(要YEP_MessageCore.js)メッセージ用のさまざまなゲームデータ情報を表示するためのテキストコードを追加するプラグイン – YEP_X_ExtMesPack2.js

タイトル
(Requires YEP_MessageCore.js) Adds text codes to displayvarious game data information for messages.
作者名
ヘルプ
============================================================================
Introduction
============================================================================

This plugin requires YEP_MessageCore. Make sure this plugin is located under
YEP_MessageCore in the plugin list.

This plugin makes use of text codes to deliver vital information to the
player. It can deliver the amount of items, weapons, and armors in the
player's possession to the various parameters, extra parameters, and special
parameters for actors and enemies. The new text codes also allow you to
change the text color based on two number comparisons for conditional ways
to color your text. In addition to conditional colors, text can also be
displayed based on switch values or custom conditions.

Note: This plugin works best with RPG Maker MV 1.5.0+. Lower versions of RPG
Maker MV will still work with this plugin, but you will not be able to fully
utilize the plugin parameter features comfortably.

============================================================================
Text Codes
============================================================================

By using certain text codes in your messages, you can have the game replace
them with the following:

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Quantity Effect:
\qi[x] - Returns the quantity of item x the party currently has.
\qw[x] - Returns the quantity of weapon x the party currently has.
\qa[x] - Returns the quantity of armor x the party currently has.

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Compare Effect: Changes text color based on x and y. Defaults:
\compare<x:y> - x >= y = Green x < y = Red
\compare1<x:y> - x >= y = Red x < y = White
\compare2<x:y> - x >= y = Yellow x < y = White
\compare3<x:y> - x >= y = Green x < y = White
\compare4<x:y> - x >= y = Blue x < y = Purple
\compare5<x:y> - x >= y = White x < y = Grey
\compare6<x:y> - x >= y = White x < y = Red
\compare7<x:y> - x >= y = White x < y = Purple
\compare8<x:y> - x >= y = White x < y = Dark Blue
\compare9<x:y> - x >= y = White x < y = Brown

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Case Effect: Returns a different string based on conditions.

\caseSwitch{s?x:y} - If switch s is on, returns text x.
If switch s is off, returns text y.

\caseEval{e?x:y} - If eval code e is true, returns text x.
If eval code e is false, returns text y.

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ActorParam Effect:
\amhp[x] - Returns the MaxHP value of actor x.
\ahp[x] - Returns the current HP value of actor x.
\ahp%[x] - Returns the HP rate of actor x.
\ammp[x] - Returns the MaxMP value of actor x.
\amp[x] - Returns the current MP value of actor x.
\amp%[x] - Returns the MP rate of actor x.
\amtp[x] - Returns the MaxTP value of actor x.
\atp[x] - Returns the current TP value of actor x.
\atp%[x] - Returns the TP rate of actor x.
\aatk[x] - Returns actor x's ATK value. Attack
\adef[x] - Returns actor x's DEF value. Defense
\amat[x] - Returns actor x's MAT value. Magic Attack
\amdf[x] - Returns actor x's MDF value. Magic Defense
\aagi[x] - Returns actor x's AGI value. Agility
\aluk[x] - Returns actor x's LUK value. Luck

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ActorXParam Effect:
\ahit[x] - Returns actor x's HIT rate. Hit Rate
\aeva[x] - Returns actor x's EVA rate. Evasion Rate
\acri[x] - Returns actor x's CRI rate. Critical Rate
\acev[x] - Returns actor x's CEV rate. Critical Evasion Rate
\amev[x] - Returns actor x's MEV rate. Magic Evasion Rate
\amrf[x] - Returns actor x's MRF rate. Magic Reflection Rate
\acnt[x] - Returns actor x's CNT rate. Counter Attack Rate
\ahrg[x] - Returns actor x's HRG rate. HP Regeneration Rate
\amrg[x] - Returns actor x's MRG rate. MP Regeneration Rate
\atrg[x] - Returns actor x's TRG rate. TP Regeneration Rate

