(要 YEP_SkillCore.js)スキルは今度から彼らに付随するアイテムコストを持つことができるプラグイン – YEP_X_SkillCostItems.js

タイトル
(Requires YEP_SkillCore.js) Skills can now have anitem cost attached to them.
作者名
ヘルプ
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Introduction
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This plugin requires YEP_SkillCore.
Make sure this plugin is located under YEP_SkillCore in the plugin list.

This plugin enables you to be able to set costs for skills using items. The
item costs will appear next to the other skill costs displaying the icons of
the items needed and the amount of the items to be used. Item costs using
this plugin can be altered by set and percentile amounts in addition to
being replaced altogether by a substitute item.

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Notetags
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To enable skills to utilize items as costs, use the following notetags:

Skill Notetags:
<Item x Cost: y>
<Weapon x Cost: y>
<Armor x Cost: y>
This will set the cost of the item, weapon, or armor x to require y of it
before it can be used. If you are using YEP_ItemCore, independent items
cannot be used as item costs as the game will not distinguish which of the
independent items is fit to be used. If you use multiple of these tags,
the skill will require all the listed items to be available for usage.

<Item Cost: x Potion>
<Item Cost: x Sword>
<Item Cost: x Feather Cap>
If you prefer to use the names of the items instead, you can use the above
notetag. This will make the skill require x amount of the named item,
weapon, or armor. If you have multiple items with the same name, this
notetag will give priority to the highest ID value in the order of items,
weapons, then armors. If you are using YEP_ItemCore, independent items
cannot be used as item costs as the game will not distinguish which of the
independent items is fit to be used. If you use multiple of these tags,
the skill will require all the listed items to be available for usage.

Class, Weapon, Armor, State Notetags:
<Swap Gauge x: Item y>
<Swap Gauge x: Weapon y>
<Swap Gauge x: Armor y>
Swaps out gauge x to display how much of item, weapon, or armor y the
player/party has. Priority is given in the following order:
Weapons, Armors, States, Class, Enemy

<Swap Gauge x: Item Potion>
<Swap Gauge x: Item Sword>
<Swap Gauge x: Item Feather Cap>
If you prefer to use the names of the items instead, you can use the above
notetag. This will swap out gauge x to display how much of the mentioned
item, weapon, or armor the player/party has. If you have multiple items
with the same name, this notetag will give priority to the highest ID
value in the order of items, weapons, then armors. Priority for the
displayed gauge will be given in the following order: Weapons, Armors,
States, Class, Enemy.

Actor, Class, Weapon, Armor, and State Notetags:
<Item x Cost: +y>
<Item x Cost: -y>
<Weapon x Cost: +y>
<Weapon x Cost: -y>
<Armor x Cost: +y>
<Armor x Cost: -y>
Increases or decreases the cost of item, weapon, or armor x when required
by a value of y. If the item, weapon, or armor isn't required, then this
effect does not apply to the skill cost.

<Item Cost: +x Potion>
<Item Cost: -x Sword>
<Item Cost: +x Feather Cap>
If you prefer to use the names of the items instead, you can use the above
notetag format. This will increase or decrease the mentioned item by x
amount as long as the item is required as a cost. If you have multiple
items with the same name, this notetag will give priority to the highest
ID value in the order of items, weapons, then armors.

<Item x Cost: y%>
<Weapon x Cost: y%>
<Armor x Cost: y%>
Alters the cost of item, weapon, or armor x by y%. If the item, weapon, or
armor isn't required, then this effect does not apply to the skill cost.

<Item Cost: x% Potion>
<Item Cost: x% Sword>
<Item Cost: x% Feather Cap>
If you prefer to use the names of the items instead, you can use the above
notetag format. This will adjust the cost rate of the mentioned item by x%
as long as the item is required as a cost. If you have multiple items with
the same name, this notetag will give priority to the highest ID value in
the order of items, weapons, then armors.

<Replace Type x Cost: Type y>
Replace 'type' with either 'item', 'weapon', or 'armor'. This lets you
exchange the costs used for a particular item for another (item y). The
replacement is given priority to states, weapons, armors, class, and then
actors.

<Replace Potion Cost: Ether>
<Replace Sword Cost: Dagger>
<Replace Feather Cap Cost: Bandana>
If you prefer to use the names of the items instead, you can use the above
notetag format. This lets you exchange the costs used for a particular
item for another. The replacement is given priority to states, weapons,
armors, class, and then actors. If you have multiple items with the same
name, this notetag will give priority to the highest ID value in the order
of items, weapons, then armors.

Item, Weapon, Armor Notetags:
<Item Gauge Color 1: x>
<Item Gauge Color 2: x>
If this item is the item used as gauge display, you can have it produce a
unique color using text color x.

<Item Gauge Text: x>
If this item is the item used as gauge display, you can have it show a
different text other than its name. Replace x with what you want to write.

<Item Gauge Text Color: x>
If you wish to use a text color other than the one predefined in the
plugin's parameters, use this notetag and replace x with the text color
you wish to label the gauge with.

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Lunatic Mode - Custom Item Costs
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For those with a bit of JavaScript knowledge, you can create dynamic item
costs for your skills using the following notetags:

Skill Notetags:

<Custom Type x Cost>
cost = user.level;
</Custom Type x Cost>
Replace 'type' with either 'item', 'weapon', or 'armor' to change the type
and x as the ID of that item type. The 'cost' variable determines how much
of the required item type is needed as the cost.

<Custom Item Cost: name>
cost = user.level;
</Custom Item Cost: name>
For those who prefer to use names instead, replace 'name' with the name of
the item to be used as the cost. The 'cost' variable determines how much
of the named item is needed as the cost. If you have multiple items in
your database with the same name, priority will be given to the item with
the highest ID in the order of items, weapons, and armors.

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Changelog
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Version 1.02:
- Updated for RPG Maker MV version 1.1.0.

Version 1.01:
- Fixed a bug that would display the wrong cost amount for multiple items.
- Shifted item icon cost 2 pixels down to match the skill icon Y level.

Version 1.00:
- Finished Plugin!
パラメータ
param ---General---
default
param Cost Style
desc How do you want the costs to appear?
0 - None 1 - Amount Over Icon 2 - Amount Then Icon
default 2

param Font Size
desc Font size used for item costs.
Default: 28
default 20

param Amount Format
desc How do you wish to display the amount cost?
%1 - Need %2 - Owned
default ×%1

param Amount Y Buffer
desc The Y Buffer amount used to display the cost.
default 4

param ---Gauges---
default
param Gauge Color 1
desc The text color used for item gauges.
default 13

param Gauge Color 2
desc The text color used for item gauges.
default 5

param Display Name
desc Display the Item Name by default for the gauge?
NO - false YES - true
default true

param Text Color
desc Text color of the gauge name displayed.
Default: 16
default 16

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_SkillCostItems.js