Lunatic Pack - Skill Rewards (YEP)
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System
This is a plugin created for RPG Maker MV.
For help on how to install plugins, click here.
For help on how to update plugins, click here.
Got errors with your RPG Maker MV plugin? Click here.
Required Plugins
The following plugins are required in order to use this plugin.
Place the following plugins above this plugin located in the Plugin Manager.
Yanfly Engine Plugins
This plugin is a part of the Yanfly Engine Plugins library.
Help File
============================================================================
Introduction
============================================================================
This plugin requires the following plugins:
- Battle Engine Core
- Skill Core
Place this plugin beneath the above listed plugins in the plugin manager.
This plugin allows you to add a variety of effects to your items and skills
to reward the player for good (or bad) gameplay. Certain effects can only
trigger under specific conditions, such as defeating the target, landing a
critical hit, or striking the target's weakness. After these conditions have
been met, the effects can range from refunding skill costs, adding buffs,
removing debuffs, or even applying states.
*NOTE*: This plugin is best used with RPG Maker MV version 1.5.0+. You can
still use this plugin with a lower version number, but you will have a much
harder time altering the plugin parameters without it.
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Notetags
============================================================================
Insert the following notetags into a skill or item's notebox to give it one
of these effects:
---
Skill and Item Notetags:
<Reward Animation: x>
- If there's a reward tied to this skill/item effect and conditions are
met, this animation will be played in place of the default animations to
indicate an effect has taken place.
<condition Reward: effect>
- Most of this plugin's notetags will follow the above format. 'condition'
and 'effect' in the notetag will be replaced respectively by entries in
the following CONDITION and EFFECT sections below. Insert multiple entries
to give your skills/items multiple effects.
=-=-=-= Reward CONDITIONS =-=-=-=
<Defeat Reward: effect>
- Replace 'condition' with 'Defeat' and you'll enable the notetag to take
effect when the target is defeated (HP reaches 0 or receives death state).
<Critical Reward: effect>
- Replace 'condition' with 'Critical' and you'll enable the notetag to
take effect when the user lands a critical hit on the target.
<Noncritical Reward: effect>
- Replace 'condition' with 'Nonnritical' and you'll enable the notetag to
take effect when the user fails to land a critical hit on the target.
<Hit Reward: effect>
- Replace 'condition' with 'Hit' and you'll enable the notetag to take
effect when the user has successfully hit the target.
<Missed Reward: effect>
- Replace 'condition' with 'Missed' and you'll enable the notetag to take
effect when the user misses the action or the target evades the action.
<Weakness Reward: effect>
- Replace 'condition' with 'Weakness' and you'll enable the notetag to
take effect when the user hits an elemental weakness on the target.
<Resisted Reward: effect>
- Replace 'condition' with 'Resisted' and you'll enable the notetag to
take effect when the user hits an elemental resistance on the target.
<Nulled Reward: effect>
- Replace 'condition' with 'Nulled' and you'll enable the notetag to take
effect when the user hits a nulled element on the target.
<Absorb Reward: effect>
- Replace 'condition' with 'Nulled' and you'll enable the notetag to take
effect when the user hits an absorbed element on the target.
=-=-=-= Reward EFFECTS =-=-=-=
--- HP Effects ---
<condition Reward: +x HP>
- Replace 'effect' with the above format. Replace 'x' with a flat amount
of HP you wish to reward the user when the skill/item condition is met.
SUGGESTED BY: Yanfly
<condition Reward: +x% HP>
- Replace 'effect' with the above format. Replace 'x' with a HP equal to
x% of the user's MaxHP to reward the user when the condition is met.
SUGGESTED BY: Yanfly
<condition Reward: +x% Refund HP Cost>
- Replace 'effect' with the above format. Replace 'x' with a percentage of
the HP cost of the skill used to reward the user if conditions are met.
*Note: Can only be used with skills.
SUGGESTED BY: Yanfly
--- MP Effects ---
<condition Reward: +x MP>
- Replace 'effect' with the above format. Replace 'x' with a flat amount
of MP you wish to reward the user when the skill/item condition is met.
SUGGESTED BY: Yanfly
<condition Reward: +x% MP>
- Replace 'effect' with the above format. Replace 'x' with a MP equal to
x% of the user's MaxMP to reward the user when the condition is met.
SUGGESTED BY: Yanfly
<condition Reward: +x% Refund MP Cost>
- Replace 'effect' with the above format. Replace 'x' with a percentage of
the HP cost of the skill used to reward the user if conditions are met.
*Note: Can only be used with skills.
SUGGESTED BY: Yanfly
--- TP Effects ---
<condition Reward: +x TP>
- Replace 'effect' with the above format. Replace 'x' with a flat amount
of TP you wish to reward the user when the skill/item condition is met.
SUGGESTED BY: Yanfly
<condition Reward: +x% TP>
- Replace 'effect' with the above format. Replace 'x' with a TP equal to
x% of the user's MaxTP to reward the user when the condition is met.
SUGGESTED BY: Yanfly
<condition Reward: +x% Refund TP Cost>
- Replace 'effect' with the above format. Replace 'x' with a percentage of
the HP cost of the skill used to reward the user if conditions are met.
*Note: Can only be used with skills.
SUGGESTED BY: Yanfly
--- Item Effects ---
<condition Reward: x% Refund Item>
- Replace 'effect' with the above format. Replace 'x' with the chance the
user has to refund the item (getting it back) if conditions are met.
