Difference between revisions of "Template:VisuMZ Steal Items Notetags"

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(Created page with "<noinclude>VisuMZ Steal Items Notetags</noinclude> The following are notetags that have been added through this plugin. These notetags will not...")
 
(JavaScript Notetags: Steal Action-Related)
 
(6 intermediate revisions by 2 users not shown)
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=== Steal Action-Related Notetags ===
 
=== Steal Action-Related Notetags ===
 +
 +
[[File:StealItems_Steal.gif]]
  
 
The following are notetags that are used to place on skills/items that you
 
The following are notetags that are used to place on skills/items that you
Line 53: Line 55:
  
 
---
 
---
 +
 +
[[File:StealItems_Snatch.png|600px]]
  
 
<pre>
 
<pre>
Line 65: Line 69:
 
- This does not work with abilities that target multiple enemies, random
 
- This does not work with abilities that target multiple enemies, random
 
   enemies, or actors.
 
   enemies, or actors.
 +
- Use this in addition to the <Steal>, <Steal type>, or
 +
  <Steal type, type, type> notetags as this does not have any steal
 +
  properties on its own.
 
</pre>
 
</pre>
  
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=== JavaScript Notetags: Steal Action-Related ===
 
=== JavaScript Notetags: Steal Action-Related ===
 +
 +
[[File:StealItems_Steal.gif]]
  
 
The following are notetags made for users with JavaScript knowledge to
 
The following are notetags made for users with JavaScript knowledge to
Line 85: Line 94:
 
- Used for: Skill, Item Notetags
 
- Used for: Skill, Item Notetags
 
- Uses JavaScript code to determine the success rate of the steal action.
 
- Uses JavaScript code to determine the success rate of the steal action.
 +
  - The 'rate' value is multiplied against the success rate of the target
 +
    item being stolen. This is a multiplicative stack.
 +
  - This means an item's default steal rate of 5% and a 200% steal rate on
 +
    this notetag's 'rate' variable will yield 10%. Alternatively, if the
 +
    default steal rate is 0%, it will yield 0% regardless of this notetag's
 +
    'rate' variable value.
 +
- This applies to all steal target types.
 +
- The 'rate' variable starts at a value equal to the current success rate.
 +
- The 'rate' variable will be returned as the declared success rate.
 +
- The 'user' variable represents the user who will perform the skill/item.
 +
- The 'target' variable represents the target who was stolen from.
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
<JS Steal Gold Rate>
 +
code
 +
code
 +
rate = code;
 +
</JS Steal Gold Rate>
 +
 +
- Used for: Skill, Item Notetags
 +
- Uses JavaScript code to determine the success rate of the steal action.
 +
  - The 'rate' value is multiplied against the success rate of the target
 +
    item being stolen. This is a multiplicative stack.
 +
  - This means an item's default steal rate of 5% and a 200% steal rate on
 +
    this notetag's 'rate' variable will yield 10%. Alternatively, if the
 +
    default steal rate is 0%, it will yield 0% regardless of this notetag's
 +
    'rate' variable value.
 +
- This applies to only the stealable gold type.
 +
- The 'rate' variable starts at a value equal to the current success rate.
 +
- The 'rate' variable will be returned as the declared success rate.
 +
- The 'user' variable represents the user who will perform the skill/item.
 +
- The 'target' variable represents the target who was stolen from.
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
<JS Steal Item Rate>
 +
code
 +
code
 +
rate = code;
 +
</JS Steal Item Rate>
 +
 +
- Used for: Skill, Item Notetags
 +
- Uses JavaScript code to determine the success rate of the steal action.
 +
  - The 'rate' value is multiplied against the success rate of the target
 +
    item being stolen. This is a multiplicative stack.
 +
  - This means an item's default steal rate of 5% and a 200% steal rate on
 +
    this notetag's 'rate' variable will yield 10%. Alternatively, if the
 +
    default steal rate is 0%, it will yield 0% regardless of this notetag's
 +
    'rate' variable value.
 +
- This applies to only the stealable item type.
 +
- The 'rate' variable starts at a value equal to the current success rate.
 +
- The 'rate' variable will be returned as the declared success rate.
 +
- The 'user' variable represents the user who will perform the skill/item.
 +
- The 'target' variable represents the target who was stolen from.
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
<JS Steal Weapon Rate>
 +
code
 +
code
 +
rate = code;
 +
</JS Steal Weapon Rate>
 +
 +
- Used for: Skill, Item Notetags
 +
- Uses JavaScript code to determine the success rate of the steal action.
 +
  - The 'rate' value is multiplied against the success rate of the target
 +
    item being stolen. This is a multiplicative stack.
 +
  - This means an item's default steal rate of 5% and a 200% steal rate on
 +
    this notetag's 'rate' variable will yield 10%. Alternatively, if the
 +
    default steal rate is 0%, it will yield 0% regardless of this notetag's
 +
    'rate' variable value.
 +
- This applies to only the stealable weapon type.
 +
- The 'rate' variable starts at a value equal to the current success rate.
 +
- The 'rate' variable will be returned as the declared success rate.
 +
- The 'user' variable represents the user who will perform the skill/item.
 +
- The 'target' variable represents the target who was stolen from.
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
<JS Steal Armor Rate>
 +
code
 +
code
 +
rate = code;
 +
</JS Steal Armor Rate>
 +
 +
- Used for: Skill, Item Notetags
 +
- Uses JavaScript code to determine the success rate of the steal action.
 +
  - The 'rate' value is multiplied against the success rate of the target
 +
    item being stolen. This is a multiplicative stack.
 +
  - This means an item's default steal rate of 5% and a 200% steal rate on
 +
    this notetag's 'rate' variable will yield 10%. Alternatively, if the
 +
    default steal rate is 0%, it will yield 0% regardless of this notetag's
 +
    'rate' variable value.
 +
- This applies to only the stealable armor type.
 
