Template:VisuMZ Extra Enemy Drops Notetags

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Revision as of 14:21, 24 December 2020 by Yanfly (talk | contribs) (Conditional Drop-Related Notetags)
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The following are notetags that have been added through this plugin. These notetags will not work with your game if this plugin is OFF or not present.

General Drop-Related Notetags

The following notetags are related to giving enemies additional drops with more control over probability rates.

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<Item Drop id: x%>
<Item Drop id To id: x%>
<Item Drop name: x%>

<Weapon Drop id: x%>
<Weapon Drop id To id: x%>
<Weapon Drop name: x%>

<Armor Drop id: x%>
<Armor Drop id To id: x%>
<Armor Drop name: x%>

- Used for: Enemy Notetags
- Gives the enemy 'x' percent chance to drop the designated item, weapon,
  or armor.
- Replace 'id' with the ID of the item, weapon, or armor you wish to assign
  to the enemy as a potential drop.
  - For 'id To id' variants, insert the starting ID and ending ID for the
    items, weapons, and/or armors you wish to add as a batch. This will
    ignore any entries without a name or with ----- in its name.
- With the 'name' notetag variant, replace 'name' with the name of the item,
  weapon, or armor you wish to assign to the enemy as a potential drop.
- Replace 'x' with a number representing the percentile probability chance
  of successfully acquiring that item as a drop.
- Insert multiple copies of these notetags if you wish to include more drops
  for the enemies.

Examples:

<Item Drop 5: 20%>
<Item Drop 5 To 10: 20%>
<Item Drop Potion: 30%>

<Weapon Drop 27: 45%>
<Weapon Drop 27 To 37: 45%>
<Weapon Drop Blade of Reckoning: 55%>

<Armor Drop 19: 72%>
<Armor Drop 19 To 23: 72%>
<Armor Drop Flame Shield: 90%>

---

<Drops>
 Item id: x%
 Item id To id: x%
 Item name: x%
 Weapon id: x%
 Weapon id To id: x%
 Weapon name: x%
 Armor id: x%
 Armor id To id: x%
 Armor name: x%
</Drops>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- Creates a batch list of item, weapon, armor drops.
- This isn't any different than creating individual copies of the above
  notetags as far as results go, but some may prefer this approach to make
  the drop table look "cleaner".
- Replace 'id' with the ID of the item, weapon, or armor you wish to assign
  to the enemy as a potential drop.
  - For 'id To id' variants, insert the starting ID and ending ID for the
    items, weapons, and/or armors you wish to add as a batch. This will
    ignore any entries without a name or with ----- in its name.
- With the 'name' notetag variant, replace 'name' with the name of the item,
  weapon, or armor you wish to assign to the enemy as a potential drop.
- Replace 'x' with a number representing the percentile probability chance
  of successfully acquiring that item as a drop.

Example:

<Drops>
 Item 5: 20%
 Item Potion: 30%
 Weapon 27: 45%
 Weapon Blade of Reckoning: 55%
 Armor 72: 72%
 Armor Flame Shield: 90%
</Drops>

---

Conditional Drop-Related Notetags

Conditional drops are drops that only appear once specific conditions have been met. For each condition met, their chances of dropping can be raised higher or lower.

---

<Conditional Item id Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Item id Drop>

<Conditional Item id To id Drops>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Item id To id Drops>

<Conditional Item name Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Item name Drop>

<Conditional Weapon id Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Weapon id Drop>

<Conditional Weapon id To id Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Weapon id To id Drop>

<Conditional Weapon name Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Weapon name Drop>

<Conditional Armor id Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Armor id Drop>

<Conditional Armor id To id Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Armor id To id Drop>

<Conditional Armor name Drop>
 condition: +x%
 condition: +x%
 condition: -x%
 condition: -x%
</Conditional Armor name Drop>

- Used for: Enemy Notetags
- Create conditional item, weapon, and/or armor drops for this enemy.
- Insert multiples of these notetags if you want more than one conditional
  drop for this enemy.
- Use the associated item, weapon, or armor type notetag for the type of
  conditional drop you want for the enemy.
- Replace 'id' with the ID number of the item, weapon, or armor to drop.
  - For 'id To id' variants, insert the starting ID and ending ID for the
    items, weapons, and/or armors you wish to add as a batch. This will
    ignore any entries without a name or with ----- in its name.
- Replace 'name' with the name of the item, weapon, or armor to drop.
- Replace 'condition' with any of the conditions listed in below section.
- Replace 'x' with the increase or decrease in percentage drop chance.

