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FTKR Skill Upgrade System Core - FTKR_SkillUpgradeSystem_Core.js
Plugin desc : v1.5.4 Skill Enhancement System Main Plugin
License : MIT License
Author : Futokoro
Desc page : https://github.com/munokura/futokoro-MV-plugins/tree/master
Download Page : https://raw.githubusercontent.com/munokura/futokoro-MV-plugins/refs/heads/master/FTKR_SkillUpgradeSystem_Core.js
File name : FTKR_SkillUpgradeSystem_Core.js
Help of plugin :
@plugindesc v1.5.4 Skill Enhancement System Main Plugin @author Futokoro @license MIT License @help English Help Translator: munokura This is an unofficial English translation of the plugin help, created to support global RPG Maker users. Feedback is welcome to improve translation quality (see: https://github.com/munokura/futokoro-MV-plugins ). Original plugin by Futokoro. Please check the URL below for the latest version of the plugin. URL https://github.com/futokoro/RPGMaker ----- ----------------------------------------------------------------------------- Overview ----------------------------------------------------------------------------- By implementing this plugin, you can use the skill enhancement system to enhance the performance of acquired skills. By executing the skill enhancement command, you can change (enhance) skill performance, such as skill damage and MP consumption, in the game. Skill enhancement changes the performance of the acquired skill itself. Furthermore, the skill enhancement status is recorded for each actor, and the enhancement items can be different for each actor. This allows you to create magic that can only be enhanced by characters who are skilled in magic, actors whose damage can be enhanced but whose MP consumption cannot, and actors whose MP consumption can be enhanced but whose damage cannot. ----------------------------------------------------------------------------- Setup ----------------------------------------------------------------------------- 1. Add this plugin to the "Plugin Manager." 2. FTKR_SkillExpansion.js (v1.2.x) is required to run this plugin. Please add this plugin below FTKR_SkillExpansion.js. 3. Set the plugin parameter <Make Sep For Each> in FTKR_SkillExpansion.js to '1' to create skill data for each actor. 4. To use the Skill Upgrade System screen to upgrade skills, you will need the separately distributed FTKR_SkillUpgradeSystem_Window.js (v1.4.x). When using FTKR_SkillUpgradeSystem_Window.js in combination, add this plugin to the Plugin Manager so that it is placed above it. ----------------------------------------------------------------------------- How to Upgrade Skills in-Game ☆important☆ ---------------------------------------------------------------------------- There are several ways to use the Skill Upgrade System in-game. 1. You can upgrade specified skills using plugin commands. Plugin Command <SUS Upgrade Actor x1 Skill x2 Type x3 Levelup x4 (dataId x5)> : Changes data directly without using the Skill Upgrade System screen. : x1 - Actor ID : x2 - Skill ID of the skill you want to upgrade : x3 - Number of the upgrade type you want to upgrade : x4 - Number of times to level up : : If upgrading damage or effect, the text in parentheses is required. : If the upgrade type is not damage or effect, the text is not required, including the parentheses. : No text is required. : : x5 - Number of the damage ID or effect you want to upgrade : Count from 0, 1,... in the order they are set in the database. : This method does not incur any upgrade costs. Methods 2 and 3 require FTKR_SkillUpgradeSystem_Window.js. 2. Open the menu in-game and select "Skill Upgrade." 3. Call the "Skill Upgrade System" using the plugin command. ----------------------------------------------------------------------------- About Plugin Parameter Default Values --------------------------------------------------------------------------- Plugin parameters can operate the system with their default settings. There are no required notetags. However, the default settings are limited to the bare minimum required for system operation. Therefore, it will be difficult to use these settings to create a better game. The following explains how to customize the system. Change plugin parameters and use dedicated notetags to customize the skill enhancement system to your preferences. ----------------------------------------------------------------------------- About Enhancement Types and Enhancement Parameters ☆important☆ ---------------------------------------------------------------------------- In this plugin, "enhancement type" and "enhancement parameter" refer to the following: Enhancement Type: Refers to the following eight types of skill parameters. (*1) : The first number is the enhancement type number, and is the value specified in notetags, plugin commands, etc. 1: Damage 2: MP Cost (mpCost) 3: TP Cost (tpCost) 4: Speed (speed) 5: TP Gain (tpGain) 6: Repeats (repeats) 7: Range (scope) 8: Effects (effects) (*1) Plugin parameters Type 9 and 10 are for expansion purposes. To use them, you must modify the plugin. Enhancement parameters: These are the following eight types of parameters. 