- The 'rate' variable starts at a value equal to the current success rate.
 
- The 'rate' variable starts at a value equal to the current success rate.
 
- The 'rate' variable will be returned as the declared success rate.
 
- The 'rate' variable will be returned as the declared success rate.
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=== Steal Loot Setup-Related Notetags ===
 
=== Steal Loot Setup-Related Notetags ===
 +
 +
[[File:StealItems_Steal.gif]]
  
 
The following notetags are made for enemies and used to set up the loot that
 
The following notetags are made for enemies and used to set up the loot that
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=== Steal Rate Traits-Related Notetags ===
 
=== Steal Rate Traits-Related Notetags ===
 +
 +
[[File:StealItems_Steal.gif]]
  
 
The following notetags are made for trait objects that can alter the
 
The following notetags are made for trait objects that can alter the

Latest revision as of 14:25, 23 July 2021

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.

---

Steal Action-Related Notetags

StealItems Steal.gif

The following are notetags that are used to place on skills/items that you want to have stealing properties for.

---

<Steal>
<Steal type>
<Steal type, type, type>

- Used for: Skill, Item Notetags
- Gives the skill/item stealing properties.
- Replace 'type' with 'All', 'Gold', 'Item', 'Weapon', 'Armor' to restrict
  steal targets to those types.

---

<Steal type: x%>

- Used for: Skill, Item Notetags
- Gives the skill/item stealing properties with increased/decreased
  multiplicative success rates.
- Replace 'type' with 'All', 'Gold', 'Item', 'Weapon', 'Armor' to restrict
  steal targets to those types.
- Replace 'x' with a number representing the percent value to alter the
  success rate multiplicatively by.

---

<Steal type: +x%>
<Steal type: -x%>

- Used for: Skill, Item Notetags
- Gives the skill/item stealing properties with increased/decreased
  additive success rates.
- Replace 'type' with 'All', 'Gold', 'Item', 'Weapon', 'Armor' to restrict
  steal targets to those types.
- Replace 'x' with a number representing the percent value to alter the
  success rate additively by.

---

StealItems Snatch.png

<Snatch>
<Targeting Steal>

- Used for: Skill, Item Notetags
- Changes the steal action from targeting a random item from the stealable
  types pool to a specific item that the player can select.
- If the snatch attempt fails, it will not attempt to steal other items.
- Both the <Snatch> and <Targeting Steal> notetags do the same thing.
- This does not work with abilities that target multiple enemies, random
  enemies, or actors.
- Use this in addition to the <Steal>, <Steal type>, or
  <Steal type, type, type> notetags as this does not have any steal
  properties on its own.

