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[转载发布] DoubleX RMMZ Skill Item Triggers

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    灌水之王

    发表于 3 天前 | 显示全部楼层 |阅读模式
    Purpose
    Lets you run some codes set by your notetags on some action execution cases

    Introduction
                    Code:       
    1. *    1. This plugin lets you use notetags to set what happens when an
    2. *       action's just executed, and different cases like miss, evade, counter
    3. *       attack, magic reflection, critical hit, normal execution, substitute,
    4. *       right before starting to execute actions, and right after finished
    5. *       executing the actions, can have different notetags
    6. *    2. You're expected to write JavaScript codes directly, as there are so
    7. *       much possibilities that most of them are just impossible to be
    8. *       covered by this plugin itself, so this plugin just lets you write
    9. *       JavaScript codes that are executed on some important timings
    复制代码


    Video

    https://www.youtube.com/embed/OErYnHkNuQ4

    Games using this plugin
    None so far

    Spoiler: Parameters
                    Code:       
    1. * @param missNotetagDataTypePriorities
    2. * @type select[]
    3. * @option Data of the actor
    4. * @value actor
    5. * @option Data of the current class
    6. * @value class
    7. * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
    8. * @value skills
    9. * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
    10. * @value usableSkills
    11. * @option Data of possessed items(Shouldn't be used with Data of usable items)
    12. * @value items
    13. * @option Data of usable items(Shouldn't be used with Data of possessed items)
    14. * @value usableItems
    15. * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
    16. * @value latestSkillItem
    17. * @option Data of equipped weapons
    18. * @value weapons
    19. * @option Data of equipped armors
    20. * @value armors
    21. * @option Data of the enemy
    22. * @value enemy
    23. * @option Data of effective states
    24. * @value states
    25. * @desc Sets data type priorities of the miss notetags
    26. * You can use script calls/plugin commands to change this
    27. * @default ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
    28. *
    29. * @param evaNotetagDataTypePriorities
    30. * @type select[]
    31. * @option Data of the actor
    32. * @value actor
    33. * @option Data of the current class
    34. * @value class
    35. * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
    36. * @value skills
    37. * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
    38. * @value usableSkills
    39. * @option Data of possessed items(Shouldn't be used with Data of usable items)
    40. * @value items
    41. * @option Data of usable items(Shouldn't be used with Data of possessed items)
    42. * @value usableItems
    43. * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
    44. * @value latestSkillItem
    45. * @option Data of equipped weapons
    46. * @value weapons
    47. * @option Data of equipped armors
    48. * @value armors
    49. * @option Data of the enemy
    50. * @value enemy
    51. * @option Data of effective states
    52. * @value states
    53. * @desc Sets data type priorities of the eva notetags
    54. * You can use script calls/plugin commands to change this
    55. * @default ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
    56. *
    57. * @param cntNotetagDataTypePriorities
    58. * @type select[]
    59. * @option Data of the actor
    60. * @value actor
    61. * @option Data of the current class
    62. * @value class
    63. * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
    64. * @value skills
    65. * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
    66. * @value usableSkills
    67. * @option Data of possessed items(Shouldn't be used with Data of usable items)
    68. * @value items
    69. * @option Data of usable items(Shouldn't be used with Data of possessed items)
    70. * @value usableItems
    71. * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
    72. * @value latestSkillItem
    73. * @option Data of equipped weapons
    74. * @value weapons
    75. * @option Data of equipped armors
    76. * @value armors
    77. * @option Data of the enemy
    78. * @value enemy
    79. * @option Data of effective states
    80. * @value states
    81. * @desc Sets data type priorities of the cnt notetags
    82. * You can use script calls/plugin commands to change this
    83. * @default ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
    84. *
    85. * @param mrfNotetagDataTypePriorities
    86. * @type select[]
    87. * @option Data of the actor
    88. * @value actor
    89. * @option Data of the current class
    90. * @value class
    91. * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
    92. * @value skills
    93. * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
    94. * @value usableSkills
    95. * @option Data of possessed items(Shouldn't be used with Data of usable items)
    96. * @value items
    97. * @option Data of usable items(Shouldn't be used with Data of possessed items)
    98. * @value usableItems
    99. * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
    100. * @value latestSkillItem
    101. * @option Data of equipped weapons
    102. * @value weapons
    103. * @option Data of equipped armors
    104. * @value armors
    105. * @option Data of the enemy
    106. * @value enemy
    107. * @option Data of effective states
    108. * @value states
    109. * @desc Sets data type priorities of the mrf notetags
    110. * You can use script calls/plugin commands to change this
    111. * @default ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
    112. *
    113. * @param criNotetagDataTypePriorities
    114. * @type select[]
    115. * @option Data of the actor
    116. * @value actor
    117. * @option Data of the current class
    118. * @value class
    119. * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
    120. * @value skills
    121. * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
    122. * @value usableSkills
    123. * @option Data of possessed items(Shouldn't be used with Data of usable items)
