じ☆ve冰风 发表于 2026-7-31 08:38:22

Bobstah's Weapon/Armor/State/Actor/Class Level Up Bonuses v1.1.1 - Comb

Version Updated 12/17/2015 02:27 PM ET.

Introduction

Allows a multitude of bonuses to be given to actors (or taken from them!) upon leveling up based on the following critera:


[*]State applied to Actor
[*]Actor is Class
[*]Weapon/Armor is equipped
[*]Actor themselves
 

You set the level up bonuses on the state, weapon, armor, class, or actor that rewards them.

 

Features


[*]Reward an actor with a stat or trait increase or decrease depending on class, equipment, or active state!
[*]Have equipment, states, or classes give or take skills after a certain number of levels!
[*]Upgrade or downgrade weapons after they have been worn for a certain number of levels!
[*]Grant items, gold, stats, skills, and equipment every single level, every other level, every third level, etc!

How to Use
Add the plugin in your game and view the help information. It describes the notetags and all the crazy modifiers you can use. See the examples and neat examples section for more information.

Parameters

Max Level

The maximum level in your project. Used for determining how high repeating bonuses should go.

* Defaut - 99

Notetags

Actor/Class/Weapon/Armor/StateSpoiler<LevelUp Bonus>    Level: State:+/-id, Item:+/-idXquantity, etc    Level: State:+/-id

    Level: Item:+/-idXquantity    Level: Weapon:+/-idXquantity

    Level: Armor:+/-idXquantity    Level: Gold:+/-amount

    Level: atk:+5, def:-5, etc. Valid stat boosts are:           mhp,mmp,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,exr

    </LevelUp Bonus>




Level Options:

SpoilerYou can set level to be either a number or one of the followingspecial patterns:

 0 - Bonus will be rewarded upon leveling up for the first time with the weapon/armor equipped, state applied, or being the class the bonus is attached to.

5 - Bonus will be rewarded upon reaching level 5.

+X - Grant this bonus every X level, starting at level 1 + x. If X is 2, then grant a bonus at level 3, 5, 7, 9, etc.

-X - Grant this bonus every X level, starting at level 0 + x. If X is 2, then grant a bonus at level 2, 4, 6, etc.

*X - Grant this bonus after an actor levels up X times while the bonus source (weapon, class, etc) is active.



ID Options:

SpoilerYou can set ID to be the ID of the bonus you want to reward. In the below example, we're applying the default 'Knockout' state:state: 1

 

If you want a bonus to only apply while the source (a class, state, weapon, or armor) is active on the actor, append your id with !, like so:

state: 1!

 

If you're giving an item, weapon, or armor, you can provide a quantity by adding Xquantity to the end of your id. In the below example, pretend we are adding this bonus to the 'Poisoned' state. We will reward the actor with 2 of the default dispel herb items (id:3) upon level up, but only if the actor is poisoned:

item:3!x2

 

Alternatively, use the following setting to execute javascript:

 

$(codeHere


 

The code is executed when the actor learns the bonus. A recurring bonus will be executed every applicable time. Whatever code is executed will need to return the following based on the bonus type:

 

state: $(codeHere
- Needs to return a state ID.

skill: $(codeHere
- Needs to return a skill ID.

atk: $(codeHere
- Needs to return a number to add to the stat.

                    (This can be used with any stat bonus)

gold: $(codeHere
- Needs to return a number to add to the

                     party's gold.

item: $(codeHere
- Needs to return an item ID.

weapon: $(codeHere
- Needs to return a weapon ID.

armor: $(codeHere
- Needs to return an armor ID.

 

The exclusivity (!) and quantity (x) rules apply to eval as well.

If you are evaling for an item ID, you would use quantity like so:

item:$(codeHere
x5

 

If you want a stat gain you are evaling to only be applied

while the source is active, you would do this:

mhp: $(codeHere
!

 

Finally, let's combine the two:

item: $(codeHere)!x5




Plugin
Get it here - File name is CASE SENSITIVE: BOB_LevelUpBonuses.js

Dependencies
None

FAQ

1. How do I use this plugin?

Read the plugin help and ask any questions here.

Changelog

1.1.1 (12/17/2015) - Fixed a crash bug that could occur when all equipment was forcibly removed from an actor.

1.1 (11/19/2015) - Added support for Bobstah's Equipment Sockets, items socketed can grant level up bonuses from this plugin.

1.0.5 (11/07/2015) - Fixed a bug with Eval sometimes not referencing the bonus applier (weapon, armor, state, class, actor). Also removed functionality that was ported to a separate plugin. (Custom Stats)

1.0.4 (11/02/2015) - Fixed a bug with level parsing that would cause double-digit levels to not function as expected.

1.0.3 (11/02/2015) - Fixed a bug that would cause a game crash when validating existing level up bonuses upon level up. Changed the Eval symbol from @ to $ to fix a bug where the help file was being cut off.

1.0.2 (10/31/2015) - Ported CustomStat functionality out of this plugin into my Custom Stats plugin.

1.0.1 (10/31/2015) - Fixed a bug that caused compatibility issues with many plugins that modified how states function.

1.0 (10/30/2015) - Initial release.

Legal

Free to use in commercial and non-commercial projects with credit. A free copy of the finished game would be nice, but is not required.

Credit and Thanks
- Bobstah


本贴来自国际rpgmaker官方论坛作者:Bobstah处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/bobstahs-weapon-armor-state-actor-class-level-up-bonuses-v1-1-1-combine-with-sockets-for-materia.48468/
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