スキルにより多くの機能、さまざまなタイプのコストを必要とする能力が与えられる – YEP_SkillCore.js

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タイトル
Skills are now given more functions and the abilityto require different types of costs.
作者名
ヘルプ
============================================================================
Introduction
============================================================================

Skills in RPG's consist of three main components: Costs, Damage, and
Effects. Although not all components are required for a skill, they
certainly make up a good chunk of it. Damage will be handled by another
plugin, but this plugin will provide a core handling for skill costs and
skill effects.

This plugin also includes the ability for battlers to swap their HP, MP,
and/or TP gauges for something different if it would fit the character
better (for example, some classes don't use MP and/or TP).

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Notetags
============================================================================

These notetags can adjust either skill costs or special skill effects.

Skill Notetags:
<HP Cost: x>
Changes the skill to have x as its HP cost. RPG Maker MV's editor lacks
HP cost functions so this would allow skills to use HP as their cost.

<HP Cost: x%>
Changes the skill to cost a percentage of the character's MaxHP value.

<MP Cost: x>
Changes the skill to have x as its MP cost.
This helps bypass the database's hard limit of 9999.

<MP Cost: x%>
Changes the skill to cost a percentage of the character's MaxMP value.

<TP Cost: x>
Changes the skill to have x as its TP cost.
This helps bypass the database's hard limit of 99.

<TP Cost: x%>
Changes the skill to cost a percentage of the character's MaxTP value.
Although the default MaxTP is 100, this tag will be useful for any
plugins that will alter a character's MaxTP values.

<Hide in Battle>
This will hide and disable the skill during battle.

<Hide in Field>
This will hide and disable the skill outside of battle.

<Hide if Learned Skill: x>
<Hide if Learned Skill: x, x, x>
<Hide if Learned Skill: x to y>
Will hide and disable this skill if skill x has been learned. If multiple
skills are listed, the skill will be hidden and disabled if any one of the
listed skills have been learned. This will ONLY apply to skills that have
been learned and not skills added through traits.

============================================================================
Gauge Swapping
============================================================================

This plugin also lets you swap around the HP, MP, and TP Gauges to any order
you want assuming that all the plugins you use will keep the same order of
HP, MP, and TP and does not override the default gauge drawing process. If
you use any plugin extensions, they can be swaped in as well.

Note: If you do not have 'Display TP in Battle' checked under the System tab
in the database, nothing will be shown for the third slot.

Class Notetag:
<Swap Gauge x: y>
This will change gauge x (1, 2, or 3) to y. Replace y with 'HP', 'MP', or
'TP' to have it display that gauge type in that gauge slot. If you wish
for that slot to display nothing, insert 'Nothing' or 'Null' in place of
y in the notetag.

Weapon, Armor, and State Notetags:
<Swap Gauge x: y>
Actors with equipment or states that contain these notetags or enemies
with states that contain these notetags will display those swapped gauges
in place of the default settings or settings defined by the Class or
Enemy notetags.

Priority will go in the following order:
Weapons, Armors, States, Class, Enemy

============================================================================
Lunatic Mode - Skill Costs
============================================================================

For users who want more control over skill costs and skill effects, there
exists notetags that allow you to apply code to the costs and/or effects of
a skill. For effects, this will also extend towards item control, as well.

<Custom HP Cost> Example: <Custom HP Cost>
code cost += $gameVariables.value(1);
code </Custom HP Cost>
</Custom HP Cost>
This allows the skill to have a custom HP cost based off of code. For the
piece of code, 'cost' is a variable already predefined with the HP Cost
and the HP percentage cost.

<Custom MP Cost> Example: <Custom MP Cost>
code cost += $gameVariables.value(1);
code </Custom MP Cost>
</Custom MP Cost>
This allows the skill to have a custom MP cost based off of code. For the
piece of code, 'cost' is a variable already predefined with the MP Cost
and the MP percentage cost.

<Custom TP Cost> Example: <Custom TP Cost>
code cost += $gameVariables.value(1);
code </Custom TP Cost>
</Custom TP Cost>
This allows the skill to have a custom TP cost based off of code. For the
piece of code, 'cost' is a variable already predefined with the TP Cost
and the TP percentage cost.

============================================================================
Lunatic Mode - Custom Show Requirements
============================================================================

For those who would like to show certain skills and disable them under any
custom conditions using their JavaScript knowledge, use the following:

Skill Notetag:
<Custom Show Eval>
if (user.level > 50) {
visible = true;
} else {
visible = false;
}
</Custom Show Eval>
If the visible is set to true, the skill is shown (not hidden) and enabled
if all other conditions are met. If visible is set to false, the skill is
disabled and hidden from the list.

============================================================================
Lunatic Mode - Custom Requirements and Execution
============================================================================

For those with a bit of JavaScript experience, you can use the following
notetags to restrict a skill and what kind of code to process when executing
the said skill.

Skill Notetags:

<Custom Requirement>
if ($gameParty.gold() > 1000) {
value = true;
} else {
value = false;
}
</Custom Requirement>
If value is set to true, the skill will be useable provided that all other
requirements have been met. If the value is set to false, the skill won't
be useable.

<Custom Execution>
$gameParty.loseGold(1000);
</Custom Execution>
This runs the code between the notetags upon using the skill.

============================================================================
Lunatic Mode - Custom Cost Display
============================================================================

For those with a bit of JavaScript experience, you can add new ways to
display the skill cost.

Skill Notetags:

<Cost Display Eval>
var variableId = 1;
var value = 1000;
$gameVariables.setValue(variableId, value);
</Cost Display Eval>
This notetag runs an eval before displaying the skill's cost. This is so
you can set up variables and whatnot for your skill cost display text.