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ActorSParam Effect:
\atgr[x] - Returns actor x's TGR rate. Target Rate
\agrd[x] - Returns actor x's GRD rate. Guard Rate
\arec[x] - Returns actor x's REC rate. Recovery Rate
\apha[x] - Returns actor x's PHA rate. Pharmacology Rate
\amcr[x] - Returns actor x's MCR rate. MP Cost Rate
\atcr[x] - Returns actor x's TCR rate. TP Charge Rate
\apdr[x] - Returns actor x's PDR rate. Physical Damage Rate
\amdr[x] - Returns actor x's MDR rate. Magical Damage Rate
\afdr[x] - Returns actor x's FDR rate. Floor Damaage Rate
\aexr[x] - Returns actor x's EXR rate. Experience Rate

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EnemyParam Effect:
\emhp[x] - Returns the MaxHP value of enemy x.
\ehp[x] - Returns the current HP value of enemy x.
\ehp%[x] - Returns the HP rate of enemy x.
\emmp[x] - Returns the MaxMP value of enemy x.
\emp[x] - Returns the current MP value of enemy x.
\emp%[x] - Returns the MP rate of enemy x.
\emtp[x] - Returns the MaxTP value of enemy x.
\etp[x] - Returns the current TP value of enemy x.
\etp%[x] - Returns the TP rate of enemy x.
\eatk[x] - Returns enemy x's ATK value. Attack
\edef[x] - Returns enemy x's DEF value. Defense
\emat[x] - Returns enemy x's MAT value. Magic Attack
\emdf[x] - Returns enemy x's MDF value. Magic Defense
\eagi[x] - Returns enemy x's AGI value. Agility
\eluk[x] - Returns enemy x's LUK value. Luck
\eexp[x] - Returns enemy x's EXP value. Experience
\egold[x] - Returns enemy x's GOLD value. Gold

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EnemyXParam Effect:
\ehit[x] - Returns enemy x's HIT rate. Hit Rate
\eeva[x] - Returns enemy x's EVA rate. Evasion Rate
\ecri[x] - Returns enemy x's CRI rate. Critical Rate
\ecev[x] - Returns enemy x's CEV rate. Critical Evasion Rate
\emev[x] - Returns enemy x's MEV rate. Magic Evasion Rate
\emrf[x] - Returns enemy x's MRF rate. Magic Reflection Rate
\ecnt[x] - Returns enemy x's CNT rate. Counter Attack Rate
\ehrg[x] - Returns enemy x's HRG rate. HP Regeneration Rate
\emrg[x] - Returns enemy x's MRG rate. MP Regeneration Rate
\etrg[x] - Returns enemy x's TRG rate. TP Regeneration Rate

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EnemySParam Effect:
\etgr[x] - Returns enemy x's TGR rate. Target Rate
\egrd[x] - Returns enemy x's GRD rate. Guard Rate
\erec[x] - Returns enemy x's REC rate. Recovery Rate
\epha[x] - Returns enemy x's PHA rate. Pharmacology Rate
\emcr[x] - Returns enemy x's MCR rate. MP Cost Rate
\etcr[x] - Returns enemy x's TCR rate. TP Charge Rate
\epdr[x] - Returns enemy x's PDR rate. Physical Damage Rate
\emdr[x] - Returns enemy x's MDR rate. Magical Damage Rate
\efdr[x] - Returns enemy x's FDR rate. Floor Damaage Rate
\eexr[x] - Returns enemy x's EXR rate. Experience Rate

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============================================================================
Lunatic Mode - Text Code Structure
============================================================================

For those with JavaScript experience and would like to customize the way the
text codes provided by this plugin behave, you can alter the code used for
each of the text codes within the plugin parameters.

Inside the plugin parameters exist the code used when each text code is
being converted by the in-game message functions. Refer to the variables
displayed in the comments at the top of each code to understand which of the
variables are being used and how they're being used.

By default:

x
- Refers to the x variable being inserted into the text code. This can be
a number or string, depending on the text code.

y
- Refers to the y variable being inserted into the text code. This can be
a number of string, depending on the text code.

text
- Refers to the text that will be displayed by the message system. This is
what will appear as the final result for using the said text code.

