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Cheat Menu – Part 3 – Power Trip – RPG Maker MV

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Yanfly Engine Plugins is a plugin library made for RPG Maker MV, a wonderful piece of software to help you make that role playing game of your dreams. You can find out more about RPG Maker MV here.

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You can’t have a cheat menu without having power trip cheats. This video will explain how to create a scale option for the player to adjust how much he or she wants to power trip! We’ll be learning things like how to add parameter multipliers, critical hit rate adjustors, and experience gain scales.

This advice video uses the following plugins:

You can grab the copy/paste code here:


Parameter Multiplier – Formula


Insert this formula into the Base Parameter Control plugin parameters.

((base + plus) * paramRate * buffRate + flat) * (user.isActor() ? (ConfigManager.CheatsEnabled ? (ConfigManager.CheatParamMulti || 1) : 1) : 1)

Make sure this is one line!


Parameter Multiplier – Option Parameters


This section gives the exact plugin parameters used for the “Parameter Multiplier” option found in the video above.

Settings

Help Description:
Increases ATK, DEF, MAT, MDF, AGI, and LUK
parameters by this multiplier.
Symbol:
CheatParamMulti
Show/Hide:
show = true;
Enable:
enabled = true;
Ext:
ext = 0;

Functions

Make Option Code:
this.addCommand(name, symbol, enabled, ext);
Draw Option Code:
var rect = this.itemRectForText(index);
var statusWidth = this.statusWidth();
var titleWidth = rect.width - statusWidth;
this.resetTextColor();
this.changePaintOpacity(this.isCommandEnabled(index));
this.drawOptionsName(index);
var value = this.getConfigValue(symbol);
var rate = value / 10;
var gaugeColor1 = this.textColor(10);
var gaugeColor2 = this.textColor(2);
this.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);
this.drawText(value + '00%', titleWidth, rect.y, statusWidth, 'center');
Process OK Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
value += 1;
if (value > 10) {
 value = 1;
}
value = value.clamp(1, 10);
this.changeValue(symbol, value);
$gameParty.members().forEach(function(member) {
 member.recoverAll();
});
Cursor Right Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
value += 1;
value = value.clamp(1, 10);
this.changeValue(symbol, value);
$gameParty.members().forEach(function(member) {
 member.recoverAll();
});
Cursor Left Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
value -= 1;
value = value.clamp(1, 10);
this.changeValue(symbol, value);
$gameParty.members().forEach(function(member) {
 member.recoverAll();
});
Default Config Code:
ConfigManager[symbol] = 1;
Save Config Code:
config[symbol] = ConfigManager[symbol];
Load Config Code:
var value = config[symbol];
if (value !== undefined) {
 ConfigManager[symbol] = Number(value).clamp(1, 10);
} else {
 ConfigManager[symbol] = 1;
}


Critical Hit Rate – Formula


Insert this formula into the Extra Parameter Formula plugin parameters.

(base + plus) * rate + flat + (user.isActor() ? (ConfigManager.CheatsEnabled ? ((ConfigManager.CheatCriChance || 0) / 100) : 0) : 0)

Make sure this is one line!


Critical Hit Rate – Option Parameters


This section gives the exact plugin parameters used for the “Parameter Multiplier” option found in the video above.

Settings

Help Description:
Adjusts the critical hit rate by this much.
Symbol:
CheatCriChance
Show/Hide:
show = true;
Enable:
enabled = true;
Ext:
ext = 0;

Functions

Make Option Code:
this.addCommand(name, symbol, enabled, ext);
Draw Option Code:
var rect = this.itemRectForText(index);
var statusWidth = this.statusWidth();
var titleWidth = rect.width - statusWidth;
this.resetTextColor();
this.changePaintOpacity(this.isCommandEnabled(index));
this.drawOptionsName(index);
var value = this.getConfigValue(symbol);
var rate = value / 100;
var gaugeColor1 = this.textColor(14);
var gaugeColor2 = this.textColor(6);
this.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);
this.drawText(value + '%', titleWidth, rect.y, statusWidth, 'center');
Process OK Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
value += 10;
if (value > 100) {
 value = 0;
}
value = value.clamp(0, 100);
this.changeValue(symbol, value);
Cursor Right Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
value += 10;
value = value.clamp(0, 100);
this.changeValue(symbol, value);
Cursor Left Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
value -= 10;
value = value.clamp(0, 100);
this.changeValue(symbol, value);
Default Config Code:
ConfigManager[symbol] = 0;
Save Config Code:
config[symbol] = ConfigManager[symbol];
Load Config Code:
var value = config[symbol];
if (value !== undefined) {
 ConfigManager[symbol] = Number(value).clamp(0, 100);
} else {
 ConfigManager[symbol] = 0;
}


EXP Multiplier – Formula


Insert this formula into the Special Parameter Formula plugin parameters.

((base + plus) * rate + flat) * (user.isActor() ? (ConfigManager.CheatsEnabled ? (ConfigManager.CheatExpMulti || 1) : 1) : 1)

Make sure this is one line!


EXP Multiplier – Option Parameters


This section gives the exact plugin parameters used for the “Parameter Multiplier” option found in the video above.

Settings

Help Description:
Increases EXP earned by this multiplier.
Symbol:
CheatExpMulti
Show/Hide:
show = true;
Enable:
enabled = true;
Ext:
ext = 0;

Functions

Make Option Code:
this.addCommand(name, symbol, enabled, ext);
Draw Option Code:
var rect = this.itemRectForText(index);
var statusWidth = this.statusWidth();
var titleWidth = rect.width - statusWidth;
this.resetTextColor();
this.changePaintOpacity(this.isCommandEnabled(index));
this.drawOptionsName(index);
var value = this.getConfigValue(symbol);
var rate = value / 10;
var gaugeColor1 = this.textColor(11);
var gaugeColor2 = this.textColor(3);
this.drawOptionsGauge(index, rate, gaugeColor1, gaugeColor2);
this.drawText(value + '00%', titleWidth, rect.y, statusWidth, 'center');
Process OK Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
value += 1;
if (value > 10) {
 value = 1;
}
value = value.clamp(1, 10);
this.changeValue(symbol, value);
Cursor Right Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
value += 1;
value = value.clamp(1, 10);
this.changeValue(symbol, value);
Cursor Left Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
value -= 1;
value = value.clamp(1, 10);
this.changeValue(symbol, value);
Default Config Code:
ConfigManager[symbol] = 1;
Save Config Code:
config[symbol] = ConfigManager[symbol];
Load Config Code:
var value = config[symbol];
if (value !== undefined) {
 ConfigManager[symbol] = Number(value).clamp(1, 10);
} else {
 ConfigManager[symbol] = 1;
}


Happy RPG Making!


 


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