Introduction
This plugin was inspired by a request from @VeeSheeb for items that would level up as they're used in combat.
Unlike materia and other similar systems, this does not grant any abilities to the actor wearing the item - all abilities are innate and permanently attached to the item. It can be unequipped and given to a different actor and maintain its level.
This can be used for anything from imitating orbal quartz from The Legend of Heroes series to Personas from the eponymous series.
This plugin requires Yanfly's Item Core and any weapons/armor must be configured as independent items in order for levels to function.
I have tested the basic functionality, please let me know if you encounter any errors. I will consider making compatibility patches if the other plugin is free to use (or one I own, such as a Yanfly product) and unobfuscated. Otherwise, other authors are free to modify this code to make it compatible with theirs so long as I am still credited.
Spoiler: Features
This plugin provides a system for weapons and armor to gain experience and level up while worn. A variety of benefits can be attached to each level, and those benefits are permanent; the item may be removed and equipped by another actor, functioning identically.
The user can configure items via notetags to have any number of levels and any number of gained benefits per level.
Items gain experience whenever their wearer does. A plugin parameter allows this to be changed to interface with Yanfly's Job Points, causing item exp to be based off of gaining JP instead. There is also a parameter to define a ratio for incoming exp - that is, causing 1 actor experience point to count as more or less than 1 item experience point.
It also adds an item menu command to review all abilities an item will gain as it levels (there are a plugin parameter and notetags to hide and show the info for future levels on a global or individual basis).
Finally, the plugin includes built-in integration with Yanfly's Victory Aftermath to show items that have leveled up at the end of a battle and what their new abilities are.
Spoiler: Screenshots
Spoiler: Notetags
Item notetags
Code:
<hidelevelpreview>
<showlevelpreview>
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These will cause an individual item to ignore the global Hide Level Preview plugin parameter.
Spoiler: Level Notetags
Item levels are defined in the following format, using the Weapon and Armor notetag Item Level:
Code:
<Item Level X>
Exp Y
LevelDesc <string>
Bonus ID Value
Bonus ID Value
Bonus ID Value
</Item Level>
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The X in the Item Level tag must be an integer number - e.g. Item Level 3. You must define each level that an item can have, starting from 1.
There are then many optional entries that can be placed within. The most necessary, if this is not the highest level, is Exp.
A complete list of entries is defined in the plugin help file, but encompasses:
- changing any of the item's database properties
- adding any possible traits
- defining a "level description" for flavor text to be shown on the item status screen
- entering JavaScript code to be executed once when the item reaches the defined level
Terms and Credits
Free for non-commercial and commercial use. Credit ATT_Turan.