---

JavaScript Notetags: Steal Action-Related

StealItems Steal.gif

The following are notetags made for users with JavaScript knowledge to apply special effects for steal-related skills/items.

---

<JS Steal Rate>
 code
 code
 rate = code;
</JS Steal Rate>

- Used for: Skill, Item Notetags
- Uses JavaScript code to determine the success rate of the steal action.
  - The 'rate' value is multiplied against the success rate of the target
    item being stolen. This is a multiplicative stack.
  - This means an item's default steal rate of 5% and a 200% steal rate on
    this notetag's 'rate' variable will yield 10%. Alternatively, if the
    default steal rate is 0%, it will yield 0% regardless of this notetag's
    'rate' variable value.
- This applies to all steal target types.
- The 'rate' variable starts at a value equal to the current success rate.
- The 'rate' variable will be returned as the declared success rate.
- The 'user' variable represents the user who will perform the skill/item.
- The 'target' variable represents the target who was stolen from.

---

<JS Steal Gold Rate>
 code
 code
 rate = code;
</JS Steal Gold Rate>

- Used for: Skill, Item Notetags
- Uses JavaScript code to determine the success rate of the steal action.
  - The 'rate' value is multiplied against the success rate of the target
    item being stolen. This is a multiplicative stack.
  - This means an item's default steal rate of 5% and a 200% steal rate on
    this notetag's 'rate' variable will yield 10%. Alternatively, if the
    default steal rate is 0%, it will yield 0% regardless of this notetag's
    'rate' variable value.
- This applies to only the stealable gold type.
- The 'rate' variable starts at a value equal to the current success rate.
- The 'rate' variable will be returned as the declared success rate.
- The 'user' variable represents the user who will perform the skill/item.
- The 'target' variable represents the target who was stolen from.

---

<JS Steal Item Rate>
 code
 code
 rate = code;
</JS Steal Item Rate>

- Used for: Skill, Item Notetags
- Uses JavaScript code to determine the success rate of the steal action.
  - The 'rate' value is multiplied against the success rate of the target
    item being stolen. This is a multiplicative stack.
  - This means an item's default steal rate of 5% and a 200% steal rate on
    this notetag's 'rate' variable will yield 10%. Alternatively, if the
    default steal rate is 0%, it will yield 0% regardless of this notetag's
    'rate' variable value.
- This applies to only the stealable item type.
- The 'rate' variable starts at a value equal to the current success rate.
- The 'rate' variable will be returned as the declared success rate.
- The 'user' variable represents the user who will perform the skill/item.
- The 'target' variable represents the target who was stolen from.

---

<JS Steal Weapon Rate>
 code
 code
 rate = code;
</JS Steal Weapon Rate>

- Used for: Skill, Item Notetags
- Uses JavaScript code to determine the success rate of the steal action.
  - The 'rate' value is multiplied against the success rate of the target
    item being stolen. This is a multiplicative stack.
  - This means an item's default steal rate of 5% and a 200% steal rate on
    this notetag's 'rate' variable will yield 10%. Alternatively, if the
    default steal rate is 0%, it will yield 0% regardless of this notetag's
    'rate' variable value.
- This applies to only the stealable weapon type.
- The 'rate' variable starts at a value equal to the current success rate.
- The 'rate' variable will be returned as the declared success rate.
- The 'user' variable represents the user who will perform the skill/item.
- The 'target' variable represents the target who was stolen from.

---

<JS Steal Armor Rate>
 code
 code
 rate = code;
</JS Steal Armor Rate>

- Used for: Skill, Item Notetags
- Uses JavaScript code to determine the success rate of the steal action.
  - The 'rate' value is multiplied against the success rate of the target
    item being stolen. This is a multiplicative stack.
  - This means an item's default steal rate of 5% and a 200% steal rate on
    this notetag's 'rate' variable will yield 10%. Alternatively, if the
    default steal rate is 0%, it will yield 0% regardless of this notetag's
    'rate' variable value.
- This applies to only the stealable armor type.
- The 'rate' variable starts at a value equal to the current success rate.
- The 'rate' variable will be returned as the declared success rate.
- The 'user' variable represents the user who will perform the skill/item.
- The 'target' variable represents the target who was stolen from.