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

Version 1.00:
- Finished Plugin!

============================================================================
End of Helpfile
============================================================================

パラメータ
param ---Quantity Text Codes---
default
param TextCode QI
text \qi[x]
parent ---Quantity Text Codes---
type note
desc Text code to return the quantity of item x.
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar item = $dataItems[x];\nif (Imported.YEP_ItemCore && DataManager.isIndependent(item)) {\n var quantity = $gameParty.numIndependentItems(item);\n} else {\n var quantity = $gameParty.numItems(item);\n}\ntext = this.groupDigits(quantity);"

param TextCode QW
text \qw[x]
parent ---Quantity Text Codes---
type note
desc Text code to return the quantity of weapon x.
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar weapon = $dataWeapons[x];\nif (Imported.YEP_ItemCore && DataManager.isIndependent(weapon)) {\n var quantity = $gameParty.numIndependentItems(weapon);\n} else {\n var quantity = $gameParty.numItems(weapon);\n}\ntext = this.groupDigits(quantity);"

param TextCode QA
text \qa[x]
parent ---Quantity Text Codes---
type note
desc Text code to return the quantity of armor x.
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar armor = $dataArmors[x];\nif (Imported.YEP_ItemCore && DataManager.isIndependent(armor)) {\n var quantity = $gameParty.numIndependentItems(armor);\n} else {\n var quantity = $gameParty.numItems(armor);\n}\ntext = this.groupDigits(quantity);"

param ---Compare Text Codes---
default
param TextCode Compare
text \compare<x:y>
parent ---Compare Text Codes---
type note
desc Determine what kind of color to use when comparing x and y.
Defaults: x >= y = Green x < y = Red
default "Variables:\n x - The 1st value inserted into the text code.\n y - The 2nd value inserted into the text code.\n text - The text to be returned.\n\nif (x >= y) {\n var colorId = 24;\n} else if (x < y) {\n var colorId = 25;\n}\ntext = '\\x1bc[' + colorId + ']';"

param TextCode Compare1
text \compare1<x:y>
parent ---Compare Text Codes---
type note
desc Determine what kind of color to use when comparing x and y.
Defaults: x >= y = Red x < y = White
default "Variables:\n x - The 1st value inserted into the text code.\n y - The 2nd value inserted into the text code.\n text - The text to be returned.\n\nif (x >= y) {\n var colorId = 2;\n} else if (x < y) {\n var colorId = 0;\n}\ntext = '\\x1bc[' + colorId + ']';"

param TextCode Compare2
text \compare2<x:y>
parent ---Compare Text Codes---
type note
desc Determine what kind of color to use when comparing x and y.
Defaults: x >= y = Yellow x < y = White
default "Variables:\n x - The 1st value inserted into the text code.\n y - The 2nd value inserted into the text code.\n text - The text to be returned.\n\nif (x >= y) {\n var colorId = 14;\n} else if (x < y) {\n var colorId = 0;\n}\ntext = '\\x1bc[' + colorId + ']';"

param TextCode Compare3
text \compare3<x:y>
parent ---Compare Text Codes---
type note
desc Determine what kind of color to use when comparing x and y.
Defaults: x >= y = Green x < y = White
default "Variables:\n x - The 1st value inserted into the text code.\n y - The 2nd value inserted into the text code.\n text - The text to be returned.\n\nif (x >= y) {\n var colorId = 3;\n} else if (x < y) {\n var colorId = 0;\n}\ntext = '\\x1bc[' + colorId + ']';"

param TextCode Compare4
text \compare4<x:y>
parent ---Compare Text Codes---
type note
desc Determine what kind of color to use when comparing x and y.
Defaults: x >= y = Blue x < y = Purple
default "Variables:\n x - The 1st value inserted into the text code.\n y - The 2nd value inserted into the text code.\n text - The text to be returned.\n\nif (x >= y) {\n var colorId = 4;\n} else if (x < y) {\n var colorId = 0;\n}\ntext = '\\x1bc[' + colorId + ']';"

