YEP.75 – Equip Requirements

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Place restrictions on when an actor can equip a weapon or piece of armor. Set level requirements, stat requirements, switch requirements, and more. This plugin will also provide a separate equipment requirement window to show the player what is needed in order for gear to be equipped.

Extensin Plugins: 

NeMV – Actor Equip Points – Extension Plugin

This plugin provides a point-based equipment system with the help of NeMV – Tags & YEP – Equip Requirements. It allows you to build an equipment monitoring system, where when equipping and unequipping weapons and armor to your actors, you can track that equipment based on tags. This can be used to build a point-based equipment system, determine an encumbrance for your actors, or even grant or deny skills, quests, event interactions, etc based on the points associated to an actor’s tagged equipment.


Introduction


This plugin requires YEP_EquipCore.js to work. Place this plugin beneath YEP_EquipCore.js in the Plugin Manager list.

Place restrictions on when an actor can equip a weapon or piece of armor. Set level requirements, stat requirements, switch requirements, and more. This plugin will also provide a separate equipment requirement window to show the player what is needed in order for gear to be equipped.


Notetags


You can use these notetags to implement requirements onto your weapons and armors. These notetags will have to be set up in a certain way:

Weapon and Armor Notetags:

<Equip Requirement>
requirement
requirement
</Equip Requirement>
– The main requirements will have to be placed in between these notetags. You can have a multitude of requirements for your weapons/armors. Replace ‘requirement’ with any of the following below:

Weapon and Armor Requiprements:

param > x
param >= x
param === x
param <= x
param < x
– Replace ‘param’ with ‘level’, ‘maxhp’, ‘maxmp’, ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, or ‘luk’. This will make the piece of equipment require the actor’s base parameter to be greater than (>), greater than or equal to (>=), equal to (===), less than or equal to (<=), or less than (<). This is NOT the value for the total parameter, only the base parameter.

class: x
class: name
– This will make the piece of equipment require the actor to be class x. If ‘name’ is used, priority will be given to the class with the highest ID in the database. Insert multiple of these requirements to add more classes. Having multiple classes will mean that the actor can be any of those classes to be able to equip the gear.

skill: x
skill: name
– This will make the piece of equipment require the actor to have learned skill x. If ‘name’ is used, priority will be given to the skill with the highest ID in the database. Insert multiple of these requirements to add more skills. Having multiple skills means the actor must have learned ALL of the skills to be able to equip the gear.
NOTE: The actor needs to have LEARNED the skill. This means that if you have added a skill to the actor’s skill library through a trait, it will not count.

switch: x
– This will require switch X to be on. If it isn’t, the piece of equipment cannot be worn. Insert multiple of these to add more switches that are are required to be on.


Lunatic Mode – Custom Equip Requirement Conditions


For those with JavaScript proficiency, you can use these notetags to give certain pieces of equipment a special requirement before it can be equipped.

Weapon and Armor Notetags:

<Custom Equip Requirement Condition>
if (user.name() === ‘Harold’) {
condition = true;
} else {
condition = false;
}
</Custom Equip Requirement Condition>
The ‘condition’ variable will determine whether or not the piece of equipment can be worn by the user. If ‘condition’ returns ‘true’, then the piece of equipment can be worn. If ‘condition’ returns ‘false’, then the piece of equipment can’t be worn.


Lunatic Mode – Custom Equip Requirement Text


For those with JavaScript proficiency, you can use these notetags to alter the text displayed in the Requirement Window.

Weapon and Armor Notetags:

<Custom Equip Requirement Text>
text = user.name() + ‘ has used this sword since young!\n’;
text += ‘This is another line for the text!’
</Custom Equip Requirement Text>
For those who would like to write custom text for the Requirement Window, you can use this notetag. Text codes are allowed here. Use \n for line breaks. If you plan on using text codes, \i[4] would appear as \\i[4]. Whatever value the ‘text’ variable has at the end will determine the text that will be displayed.


Happy RPG Making!


Happy RPG Making!


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