    124. * @value items
    125. * @option Data of usable items(Shouldn't be used with Data of possessed items)
    126. * @value usableItems
    127. * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
    128. * @value latestSkillItem
    129. * @option Data of equipped weapons
    130. * @value weapons
    131. * @option Data of equipped armors
    132. * @value armors
    133. * @option Data of the enemy
    134. * @value enemy
    135. * @option Data of effective states
    136. * @value states
    137. * @desc Sets data type priorities of the cri notetags
    138. * You can use script calls/plugin commands to change this
    139. * @default ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
    140. *
    141. * @param normNotetagDataTypePriorities
    142. * @type select[]
    143. * @option Data of the actor
    144. * @value actor
    145. * @option Data of the current class
    146. * @value class
    147. * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
    148. * @value skills
    149. * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
    150. * @value usableSkills
    151. * @option Data of possessed items(Shouldn't be used with Data of usable items)
    152. * @value items
    153. * @option Data of usable items(Shouldn't be used with Data of possessed items)
    154. * @value usableItems
    155. * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
    156. * @value latestSkillItem
    157. * @option Data of equipped weapons
    158. * @value weapons
    159. * @option Data of equipped armors
    160. * @value armors
    161. * @option Data of the enemy
    162. * @value enemy
    163. * @option Data of effective states
    164. * @value states
    165. * @desc Sets data type priorities of the norm notetags
    166. * You can use script calls/plugin commands to change this
    167. * @default ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
    168. *
    169. * @param substituteNotetagDataTypePriorities
    170. * @type select[]
    171. * @option Data of the actor
    172. * @value actor
    173. * @option Data of the current class
    174. * @value class
    175. * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
    176. * @value skills
    177. * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
    178. * @value usableSkills
    179. * @option Data of possessed items(Shouldn't be used with Data of usable items)
    180. * @value items
    181. * @option Data of usable items(Shouldn't be used with Data of possessed items)
    182. * @value usableItems
    183. * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
    184. * @value latestSkillItem
    185. * @option Data of equipped weapons
    186. * @value weapons
    187. * @option Data of equipped armors
    188. * @value armors
    189. * @option Data of the enemy
    190. * @value enemy
    191. * @option Data of effective states
    192. * @value states
    193. * @desc Sets data type priorities of the substitute notetags
    194. * You can use script calls/plugin commands to change this
    195. * @default ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
    196. *
    197. * @param preNotetagDataTypePriorities
    198. * @type select[]
    199. * @option Data of the actor
    200. * @value actor
    201. * @option Data of the current class
    202. * @value class
    203. * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
    204. * @value skills
    205. * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
    206. * @value usableSkills
    207. * @option Data of possessed items(Shouldn't be used with Data of usable items)
    208. * @value items
    209. * @option Data of usable items(Shouldn't be used with Data of possessed items)
    210. * @value usableItems
    211. * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
    212. * @value latestSkillItem
    213. * @option Data of equipped weapons
    214. * @value weapons
    215. * @option Data of equipped armors
    216. * @value armors
    217. * @option Data of the enemy
    218. * @value enemy
    219. * @option Data of effective states
    220. * @value states
    221. * @desc Sets data type priorities of the pre notetags
    222. * You can use script calls/plugin commands to change this
    223. * @default ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
    224. *
    225. * @param postNotetagDataTypePriorities
    226. * @type select[]
    227. * @option Data of the actor
    228. * @value actor
    229. * @option Data of the current class
    230. * @value class
    231. * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
    232. * @value skills
    233. * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
    234. * @value usableSkills
    235. * @option Data of possessed items(Shouldn't be used with Data of usable items)
    236. * @value items
    237. * @option Data of usable items(Shouldn't be used with Data of possessed items)
    238. * @value usableItems
    239. * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
    240. * @value latestSkillItem
    241. * @option Data of equipped weapons
    242. * @value weapons
    243. * @option Data of equipped armors
    244. * @value armors
    245. * @option Data of the enemy
    246. * @value enemy
    247. * @option Data of effective states
    248. * @value states
    249. * @desc Sets data type priorities of the post notetags
    250. * You can use script calls/plugin commands to change this
    251. * @default ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
    252. *
    253. * @param subjectMissNotetagDataTypePriorities
    254. * @type select[]
    255. * @option Data of the actor
    256. * @value actor
    257. * @option Data of the current class
    258. * @value class
    259. * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
    260. * @value skills
    261. * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
    262. * @value usableSkills
    263. * @option Data of possessed items(Shouldn't be used with Data of usable items)
    264. * @value items
    265. * @option Data of usable items(Shouldn't be used with Data of possessed items)
    266. * @value usableItems
    267. * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
    268. * @value latestSkillItem
    269. * @option Data of equipped weapons
    270. * @value weapons
