YEP.92 – Attachable Augments – RPG Maker MV

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Attachable Augments is an extension plugin made for the Item Core plugin. It allows equipment to be able to attach augment components to various slots, that you can define individually per item. These slots can be of a certain category unique to that item or global across all items. The effects used with the augment can involve parameter changes, adding skills, adjust state resistances, place attack elements, and more!


Introduction


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

Attachable Augments is an extension plugin made for the Item Core plugin. It allows equipment to be able to attach augment components to various slots, that you can define individually per item. These slots can be of a certain category unique to that item or global across all items. The effects used with the augment can involve parameter changes, adding skills, adjust state resistances, place attack elements, and more!


Notetags


You can use the following notetags to setup how augments work in your game and affect your equipment.

Weapon and Armor Notetags:

<Augment Slots>
Rune
Glyph
Orb
Mark
</Augment Slots>
This allows you to set what kind of augments are used for the item. The names used for the augment slots are the augment types used for that item.

<No Augment Slots>
This makes the item have no augment slots.

Item, Weapon, Armor Notetags

<Augment: type>
augment effect
augment effect
</Augment: type>
This will change the item into a non-Independent item. This item can be used to augment equipment that contain the appropriate augment ‘type’. This particular notetag will decide the augment effect for attaching the augment component and the reverse effect for detaching the component. Insert multiple sets of these notetags to allow different augment effects when used on different augment slot types.

<Augment Attach: type>
augment effect
augment effect
</Augment Attach: type>
This will change the item into a non-Independent item. This item can be used to augment equipment that contain the appropriate augment ‘type’. This notetag will decide only the augment effects that are applied when the augment component is attached to the equipment and not when detached. Insert multiple sets of these notetags to allow different augment effects when used on different augment slot types.

<Augment Detach: type>
augment effect
augment effect
</Augment Detach: type>
This will change the item into a non-Independent item. This item can be used to augment equipment that contain the appropriate augment ‘type’. This notetag will decide only the augment effects that are applied when the augment component is detached from the equipment and not attached. Insert multiple sets of these notetags to allow different augment effects when used on different augment slot types.


Augment Effect List


The following is a list of effects you can use for the <Augment: type>, <Augment Attach: type>, <Augment Detatch: type> notetags to have it apply the desired effects to the upgraded item.

— Effects —

Param: +x
Param: -x
– Replace ‘Param’ with ‘MaxHP’, ‘MaxMP’, ‘ATK’, ‘DEF’, ‘MAT’, ‘MDF’, ‘AGI’, or ‘LUK’. This will increase/decrease the parameter for the item by x.

Param: +x%
Param: -x%
– Replace ‘Param’ with ‘MaxHP’, ‘MaxMP’, ‘ATK’, ‘DEF’, ‘MAT’, ‘MDF’, ‘AGI’, ‘LUK’, ‘HIT’, ‘EVA’, ‘CRI’, ‘CEV’, ‘MEV’, ‘MRF’, ‘CNT’, ‘HRG’, ‘MRG’, ‘TRG’, ‘TGR’, ‘GRD’, ‘REC’, ‘PHA’, ‘MCR’, ‘TCR’, ‘PDR’, ‘MDR’, ‘FDR’, or ‘EXR’. This will increase/decrease the rate for that parameter for the item by x%. Refer to the Base Parameter Control, Extra Parameter Formula, and Special
Parameter Formula plugins for more information regarding these stats.

Boost: +x
Boost: -x
– This will increase or decrease the boost count of the item by x.

Price: +x
Price: -x
– This will increase or decrease the price of the item by x.

Cannot Detach
– This makes the augment unable to be detached once applied.

Add Attack Element: x
Remove Attack Element: x
– Add/Remove Attack Element ‘x’ to item. You can use either the name or the ID of the element. If the name is used and you have multiple elements in your database with the same name, priority will be given to the element with the highest ID.

Add Attack State: x
Add Attack State: x, y%
Remove Attack State: x
Remove Attack State: x, y%
– Add/Remove Attack State ‘x’ to item. You can use either the name of the ID of the state. If the name is used and you have multiple states in your database with the same name, priority will be given to the state with the highest ID. If ‘y’ is used, then the success rate of landing the state will be y%. If ‘y’ is not used, the success rate of landing the state is 100%.

