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Ability System - AbilitySystem.js
Plugin desc : Skill replacement system v1.5.0
License : MIT License
Author : unagi ootoro
Website : https://github.com/unagiootoro/RPGMZ/blob/master/AbilitySystem.js
Desc page : https://raw.githubusercontent.com/unagiootoro/RPGMZ/master/AbilitySystem.js
Download Page : https://raw.githubusercontent.com/unagiootoro/RPGMZ/master/AbilitySystem.js
File name : AbilitySystem.js
Help of plugin :
@target MZ
@plugindesc Skill replacement system v1.5.0
@author unagi ootoro
@url https://raw.githubusercontent.com/unagiootoro/RPGMZ/master/AbilitySystem.js
@help
It is a plug-in that introduces a system that allows you to change skills.
By introducing this plug-in, you can give each actor skills
You can introduce a system that allows you to select and equip some of them.
It is also possible to add cost to the skill.
【How to use】
・ Give actors skills
In the memo field of the skill you want to be able to replace
<AbilitySkill>
Please describe. After that, by acquiring the skill with the event command
You can give the actor skills.
・Equip skills
By opening the skill equipment scene from the menu, you can equip the skill that the actor has.
・Set a maximum cost value for an actor or class
In the memo field of the actor or class
<MaxCost: Cost value>
You can set the maximum cost value for an actor or class by stating.
Set the cost value to an integer greater than or equal to 0.
* 1 To reflect the maximum cost set for each class, it is also necessary to set the plug-in parameter "Cost management by classes".
* 2 The maximum cost set for each class is managed for each class.
・Set a cost value for the skill
In the skill memo field
<AbilityCost: Cost value>
You can set the cost value for the skill by writing.
Set the cost value to an integer greater than or equal to 0.
・Temporarily increase costs with equipment
In the memo field of the weapon or armor
<AddCost: Cost value>
By stating, you can temporarily increase the cost while equipping the corresponding weapon / armor.
Set the cost value to an integer greater than or equal to 0.
If the maximum cost is reduced by removing the corresponding weapon / armor,
The skill for the cost over is automatically removed according to the maximum cost after the reduction.
・Skill automatic equipment when acquiring skills
When the switch specified in "Skill automatic equipment activation switch ID" is turned on
If there is an empty equipment slot when acquiring the skill, the skill will be automatically equipped.
* If you want to include the initial ability skill in the automatic equipment target,
you need to set "Skill automatic equipment activation switch initial value" to true.
【License】
This plugin is available under the terms of the MIT license.
@param EnabledAbilitySystemSwitchId
@text Ability menu activation switch ID
@type switch
@default 0
@desc
Specify the switch ID that determines whether the menu ability management screen is valid or invalid.
@param EnableAutoEquipSkillSwitchId
@text Skill automatic equipment activation switch ID
@type switch
@default 0
@desc
Specify the switch ID that enables automatic equipment when acquiring skills.
@param EnableUsableAllSkillsByMapSceneSwitchId
@text Map scene All skills available Activation switch ID
@type switch
@default 0
@desc
When enabled, specify a switch ID that will enable all available skills in the map scene.
@param EnableAutoEquipSkillSwitchInitValue
@text Skill automatic equipment activation switch initial value
@type boolean
@default true
@desc
Set the initial value of the skill automatic equipment activation switch.
@param MaxEquipAbilities
@text Maximum number of abilities that can be equipped
@type number
@default 4
@desc
Specifies the number of abilities that can be equipped.
@param EnableCost
@text Skill cost activation
@type boolean
@default true
@desc
Activate the cost of the skill.
@param CostManagementByClasses
@text Cost management by classes
@type boolean
@default false
@desc
Try to manage costs by classes by actor.
@param EquipAbilitySe
@text Ability Equipment SE
@type struct <SE>
@default {"FileName": "Skill1", "Volume": "90", "Pitch": "100", "Pan": "0"}
@desc
Specify the SE to play when the ability is equipped.
@param WindowSize
@text window size
@type struct <WindowSize>
@default {"StatusAbilityWindowWidth": "300", "StatusAbilityWindowHeight": "200"}
@desc
Set the size of various windows.
@param Text
@text Display text
@type struct <Text>
@default {"MenuAbilitySystemText": "Ability", "CostText": "Cost:", "EmptySlotText": "------"}
@desc
Sets the text used in the game.
@param BackgroundImage
@text Background image
@type struct<BackgroundImage>
@desc
Specify the background image of the quest scene in the menu.
@command StartAbilityScene
@text Ability scene start
@desc
Start the ability scene.
@command ChangeEquipAbilitySkill
@text Equipment ability skill change
@desc
Change the equipped ability skill.
@arg ActorId
@text Actor ID
@type actor
@desc
Specifies the actor whose ability skill is to be changed.
@arg SlotIndex
@text slot index
@type number
@desc
Specifies the index of the slot for which you want to change the ability skill. If -1 is specified, it will be set to an empty frame.
@arg SkillId
@text Skill ID
@type skill
@desc
Specify the skill to be changed. Please specify the skill that can be equipped. Specifying 0 removes the skill.
@command GetMaxCost
@text Get maximum cost
@desc
Gets the maximum cost of the specified actor and stores it in a variable.
@arg ActorId
@text Actor ID
@type actor
@desc
Specifies the actor to get the maximum cost.
@arg VariableId
@text variable ID
@type variable
@desc
Specify the variable ID that stores the maximum cost obtained.
@command SetMaxCost
@text Maximum cost setting
@desc
Sets the maximum cost for the specified actor.
@arg ActorId
@text Actor ID
@type actor
@desc
Specify the actor for which you want to set the maximum cost.
@arg VariableId
@text variable ID
@type variable
@desc
Specifies the variable ID that stores the value that sets the maximum cost.
@arg Value
@text Maximum cost value
@type number
@desc
Specifies the value that sets the maximum cost. If a variable ID is set, that will take precedence.