    271. * @option Data of equipped armors
    272. * @value armors
    273. * @option Data of the enemy
    274. * @value enemy
    275. * @option Data of effective states
    276. * @value states
    277. * @desc Sets data type priorities of the subjectMiss notetags
    278. * You can use script calls/plugin commands to change this
    279. * @default ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
    280. *
    281. * @param subjectEvaNotetagDataTypePriorities
    282. * @type select[]
    283. * @option Data of the actor
    284. * @value actor
    285. * @option Data of the current class
    286. * @value class
    287. * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
    288. * @value skills
    289. * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
    290. * @value usableSkills
    291. * @option Data of possessed items(Shouldn't be used with Data of usable items)
    292. * @value items
    293. * @option Data of usable items(Shouldn't be used with Data of possessed items)
    294. * @value usableItems
    295. * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
    296. * @value latestSkillItem
    297. * @option Data of equipped weapons
    298. * @value weapons
    299. * @option Data of equipped armors
    300. * @value armors
    301. * @option Data of the enemy
    302. * @value enemy
    303. * @option Data of effective states
    304. * @value states
    305. * @desc Sets data type priorities of the subjectEva notetags
    306. * You can use script calls/plugin commands to change this
    307. * @default ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
    308. *
    309. * @param subjectCntNotetagDataTypePriorities
    310. * @type select[]
    311. * @option Data of the actor
    312. * @value actor
    313. * @option Data of the current class
    314. * @value class
    315. * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
    316. * @value skills
    317. * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
    318. * @value usableSkills
    319. * @option Data of possessed items(Shouldn't be used with Data of usable items)
    320. * @value items
    321. * @option Data of usable items(Shouldn't be used with Data of possessed items)
    322. * @value usableItems
    323. * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
    324. * @value latestSkillItem
    325. * @option Data of equipped weapons
    326. * @value weapons
    327. * @option Data of equipped armors
    328. * @value armors
    329. * @option Data of the enemy
    330. * @value enemy
    331. * @option Data of effective states
    332. * @value states
    333. * @desc Sets data type priorities of the subjectCnt notetags
    334. * You can use script calls/plugin commands to change this
    335. * @default ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
    336. *
    337. * @param subjectMrfNotetagDataTypePriorities
    338. * @type select[]
    339. * @option Data of the actor
    340. * @value actor
    341. * @option Data of the current class
    342. * @value class
    343. * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
    344. * @value skills
    345. * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
    346. * @value usableSkills
    347. * @option Data of possessed items(Shouldn't be used with Data of usable items)
    348. * @value items
    349. * @option Data of usable items(Shouldn't be used with Data of possessed items)
    350. * @value usableItems
    351. * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
    352. * @value latestSkillItem
    353. * @option Data of equipped weapons
    354. * @value weapons
    355. * @option Data of equipped armors
    356. * @value armors
    357. * @option Data of the enemy
    358. * @value enemy
    359. * @option Data of effective states
    360. * @value states
    361. * @desc Sets data type priorities of the subjectMrf notetags
    362. * You can use script calls/plugin commands to change this
    363. * @default ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
    364. *
    365. * @param subjectCriNotetagDataTypePriorities
    366. * @type select[]
    367. * @option Data of the actor
    368. * @value actor
    369. * @option Data of the current class
    370. * @value class
    371. * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
    372. * @value skills
    373. * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
    374. * @value usableSkills
    375. * @option Data of possessed items(Shouldn't be used with Data of usable items)
    376. * @value items
    377. * @option Data of usable items(Shouldn't be used with Data of possessed items)
    378. * @value usableItems
    379. * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
    380. * @value latestSkillItem
    381. * @option Data of equipped weapons
    382. * @value weapons
    383. * @option Data of equipped armors
    384. * @value armors
    385. * @option Data of the enemy
    386. * @value enemy
    387. * @option Data of effective states
    388. * @value states
    389. * @desc Sets data type priorities of the subjectCri notetags
    390. * You can use script calls/plugin commands to change this
    391. * @default ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
    392. *
    393. * @param subjectNormNotetagDataTypePriorities
    394. * @type select[]
    395. * @option Data of the actor
    396. * @value actor
    397. * @option Data of the current class
    398. * @value class
    399. * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
    400. * @value skills
    401. * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
    402. * @value usableSkills
    403. * @option Data of possessed items(Shouldn't be used with Data of usable items)
    404. * @value items
    405. * @option Data of usable items(Shouldn't be used with Data of possessed items)
    406. * @value usableItems
    407. * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
    408. * @value latestSkillItem
    409. * @option Data of equipped weapons
    410. * @value weapons
    411. * @option Data of equipped armors
    412. * @value armors
    413. * @option Data of the enemy
    414. * @value enemy
    415. * @option Data of effective states
    416. * @value states
    417. * @desc Sets data type priorities of the subjectNorm notetags
