Item Core (YEP)
- 1 Download
- 2 System
- 3 Extension Plugins
- 4 Yanfly Engine Plugins
- 5 Introduction
- 6 Notetags
- 7 Plugin Commands
- 8 Eventing Changes
- 9 Item Name System
- 10 Lunatic Mode
- 11 Independent Items and Midgame Note Parsing
- 12 Tips & Tricks
- 13 Changelog
This is a plugin created for RPG Maker MV.
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Place the following plugins below this plugin located in the Plugin Manager if you plan on using them.
- Attachable Augments
- Item Disassemble
- Item Discard
- Item Durability
- Item Menu Categories
- Item Picture Images
- Item Rename
- Item Requirements
- Item Upgrade Slots
This plugin is a part of the Yanfly Engine Plugins library.
This plugin makes a couple of main changes to your game and the way items are handled to allow a base core for future plugins. 1. Independent Items If you choose to have maximum limit on your items, weapons, and/or armors, those items will become independent and have their own individual stats and whatnot. Independent items are capable of being upgraded, altered, modified, etc. and retain those changed properties independent of other items of the same type. Items without a maximum limit (aka 0), will continue working as they normally did in RPG Maker MV. 2. New Scene_Item The item scene has been revamped to look a little bit different. With the new layout, the item list is no longer two columns, but one. Added are a few more windows, such as the item status window (which displays basic item information), an item information window (which shows information applied to the item via upgrades, etc.), and an item action window, which appears when you select an item and it will ask you if you wish to Use the item or any action added via plugins (such as upgrading the item). If you wish to not use this revamp, you can disable it from the parameters. 3. Random Variance Newly acquired items that aren't from shop can be given randomized stats to a small degree for items that are independent. Items can be above the stock value or below the stock value by the variance value. If you wish for an item to not have a variance value, you can use a notetag to set the variance value to 0. If you wish for all of your items to not have a variance value, you can set the parameter to 0. Note: During battle test, independent items are disabled.
RPG Maker MV's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin.
Here is a list of Notetag(s) that you may use.
If you are using independent items, items that aren't gained through the shop can have a random variance applied to its stats. Item, Weapon, Armor Notetag <Random Variance: x> If this item is acquired through non-shop means, it will have random stats offset by x amount in either a positive or negative value. <Not Independent Item> Sets an item that is independent by default to become a nonindependent item, allowing it to stack and making it unable to be affected by independent item modifiers. <Priority Name> This sets the item, weapon, or armor's priority name to its database entry so that name schemes cannot affect the item. <Text Color: x> This sets the text color of this item, weapon, or armor to use text color x from the window skin.
Here is a list of Plugin Command(s) that you may use:
If you wish to be able to add items to your player's inventory without the random variance being applied to it, you can use the following plugin commands to adjust the settings for that. Plugin Command: EnableVarianceStock - Causes all items acquired from this point forward to have its variance give stock (nonrandom) values. DisableVarianceStock - Causes all items acquired from this point forward to have its variance give random values. A small note is that if you enabled the variance stock values, if the player restarts the game by either going through the title screen or just turning off the program and starting it back up, the random variance will be in effect again. This plugin command is meant to exist as a short term disable.
A few changes have been made to eventing in order to adjust for independent items. They are as follows: Event Page Conditions and Conditional Branches: Checking to see if an item exists in the party's inventory will differ if the item can be independent. Instead, the condition can be fulfilled if there is an item, even when upgraded, that has the selected item as the base item. This means your Long Sword (+1) will fulfill the condition of having the target Long Sword item in the event editor. Actor Has X Equip: Just like the previous condition, this condition will be fulfilled if the actor has a weapon whose base item matches the event editor's target item. The Long Sword (+1) will fulfill the condition of needing the actor to have a Long Sword item equipped. Change Equipment: If the target equipment is independent, the game will first check to see if the actor has an item equipped with the matching base item. If not, the game will then check to see if the party has a matching base item in the inventory first and use that. If not, then the game will create a new stock version of the item and equip that to the actor.
