Equip Requirements (YEP)
This is a plugin created for RPG Maker MV.
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The following plugins are required in order to use this plugin.
Place the following plugins above this plugin located in the Plugin Manager.
This plugin is a part of the Yanfly Engine Plugins library.
This plugin requires YEP_EquipCore.js to work. Place this plugin beneath YEP_EquipCore.js in the Plugin Manager list. Place restrictions on when an actor can equip a weapon or piece of armor. Set level requirements, stat requirements, switch requirements, and more. This plugin will also provide a separate equipment requirement window to show the player what is needed in order for gear to be equipped.
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.
You can use these notetags to implement requirements onto your weapons and armors. These notetags will have to be set up in a certain way: Weapon and Armor Notetags: <Equip Requirement> requirement requirement </Equip Requirement> - The main requirements will have to be placed in between these notetags. You can have a multitude of requirements for your weapons/armors. Replace 'requirement' with any of the following below: Weapon and Armor Requiprements: param > x param >= x param === x param <= x param < x - Replace 'param' with 'level', 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. This will make the piece of equipment require the actor's base parameter to be greater than (>), greater than or equal to (>=), equal to (===), less than or equal to (<=), or less than (<). This is NOT the value for the total parameter, only the base parameter. The base parameter is calculated by the user's class parameter value, any bonuses received by equipment and/or permanent stat increases. class: x class: name - This will make the piece of equipment require the actor to be class x. If 'name' is used, priority will be given to the class with the highest ID in the database. Insert multiple of these requirements to add more classes. Having multiple classes will mean that the actor can be any of those classes to be able to equip the gear. skill: x skill: name - This will make the piece of equipment require the actor to have learned skill x. If 'name' is used, priority will be given to the skill with the highest ID in the database. Insert multiple of these requirements to add more skills. Having multiple skills means the actor must have learned ALL of the skills to be able to equip the gear. *NOTE: The actor needs to have LEARNED the skill. This means that if you have added a skill to the actor's skill library through a trait, it will not count. switch: x - This will require switch X to be on. If it isn't, the piece of equipment cannot be worn. Insert multiple of these to add more switches that are are required to be on. unique only - This will make the piece of equipment to be "unique", rendering the actor to be unable to wear more than 1 of its kind.
Custom Equip Requirement Conditions
Custom Equip Requirement Text
Version 1.09: - 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 1.08: - Updated for RPG Maker MV version 1.5.0. Version 1.07: - Fixed a bug that caused unique equipment to not work properly. Version 1.06: - Lunatic Mode fail safes added. Version 1.05a: - Fixed a bug that caused unremovable items to be removed. - Added anti-crash for non-existent actors. Version 1.04: - Fixed a bug that caused stat comparisons to remain after cancel. Version 1.03: - Notetags now allows spaces (whitespace) to be before the requirements. Version 1.02: - Fixed a bug where Optimize was able to bypass equip requirements. Version 1.01: - Updated for RPG Maker MV version 1.1.0. Version 1.00: - Finished Plugin!