Add Debuff Rate: param, x%
Remove Debuff Rate: param, x%
– Replace ‘param’ with ‘MaxHP’, ‘MaxMP’, ‘ATK’, ‘DEF’, ‘MAT’, ‘MDF’, ‘AGI’, or LUK. Add/remove the debuff affliction rate of the parameter for the item to ‘x%’ rate.

Add Element Rate: x, y%
Remove Element Rate: x, y%
– Add/Remove element rate ‘x’ to item. You can use either the name or the ID of the element. If the name is used and you have multiple elements in your database with the same name, priority will be given to the element with the highest ID. The item’s element rate for ‘x’ will be ‘y%’ rate.

Add Passive State: x
Remove Passive State: x
– Requires YEP_AutoPassiveStates.js installed. Add/Remove passive state ‘x’ to item. You can use either the name or the ID of the state. If the name is used and you have multiple states in your database with the same name, priority will be given to the state with the highest ID.

Add Skill: x
Remove Skill: x
– Add/Remove skill ‘x’ to item. You can use either the name or the ID of the skill. If the name is used and you have multiple skills in your database with the same name, priority will be given to the skill with the highest ID. This will make the skill temporarily usable by the actor as long as the item is equipped with the augment on it.

Add Skill Type: x
Add SType: x
Remove Skill Type: x
Remove SType: x
– Add/Remove skill type ‘x’ to item. You can use either the name or the ID of the skill type. If the name is used and you have multiple skills in your database with the same name, priority will be given to the skill type with the highest ID. This will make the skill type temporarily usable by the actor as long as the item is equipped with the augment on it.

Add State Rate: x, y%
Remove State Rate: x, y%
– Add/Remove state rate for state ‘x’ to item. You can use either the name or the ID of the state. If the name is used and you have multiple states in your database with the same name, priority will be given to the state with the highest ID. The item’s state rate for ‘x’ will be ‘y%’ rate.

Add State Resist: x
Remove State Resist: x
– Add/Remove state resist for state ‘x’ to item. You can use either the name or the ID of the state. If the name is used and you have multiple states in your database with the same name, priority will be given to the state with the highest ID.

Change Base Name: x
Cancel Base Name: x
– Changes/Cancels the base name of the item to ‘x’ while the augment is on the item. If an item has multiple augments that alter the base name, then priority is given to the first augment that alters the base name.

Change Icon: x
Cancel Icon: x
– Changes/cancels the icon of the item to ‘x’ while the augment is on the item. If an item has multiple augments that alter the icon, then priority is given to the first augment that alters the icon.

Change Prefix: x
Cancel Prefix: x
– Changes/Cancels the prefix of the item to ‘x’ while the augment is on the item. If an item has multiple augments that alter the prefix, then priority is given to the first augment that alters the priority.

Change Priority Name: x
Cancel Priority Name: x
– Changes/Cancels the priority name of the item to ‘x’ while the augment is on the item. If an item has multiple augments that alter the priority name, then priority is given to the first augment that alters the priority name.

Change Suffix: x
Cancel Suffix: x
– Changes/Cancels the suffix of the item to ‘x’ while the augment is on the item. If an item has multiple augments that alter the suffix, then priority is given to the first augment that alters the suffix.

Change Text Color: x
Cancel Text Color: x
– Changes/Cancels the text color used for the item to ‘x’ while the augment is on the item. If an item has multiple augments that alter the text color, then priority is given to the first augment that alters text color.


Lunatic Mode – Attach and Detach Evals


For those with JavaScript experience, you can use the following Lunatic Mode notetags to make custom effects regarding the attaching and detaching of certain augments.

— Attach —

<Augment Attach Eval: type>
item.price += $gameParty.highestLevel();
item.params[0] += $gameParty.highestLevel();
</Augment Attach Eval: type>
The ‘type’ refers to the slot type used for the augment. The ‘item’ variable refers to the main item being augmented. The ‘effectItem’ variable refers to the item being used as an augment component. This eval will only run when the augment is being attached.

— Detach —

<Augment Detach Eval: type>
item.price -= $gameParty.highestLevel();
item.params[0] -= $gameParty.highestLevel();
</Augment Detach Eval: type>
The ‘type’ refers to the slot type used for the augment. The ‘item’ variable refers to the main item being augmented. The ‘effectItem’ variable refers to the item being used as an augment component. This eval will only run when the augment is being attached.


Happy RPG Making!


 

 

 

 

 

Happy RPG Making!


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