じ☆ve冰风 发表于 7 天前

Adding Adjustable Plugin Parameters (Solved)

Ive made a plugin to enhance the effect of luck differences when calculating if someone receive a status ailment or not. Ive realized it would be tedious, during playtesting, to constantly adjust the values on the .JS file directly, then go to Plugin > press refresh each time. I would like to add a "Plugin Parameter" so that the user (might put it on Itch later on) can adjust the values with up and down arrows or simply enter their own numbers via the plugin menu.

What would I need to add, and how should I do so, in this context? I would like its parts explained, if easily done. I've added the plugin's current content in the spoilers button below. Thanks in advance!

Spoiler: Luck Effect Booster.js                 Code:        
//============================================================================= // Luck Effect Booster.js //============================================================================= /*:* @plugindesc Raises the intensity of Luck in Luck value differences.* @Target * @author Nirriti* @url https://succubus-nirriti.itch.io* @help [ DESCRIPTION ]* Default Rate: For each point differences in Luck of 100, add +1O%/-1O%* chances to inflict or resist a status ailment during battle. This is too* low. This plugin enables a wider range of effective luck difference bonus.* The default values (RMMZ engine): O.OO1 : O.O. CURRENT: +2O%.***[ VALUE CHANGES / DIFF BONUS ]    **      O.O1O:       + 1.O % Bonus      + 1OO %       + 5O %*      O.OO8:       + O.8 % Bonus      +8O %       + 4O %*      O.OO5:       + O.5 % Bonus      +5O %       + 25 %*      O.OO4:       + O.4 % Bonus      +4O %       + 2O %*      O.OO3:       + O.3 % Bonus      +3O %       + 15 %*      O.OO2:       + O.2 % Bonus      +2O %       + 1O %*      O.OO1:       + O.1 % Bonus      +1O %       +5 %*** [ COMPATIBILITY ]* Made for RPGMaker MZ as a standalone plugin.**/    (function() {Game_Action.prototype.lukEffectRate = function(target) {   return Math.max(1.0 + (this.subject().luk - target.luk) * 0.002, 0.0);};




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