(要 YEP_ShopMenuCore.js)このプラグインはあなたの店が複数の通貨を持つための機能を追加するプラグイン – YEP_X_MoreCurrencies.js
- タイトル
- (Requires YEP_ShopMenuCore.js) This plugin addsfunctionality for your shops to have multiple currencies.
- 作者名
- Yanfly Engine Plugins様
- ヘルプ
- ============================================================================
Introduction
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This plugin requires YEP_ShopMenuCore.
Make sure this plugin is located under YEP_ShopMenuCore in the plugin list.
As an extension of the Shop Menu Core, this plugin enables you to have items
cost multiple currencies or different currencies using variables and/or
other items themselves.
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Instructions - Variables as Currency
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If you're planning to use variables as currency (and you should!), you can
set them up in a way to have them show an icon. Name your currency variable
as such:
\i[x]Variable Name
When displayed in shops, it will show the icon and the name. However, if you
want it to display only the icon and/or exclude some text, place the text
inside a << and >> bracket like such:
\i[x]<<Variable Name>>
That way, only the icon will be shown while all the next inside the << >>
will be hidden.
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Instructions - Proxies
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Perhaps in your game, you would like for the player to have multiple ways of
purchasing an item through one currency or another. However, inputting the
costs for all of the options makes the item cost every single aspect. But,
what you can do is make proxies of these items. For example, in the database
will will have the following:
Potion - 50 Gold
Potion (Proxy A) - 5 Gems
Potion (Proxy B) - 3 Jewels
Placing all three items in your shop normally would result in three types of
potions that do not stack into the same category. However, by using this
proxy notetag, you can make them all attribute to the same Potion item:
<Proxy Buy: x>
<Proxy Buy: name>
If you're using this item as a proxy for another item (so you can set a
different cost for the item), this item will end up representing item x,
weapon x, or armor x of the same type. If you're using a named notetag and
you have multiple entries in your database with the same name, priority
will be given to the item, weapon, or armor with the highest ID.
If Proxy A and B link back to the main Potion, then whenever the player buys
the Proxies in the shop, they will link back to the main Potion, making it
possible to buy the same item using different currencies.
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Notetags
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You can use the following notetags to adjust various properties for more
currencies for your items, weapons, and armors.
Item, Weapon, and Armor Notetags:
<Variable x Buy Price: y>
This sets the currency of this item, weapon, or armor to variable x with
a buy price of y. You can insert multiples of this notetag to have more
than one variable cost for that item, weapon, or armor.
<Variable x Sell Price: y>
This makes it that when selling this item, weapon, or armor, the player
will gain variable x in y amount. You can insert multiples of this
notetag to have more than one variable cost for that item, weapon, or
armor.
<Item x Buy Price: y>
<Item name Buy Price: y>
This sets the currency of this item, weapon, or armor to cost item x (or
the named item) with a buy price of y. You can insert multiples of this
notetag to have more than one item cost for that item, weapon, or armor.
If you're using Item Core, this will not work on independent items. If you
are using the named version of the notetag and have multiple items in your
database of the same name, priority will be given to the item with the
highest ID.
<Item x Sell Price: y>
<Item name Sell Price: y>
When selling this item, weapon, or armor, the player will get item x (or
the named item) with a quantity of y. You can insert multiples of this
notetag to have more than one item cost for that item, weapon, or armor.
If you're using Item Core, this will not work on independent items. If you
are using the named version of the notetag and have multiple items in your
database of the same name, priority will be given to the item with the
highest ID.
<Weapon x Buy Price: y>
<Weapon name Buy Price: y>
This sets the currency of this item, weapon, or armor to cost weapon x (or
the named weapon) with a buy price of y. You can insert multiples of this
notetag to have more than one weapon cost for that item, weapon, or armor.
If you're using Item Core, this will not work on independent items. If you
are using the named version of the notetag and have multiple items in your
database of the same name, priority will be given to the item with the
highest ID.
<Weapon x Sell Price: y>
<Weapon name Sell Price: y>
When selling this item, weapon, or armor, the player will get weapon x (or
the named weapon) with a quantity of y. You can insert multiples of this
notetag to have more than one weapon cost for that item, weapon, or armor.
If you're using Item Core, this will not work on independent items. If you
are using the named version of the notetag and have multiple items in your
database of the same name, priority will be given to the item with the
highest ID.
<Armor x Buy Price: y>
<Armor name Buy Price: y>
This sets the currency of this item, weapon, or armor to cost armor x (or
the named armor) with a buy price of y. You can insert multiples of this
notetag to have more than one armor cost for that item, weapon, or armor.
If you're using Item Core, this will not work on independent items. If you
are using the named version of the notetag and have multiple items in your
database of the same name, priority will be given to the item with the
highest ID.
<Armor x Sell Price: y>
<Armor name Sell Price: y>
When selling this item, weapon, or armor, the player will get armor x (or
the named armor) with a quantity of y. You can insert multiples of this
notetag to have more than one armor cost for that item, weapon, or armor.
If you're using Item Core, this will not work on independent items. If you
are using the named version of the notetag and have multiple items in your
database of the same name, priority will be given to the item with the
highest ID.
<Proxy Buy: x>
<Proxy Buy: name>
If you're using this item as a proxy for another item (so you can set a
different cost for the item), this item will end up representing item x,
weapon x, or armor x of the same type. If you're using a named notetag and
you have multiple entries in your database with the same name, priority
will be given to the item, weapon, or armor with the highest ID.
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Changelog
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Version 1.04:
- Fixed a typo within the code. Please update Item Core, Item Disassemble,
Attachable Augments, and More Currencies if you are using those plugins.
Version 1.03:
- Updated for RPG Maker MV version 1.1.0.
Version 1.02:
- Fixed crash bugs from selling independent items from games saved before
the plugin was installed. These independent items will not contain any sell
data made from variables, items, weapons, or armors, but newly generated
ones will.
Version 1.01:
- Fixed a graphical issue with gold display in the number window.
Version 1.00:
- Finished Plugin! - パラメータ
-
param ---General--- default param Currency Padding desc The padding used for multiple currencies in pixels. default 10 param Font Size desc The font size used for currency in shops.
Default: 28default 20 param ---Proxies--- default param Copy Name desc Copy name of original item for proxy items?
NO - false YES - truedefault true param Copy Icon desc Copy icon of original item for proxy items?
NO - false YES - truedefault true param Copy Help desc Copy help descriptions of original item for proxy items?
NO - false YES - truedefault true param Copy Traits desc Copy traits of original item for proxy items?
NO - false YES - truedefault true param Copy Parameters desc Copy stat parameters of original item for proxy items?
NO - false YES - truedefault true param ---Aftermath--- default param Gold as Item desc Do you wish to draw gold as an item drop?
NO - false YES - truedefault true param Gold Icon desc The icon used for gold. If you are using the Core Engine,
this will automatically change to the icon used there.default 314 - ライセンス表記
紹介ページ https://github.com/suppayami/yami-engine-delta/blob/master/demo/js/plugins/YEP_X_MoreCurrencies.js