1: 'Display Icon' 2: 'Maximum Upgrade Level' 3: 'Increase Amount' 4: 'Cost Value' 5: 'Cost Type' 6: 'Format' 7: 'Not Upgrade' 8: 'Current Upgrade Level' Each upgrade type has its own upgrade parameters, which can be changed using plugin parameters or note tags. ----------------------------------------------------------------------------- About the Name of Upgraded Skills ☆important☆ ---------------------------------------------------------------------------- For upgraded skills, you can add the current upgrade level to the skill name. You can change the display format of skill names using the plugin parameter <Skill Name Format>. The display format is specified as %1(+%2). %1 in the string represents the skill name, and %2 represents the total upgrade level. Example: If the skill name is "Attack" and the total enhancement level is 3, it will be displayed as "Attack (+3)." Skill names modified by this plugin will also be applied when displayed during battle or on menu screens. ----------------------------------------------------------------------------- About Setting Value Priority ☆important☆ ----------------------------------------------------------------------------- This plugin provides the following five methods for changing a single setting value. 1. Overall default settings (plugin parameters) 2. Default settings for each enhancement type (plugin parameters) 3. Setting via skill notetags 4. Setting via class notetags (*1) 5. Setting via actor notetags (*1) (*1) Some settings cannot be set using these methods. If the same setting is configured using multiple methods, the setting with the highest priority will be applied according to the following priority. High Priority: Actor > Class > Skill > Individual Type > Overall. Low Priority. For example, if you set separate maximum damage boost levels for an actor and a skill, the actor setting will be applied. ----------------------------------------------------------------------------- Skill Enhancement Cost Settings ----------------------------------------------------------------------------- You can set the enhancement cost for each skill type. The following cost types can be set: 1. Gold 2. Items 3. In-Game Variables 4. (If using YEP_JobPoints.js) JP 5. Weapons 6. Armor You can set up to three different costs for each enhancement type. However, the overall default cost, which can be set via plugin parameters, is not supported. You can only set one cost for each upgrade type and upgrade cost. To set three costs, use the skill notetag. [Available Notetags] Target: Skill <SUS Upgrade Cost>: The content written between the two tags will be set. Type x1 TypeName: y1: How to write TypeName Type x2 TypeName: y2: gold - Gold </SUS Upgrade Cost>: item[x] - Item with ID x : v[x] - In-game variable with ID x : weapon[x] - Weapon with ID x : armor[x] - Armor with ID x : JP - JP (Requires YEP_JobPoints) x1,x2,..: Upgrade type number y1,y2,..: Set the quantity of TypeName with the eval value. [About the eval value] The eval section allows you to use non-fixed values by entering a formula, like a damage formula. The following codes can be used: a.param - References the The User's parameters (a.atk is the The User's attack power). s[x] - References the state of switch ID x. v[x] - References the value of variable ID x. cnt - References the upgrade level of the specified upgrade type. Example: Set the costs of different upgrade types simultaneously as shown below. <SUS Upgrade Cost> Type 1 gold: 100 Type 1 item[10]: 1 Type 2 v[5]: 5 </SUS Upgrade Cost> The meanings between the above notetags are as follows: Line 1 - Set the first cost of Enhancement Type 1 to '100 Gold' Line 2 - Set the second cost of Enhancement Type 1 to '1 item with ID 10' Line 3 - Set the first cost of Enhancement Type 2 to '5 values of variable with ID 5' [Displayed Cost Name] The cost will be displayed on the system screen along with the cost name and required quantity. The displayed cost name will be the name set in-game. For Gold, the database system currency unit will be displayed as the cost name. For in-game variables, the variable name will be displayed as the cost name. ----------------------------------------------------------------------------- About the Maximum Skill Enhancement ----------------------------------------------------------------------------- Skill enhancement levels can be increased up to the set maximum. The maximum value determines how much a skill can be enhanced, so consider your game design carefully when setting this value. [Available Notetags] Target: Skill <SUS Upgrade Type x Limit: y> x: Upgrade type number (set in plugin parameters) y: Maximum level of upgrade type x Example: <SUS Upgrade Type 1 Limit: 10> Target: Actor, Class <SUS Upgrade