Item Name System
For independent items, they have a unique name handling system. Independent items consist of four parts: Prefix Base Name Suffix Boost Count The prefix, base name, suffix, and boost count are adjusted by plugins. Depending on the effects applied, they can be altered or changed. Using the name system, an item with a prefix of 'Fiery', base name of 'Sword', suffix being 'of Might', and a boost count of 5 will end up looking like: Fiery Sword of Might (+5) This item would appear that way only if its various name parts have been altered some way or another. However, there is a fifth name convention, and that is the priority name. If an item has a priority name, it will completely overwrite the current name scheme with just the priority name itself. So even if the item's name is 'Fiery Sword of Might (+5)', if the item's priority name is 'Legendary Blade', then 'Legendary Blade' will take priority.
On Independent Item Creation
Custom Info Window Display
Independent Items and Midgame Note Parsing
The "Midgame Note Parsing" option in the plugin parameters is made for any plugins that may only parse notetags midgame as opposed to at the loading of the game. This is an option that you should enable AT YOUR OWN RISK. Why is it at your own risk? Because enabling this option means independent items will keep their notedata, thus, increasing the file sizes of your save files several times bigger, and it can cause lag midgame, too.
The following Tips & Tricks effects use this plugin:
Version 1.30: - Bypass the isDevToolsOpen() error when bad code is inserted into a script call or custom Lunatic Mode code segment due to updating to MV 1.6.1. Version 1.29: - Updated for RPG Maker MV version 1.6.0: Removal of the destructive code in Scene_Item.update function. Version 1.28: - Updated for RPG Maker MV version 1.5.0. Version 1.27: - Compatibility update for future plugins. Version 1.26: - Lunatic Mode fail safes added. Version 1.25: - Optimization Update Version 1.24a: - Fixed a typo within the code. Please update Item Core, Item Disassemble, Attachable Augments, and More Currencies if you are using those plugins. - Random variance is now disabled from fresh plugin installation by default. Version 1.23: - Fixed an issue custom info text when using different font sizes. Version 1.22: - Fixed a removal bug that caused weapon and armor ID's to clash. Version 1.21: - Fixed an error with sorting algorithm when items have the same base ID. Version 1.20: - Added <On Creation Eval> Lunatic Mode notetag. Read the help file for more information about it. Version 1.19: - Updated for RPG Maker MV version 1.1.0. Version 1.18a: - Added 'Midgame Note Parsing' plugin parameter. - Fixed a visual error with MP recovery displaying a 0 instead of ---. Version 1.17: - Added <Text Color: x> notetag for items, weapons, and armors. Version 1.16: - Fixed a bug that made mid-game actor initialization not display items correctly in the item menu. Version 1.15: - Fixed a bug with independent items getting values that crash the game. Version 1.14: - Fixed an unintended function of the game not granting a piece of equipment through events. Version 1.13: - Fixed a bug that didn't unequip items properly. Version 1.12: - Added 'Negative Variance' parameter. Version 1.11: - Fixed a bug that caused random variance to not calculate correctly. - Fixed a bug that didn't return the correct conditional branch results. - Fixed the display in the shop window to show number of independent items owned by the player rather than just 0. Version 1.10: - Added Lunatic Mode - Custom Info Window Display. Version 1.09: - Fixed a bug with evented item removal that didn't remove equipped items if the 'Include Equipment' checkbox was checked. Version 1.08: - Fixed a bug with the Control Variable event that would not gather the right amount of independent items. Version 1.07: - Fixed a bug with the Change Equipment event where armors wouldn't equip. Version 1.06: - Fixed a bug and rewrote the initializing equipment process. Version 1.05: - Compatibility update with ItemBook. Version 1.04: - Added 'List Equipped Items' parameter to allow for equipment restricted actors to be able to alt their equipment. Version 1.03: - Fixed a bug where using events to remove independent items weren't working properly and instead added more items. - Fixed a bug where a Random Variance of 0 still gave random stats. Version 1.02: - Fixed a bug where initializing equipment slots didn't work properly and/or added incorrect equips from the wrong actors into the inventory. Version 1.01: - Fixed bug where if you are using no independent pieces of equipment, actors would fail to start with initial equipment. Version 1.00: - Finished plugin!