param TextCode Compare5
text \compare5<x:y>
parent ---Compare Text Codes---
type note
desc Determine what kind of color to use when comparing x and y.
Defaults: x >= y = White x < y = Grey
default "Variables:\n x - The 1st value inserted into the text code.\n y - The 2nd value inserted into the text code.\n text - The text to be returned.\n\nif (x >= y) {\n var colorId = 0;\n} else if (x < y) {\n var colorId = 7;\n}\ntext = '\\x1bc[' + colorId + ']';"

param TextCode Compare6
text \compare6<x:y>
parent ---Compare Text Codes---
type note
desc Determine what kind of color to use when comparing x and y.
Defaults: x >= y = White x < y = Red
default "Variables:\n x - The 1st value inserted into the text code.\n y - The 2nd value inserted into the text code.\n text - The text to be returned.\n\nif (x >= y) {\n var colorId = 0;\n} else if (x < y) {\n var colorId = 25;\n}\ntext = '\\x1bc[' + colorId + ']';"

param TextCode Compare7
text \compare7<x:y>
parent ---Compare Text Codes---
type note
desc Determine what kind of color to use when comparing x and y.
Defaults: x >= y = White x < y = Purple
default "Variables:\n x - The 1st value inserted into the text code.\n y - The 2nd value inserted into the text code.\n text - The text to be returned.\n\nif (x >= y) {\n var colorId = 0;\n} else if (x < y) {\n var colorId = 13;\n}\ntext = '\\x1bc[' + colorId + ']';"

param TextCode Compare8
text \compare8<x:y>
parent ---Compare Text Codes---
type note
desc Determine what kind of color to use when comparing x and y.
Defaults: x >= y = White x < y = Dark Blue
default "Variables:\n x - The 1st value inserted into the text code.\n y - The 2nd value inserted into the text code.\n text - The text to be returned.\n\nif (x >= y) {\n var colorId = 0;\n} else if (x < y) {\n var colorId = 9;\n}\ntext = '\\x1bc[' + colorId + ']';"

param TextCode Compare9
text \compare9<x:y>
parent ---Compare Text Codes---
type note
desc Determine what kind of color to use when comparing x and y.
Defaults: x >= y = White x < y = Brown
default "Variables:\n x - The 1st value inserted into the text code.\n y - The 2nd value inserted into the text code.\n text - The text to be returned.\n\nif (x >= y) {\n var colorId = 0;\n} else if (x < y) {\n var colorId = 20;\n}\ntext = '\\x1bc[' + colorId + ']';"

param ---Case Text Codes---
default
param TextCode CaseSwitch
text \caseSwitch{s?x:y}
parent ---Case Text Codes---
type note
desc Text code used to display conditional text revolving around
the inserted switch s.
default "Variables:\n s - The switch ID (number) to be checked.\n x - The 1st value inserted into the text code.\n y - The 2nd value inserted into the text code.\n text - The text to be returned.\n\ntext = (s) ? x : y;"

param TextCode CaseEval
text \caseEval{e?x:y}
parent ---Case Text Codes---
type note
desc Text code used to display conditional text revolving around
the inserted eval code e.
default "Variables:\n e - The eval code to be checked.\n x - The 1st value inserted into the text code.\n y - The 2nd value inserted into the text code.\n text - The text to be returned.\n\ntext = (e) ? x : y;"

param ---Actor Param Codes---
default
param ---Actor Params---
text Parameters
parent ---Actor Param Codes---
default
param ---Actor XParams---
text X Parameters
parent ---Actor Param Codes---
default
param ---Actor SParams---
text S Parameters
parent ---Actor Param Codes---
default
param TextCode ALvl
text \alvl[x]
parent ---Actor Params---
type note
desc Text code to return the LVL of actor x.
LVL: Level
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.level;\ntext = this.groupDigits(value);"

param TextCode AMhp
text \amhp[x]
parent ---Actor Params---
type note
desc Text code to return the MHP of actor x.
MHP: MaxHP
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.mhp;\ntext = this.groupDigits(value);"