Skill x Type y Limit: z> x: Skill ID y: Upgrade type number (set in plugin parameters) z: Maximum level of upgrade type y Example: <SUS Upgrade Skill 10 Type 1 Limit: 10> The following plugin command can be used to change the maximum upgrade level of a specified skill. <SUS Set Limit x1 Actor x2 Skill x3 Type x4 (dataId x5)> : Changes the maximum upgrade level of the specified skill to x1. : x1 - Maximum enhancement level after change : x2 - Actor ID : x3 - Skill ID of the enhanced skill : x4 - Enhancement type number : x5 - Enhanced effect number (0, 1, 2,... from the top of the effect column) : : If the enhancement type is not an effect, the x5 (including the parentheses) is not necessary. : Note that the maximum enhancement level cannot be changed below the current enhancement level. ----------------------------------------------------------------------------- Skill Enhancement Calculation Formula ----------------------------------------------------------------------------- Skill enhancements are calculated according to a formula set for each method. (Area enhancements excluded.) The three parameters used in the calculation are the skill's "default value," the enhancement parameter's "increase amount," and the "current enhancement level." The skill's default value is the value in the RPG Maker database. However, the default value for damage is 100. The overall default calculation formula is as follows: "Buff Amount" = "Default Value" + "Increase Amount" x "Current Buff Level" For damage buffs, this buff amount is multiplied by the damage formula value. [Usable Note Tags] Target: Skill <SUS Upgrade Type x Value: y> x: Buff Type Number (Plugin Parameter Number) y: Buff Amount for Buff Type x Example: <SUS Upgrade Type 1 Value: 10> <SUS Upgrade Type x Format: y> x: Buff Type Number (Plugin Parameter Number) y: Enter the formula for Buff Type x. : Only the following characters are allowed: '% number', 'numbers 0-9', and '+-/*()'. : %1 - Default value, %2 - Increase amount, %3 - Enhancement level Example) <SUS Upgrade Type 1 Format: %1+%2*%3> Target: Actor, Class <SUS Upgrade Skill x Type y Value: z> x: Skill ID y: Enhancement type number (number set in plugin parameters) z: Enhancement type y increase amount Example) <SUS Upgrade Skill 10 Type 1 Value: 10> ----------------------------------------------------------------------------- About Damage Enhancement ----------------------------------------------------------------------------- You can enhance the damage multiplier for skills with a "Damage Type" set to anything other than "None." Note that "Damage" here does not refer only to HP damage, but also includes MP damage, HP Recover, etc. You can also enhance each damage ID separately. Note that if the 'd.rate' code, which stores the damage multiplier, is not included in the damage calculation formula, the value will not change even if the skill is enhanced. ----------------------------------------------------------------------------- Enhancing MP and TP Cost ----------------------------------------------------------------------------- Skills with MP and TP cost settings can have their MP and TP costs enhanced. However, they can only be enhanced until their MP and TP costs reach 0. The maximum level is automatically adjusted based on the default value, increase, and calculation formula to ensure that MP and TP costs do not fall below 0. Example: For a skill that consumes 10 MP, if the increase is 1 and the calculation formula is default, MP cost will be 0 at enhancement level 10. Therefore, if the maximum level is set to 10 or higher, it will automatically be adjusted to 10. ----------------------------------------------------------------------------- Enhancing Consecutive Strikes ----------------------------------------------------------------------------- You can enhance your consecutive Strikes. However, if you have set the success rate of consecutive Strikes or damage output to a lower value, any increase above a certain level will be meaningless, so be careful with the maximum enhancement level. Example: If a skill reduces damage by 10% each time it's used multiple times, the damage will always be 0 by the 11th use, so there's no point in enhancing it more than 11 times. ----------------------------------------------------------------------------- Area Enhancement ----------------------------------------------------------------------------- If the skill's range is not all-target or the The User's, you can enhance the range. The effect of the enhanced range will vary depending on the original range. [For a 1 Enemy] When enhanced, it will affect all enemies. The maximum enhancement level is fixed at 1. [For a 1 Ally] When enhanced, it will affect all allies. The maximum enhancement level is fixed at 1. [For a 1 Ally (Collapse)] When enhanced, all allies are Collapse. The maximum enhancement level is fixed at 1. [For X random enemies] When enhanced, the value of X increases according