---

Condition List

Replace 'condition' in the notetags in the above section with any of the following to make conditions. These conditions are also used in the Plugin Parameters for the default conditions, too.

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x >= y
x > y
x === y
x !== y
x < y
x <= y

- Replace 'x' and 'y' with any of the following:

- 'Switch x' (replace 'x' with a number) for switch x's current state.
- 'TRUE', 'FALSE', 'ON', 'OFF' for the opposite x/y value.
- Using any of these boolean modifiers must be paired with '===' or '!=='

- 'Variable x' (replace 'x' with a number) for variable x's current value.
- A numeric value representing a hard number.
- '50%' or any other percentile number to represent a rate.
- '0.5' or any other float number to represent a rate.

- 'Item id Count' for the number of specific items the party owns.
  - Replace 'id' with the ID of the item.
- 'Item name Count' for the number of specific items the party owns.
  - Replace 'name' with the ID of the item.

- 'Weapon id Count' for the number of specific weapons the party owns.
  - Replace 'id' with the ID of the weapon.
- 'Weapon name Count' for the number of specific weapons the party owns.
  - Replace 'name' with the ID of the weapon.

- 'Armor id Count' for the number of specific armors the party owns.
  - Replace 'id' with the ID of the armor.
- 'Armor name Count' for the number of specific armors the party owns.
  - Replace 'name' with the ID of the armor.

- 'Alive Members' for the number of alive party members when drops are
  being determined.

- 'Battle Members' for the number of participating party members in battle.

- 'Battle Turns' for the number of turns passed in battle when drops are
  being determined.

- 'Dead Members' for the number of dead party members when drops are
  being determined.

- 'Death Turn' for the turn the enemy died. If an enemy was revived during
  battle, then take the most recent turn the enemy has died.

- 'Enemy Level' for the current level of the enemy if using the 'level'
  property for the Game_Enemy object.

- 'Party Gold' for the party's current gold value when drops are
  being determined.

- 'Party Members' for the number of total party members in battle.

- 'Times type id Struck' for the number of times the enemy was struck
  with 'type' 'id' during battle.
- Replace 'type' with 'Element' for the number of times the enemy was struck
  with specific elemental damage.
- Replace 'type' with 'Item' for the number of times the enemy was struck
  with a specific item.
- Replace 'type' with 'Skill' for the number of times the enemy was struck
  with a specific skill.
- Replace 'type' with 'SType' for the number of times the enemy was struck
  by any skill of a specifici skill type.
- Replace 'type' with 'State' for the number of times the enemy was struck
  with a specific state.
- Replace 'id' with the type's ID.

- 'Times type name Struck' for the number of times the enemy was struck
  with 'type' 'name' during battle.
- Replace 'type' with 'Element' for the number of times the enemy was struck
  with specific elemental damage.
- Replace 'type' with 'Item' for the number of times the enemy was struck
  with a specific item.
- Replace 'type' with 'Skill' for the number of times the enemy was struck
  with a specific skill.
- Replace 'type' with 'SType' for the number of times the enemy was struck
  by any skill of a specifici skill type.
- Replace 'type' with 'State' for the number of times the enemy was struck
  with a specific state.
- Replace 'name' with the type's name in the database.

---

Always

- This condition is always met. Use this to set a base drop chance.

---

Random x%

- Offers a random 'x' chance to increase/decrease drop chance.

---

Last Strike type id
Last Strike type name

- Checks the condition to see if the last struck action against the enemy
  was done by a specific action.
- Replace 'type' with 'Element' for the last struck element.
- Replace 'type' with 'Item' for the last struck item if it was an item.
  This will override the 'Skill' and 'SType' types.
- Replace 'type' with 'Skill' for the last struck skill if it was a skill.
  This will override the 'Item' type.
- Replace 'type' with 'SType' for the last struck skill type if it was
  a skill. This will override the 'Item' type.
- Replace 'type' with 'State' for the last struck state.

---

Examples:

The following are some examples on how these conditional drops are used:

---

<Conditional Item Potion Drop>
 Always: +20%
 Death Turn <= 3: +50%
</Conditional Item Potion Drop>

- Conditional drop is the Potion item.
- It has a base chance of 20%.
- If the enemy was defeated during or before turn 3, increase the drop
  chance by another 50%.

---

<Conditional Weapon Mithril Sword Drop>
 Always: +100%
 Times SType Magic Struck: -10%
 Times SType Spell Struck: -10%
</Conditional Weapon Mithril Sword Drop>

- Conditional drop is the Mithril Sword weapon.
- It starts off with a 100% chance of a drop.
- Each time the enemy is struck with 'Magic' or 'Spell' type attacks,
  the drop chance decreases by 10%.

