element Rulings &amp;gt; Reflect-Element Ruling&lt;br /&gt;
**** Ruling on how element reflect is handled for multi-elements.&lt;br /&gt;
***** All (All elements must be Reflected)&lt;br /&gt;
***** Any (Only one element must be Reflected)&lt;br /&gt;
** New Notetag added by Olivia:&lt;br /&gt;
*** &amp;lt;Element Reflect Rule: All&amp;gt;&lt;br /&gt;
**** Makes this skill/item require all of the action's elements to be considered &amp;quot;reflected&amp;quot; in order for this action to be actually reflected.&lt;br /&gt;
*** &amp;lt;Element Reflect Rule: All&amp;gt;&lt;br /&gt;
**** Makes this skill/item require only one of action's element to be considered &amp;quot;reflected&amp;quot; in order for this action to be actually reflected.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Main Menu Core VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.25: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Custom Mouse Cursor&lt;br /&gt;
****  Add/enable a custom mouse cursor for your game.&lt;br /&gt;
&lt;br /&gt;
[[File:MainMenuCore_CustomCursor.gif]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 2 (2 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Battle System - OTB VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.16: September 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Auto Skill Triggers. Update by Arisu.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Bestiary VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.06: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Olivia:&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Skills Window &amp;gt; Show Aspects&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Skills Window &amp;gt; Show Passives&lt;br /&gt;
**** Show enemy aspect/passives if available?&lt;br /&gt;
**** Requires VisuMZ_1_BattleCore/VisuMZ_1_SkillsStatesCore!&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 3 (3 Plugin Updates)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Frontview Battle UI VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.12: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Window Widths &amp;gt; Command Windows&lt;br /&gt;
*** Parameters &amp;gt; Window Settings &amp;gt; Window Widths &amp;gt; Action Windows&lt;br /&gt;
**** Type in the numeric value you want this width to be.&lt;br /&gt;
**** Otherwise, type &amp;quot;auto&amp;quot; to let the plugin adjust them.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[State Tooltips VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.08: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
* New Features!&lt;br /&gt;
** Keyboard-Select Show added by Arisu.&lt;br /&gt;
*** This allows showing enemy tooltips when selecting targets during battle while using the keyboard. Tooltip will appear after a brief pause while selecting the enemy.&lt;br /&gt;
** New Plugin Parameters added by Arisu:&lt;br /&gt;
*** Parameters &amp;gt; Tooltip Settings &amp;gt; Appearance &amp;gt; Centered?&lt;br /&gt;
**** Center the state tooltip when shown through hovering?&lt;br /&gt;
*** Parameters &amp;gt; Tooltip Settings &amp;gt; Keyboard-Select Show&lt;br /&gt;
**** See help file for more information.&lt;br /&gt;
*** Parameters &amp;gt; Vocabulary &amp;gt; Entries &amp;gt; Enemy Aspect Format&lt;br /&gt;
**** Used to support the Battle Core's new Enemy Aspect feature.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Steal Items VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.09: September 19, 2024&lt;br /&gt;
* Compatibility Update!&lt;br /&gt;
** Added better compatibility with Frontview Battle UI.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
'''Tier 4 (1 Plugin Update)&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
[[Encounter Effects VisuStella MZ]]&lt;br /&gt;
&lt;br /&gt;
Version 1.11: September 19, 2024&lt;br /&gt;
* Documentation Update!&lt;br /&gt;
** Help file updated for new features.&lt;br /&gt;
** Added new section in Major Features section for new Battle Transitions.&lt;br /&gt;
* New Features!&lt;br /&gt;
** New Plugin Parameters added by Irina:&lt;br /&gt;
*** Parameters &amp;gt; Default Battle Transition&lt;br /&gt;
**** Select the default battle transition (10 new ones, 1 MZ original).&lt;br /&gt;
*** Parameters &amp;gt; Default Battle Transition &amp;gt; Duration&lt;br /&gt;
**** What is the duration of every battle transition in frames?&lt;br /&gt;
*** Parameters &amp;gt; Default Battle Transition &amp;gt; Random List&lt;br /&gt;
**** Pick battle transition types used for &amp;quot;random&amp;quot;.&lt;br /&gt;
** New Plugin Commands added by Irina:&lt;br /&gt;
*** Battle Transition: Change Type&lt;br /&gt;
**** Changes the battle transition type.&lt;br /&gt;
*** Battle Transition: Duration&lt;br /&gt;
**** Changes the battle transition duration.&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Abberation.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Glitch.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Static.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Twirl.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:EncEffect_Warp.gif]]&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;br /&gt;
&amp;lt;!-- END OF UPDATE ======================================================================================================= --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Irina</name></author>
		
	</entry>
	<entry>
		<id>http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestPlugins&amp;diff=17643</id>
		<title>Template:MainPageLatestPlugins</title>
		<link rel="alternate" type="text/html" href="http://www.yanfly.moe/wiki/index.php?title=Template:MainPageLatestPlugins&amp;diff=17643"/>
		<updated>2026-03-15T11:54:04Z</updated>

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

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

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

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

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

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

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

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

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

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