to the enhancement amount. The enhancement amount is calculated according to the range enhancement parameter. If four or more enemies are enhanced, the skill will be executed each time. ----------------------------------------------------------------------------- Enhancing Usage Effects ----------------------------------------------------------------------------- Effects that have a numerical value set can be enhanced. To enhance an effect, you must add the enhancement code 'e.rate' to the value1 or value2 value in the <Set Sep Effect> tag. e.rate stores the enhancement amount for each effect. Tag Setting Example) "HP Recover" has been added to the first effect (effect ID 0). <Set Sep Effect: 0> Target: The User Value1: 0 Value2: hpDamage * (0.2 + e.rate * 0.1) </Set Sep Effect> ⇒This changes the value of Value2 when you enhance an effect. If the enhancement setting for the effect is set to default, the recovery amount increases by 10% of damage for each level increase. [Usable Tags] <Set Sus Effect x Rate: y> : Sets the initial enhancement value for effect ID x to y. : If not set, the initial value is 0. <Set Sus Effect x Display: y> : Sets the display on the enhancement screen for effect ID x to y. : If not set, the display is the effect name + e.rate value. If you add %1 to the y string, it will be converted to e.rate. Example) <Set Sus Effect 0 Display: HP Drain %1%> <Set Sus Effect 0 Rate: 20> : Sets the initial enhancement value of effect ID 0 to 20. : Changes the display on the enhancement screen to "HP Drain 20%." ----------------------------------------------------------------------------- Enhances TP and Speed Gain When Performing Skills ----------------------------------------------------------------------------- Enhances TP and Speed Gain When Performing Skills. No special notes. ----------------------------------------------------------------------------- Skill Enhancement Prohibition Settings ----------------------------------------------------------------------------- You can prevent individual actors from upgrading skills. Enhancement prohibition is set using a notetag. Skills with enhancement prohibition settings will not appear in the skill selection window. [Available Notetags] Target: Skill <Not Upgrade Skill> : Prevents the skill with this notetag from being upgraded. <Not Upgrade Type: x1,x2,...> : Prevents upgrading the skill with this notetag with upgrade types x1, x2,... Setting 0 will prevent all upgrade types. (Same as <Not Upgrade Skill>) Applies to: Actor, Class <Not Upgrade>: Prevents upgrading all skills with this notetag. The Skill Upgrade command will also not appear in the Skill menu. <Not Upgrade Skill Type: x1,x2,...> : Prevents upgrading all skills with the specified skill type IDs x1, x2,... <Not Upgrade Skill: x1,x2,...> : Prevents upgrading all skills with the specified skill IDs x1, x2,... [Difference between <Not Upgrade> and <SUS Command Hide>] Both of these tags hide skill upgrade commands, preventing the actor from upgrading skills. However, with <SUS Command Hide>, you can still upgrade skills by displaying the command using the plugin command <SUS Show Actor x>. With <Not Upgrade>, all skills cannot be upgraded, so the plugin command <SUS Show Actor x> is disabled. ----------------------------------------------------------------------------- Getting Skill Upgrade Level ----------------------------------------------------------------------------- The following plugin command can be used to obtain the skill upgrade status and Reflection it in in-game variables and switches. <SUS Get Variables x1 Actor x2 Skill x3 Type x4 (dataId x5)> : Stores the specified skill upgrade level in an in-game variable. : x1 - Variable ID for storing the enhancement level : x2 - Actor ID : x3 - Skill ID of the enhanced skill : x4 - Enhancement type number : x5 - Enhanced damage ID or effect number : : If the enhancement type is not damage or effect, : () and the x5 are not required. <SUS Get Switches x1 Counttype x2 Actor x3 Skill x4 Type x5 (dataId x6)> : Compares the enhancement level of the specified skill with the value of x2 and stores the result in an in-game switch. : x1 - Switch ID for storing the comparison result : x2 - Value to compare with the enhancement level : x3 - Actor ID : x4 - Skill ID of the enhanced skill : x5 - Enhancement type number : x6 - Enhanced damage ID or effect number : For Counttype, specify one of the following characters according to the comparison criteria. : CountOver: Is the upgrade level greater than x2? : CountEqual: Is the upgrade level equal to x2? : CountUnder: Is the upgrade level less than x2? : : If the upgrade type is not a damage or effect, : The "x6" (including the parentheses) is not necessary. ----------------------------------------------------------------------------- Advanced Settings ----------------------------------------------------------------------------- The following is for advanced The Users. Inadvertent changes may cause the plugin to malfunction. 