---

<Conditional Armor Elemental Cloak Drop>
 Times Element Fire Struck: +10%
 Times Element Ice Struck: +10%
 Times Element Thunder Struck: +10%
 Times Element Physical Struck: -20%
 Times Skill Element Force Struck: +50%
</Conditional Armor Elemental Cloak Drop>

- Conditional drop is the Elemental Cloak armor.
- Each time the enemy is struck by 'Fire', 'Ice', or 'Thunder' damage,
  increase the drop chance by 10%.
- Each time the enemy is struck by 'Physical' damage, decrease the drop
  chance by 10%.
- Each time the enemy is struck by the specific skill 'Element Force',
  increase the drop chance by +50%.

---

JavaScript Notetags: Drops

The following are notetags made for users with JavaScript knowledge to give more control over conditional enemy drop manipulation.

---

<JS Drops>
 code
 code
 drops.push($dataItems[1]);
 drops.push($dataWeapons[2]);
 drops.push($dataArmors[3]);
</JS Drops>

- Used for: Enemy Notetags
- Replace 'code' with JavaScript code to make conditional checks in order
  to determine which items, weapons, and/or armors would be added to the
  drop pool.
- The 'drops' variable is an array which contains all of the currently
  existing drops from the enemy this notetag is on. It will be returned as
  an array upon running the notetag's JavaScript code.
- Add to or remove from the 'drops' variable to change up its contents.

---

Visual Drop-Related Notetags

ExtraEnemyDrops VisualDrops.gif

For those who want to customize how some items, weapons, or armors appear as visual drops, use the following notetags.

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<Visual Drop Icon: x>

- Used for: Item, Weapon, Armor Notetags
- Forces the drop item, weapon, or armor to appear as a different icon.
- Replace 'x' with the ID of the icon you wish to show.

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<Visual Drop Rarity: x>

- Used for: Item, Weapon, Armor Notetags
- Sets the item, weapon, or armor drop to be a specific rarity.
- Replace 'x' with a rarity value between 0 and 10. The settings applied to
  the visual drop will be based on their Plugin Parameter settings.
- This is mutually exclusive from the <Visual Drop Tint Color: r, g, b, k>
  and <Visual Drop Tint Duration: x> notetags.

---

<Visual Drop Tint Color: r, g, b, k>

- Used for: Item, Weapon, Armor Notetags
- Sets the tint of visual drop item when it's visible on the battlefield.
- Replace 'r' with a red value between -255 and 255.
- Replace 'g' with a green value between -255 and 255.
- Replace 'b' with a blue value between -255 and 255.
- Replace 'k' with a gray value between 0 and 255.
- This does not work with the <Visual Drop Rarity: x> notetag.

---

<Visual Drop Tint Duration: x>

- Used for: Item, Weapon, Armor Notetags
- Sets the duration of the tint effect.
- Replace 'x' with the number of frames to tint the visual drop. The lower
  the number, the faster the tint pulses. The higher the number, the slower
  the tint pulses.

---

<Visual Drop Spawn SFX: filename>

- Used for: Item, Weapon, Armor Notetags
- When the item, weapon, or armor's visual drop spawns on the battlefield,
  play a sound effect.
- Replace 'filename' with the name of a sound effect from the game project's
  /audio/se/ folder. Do not include the file extension.
- Example: <Visual Drop Spawn SFX: Float1>

---

<Visual Drop Bounce Height: x%>

- Used for: Item, Weapon, Armor Notetags
- Alters how bouncy this visual drop is as it spawns on the battlefield.
- Replace 'x' with a percentage value on how much higher the visual drop
  should bounce than normal (whatever is set in the Plugin Parameters).

---

<Visual Drop Bounce SFX: filename>

- Used for: Item, Weapon, Armor Notetags
- When the item, weapon, or armor's visual drop bounces on the battlefield,
  play a sound effect.
- Replace 'filename' with the name of a sound effect from the game project's
  /audio/se/ folder. Do not include the file extension.
- Example: <Visual Drop Bounce SFX: Float1>

---

<Visual Drop Flag: Rainbow>
<Visual Drop Flag: Additive>
<Visual Drop Flag: Multiply>
<Visual Drop Flag: Screen>

- Used for: Item, Weapon, Armor Notetags
- Adds visual effects to visual drop when it's on the battlefield.
- The 'Rainbow' effect causes the icon's hue to constantly change.
- The 'Additive', 'Multiply', and 'Screen', effects are blend modes.

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