    418. * You can use script calls/plugin commands to change this
    419. * @default ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
    420. *
    421. * @param subjectSubstituteNotetagDataTypePriorities
    422. * @type select[]
    423. * @option Data of the actor
    424. * @value actor
    425. * @option Data of the current class
    426. * @value class
    427. * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
    428. * @value skills
    429. * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
    430. * @value usableSkills
    431. * @option Data of possessed items(Shouldn't be used with Data of usable items)
    432. * @value items
    433. * @option Data of usable items(Shouldn't be used with Data of possessed items)
    434. * @value usableItems
    435. * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
    436. * @value latestSkillItem
    437. * @option Data of equipped weapons
    438. * @value weapons
    439. * @option Data of equipped armors
    440. * @value armors
    441. * @option Data of the enemy
    442. * @value enemy
    443. * @option Data of effective states
    444. * @value states
    445. * @desc Sets data type priorities of subjectSubstitute notetags
    446. * You can use script calls/plugin commands to change this
    447. * @default ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
    复制代码


    Spoiler: Notetags
                    Code:       
    1. *    ## Notetag Info
    2. *       1. Among all the same notetag types in the same data, all can be
    3. *          effective
    4. *       2. Each line can only have at most 1 notetag
    5. *       3. The following is the structure of all notetags in this plugin:
    6. *          - <doublex rmmz skill item triggers contents>
    7. *          - <skill item triggers contents>
    8. *          Where contents are in the form of type suffixes: entries
    9. *          Either of the above can be used, but the 1st one reduce the chance
    10. *          of causing other plugins to treat the notetags of this plugin as
    11. *          theirs, while the 2nd one is more user-friendly
    12. *          - type is one of the following:
    13. *            1. miss
    14. *            2. eva
    15. *            3. cnt
    16. *            4. mrf
    17. *            5. cri
    18. *            6. norm
    19. *            7. substitute
    20. *            8. pre
    21. *            9. post
    22. *          - suffixes is the list of suffixes in the form of:
    23. *            suffix1 suffix2 suffix3 ... suffixn
    24. *            Where each suffix is either of the following:
    25. *            val(The notetag value will be used as-is)
    26. *            switch(The value of the game switch with id as the notetag value
    27. *                   will be used)
    28. *            event(The common event with id as the notetag value will be
    29. *                  reserved)
    30. *            (Advanced)script(The value of the game variable with id as the
    31. *                            notetag value will be used as the contents of
    32. *                            the functions to be called upon using the
    33. *                            notetag)
    34. *          - The this pointer of the script suffix is different for different
    35. *            notetag types
    36. *          - entries is the list of entries in the form of:
    37. *            entry1, entry2, entry3, ..., entryn
    38. *            Where entryi must conform with the suffixi specifications
    39. *----------------------------------------------------------------------------
    40. *    # Actor/Class/Learnt Skills/Usable Skills/Posessed Items/Usable Items/
    41. *      Inputted Skill Or Item/Weapon/Armor/Enemy/States/This State Notetags
    42. *      1. miss condSuffix eventSuffix: condEntry, eventEntry
    43. *         - Triggers what specified in eventEntry when the action involved
    44. *           just missed the target involved if condEntry returns a truthy
    45. *           result
    46. *         - condSuffix can be val, switch or script
    47. *         - eventEntry can be event or script
    48. *         - The result of condEntry can be anything as only whether it's
    49. *           truthy matters
    50. *         - If the result of condEntry is falsy, this notetag will be
    51. *           discarded upon such use cases
    52. *         - The result of eventEntry can be anything as it's supposed to run
    53. *           commands instead of returning results
    54. *         - The miss skill/item trigger also applies counter attack, but with
    55. *           the target involved being that being hit by the counter attack
    56. *         - The miss skill/item trigger also applies to magic reflection, but
    57. *           with the target involved being the action execution subject
    58. *           instead
    59. *         - (Advanced)The this pointer of the script suffix is the target
    60. *           involved
    61. *         - E.g.:
    62. *           <skill item triggers miss switch event: 1, 2> will reserve the
    63. *           common event with id 2 when the action involved just missed the
    64. *           target if the game switch with id 1 is on
    65. *      2. eva condSuffix eventSuffix: condEntry, eventEntry
    66. *         - Triggers what specified in eventEntry when the action involved is
    67. *           just evaded by the target involved if condEntry returns a truthy
    68. *           result
    69. *         - condSuffix can be val, switch or script
    70. *         - eventEntry can be event or script
    71. *         - The result of condEntry can be anything as only whether it's
    72. *           truthy matters
    73. *         - If the result of condEntry is falsy, this notetag will be
    74. *           discarded upon such use cases
    75. *         - The result of eventEntry can be anything as it's supposed to run
    76. *           commands instead of returning results
    77. *         - The eva skill/item trigger also applies counter attack, but with
    78. *           the target involved being that being hit by the counter attack
    79. *         - The eva skill/item trigger also applies to magic reflection, but
    80. *           with the target involved being the action execution subject