param TextCode AHp
text \ahp[x]
parent ---Actor Params---
type note
desc Text code to return the HP of actor x.
HP: Current HP
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.hp;\ntext = this.groupDigits(value);"

param TextCode AHp%
text \ahp%[x]
parent ---Actor Params---
type note
desc Text code to return the HP rate of actor x.
HP Rate: Current HP / MaxHP
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.hpRate();\ntext = Math.floor(value100) + '%';"

param TextCode AMmp
text \ammp[x]
parent ---Actor Params---
type note
desc Text code to return the MMP of actor x.
MMP: MaxMP
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.mmp;\ntext = this.groupDigits(value);"

param TextCode AMp
text \amp[x]
parent ---Actor Params---
type note
desc Text code to return the MP of actor x.
MP: Current MP
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.mp;\ntext = this.groupDigits(value);"

param TextCode AMp%
text \amp%[x]
parent ---Actor Params---
type note
desc Text code to return the MP rate of actor x.
MP Rate: Current MP / MaxMP
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.mpRate();\ntext = Math.floor(value100) + '%';"

param TextCode AMtp
text \amtp[x]
parent ---Actor Params---
type note
desc Text code to return the MTP of actor x.
MTP: MaxTP
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.maxTp();\ntext = this.groupDigits(value);"

param TextCode ATp
text \atp[x]
parent ---Actor Params---
type note
desc Text code to return the TP of actor x.
TP: Current TP
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.tp;\ntext = this.groupDigits(value);"

param TextCode ATp%
text \atp%[x]
parent ---Actor Params---
type note
desc Text code to return the TP rate of actor x.
TP Rate: Current TP / MaxTP
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.tpRate();\ntext = Math.floor(value100) + '%';"

param TextCode AAtk
text \aatk[x]
parent ---Actor Params---
type note
desc Text code to return the ATK of actor x.
ATK: Attack
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.atk;\ntext = this.groupDigits(value);"

param TextCode ADef
text \adef[x]
parent ---Actor Params---
type note
desc Text code to return the DEF of actor x.
DEF: Defense
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.def;\ntext = this.groupDigits(value);"

param TextCode AMat
text \amat[x]
parent ---Actor Params---
type note
desc Text code to return the MAT of actor x.
MAT: Magic Attack
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.mat;\ntext = this.groupDigits(value);"

param TextCode AMdf
text \amdf[x]
parent ---Actor Params---
type note
desc Text code to return the MDF of actor x.
MDF: Magic Defense
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.mdf;\ntext = this.groupDigits(value);"

param TextCode AAgi
text \aagi[x]
parent ---Actor Params---
type note
desc Text code to return the AGI of actor x.
AGI: Agility
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.agi;\ntext = this.groupDigits(value);"

param TextCode ALuk
text \aluk[x]
parent ---Actor Params---
type note
desc Text code to return the LUK of actor x.
LUK: Luck
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.luk;\ntext = this.groupDigits(value);"

param TextCode AHit
text \ahit[x]
parent ---Actor XParams---
type note
desc Text code to return the HIT rate of actor x.
HIT: Hit Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.hit;\ntext = Math.floor(value100) + '%';"

param TextCode AEva
text \aeva[x]
parent ---Actor XParams---
type note
desc Text code to return the EVA rate of actor x.
EVA: Evasion Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.eva;\ntext = Math.floor(value100) + '%';"

param TextCode ACri
text \acri[x]
parent ---Actor XParams---
type note
desc Text code to return the CRI rate of actor x.
CRI: Critical Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.cri;\ntext = Math.floor(value100) + '%';"

param TextCode ACev
text \acev[x]
parent ---Actor XParams---
type note
desc Text code to return the CEV rate of actor x.
CEV: Critical Evasion Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.cev;\ntext = Math.floor(value100) + '%';"

param TextCode AMev
text \amev[x]
parent ---Actor XParams---
type note
desc Text code to return the MEV rate of actor x.
MEV: Magic Evasion Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.mev;\ntext = Math.floor(value100) + '%';"

param TextCode AMrf
text \amrf[x]
parent ---Actor XParams---
type note
desc Text code to return the MRF rate of actor x.
MRF: Magic Reflection Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.mrf;\ntext = Math.floor(value100) + '%';"

