(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
- Yanfly Engine Plugins様
- ヘルプ
- ============================================================================
Introduction
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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.
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Text Codes
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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
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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.
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Changelog
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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 = Reddefault "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 = Whitedefault "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 = Whitedefault "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 = Whitedefault "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 = Purpledefault "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 = Greydefault "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 = Reddefault "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 = Purpledefault "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 Bluedefault "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 = Browndefault "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: Leveldefault "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: MaxHPdefault "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 HPdefault "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 / MaxHPdefault "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: MaxMPdefault "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 MPdefault "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 / MaxMPdefault "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: MaxTPdefault "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 TPdefault "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 / MaxTPdefault "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: Attackdefault "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: Defensedefault "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 Attackdefault "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 Defensedefault "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: Agilitydefault "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: Luckdefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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: Leveldefault "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: MaxHPdefault "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 HPdefault "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 / MaxHPdefault "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: MaxMPdefault "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 MPdefault "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 / MaxMPdefault "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: MaxTPdefault "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 TPdefault "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 / MaxTPdefault "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: Attackdefault "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: Defensedefault "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 Attackdefault "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 Defensedefault "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: Agilitydefault "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: Luckdefault "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 Pointsdefault "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: golddefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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 Ratedefault "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) + '%';"
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