    81. *         - (Advanced)The this pointer of the script suffix is the target
    82. *           involved
    83. *         - E.g.:
    84. *           <skill item triggers eva val script: true, 3> will always run the
    85. *           JavaScript codes stored as a string in variable with id 3 when
    86. *           the action involved is just evaded by the target involved
    87. *      3. cnt condSuffix eventSuffix: condEntry, eventEntry
    88. *         - Triggers what specified in eventEntry when the action involved is
    89. *           just countered by the attack of the target involved if condEntry
    90. *           returns a truthy result
    91. *         - condSuffix can be val, switch or script
    92. *         - eventEntry can be event or script
    93. *         - The result of condEntry can be anything as only whether it's
    94. *           truthy matters
    95. *         - If the result of condEntry is falsy, this notetag will be
    96. *           discarded upon such use cases
    97. *         - The result of eventEntry can be anything as it's supposed to run
    98. *           commands instead of returning results
    99. *         - (Advanced)The this pointer of the script suffix is the target
    100. *           involved
    101. *         - E.g.:
    102. *           <skill item triggers cnt switch event: 1, 2> will reserve the
    103. *           common event with id 2 when the action involved is just countered
    104. *           by the attack of the target involved if the game switch with id 1
    105. *           is on
    106. *      4. mrf condSuffix eventSuffix: condEntry, eventEntry
    107. *         - Triggers what specified in eventEntry when the action involved is
    108. *           just reflected by the target involved if condEntry returns a
    109. *           truthy result
    110. *         - condSuffix can be val, switch or script
    111. *         - eventEntry can be event or script
    112. *         - The result of condEntry can be anything as only whether it's
    113. *           truthy matters
    114. *         - If the result of condEntry is falsy, this notetag will be
    115. *           discarded upon such use cases
    116. *         - The result of eventEntry can be anything as it's supposed to run
    117. *           commands instead of returning results
    118. *         - (Advanced)The this pointer of the script suffix is the target
    119. *           involved
    120. *         - E.g.:
    121. *           <skill item triggers mrf val script: true, 3> will always run the
    122. *           JavaScript codes stored as a string in variable with id 3 when
    123. *           the action involved is just reflected by the target involved
    124. *      5. cri condSuffix eventSuffix: condEntry, eventEntry
    125. *         - Triggers what specified in eventEntry when the action involved
    126. *           just critically hit the target involved if condEntry returns a
    127. *           truthy result
    128. *         - condSuffix can be val, switch or script
    129. *         - eventEntry can be event or script
    130. *         - The result of condEntry can be anything as only whether it's
    131. *           truthy matters
    132. *         - If the result of condEntry is falsy, this notetag will be
    133. *           discarded upon such use cases
    134. *         - The result of eventEntry can be anything as it's supposed to run
    135. *           commands instead of returning results
    136. *         - The cri skill/item trigger also applies counter attack, but with
    137. *           the target involved being that being hit by the counter attack
    138. *         - The cri skill/item trigger also applies to magic reflection, but
    139. *           with the target involved being the action execution subject
    140. *         - (Advanced)The this pointer of the script suffix is the target
    141. *           involved
    142. *         - E.g.:
    143. *           <skill item triggers cri switch event: 1, 2> will reserve the
    144. *           common event with id 2 when the action involved just critically
    145. *           hit the target involved if the game switch with id 1 is on
    146. *      6. norm condSuffix eventSuffix: condEntry, eventEntry
    147. *         - Triggers what specified in eventEntry when the action involved is
    148. *           just executed normally on the target involved if condEntry
    149. *           returns a truthy result
    150. *         - condSuffix can be val, switch or script
    151. *         - eventEntry can be event or script
    152. *         - The result of condEntry can be anything as only whether it's
    153. *           truthy matters
    154. *         - If the result of condEntry is falsy, this notetag will be
    155. *           discarded upon such use cases
    156. *         - The result of eventEntry can be anything as it's supposed to run
    157. *           commands instead of returning results
    158. *         - The norm skill/item trigger also applies counter attack, but with
    159. *           the target involved being that being hit by the counter attack
    160. *         - The norm skill/item trigger also applies to magic reflection, but
    161. *           with the target involved being the action execution subject
    162. *         - (Advanced)The this pointer of the script suffix is the target
    163. *           involved
    164. *         - E.g.:
    165. *           <skill item triggers norm val script: true, 3> will always run
    166. *           the JavaScript codes stored as a string in variable with id 3
    167. *           when the action involved is just executed normally on the target
    168. *           involved
    169. *      7. substitute condSuffix eventSuffix: condEntry, eventEntry
    170. *         - Triggers what specified in eventEntry when the action involved
    171. *           just hit the substitute instead of the original target involved
    172. *           if condEntry returns a truthy result
    173. *         - condSuffix can be val, switch or script
    174. *         - eventEntry can be event or script
    175. *         - The result of condEntry can be anything as only whether it's
