February 26, 2021 Update - Update #28


 

Hello, RPG Makers!

We have updated our Sample Game Project with the latest versions of the various plugins included!

If you would like to view the changelog for all our scripts , you can view it here.

We plan to make updates a routine on Fridays. This way, you don't have to stay completely on top of the wiki scouring for updates. There is no set time for when the updates occur, they just will, and there will be an announcement for them.

Not every week will have an update, because if one isn't needed, one won't be made. Updates will be generally used for bug fix(es) and/or feature implementations.

Sample Project

✼ No Changes

✼Core Engine Version 1.27

✼ Documentation Update!

  • Help file updated for new features.
  • Moved "Show Scrolling Text, additional functionality" section from Bug Fixes to Major Changes as it was placed in the wrong section.

✼ New Features!

  • New Plugin Parameter added by Yanfly.
    • Plugin Parameters > Keyboard Input > Name Input > Banned Words
      • Insert words you don't want your players to use for character names.


✼Battle Engine Core Version 1.27

✼ Compatibility Update!

  • Added compatibility functionality for future plugins.

✼ Documentation Update!

  • Help file updated for new features.

✼ New Features!

  • New Plugin Parameters added by Irina and sponsored by AndyL:
    • Plugin Parameters > Mechanics Settings > Switches > Switch: Critical
    • Plugin Parameters > Mechanics Settings > Switches > Switch: Miss/Evade
      • Turns Switches ON if the action performs a critical hit, misses, or is evaded at any point.
      • Switch reverts to OFF whenever an action starts.
      • If multiple targets/hits are struck, as long as one hit respectively lands a critical hit, fails to land, then the switch will remain ON for the rest of the action.
    • Plugin Parameters > Mechanics Settings > Variables > Variable: Damage
    • Plugin Parameters > Mechanics Settings > Variables > Variable: Healing
      • Variable records target damage/healing during action.
      • Variable reverts to 0 whenever an action starts.
      • If multiple targets/hits are struck, the variable will record the total amount of damage/healing done for the remainder of the action (unless manually reseting to 0 during an Action Sequence).

✼Elements and Status Menu Core 1.11

✼ Optimization Update!

  • Plugin should run more optimized.

✼Events & Movement Core Version 1.20

✼ Bug Fixes!

  • Region Restrictions regarding Player Allow will no longer affect vehicle passability. Update made by Arisu.

 

✼Items & Equips Core Version 1.20

✼ Documentation Update!

  • Help file updated for new features.

✼ New Features!

  • New Plugin Parameters added by Irina and sponsored by AndyL:
    • Plugin Parameters > Shop Menu Settings > Switches > Switch: Buy
    • Plugin Parameters > Shop Menu Settings > Switches > Switch: Sell
      • Buying/selling items in the Shop Scene turns this Switch to ON.
      • Switch reverts to OFF whenever the Shop Scene opens.
      • These switches can be used after a "Shop Processing" event command to determine if the player has bought an item, bought and sold an item, sold an item, or neither.

Main Menu Core Version 1.08

✼ Feature Update!

  • Default Plugin Parameters for the List Style Settings defaults have been updated with tighter coordinate values to allow for more accurate display of UI element positioning. Update made by Olivia.



Skills and States Core Version 1.13

✼ Documentation Update!

  • For <JS type Slip Damage> and <JS type Slip Heal> notetags, added the following notes:
    • 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.
    • 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 <JS Pre-Regenerate> and <JS Post-Regenerate> notetags for game mechanics instead.
    • Passive states and states with the <JS Slip Refresh> notetag are exempt from the one time calculation and recalculated each regeneration phase

✼ Feature Update!

  • Changed slip refresh requirements to entail <JS Slip Refresh> notetag for extra clarity. Update made by Olivia.




Thank you for supporting VisuStella! 🌻

Files

VisuStella MZ Sample Game Project (Update #28) 94 MB
Feb 26, 2021

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