*Note: Can only be used with items. Best if used with consumable items.
SUGGESTED BY: Yanfly
--- Buff/Debuff Effects ---
<condition Reward: Add x Buff>
<condition Reward: Add x Buff, y Turns>
<condition Reward: Add x Debuff>
<condition Reward: Add x Debuff, y Turns>
- Replace 'effect' with the above format(s). Replace 'x' with any of the
following parameters: 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
or 'LUK' to have the effect alter the respective stat. If using the format
with 'y' turns, replace 'y' with the number of turns you wish for the buff
or debuff to last. If 'y' is not used, it will last for 5 turns instead.
SUGGESTED BY: Yanfly
<condition Reward: Remove x Buff>
<condition Reward: Remove x Debuff>
- Replace 'effect' with the above format(s). Replace 'x' with any of the
following parameters: 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
or 'LUK' to have the effect remove the respective buff/debuff from the
user if the conditions are met. If 'y' is not used, it will last for 5
turns instead.
SUGGESTED BY: Yanfly
--- State Effects ---
<condition Reward: Add State x>
- Replace 'effect' with the above format(s). Replace 'x' with the state ID
you wish to add to the user when conditions are met.
SUGGESTED BY: Yanfly
<condition Reward: Remove State x>
- Replace 'effect' with the above format(s). Replace 'x' with the state ID
you wish to remove from the user when conditions are met.
SUGGESTED BY: Yanfly
--- Rolling Critical ---
<condition Reward: Rolling Critical +x%>
<condition Reward: Rolling Critical -x%>
- Replace 'effect' with the above format(s). Replace 'x' with the percent
increase/decrease for the next usage of the skill. This change will only
occur for the user if the conditions are met.
*Note: Can only be used with skills. Turn on critical hits for the skill.
SUGGESTED BY: Goldschuss
<condition Reward: Rolling Critical x%>
- Replace 'effect' with the above format(s). Replace 'x' with the percent
rate for the next usage of the skill when the conditions are met.
*Note: Can only be used with skills. Turn on critical hits for the skill.
SUGGESTED BY: Goldschuss
=-=-=-= Examples =-=-=-=
<Defeat Reward: +50% MP>
- When the target is defeated by this skill, refunding 50% of the MP the
user has spent in order to cast the skill.
<Critical Reward: Add ATK Buff, 8 Turns>
- When the user lands a critical hit on the enemy, grant the user an ATK
buff that lasts 8 turns.
<Hit Reward: Add DEF Buff, 2 Turns>
- When the user lands a successful hit on the enemy, buff the user's DEF
for 2 turns.
<Missed Reward: Refund Item>
- When the user fails to land using the item, make sure it won't be
consumed by refunding it.
<Weakness Reward: +20 TP>
- If the user performs this skill on an enemy weak to this skill's element
then grant the user +20 additional TP.
<Critical Reward: Rolling Critical 0%>
<Noncritical Reward: Rolling Critical +10%>
- If the user fails to land a critical hit with this skill, the user will
have a 10% chance to do so the next time the user performs the skill. The
critical hit rate will continue to rise by 10% each time until the user
finally manages to land the critical hit. Once the user does, the critical
hit rate bonus will reset back to 0%.
============================================================================
Lunatic Mode - Effect Code
============================================================================
For experienced users that know JavaScript and have RPG Maker MV 1.5.0+, you
can add new notetag effects that can be used by the plugin or alter the
effects of currently existing notetag effects from the plugin parameters
entry: Effect Code. It should look something like this:
---
// ----------
// Flat Gains
// ----------
if (data.match(/([\+\-]\d+)[ ]HP/i)) {
value = parseInt(RegExp.$1);
user.gainHp(value);
animation = animation || hpAnimation;
} else if (data.match(/([\+\-]\d+)[ ]MP/i)) {
value = parseInt(RegExp.$1);
user.gainMp(value);
animation = animation || mpAnimation;
...
// -------------------------------
// Add new effects above this line
// -------------------------------
} else {
skip = true;
}
---
Here's what each of the variables used in this code bit refer to:
-------------------- ---------------------------------------------------
Variable: Refers to:
-------------------- ---------------------------------------------------
item The item being used by this action
skill The skill being used by this action
isItem Returns true if action is an item
isSkill Returns true if action is a skill
a Returns the action user
user Returns the action user
subject Returns the action user
b Returns the action's current target
target Returns the action's current target
s[x] Return switch x (true/false)
v[x] Return variable x's current value
user._result The current results for the user
target._result The current results for the target
userPreviousResult The results for the user before any changes
targetPreviousResult The results for the target before any changes
animation The animation to be played. You can set it equal to
any of the following which corresponds to plugin
parameter settings:
- hpAnimation
- mpAnimation
- tpAnimation
- itemAnimation
- buffAnimation
- debuffAnimation
- addStateAnimation
- removeStateAnimation
- miscAnimation
skip Default: false. If true, skips popups & animations
---
If you need to revert the Effect Code back to its original state, delete the
plugin from your plugin manager list and then add it again. The code will be
back to default.
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Changelog
============================================================================
Version 1.01:
- Bypass the isDevToolsOpen() error when bad code is inserted into a script
call or custom Lunatic Mode code segment due to updating to MV 1.6.1.
Version 1.00:
- Finished Plugin!
============================================================================
End of Helpfile
============================================================================