param TextCode ACnt
text \acnt[x]
parent ---Actor XParams---
type note
desc Text code to return the CNT rate of actor x.
CNT: Counter Attack Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.cnt;\ntext = Math.floor(value100) + '%';"

param TextCode AHrg
text \ahrg[x]
parent ---Actor XParams---
type note
desc Text code to return the HRG rate of actor x.
HRG: HP Regeneration Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.hrg;\ntext = Math.floor(value100) + '%';"

param TextCode AMrg
text \amrg[x]
parent ---Actor XParams---
type note
desc Text code to return the MRG rate of actor x.
MRG: MP Regeneration Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.mrg;\ntext = Math.floor(value100) + '%';"

param TextCode ATrg
text \atrg[x]
parent ---Actor XParams---
type note
desc Text code to return the TRG rate of actor x.
TRG: TP Regeneration Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.trg;\ntext = Math.floor(value100) + '%';"

param TextCode ATgr
text \atgr[x]
parent ---Actor SParams---
type note
desc Text code to return the TGR rate of actor x.
TGR: Target Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.tgr;\ntext = Math.floor(value100) + '%';"

param TextCode AGrd
text \agrd[x]
parent ---Actor SParams---
type note
desc Text code to return the GRD rate of actor x.
GRD: Guard Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.grd;\ntext = Math.floor(value100) + '%';"

param TextCode ARec
text \arec[x]
parent ---Actor SParams---
type note
desc Text code to return the REC rate of actor x.
REC: Recovery Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.rec;\ntext = Math.floor(value100) + '%';"

param TextCode APha
text \apha[x]
parent ---Actor SParams---
type note
desc Text code to return the PHA rate of actor x.
PHA: Pharmacology Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.pha;\ntext = Math.floor(value100) + '%';"

param TextCode AMcr
text \amcr[x]
parent ---Actor SParams---
type note
desc Text code to return the MCR rate of actor x.
MCR: MP Cost Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.mcr;\ntext = Math.floor(value100) + '%';"

param TextCode ATcr
text \atcr[x]
parent ---Actor SParams---
type note
desc Text code to return the TCR rate of actor x.
TCR: TP Charge Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.tcr;\ntext = Math.floor(value100) + '%';"

param TextCode APdr
text \apdr[x]
parent ---Actor SParams---
type note
desc Text code to return the PDR rate of actor x.
PDR: Physical Damage Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.pdr;\ntext = Math.floor(value100) + '%';"

param TextCode AMdr
text \amdr[x]
parent ---Actor SParams---
type note
desc Text code to return the MDR rate of actor x.
MDR: Magical Damage Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.mdr;\ntext = Math.floor(value100) + '%';"

param TextCode AFdr
text \afdr[x]
parent ---Actor SParams---
type note
desc Text code to return the FDR rate of actor x.
FDR: Floor Damage Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.fdr;\ntext = Math.floor(value100) + '%';"

param TextCode AExr
text \aexr[x]
parent ---Actor SParams---
type note
desc Text code to return the EXR rate of actor x.
EXR: Experience Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar actor = $gameActors.actor(x);\nvar value = actor.exr;\ntext = Math.floor(value100) + '%';"

param ---Enemy Param Codes---
default
param ---Enemy Params---
text Parameters
parent ---Enemy Param Codes---
default
param ---Enemy XParams---
text X Parameters
parent ---Enemy Param Codes---
default
param ---Enemy SParams---
text S Parameters
parent ---Enemy Param Codes---
default
param TextCode ELvl
text \elvl[x]
parent ---Enemy Params---
type note
desc Text code to return the LVL of enemy x.
LVL: Level
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nif (Imported.YEP_EnemyLevels) {\n var enemy = $gameTroop.members()[x];\n var value = enemy.level;\n text = this.groupDigits(value);\n} else {\n text = $gameParty.highestLevel();\n}"

param TextCode EMhp
text \emhp[x]
parent ---Enemy Params---
type note
desc Text code to return the MHP of enemy x.
MHP: MaxHP
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.mhp;\ntext = this.groupDigits(value);"