<Custom Cost Display>
\c[4]\v[1]\c[0] Gold
</Custom Cost Display>
This is the custom text displayed before the rest of the skill costs. You
can use text codes with this notetag.

============================================================================
Lunatic Mode - The Skill Phases
============================================================================

For this skill, multiple effects are applied and at different phases. The
various phases are as follows:

Before Effect Phase (influenced by this plugin)
if skill successfully lands:
- Pre-Damage Effect Phase (influenced by this plugin)
- Damage Phase
- Post-Damage Effect Phase (influenced by this plugin)
- Item Trait Effects Phase
After Effect Phase (influenced by this plugin)

There's four phases which can be influenced by this plugin. Two of which do
not matter if the effect successfully lands or not, two of which do matter
if the skill does land.

Skill and Item Notetags:
<Before Eval>
code
code
</Before Eval>

<Pre-Damage Eval>
code
code
</Pre-Damage Eval>

<Post-Damage Eval>
code
code
</Post-Damage Eval>

<After Eval>
code
code
</After Eval>
If you wish to use custom effects for your skill, you can insert the
respective notetags into the skill (or item) noteboxes and it will run the
code that appears in between the tags. However, using any form of comments
in this tag will block out code that follows.

Those using the <Pre-Damage Eval> and <Post-Damage Eval> are able to make
use of the damage to be dealt and the damage that has been dealt through
the 'value' variable. The <Pre-Damage Eval> notetag is capable of altering
the 'value' variable and return it to have damage affected by its code.

============================================================================
Changelog
============================================================================

Version 1.13:
- Bypass the isDevToolsOpen() error when bad code is inserted into a script
call or custom Lunatic Mode code segment due to updating to MV 1.6.1.

Version 1.12:
- Updated for RPG Maker MV version 1.5.0.

Version 1.11a:
- Lunatic Mode fail safes added.
- Documentation fix for the help file. Lunatic Mode tags didn't end right.
The help file is now updated to show the correct notetags.

Version 1.10b:
- Fixed a visual bug when using text code font changing for custom skill
cost display.
- <Hide if Learned Skill: x> documentation updated.
- Compatibility update for future plugins.

Version 1.09:
- The <Pre-Damage Eval> notetag now has the ability alter damage dealt. The
'value' variable refers to and returns the damage affected by the action.

Version 1.08:
- Updated for RPG Maker MV version 1.1.0.

Version 1.07:
- Fixed a bug that prevented immortal actors at 0 HP from using skills.

Version 1.06a:
- Added <Hide in Battle> and <Hide in Field> notetags.
- Added a failsafe to check for undefined skills.

Version 1.05:
- Added <Hide if Learned Skill: x> notetags.
- Added <Custom Show Eval> Lunatic Mode notetag.

Version 1.04:
- Added four Lunatic Modes notetags: Custom Requirement, Custom Execution,
Cost Display Eval, Custom Cost Display.

Version 1.03:
- Fixed a bug with the Lunatic Mode notetags not working.

Version 1.02:
- Added 'Window Columns' parameter to let users adjust the number of columns
used for the skill window.

Version 1.01:
- Fixed a mathematical error for skill cost padding.
- Added return for drawSkillCost to assist others scripters when making
compatibility notes.

Version 1.00:
- Finished plugin!
パラメータ
param ---General---
default
param Cost Padding
parent ---General---
type number
min 0
desc If a skill has multiple costs, this is the amount of pixels
used as padding in between the costs.
default 4

param Command Alignment
parent ---General---
type combo
option left
option center
option right
desc Adjusts the text alignment of the skill type window.
left center right
default center

param Window Columns
parent ---General---
type number
min 1
desc Choose how many columns to use for the skill window.
Default: 2
default 2

param ---HP Costs---
default
param HP Format
parent ---HP Costs---
desc Adjusts the way HP cost appears in the skill list window.
%1 - Cost %2 - HP
default %1%2

param HP Font Size
parent ---HP Costs---
type number
min 1
desc Adjusts the font size used to display HP.
Default: 28
default 20

param HP Text Color
parent ---HP Costs---
type number
min 0
max 31
desc Adjusts the text color used from the Window skin for HP.
Default: 21
default 18

param HP Icon
parent ---HP Costs---
type number
min 0
desc Choose what icon to use to represent HP costs.
Use 0 if you wish to not use an icon.
default 162

param ---MP Costs---
default
param MP Format
parent ---MP Costs---
desc Adjusts the way MP cost appears in the skill list window.
%1 - Cost %2 - MP
default %1%2

param MP Font Size
parent ---MP Costs---
type number
min 1
desc Adjusts the font size used to display MP.
Default: 28
default 20

param MP Text Color
parent ---MP Costs---
type number
min 0
max 31
desc Adjusts the text color used from the Window skin for MP.
Default: 23
default 23

param MP Icon
parent ---MP Costs---
type number
min 0
desc Choose what icon to use to represent MP costs.
Use 0 if you wish to not use an icon.
default 165

param ---TP Costs---
default
param TP Format
parent ---TP Costs---
desc Adjusts the way TP cost appears in the skill list window.
%1 - Cost %2 - TP
default %1%2

param TP Font Size
parent ---TP Costs---
type number
min 1
desc Adjusts the font size used to display TP.
Default: 28
default 20

param TP Text Color
parent ---TP Costs---
type number
min 0
max 31
desc Adjusts the text color used from the Window skin for TP.
Default: 29
default 29

param TP Icon
parent ---TP Costs---
type number
min 0
desc Choose what icon to use to represent TP costs.
Use 0 if you wish to not use an icon.
default 164

ライセンス表記

紹介ページ https://tkool.jp/mv/special/plugin.html