    176. *           truthy matters
    177. *         - If the result of condEntry is falsy, this notetag will be
    178. *           discarded upon such use cases
    179. *         - The result of eventEntry can be anything as it's supposed to run
    180. *           commands instead of returning results
    181. *         - (Advanced)The this pointer of the script suffix is the substitute
    182. *           target involved but not the original target involved
    183. *         - E.g.:
    184. *           <skill item triggers substitute switch event: 1, 2> will reserve
    185. *           the common event with id 2 when the action involved just hit the
    186. *           substitute instead of the original target involved if the game
    187. *           switch with id 1 is on
    188. *      8. pre condSuffix eventSuffix: condEntry, eventEntry
    189. *         - Triggers what specified in eventEntry right before starting to
    190. *           execute the action involved if condEntry returns a truthy
    191. *           result
    192. *         - condSuffix can be val, switch or script
    193. *         - eventEntry can be event or script
    194. *         - The result of condEntry can be anything as only whether it's
    195. *           truthy matters
    196. *         - If the result of condEntry is falsy, this notetag will be
    197. *           discarded upon such use cases
    198. *         - The result of eventEntry can be anything as it's supposed to run
    199. *           commands instead of returning results
    200. *         - (Advanced)The this pointer of the script suffix is the action
    201. *           execution subject involved
    202. *         - E.g.:
    203. *           <skill item triggers pre switch event: 1, 2> will reserve the
    204. *           common event with id 2 before starting to execute the action
    205. *           involved if the game switch with id 1 is on
    206. *      9. post condSuffix eventSuffix: condEntry, eventEntry
    207. *         - Triggers what specified in eventEntry right after finished
    208. *           executing the action involved if condEntry returns a truthy
    209. *           result
    210. *         - condSuffix can be val, switch or script
    211. *         - eventEntry can be event or script
    212. *         - The result of condEntry can be anything as only whether it's
    213. *           truthy matters
    214. *         - If the result of condEntry is falsy, this notetag will be
    215. *           discarded upon such use cases
    216. *         - The result of eventEntry can be anything as it's supposed to run
    217. *           commands instead of returning results
    218. *         - (Advanced)The this pointer of the script suffix is the action
    219. *           execution subject involved
    220. *         - E.g.:
    221. *           <skill item triggers post val script: true, 3> will always run
    222. *           the JavaScript codes stored as a string in variable with id 3
    223. *           right after finished executing the action involved
    224. *      (v1.01a+)10. subjectMiss condSuffix eventSuffix: condEntry, eventEntry
    225. *         - Triggers what specified in eventEntry on the action execution
    226. *           subject involved when the action involved just missed a target if
    227. *           condEntry returns a truthy result
    228. *         - condSuffix can be val, switch or script
    229. *         - eventEntry can be event or script
    230. *         - The result of condEntry can be anything as only whether it's
    231. *           truthy matters
    232. *         - If the result of condEntry is falsy, this notetag will be
    233. *           discarded upon such use cases
    234. *         - The result of eventEntry can be anything as it's supposed to run
    235. *           commands instead of returning results
    236. *         - The subjectMiss skill/item trigger also applies to counter
    237. *           attack, but with the action execution subject involved being that
    238. *           countering the attack
    239. *         - The subjectMiss skill/item trigger also applies to magic
    240. *           reflection, but with the action execution subject involved being
    241. *           that reflecting the magic
    242. *         - (Advanced)The this pointer of the script suffix is the action
    243. *           execution subject involved
    244. *         - E.g.:
    245. *           <skill item triggers subjectMiss switch event: 1, 2> will reserve
    246. *           the common event with id 2 when the action involved executed by
    247. *           the action execution subject involved just missed a target if the
    248. *           game switch with id 1 is on
    249. *      (v1.01a+)11. subjectEva condSuffix eventSuffix: condEntry, eventEntry
    250. *         - Triggers what specified in eventEntry on the action execution
    251. *           subject involved when the action involved is just evaded by a
    252. *           target involved if condEntry returns a truthy result
    253. *         - condSuffix can be val, switch or script
    254. *         - eventEntry can be event or script
    255. *         - The result of condEntry can be anything as only whether it's
    256. *           truthy matters
    257. *         - If the result of condEntry is falsy, this notetag will be
    258. *           discarded upon such use cases
    259. *         - The result of eventEntry can be anything as it's supposed to run
    260. *           commands instead of returning results
    261. *         - The subjectEva skill/item trigger also applies to counter
    262. *           attack, but with the action execution subject involved being that
    263. *           countering the attack
    264. *         - The subjectEva skill/item trigger also applies to magic
    265. *           reflection, but with the action execution subject involved being
    266. *           that reflecting the magic
    267. *         - (Advanced)The this pointer of the script suffix is the action
    268. *           execution subject involved
    269. *         - E.g.:
    270. *           <skill item triggers subjectEva val script: true, 3> will always