param TextCode EHp
text \ehp[x]
parent ---Enemy Params---
type note
desc Text code to return the HP of enemy x.
HP: Current HP
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.hp;\ntext = this.groupDigits(value);"

param TextCode EHp%
text \ehp%[x]
parent ---Enemy Params---
type note
desc Text code to return the HP rate of enemy x.
HP Rate: Current HP / MaxHP
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.hpRate();\ntext = Math.floor(value100) + '%';"

param TextCode EMmp
text \emmp[x]
parent ---Enemy Params---
type note
desc Text code to return the MMP of enemy x.
MMP: MaxMP
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.mmp;\ntext = this.groupDigits(value);"

param TextCode EMp
text \emp[x]
parent ---Enemy Params---
type note
desc Text code to return the MP of enemy x.
MP: Current MP
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.mp;\ntext = this.groupDigits(value);"

param TextCode EMp%
text \emp%[x]
parent ---Enemy Params---
type note
desc Text code to return the MP rate of enemy x.
MP Rate: Current MP / MaxMP
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.mpRate();\ntext = Math.floor(value100) + '%';"

param TextCode EMtp
text \emtp[x]
parent ---Enemy Params---
type note
desc Text code to return the MTP of enemy x.
MTP: MaxTP
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.maxTp();\ntext = this.groupDigits(value);"

param TextCode ETp
text \etp[x]
parent ---Enemy Params---
type note
desc Text code to return the TP of enemy x.
TP: Current TP
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.tp;\ntext = this.groupDigits(value);"

param TextCode ETp%
text \etp%[x]
parent ---Enemy Params---
type note
desc Text code to return the TP rate of enemy x.
TP Rate: Current TP / MaxTP
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.tpRate();\ntext = Math.floor(value100) + '%';"

param TextCode EAtk
text \eatk[x]
parent ---Enemy Params---
type note
desc Text code to return the ATK of enemy x.
ATK: Attack
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.atk;\ntext = this.groupDigits(value);"

param TextCode EDef
text \edef[x]
parent ---Enemy Params---
type note
desc Text code to return the DEF of enemy x.
DEF: Defense
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.def;\ntext = this.groupDigits(value);"

param TextCode EMat
text \emat[x]
parent ---Enemy Params---
type note
desc Text code to return the MAT of enemy x.
MAT: Magic Attack
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.mat;\ntext = this.groupDigits(value);"

param TextCode EMdf
text \emdf[x]
parent ---Enemy Params---
type note
desc Text code to return the MDF of enemy x.
MDF: Magic Defense
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.mdf;\ntext = this.groupDigits(value);"

param TextCode EAgi
text \eagi[x]
parent ---Enemy Params---
type note
desc Text code to return the AGI of enemy x.
AGI: Agility
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.agi;\ntext = this.groupDigits(value);"

param TextCode ELuk
text \eluk[x]
parent ---Enemy Params---
type note
desc Text code to return the LUK of enemy x.
LUK: Luck
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.luk;\ntext = this.groupDigits(value);"

param TextCode EExp
text \eexp[x]
parent ---Enemy Params---
type note
desc Text code to return the EXP of enemy x.
EXP: Experience Points
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.exp();\ntext = this.groupDigits(value);"

param TextCode EGold
text \egold[x]
parent ---Enemy Params---
type note
desc Text code to return the GOLD of enemy x.
GOLD: gold
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.gold();\ntext = this.groupDigits(value);"

param TextCode EHit
text \ehit[x]
parent ---Enemy XParams---
type note
desc Text code to return the HIT rate of enemy x.
HIT: Hit Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.hit;\ntext = Math.floor(value100) + '%';"

param TextCode EEva
text \eeva[x]
parent ---Enemy XParams---
type note
desc Text code to return the EVA rate of enemy x.
EVA: Evasion Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.eva;\ntext = Math.floor(value100) + '%';"

param TextCode ECri
text \ecri[x]
parent ---Enemy XParams---
type note
desc Text code to return the CRI rate of enemy x.
CRI: Critical Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.cri;\ntext = Math.floor(value100) + '%';"

