ICF-Soft

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ICF-Soft Main Utility - Version 1.03
by ICF-Soft

Introduction

This is a plugin with a lot of functionality making scripting easier.

There are some recurrent functions inside my plugins so it is made to englobe all I will need.
It's required for the mayority of my plugins.

Note: This is an initial working version. To get latest version with all it's functionalities go to blog post or my plugin list.

Features
  • Special json feature to edit/add data fields.
  • Special trait system allowing to add traits to non-trait data (skills and items), add actor/enemy traits ingame plus a subtraits system.
  • Special effects system allowing to add effects to non-effect data with sub-effects system.
  • Selfswitches/selfvariables system.
  • Battleswitches/battlevariables system.
  • Extended features for some js built-in objects.

How to Use

It uses notetags to add/alter data.
For plugin developers it's recommended to show how to use these tags inside your plugins.

Json master tag allow to alter data in a particular way. You can add new fields or edit out of field limits, it works in json notation, better than just meta-tags.

Use every line between open and close tags to edit a field, first field name followed by a two dots symbol, then one space and the code in json format.

Example:
Code:
<JSON MASTER>
gold: 50000000
hands_power: [50,100]
grade: 'F'
</JSON MASTER>

Traits master tag allow to add traits througth notebox.
Every line between open and close tags are three numbers separated by spaces. It is recomended to use the three numbers even if specified trait uses only two, next inline place can be used for comments.
You can use a name instead of first number (see readme for all names).

Example:
Code:
<TRAITS MASTER>
elem_rate 1 1.5
21 1 2
31 2 0 -Attack element
</TRAITS MASTER>

Subtraits master tag allow to add more trait setups for different uses like subclass traits, random enemy/item/equipment traits, alter states tiers and so on. It works like traits master but you don't need to close tag every time you open a new subtrait setup.

Example:
Code:
<SUBTRAITS MASTER> -Fire slime
elem_rate 1 1.5
11 2 0.5
31 2 0 -Fire attack element
<SUBTRAITS MASTER> -Cold slime
elem_rate 1 1.5
11 2 2.1
31 3 0 -Cold attack element
</SUBTRAITS MASTER>

Note: More than one plugin can use subtraits in same data for different purposes so you must provide a way to use specific blocks, something like "<MyAmacingPluginSubtraits first last>" can be usefull.

All info you will need is avaiable inside plugin help section and in readme file.

Download
You can downolad from mediafire: Version 1.03.
You can find blog entry and check for updates here.

And to see how much have been upgraded my plugins to use with this go to my updated plugin list.

Changelog
Version 1.03:
  • Added tags system.

Version 1.02:
  • Extended battle and self switches and variables to all actors/enemies.
  • Added group effect system.
  • Improved trait system.

Version 1.01:
  • Added battle switches and variables.
  • Added eval system.
  • Added more js functions.

Version 1.00:
  • Finished plugin!

Terms of use
  • Free for commercial and non-commercial games.
  • If commercial, a free copy of your game whould be fine.
  • Credit to ICF-Soft.
  • Any plugin that needs this to work must add a clausule to say that ICF-Soft must be included in credits page.
  • Do not repost without permision.


Credit and Thanks
  • ICF-Soft

Author's Notes

This is a sdk plugin. I have in mind to add even more utilities.
You can ask me for configurations.
 
Last edited:

RMVNex

Some guy from the internet...
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Thanks for the help pal, I'll definetely be looking into this once I've got the time to! :)
 

ICF-Soft

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Glad you like it.


Let me know if you need help with this plugin.
 

ICF-Soft

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Updated link with a needed newer version.
 

Eliaquim

Hakuen Studio
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Hi there!
Something weird is happen when i use the plugin.
I put the plugins in my project:
main utility
actors core

in this order.
But when i open a game, it always launch the console, but not showing any error to me. Its a default configuration to open the console?
 

ICF-Soft

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It was an issue. It's fixed now.
In my project I use a code to show console but I forgot to remove it before upload.
 

RK DracoRoy

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@ICF-Soft Your Main Utility plugin in MV crashes when used with Victor's Passive States plugin (requires his Basic Module plugin).Console.PNG

I didn't insert anything in the Main Utility plugin parameters. I'm only using the plugin since MV Params Core requires it.

 
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ICF-Soft

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This is a small patch you can use to solve incompatibility.

JavaScript:
    Game_BattlerBase.prototype.addPassiveStates = function(obj) {
        if (!obj.passiveStates) obj.passiveStates = [];
        obj.passiveStates.forEach(function(value) {
            if (this.testNewPassiveState(value)) this.addNewPassiveStates(value.state);
        }, this);
    };
 

RK DracoRoy

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@ICF-Soft Thanks a lot. It's working now.

One question about the other plugin I mentioned and I'm currently working on MV, will the MV Params Core get support for XParams and SParams for the Weapon / State notetag? It'd greatly help lessen the potential workload on building up XParams when it comes to passive conditions:

This for example:
Code:
<Custom XParams>
hit = this.isWtypeEquipped(1) ? 0.50 : 0
eva = this.isWtypeEquipped(1) ? 0.50 : 0
</Custom XParams>
 
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