    271. *           run the JavaScript codes stored as a string in variable with id 3
    272. *           when the action involved executed by the action execution subject
    273. *           involved is just evaded by a target
    274. *      (v1.01a+)12. subjectCnt condSuffix eventSuffix: condEntry, eventEntry
    275. *         - Triggers what specified in eventEntry on the action execution
    276. *           subject involved when the action involved is just countered by
    277. *           the attack of a target if condEntry returns a truthy result
    278. *         - condSuffix can be val, switch or script
    279. *         - eventEntry can be event or script
    280. *         - The result of condEntry can be anything as only whether it's
    281. *           truthy matters
    282. *         - If the result of condEntry is falsy, this notetag will be
    283. *           discarded upon such use cases
    284. *         - The result of eventEntry can be anything as it's supposed to run
    285. *           commands instead of returning results
    286. *         - (Advanced)The this pointer of the script suffix is the action
    287. *           execution subject involved
    288. *         - E.g.:
    289. *           <skill item triggers subjectCnt switch event: 1, 2> will reserve
    290. *           the common event with id 2 when the action involved executed by
    291. *           the action execution subject involved is just countered by the
    292. *           attack of a target if the game switch with id 1 is on
    293. *      (v1.01a+)13. subjectMrf condSuffix eventSuffix: condEntry, eventEntry
    294. *         - Triggers what specified in eventEntry on the action execution
    295. *           subject involved when the action involved is just reflected by a
    296. *           target if condEntry returns a truthy result
    297. *         - condSuffix can be val, switch or script
    298. *         - eventEntry can be event or script
    299. *         - The result of condEntry can be anything as only whether it's
    300. *           truthy matters
    301. *         - If the result of condEntry is falsy, this notetag will be
    302. *           discarded upon such use cases
    303. *         - The result of eventEntry can be anything as it's supposed to run
    304. *           commands instead of returning results
    305. *         - (Advanced)The this pointer of the script suffix is the action
    306. *           execution subject involved
    307. *         - E.g.:
    308. *           <skill item triggers subjectMrf val script: true, 3> will always
    309. *           run the JavaScript codes stored as a string in variable with id 3
    310. *           when the action involved executed by the action execution subject
    311. *           involved is just reflected by a target
    312. *      (v1.01a+)14. subjectCri condSuffix eventSuffix: condEntry, eventEntry
    313. *         - Triggers what specified in eventEntry on the action execution
    314. *           subject involved when the action involved just critically hit a
    315. *           target if condEntry returns a truthy result
    316. *         - condSuffix can be val, switch or script
    317. *         - eventEntry can be event or script
    318. *         - The result of condEntry can be anything as only whether it's
    319. *           truthy matters
    320. *         - If the result of condEntry is falsy, this notetag will be
    321. *           discarded upon such use cases
    322. *         - The result of eventEntry can be anything as it's supposed to run
    323. *           commands instead of returning results
    324. *         - The subjectCri skill/item trigger also applies to counter
    325. *           attack, but with the action execution subject involved being that
    326. *           countering the attack
    327. *         - The subjectCri skill/item trigger also applies to magic
    328. *           reflection, but with the action execution subject involved being
    329. *           that reflecting the magic
    330. *         - (Advanced)The this pointer of the script suffix is the action
    331. *           execution subject involved
    332. *         - E.g.:
    333. *           <skill item triggers subjectCri switch event: 1, 2> will reserve
    334. *           the common event with id 2 when the action involved executed by
    335. *           the action execution subject involved just critically hit a
    336. *           target if the game switch with id 1 is on
    337. *      (v1.01a+)15. subjectNorm condSuffix eventSuffix: condEntry, eventEntry
    338. *         - Triggers what specified in eventEntry on the action execution
    339. *           subject involved when the action involved is just executed
    340. *           normally on a target if condEntry returns a truthy result
    341. *         - condSuffix can be val, switch or script
    342. *         - eventEntry can be event or script
    343. *         - The result of condEntry can be anything as only whether it's
    344. *           truthy matters
    345. *         - If the result of condEntry is falsy, this notetag will be
    346. *           discarded upon such use cases
    347. *         - The result of eventEntry can be anything as it's supposed to run
    348. *           commands instead of returning results
    349. *         - The subjectNorm skill/item trigger also applies to counter
    350. *           attack, but with the action execution subject involved being that
    351. *           countering the attack
    352. *         - The subjectNorm skill/item trigger also applies to magic
    353. *           reflection, but with the action execution subject involved being
    354. *           that reflecting the magic
    355. *         - (Advanced)The this pointer of the script suffix is the action
    356. *           execution subject involved
    357. *         - E.g.:
    358. *           <skill item triggers subjectNorm val script: true, 3> will always
    359. *           run the JavaScript codes stored as a string in variable with id 3
    360. *           when the action involved executed by the action execution subject
    361. *           involved is just executed normally on a target
    362. *      (v1.01a+)16. subjectSubstitute condSuffix eventSuffix: condEntry, eventEntry