param TextCode ECev
text \ecev[x]
parent ---Enemy XParams---
type note
desc Text code to return the CEV rate of enemy x.
CEV: Critical Evasion Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.cev;\ntext = Math.floor(value100) + '%';"

param TextCode EMev
text \emev[x]
parent ---Enemy XParams---
type note
desc Text code to return the MEV rate of enemy x.
MEV: Magic Evasion Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.mev;\ntext = Math.floor(value100) + '%';"

param TextCode EMrf
text \emrf[x]
parent ---Enemy XParams---
type note
desc Text code to return the MRF rate of enemy x.
MRF: Magic Reflection Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.mrf;\ntext = Math.floor(value100) + '%';"

param TextCode ECnt
text \ecnt[x]
parent ---Enemy XParams---
type note
desc Text code to return the CNT rate of enemy x.
CNT: Counter Attack Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.cnt;\ntext = Math.floor(value100) + '%';"

param TextCode EHrg
text \ehrg[x]
parent ---Enemy XParams---
type note
desc Text code to return the HRG rate of enemy x.
HRG: HP Regeneration Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.hrg;\ntext = Math.floor(value100) + '%';"

param TextCode EMrg
text \emrg[x]
parent ---Enemy XParams---
type note
desc Text code to return the MRG rate of enemy x.
MRG: MP Regeneration Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.mrg;\ntext = Math.floor(value100) + '%';"

param TextCode ETrg
text \etrg[x]
parent ---Enemy XParams---
type note
desc Text code to return the TRG rate of enemy x.
TRG: TP Regeneration Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.trg;\ntext = Math.floor(value100) + '%';"

param TextCode ETgr
text \etgr[x]
parent ---Enemy SParams---
type note
desc Text code to return the TGR rate of enemy x.
TGR: Target Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.tgr;\ntext = Math.floor(value100) + '%';"

param TextCode EGrd
text \egrd[x]
parent ---Enemy SParams---
type note
desc Text code to return the GRD rate of enemy x.
GRD: Guard Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.grd;\ntext = Math.floor(value100) + '%';"

param TextCode ERec
text \erec[x]
parent ---Enemy SParams---
type note
desc Text code to return the REC rate of enemy x.
REC: Recovery Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.rec;\ntext = Math.floor(value100) + '%';"

param TextCode EPha
text \epha[x]
parent ---Enemy SParams---
type note
desc Text code to return the PHA rate of enemy x.
PHA: Pharmacology Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.pha;\ntext = Math.floor(value100) + '%';"

param TextCode EMcr
text \emcr[x]
parent ---Enemy SParams---
type note
desc Text code to return the MCR rate of enemy x.
MCR: MP Cost Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.mcr;\ntext = Math.floor(value100) + '%';"

param TextCode ETcr
text \etcr[x]
parent ---Enemy SParams---
type note
desc Text code to return the TCR rate of enemy x.
TCR: TP Charge Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.tcr;\ntext = Math.floor(value100) + '%';"

param TextCode EPdr
text \epdr[x]
parent ---Enemy SParams---
type note
desc Text code to return the PDR rate of enemy x.
PDR: Physical Damage Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.pdr;\ntext = Math.floor(value100) + '%';"

param TextCode EMdr
text \emdr[x]
parent ---Enemy SParams---
type note
desc Text code to return the MDR rate of enemy x.
MDR: Magical Damage Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.mdr;\ntext = Math.floor(value100) + '%';"

param TextCode EFdr
text \efdr[x]
parent ---Enemy SParams---
type note
desc Text code to return the FDR rate of enemy x.
FDR: Floor Damage Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.fdr;\ntext = Math.floor(value100) + '%';"

param TextCode EExr
text \eexr[x]
parent ---Enemy SParams---
type note
desc Text code to return the EXR rate of enemy x.
EXR: Experience Rate
default "Variables:\n x - The value inserted into the text code.\n text - The string to be shown in the message window.\n\nvar enemy = $gameTroop.members()[x];\nvar value = enemy.exr;\ntext = Math.floor(value100) + '%';"

ライセンス表記

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