JP(ジョブポイント)をアクターが取得することを可能にするプラグイン – YEP_JobPoints.js
- タイトル
- This plugin by itself doesn't do much, but it enablesactors to acquire JP (job points) used for other plugins.
- 作者名
- Yanfly Engine Plugins様
- ヘルプ
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Introduction
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This plugin by itself will not change any major game functions, but instead,
it works in combination with other plugins that make use of this plugin's
functions should you decide to incorporate Job Points into your game.
When Job Points are earned, they are given to the actor's current class. If
the actor were to switch classes, then the Job Points will be changed to
that class's Job Points until reverted back.
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Victory Aftermath Compatibility
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If you have the YEP_VictoryAftermath plugin installed and wish to make use
of the JP windows, position this plugin lower than YEP_VictoryAftermath in
the Plugin Manager.
After that, if you wish to define the timing of the JP window to appear at
a certain point instead of the plugin doing it automatically, insert "JP" in
the "Victory Order" parameter within Victory Aftermath where you want the
JP window to appear.
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Notetags
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Here are some notetags related to Job Points.
Actor Notetags
<Starting JP: x>
Sets the actor's starting JP value to be x for the actor's initial class.
<Class x Starting JP: y>
Sets the actor's starting JP value for class x to be y.
<JP Rate: x%>
This changes the rate of JP gained by x%. By default, all objects have a
default rate of 100%. Increasing this to 200% will increase JP gained by
twice as much while 50% will halve the amount of JP gained.
Skill and Item Notetags
<JP Gain: x>
This makes it so that the actor using this skill or item will gain x
amount of JP instead of the default amount of JP found in the parameters.
<Target JP Gain: x>
This makes it so that the target actor affected by this skill or item will
gain x amount of JP.
Class, Weapon, Armor, and State Notetag
<JP Rate: x%>
This changes the rate of JP gained by x%. By default, all objects have a
default rate of 100%. Increasing this to 200% will increase JP gained by
twice as much while 50% will halve the amount of JP gained.
Enemy Notetag
<JP: x>
When the enemy is defeated, the party members present will gain x JP each.
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Plugin Commands
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For those wondering how to manually give, remove, or set JP for an actor,
you can use the following Plugin Commands.
Plugin Commands:
gainJp actorId jp
gainJp actorId jp classId
Replace 'actorId' with the ID of the actor you wish to change the JP of.
Replace 'jp' with the amount of JP you wish to alter. If you are using
'classId', replace it with the ID of the actor's class you wish to alter.
This command will let the actor gain JP.
loseJp actorId jp
loseJp actorId jp classId
Replace 'actorId' with the ID of the actor you wish to change the JP of.
Replace 'jp' with the amount of JP you wish to alter. If you are using
'classId', replace it with the ID of the actor's class you wish to alter.
This command will cause the actor to lose JP.
setJp actorId jp
setJp actorId jp classId
Replace 'actorId' with the ID of the actor you wish to change the JP of.
Replace 'jp' with the amount of JP you wish to alter. If you are using
'classId', replace it with the ID of the actor's class you wish to alter.
This command will set the actor's JP to a particular value.
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Changelog
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Version 1.07:
- Updated for RPG Maker MV version 1.1.0.
Version 1.06:
- Added 'Alive Actors' plugin parameter to prevent dead actors from gaining
JP from enemies. Any JP that currently dead actors earned in battle from
actions will still be 'earned' at the end of battle.
Version 1.05:
- Updated compatibility for Subclasses gaining JP.
Version 1.04a:
- Added failsafes to prevent JP from turning into NaN midbattle.
- Added failsafes to prevent no-target scopes from crashing the game.
Version 1.03:
- Added 'Show Results' parameter to show/hide JP earned after battle for
those who aren't using the Victory Aftermath plugin.
Version 1.02:
- Fixed a bug that would gain JP for changing classes of a higher level.
Version 1.01:
- Added failsafes to prevent JP from turning into NaN.
Version 1.00:
- Finished Plugin! - パラメータ
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param ---General--- default param JP Text desc This changes how you want JP to appear in the game. default JP param JP Icon desc This is the icon used for JP.
Use 0 if you wish to use no icon.default 188 param Max JP desc This is the maximum JP an actor can have per class.
Use 0 if you wish to have no limit.default 0 param JP Per Action desc This is the amount of JP an actor gains for his/her
current class whenever he/she performs an action.default 10 + Math.randomInt(10) param JP Per Level desc This is the amount of JP an actor gains per level up. default 100 + Math.randomInt(100) param JP Per Enemy desc This is the amount of JP given per defeated enemy. default 50 + Math.randomInt(10) param Show Results desc Upon winning, show how much JP is earned for default?
NO - false YES - truedefault true param JP Gained in Battle desc Adjusts how the gained JP text is shown after battle.
%1 - Actor %2 Value %3 JPdefault %1 gains %2%3! param Alive Actors desc Actors must be alive to receive JP earned from enemies.
NO - false YES - truedefault true param ---Menu--- default param Show In Menu desc Display JP in the main menu?
NO - false YES - truedefault true param Menu Format desc How the JP text format in the menu appears.
%1 - Value %2 - Amount %3 - Icondefault %1\c[4]%2\c[0]%3 param ---Victory Aftermath--- default param Enable Aftermath desc Enables Victory Aftermath windows.
NO - false YES - truedefault true param Aftermath Text desc Text used to describe how much JP is earned. default JP Earned param Aftermath Format desc How the JP text format in the aftermath appears.
%1 - Value %2 - Amount %3 - Icondefault +%1\c[4]%2\c[0]%3 param Aftermath JP Earned desc Describes how much JP is earned per actor. default JP Earned in Battle - ライセンス表記
紹介ページ https://github.com/suppayami/yami-engine-delta/blob/master/demo/js/plugins/YEP_JobPoints.js