---

<JS On Steal Success>
 code
 code
 code
</JS On Steal Success>

- Used for: Skill, Item Notetags
- Runs the inserted JavaScript code upon successfully stealing.
- The 'user' variable represents the user who will perform the skill/item.
- The 'target' variable represents the target who was stolen from.
- The 'item' variable represents the item that was stolen if there is one.
  This will return a null value if gold was stolen instead.
- The 'gold' variable represents the gold quantity that was stolen if any.
  This will return a 0 value if there was no gold stolen.

---

<JS On Steal Failure>
 code
 code
 code
</JS On Steal Failure>

- Used for: Skill, Item Notetags
- Runs the inserted JavaScript code upon failing a stealth attempt.
- The 'user' variable represents the user who will perform the skill/item.
- The 'target' variable represents the target who was the theft target.

---

<JS On Steal Empty>
 code
 code
 code
</JS On Steal Empty>

- Used for: Skill, Item Notetags
- Runs the inserted JavaScript code if there was nothing to steal.
- The 'user' variable represents the user who will perform the skill/item.
- The 'target' variable represents the target who was the theft target.

---

Steal Loot Setup-Related Notetags

StealItems Steal.gif

The following notetags are made for enemies and used to set up the loot that can be stolen.

---

<Steal Gold value: x%>

<Steal Item id: x%>
<Steal Item name: x%>

<Steal Weapon id: x%>
<Steal Weapon name: x%>

<Steal Armor id: x%>
<Steal Armor name: x%>

- Used for: Enemy Notetags
- Sets up droppable loot for the enemy.
- When setting up gold loot, replace 'value' with the amount of gold that
  will be stolen from this loot entry.
- When setting up items, weapons, or armors, replace 'id' with the ID of the
  item, weapon, or armor for the loot entry.
- When setting up items, weapons, or armors, replace 'name' with the name of
  the item, weapon, or armor for the loot entry.
- Replace 'x' with a number value representing the base percent chance of
  successfully stealing this loot entry.
- Insert multiple notetags for multiple loot entries to be stolen.

---

<Steal>
 Gold value: x%

 Item id: x%
 Item name: x%

 Weapon id: x%
 Weapon name: x%

 Armor id: x%
 Armor name: x%
</Steal>

- Used for: Enemy Notetags
- Sets up a batch setup of droppable loot for the enemy.
- When setting up gold loot, replace 'value' with the amount of gold that
  will be stolen from this loot entry.
- When setting up items, weapons, or armors, replace 'id' with the ID of the
  item, weapon, or armor for the loot entry.
- When setting up items, weapons, or armors, replace 'name' with the name of
  the item, weapon, or armor for the loot entry.
- Replace 'x' with a number value representing the base percent chance of
  successfully stealing this loot entry.
- Insert/remove multiple copies of the loot entries inside the <Steal>
  notetags to add more or reduce entries.

---

Steal Rate Traits-Related Notetags

StealItems Steal.gif

The following notetags are made for trait objects that can alter the success rates of steal skills/items.

---

<Steal Rate: x%>

- Used for: Actor, Class, Weapon, Armor, State Notetags
- Alters the steal rate for the stealing actor multiplicatively.
- Replace 'x' with a number representing the percent value to alter the
  success rate multiplicatively by.

---

<Steal Rate: +x%>
<Steal Rate: -x%>

- Used for: Actor, Class, Weapon, Armor, State Notetags
- Alters the steal rate for the stealing actor multiplicatively.
- Replace 'x' with a number representing the percent value to alter the
  success rate additively by.

---

<Steal Resist: +x%>
<Steal Resist: -x%>

- Used for: Enemy Notetags
- Alters the steal resistance for enemies. Higher numbers mean higher steal
  resistance.
- Replace 'x' with a number representing the percent value to alter the
  steal resistance by.

---