Hime Scope Core

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This plugin changes the way item/skill scopes are handled in RPG Maker.

By default, all scopes are defined by the item or skill, and the action’sscope is based on the item or skill being used.

With this plugin, the action’s scope is separated from the skill. For example, if your skill targets “one enemy” by default, you could
write additional plugins that make it so that the action can be changed to target “all enemies”, or “one ally” as needed.

The purpose of this plugin is to improve compatibility between different scope-related plugins and to provide a standard way of managing scope.

Download

Plugin: download here (right-click, save as)

Installation

Download ths plugin and place it in the “plugins” folder in your project’s “js” folder. Then open your Plugin Manager (F10), double-click an empty row, and select the HIME_ScopeCore plugin.

Once it is in your list of plugins, turn the plugin on.

Usage

Plug and play.

Scope Reference

Here is a list of scopes that you can use in other plugins:

1-enemy
all-enemy
1-random-enemy
2-random-enemy
3-random-enemy
4-random-enemy
1-ally
all-ally
1-ally-dead
all-ally-dead
user
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2 Responses

  1. Vollerei says:

    I’m having some trouble using this plugin. More specifically for getting the scope change to happen once you’ve triggered a key. I looked at the wiki like the in-creator help suggests, looking at what’s said there about conditional formulas. But after personal testing and trying to consult the internet I’m unable to make it work. This is what it looks like now:

    <scope change rule: 1-enemy>

    Input.isTriggered(shift)

    </scope change rule>

    But that just returns the error “ReferenceError, shift is not defined” . Help?

    • Hime says:

      It should be specified as a string.

      Input.isTriggered(“shift”)

      Otherwise it’s treated as a variable and the game crashes since it can’t find a previous definition of the variable.

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