    363. *         - Triggers what specified in eventEntry on the action execution
    364. *           subject involved when the action involved just hit a substitute
    365. *           if condEntry returns a truthy result
    366. *         - condSuffix can be val, switch or script
    367. *         - eventEntry can be event or script
    368. *         - The result of condEntry can be anything as only whether it's
    369. *           truthy matters
    370. *         - If the result of condEntry is falsy, this notetag will be
    371. *           discarded upon such use cases
    372. *         - The result of eventEntry can be anything as it's supposed to run
    373. *           commands instead of returning results
    374. *         - (Advanced)The this pointer of the script suffix is the action
    375. *           execution subject involved
    376. *         - E.g.:
    377. *           <skill item triggers subjectSubstitute switch event: 1, 2> will
    378. *           reserve the common event with id 2 when the action involved
    379. *           executed by the action execution subject just hit a substitute if
    380. *           the game switch with id 1 is on
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    Spoiler: Script Calls
                    Code:       
    1. *    # Parameter manipulations
    2. *      1. $gameSystem.setStateTriggersParam(param, val)
    3. *         - Sets the fully parsed value of the parameter param as val
    4. *         - param must be the name of a valid parameter of this plugin
    5. *         - val must be a valid new fully parsed value of the parameter param
    6. *         - Such parameter value changes will be saved
    7. *         - E.g.:
    8. *           $gameSystem.setStateTriggersParam("addNotetagDataTypePriorities", [
    9. *               "thisState"
    10. *           ]) sets the fully parsed value of the parameter
    11. *           addNotetagDataTypePriorities as ["thisState"]
    12. *      2. $gameSystem.stateTriggersParam(param)
    13. *         - Returns the fully parsed value of the parameter param
    14. *         - param must be the name of a valid parameter of this plugin
    15. *         - E.g.:
    16. *           $gameSystem.setStateTriggersParam("removeNotetagDataTypePriorities")
    17. *           returns the fully parsed value of the parameter
    18. *           removeNotetagDataTypePriorities, which should be
    19. *           ["thisState"] if it uses its default parameter value
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    Spoiler: Plugin Commands
                    Code:       
    1. *      1. setSkillItemTriggersParam param val
    2. *         - Applies the script call
    3. *           $gameSystem.setSkillItemTriggersParam(param, val)
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    Spoiler: Prerequisites
    Plugins:
    1. DoubleX RMMZ Enhanced Codebase
    Abilities:
    1. Some RMMV plugin development proficiency
       (Basic knowledge on what RMMV plugin development does in general with several easy, simple and small plugins written without nontrivial bugs up to 1000 LoC scale but still being inexperienced)
    Spoiler: Terms Of Use
                    Code:       
    1. *      1. Commercial use's always allowed and crediting me's always optional.
    2. *      2. You shall keep this plugin's Plugin Info part's contents intact.
    3. *      3. You shalln't claim that this plugin's written by anyone other than
    4. *         DoubleX or my aliases. I always reserve the right to deny you from
    5. *         using any of my plugins anymore if you've violated this.
    6. *      4. If you repost this plugin directly(rather than just linking back),
    7. *         you shall inform me of these direct repostings. I always reserve
    8. *         the right to request you to edit those direct repostings.
    9. *      5. CC BY 4.0, except those conflicting with any of the above, applies
    10. *         to this plugin, unless you've my permissions not needing follow so.
    11. *      6. I always reserve the right to deny you from using this plugin
    12. *         anymore if you've violated any of the above.
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    Spoiler: Contributors
                    Code:       
    1. *      Authors:
    2. *      1. DoubleX
    3. *      Plugin Development Collaborators:
    4. *      - None So Far
    5. *      Bug Reporters:
    6. *      - None So Far
    7. *      Compatibility Issue Raisers:
    8. *      - None So Far
    9. *      Feature Requesters:
    10. *      - None So Far
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    Spoiler: Changelog
                    Code:       
    1. *      { codebase: "1.1.1", plugin: "v1.01a" }(2020 Dec 26 GMT 1300):
    2. *      1. Added the following notetag types:
    3. *         subjectMiss
    4. *         subjectEva
    5. *         subjectCnt
    6. *         subjectMrf
    7. *         subjectCri
    8. *         subjectNorm
    9. *         subjectSubstitute
    10. *      2. Added the following parameters:
    11. *         subjectMissNotetagDataTypePriorities
    12. *         subjectEvaNotetagDataTypePriorities
    13. *         subjectCntNotetagDataTypePriorities
    14. *         subjectMrfNotetagDataTypePriorities
    15. *         subjectCriNotetagDataTypePriorities
    16. *         subjectNormNotetagDataTypePriorities
    17. *         subjectSubstituteNotetagDataTypePriorities
    18. *      3. Fixed the eventEntry of all notetags not correctly accepting all
    19. *         intended suffixes and rejecting the unintended ones
    20. *      { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 0300):
    21. *      1. You no longer have to edit the value of
    22. *         DoubleX_RMMZ.Skill_Item_Triggers.PLUGIN_NAME when changing this
    23. *         plugin file name
    24. *      { codebase: "1.0.0", plugin: "v1.00a" }(2020 Aug 30 GMT 0900):
    25. *      1. 1st version of this plugin finished
    复制代码


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    本贴来自国际rpgmaker官方论坛作者:DoubleX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/doublex-rmmz-skill-item-triggers.126431/
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