1. Changing the Upgrade Type You can change the number of upgrade types from the default of 8 by changing the value of the plugin parameter <Max Upgrade Type Number>. For example, setting <Max Upgrade Type Number: 3> will recognize upgrade types up to Type 3. This means that the plugin will not provide parameters for Type 4 and above. In this case, when you open the upgrade screen using FTKR_SkillUpgradeSystem_Window.js, only upgrade types up to Type 3 will be displayed. To set it to 9 or higher, you need to add processing for upgrade types from Type 9 onwards to the plugin. (Plugin modification required.) 2. Swap Upgrade Type Numbers You can swap upgrade type numbers by replacing the plugin parameter <Upgrade Type X ***> with a different Type number. For example, by default, Type 1 is "Damage" and Type 7 is "Range." By swapping all the plugin parameter values for Type 1 and Type 7, you can Type 1 will now represent "Area" and Type 7 will represent "Damage." In this case, if you open the upgrade screen using FTKR_SkillUpgradeSystem_Window.js, the display order of the "Damage" and "Area" upgrade types will also be swapped. 3. Bulk Upgrade Function *Requires FTKR_SkillUpgradeSystem_Window.js Bulk upgrade is possible by setting the plugin parameter <Upgrade Type X Type> to "all." Bulk upgrade allows you to increase the parameters of multiple upgrade types with a single upgrade level-up. Note that if you add Type 9, don't forget to change the value of the plugin parameter <Max Upgrade Type Number> to 9. The name displayed as a bulk upgrade command is set using the plugin parameter <Upgrade All Name>. The parameters to be upgraded by bulk upgrade are specified using <Upgrade All Types>. Enter the upgrade type number using a comma. Please note that the bulk enhancement level is not Reflectioned in the enhancement level value added to the skill name. The only cost consumed by bulk enhancement is the cost set for bulk enhancement. Enhancement costs for parameters increased by bulk enhancement are not consumed. ----------------------------------------------------------------------------- License for this Plugin ----------------------------------------------------------------------------- This plugin is released under the MIT License. Copyright (c) 2017 Futokoro http://opensource.org/licenses/mit-license.php ---------------------------------------------------------------------------- Change History ----------------------------------------------------------------------------- v1.5.4 - 2019/12/17: Bug Fixes 1. Fixed an issue where the plugin parameters for each enhancement's cost type were not read correctly. v1.5.3 - 2018/12/07: Bug Fixes 1. Fixed an issue where some plugin commands were not executed correctly. v1.5.2 - October 21, 2017: Bug Fixes 1. Prevented an error that occurred when the enhancement cost was not set. v1.5.1 - October 19, 2017: Bug Fixes 1. Fixed an error that occurred when reducing the number of enhancement-capable parameters below 8 due to a conflict with FTKR_SEP_ShowSkillStatus.js. v1.5.0 - October 4, 2017: Traits Additions 1. Added bulk enhancement functionality. v1.4.1 - August 5, 2017: Bug Fixes 1. Added a process to set the maximum enhancement level to 0 for enhancement types that cannot be enhanced. v1.4.0 - March 16, 2017: Processing revised and new Traits added. 1. FTKR_SEP_ShowSkillStatus.js processing revised to match v1.3.0. 2. Added the Param to use JS formulas for enhancement cost values. 3. Added weapons and armor to enhancement costs. v1.3.0 - February 24, 2017: Processing revised and help text revised. 1. Processing revised to match FTKR_SkillExpansion.js v1.1.0. 2. Help text revised. v1.2.0 - February 19, 2017: FTKR_SkillExpansion.js implemented. 1. Processing revised to match FTKR_SkillExpansion.js. 2. Help text revised to match the specifications of FTKR_SkillExpansion.js. v1.1.1 - February 19, 2017: Bug Fixes 1. Fixed an error that occurred when using a skill outside of Battle. 2. Revised variable descriptions. v1.1.0 - February 15, 2017: Bug fixes, Traits additions, and plugin command additions. 1. Even if you enhance MP and TP consumption, the values consumed upon use remain the pre-enhancement values. Fixed a bug. 2. Added advanced settings for changing enhancement types and numbers. 3. Added a plugin command to change the maximum level of enhancement types. 4. Changed plugin version notation. (v1.04 is considered v1.0.4.) v1.04 - February 12, 2017: Added plugin command. 1. Added a plugin command to assign skill enhancement levels to in-game variables. 2. Added a plugin command to compare a specified value with the skill enhancement level and Reflection the result in an in-game switch. v1.03 - 2017/02/12: Bug Fixes 1. Fixed an issue where an error would occur when using a skill that the actor did not already know. v1.02 - 2017/02/10: Bug Fixes 1. Fixed an issue where, when setting multiple upgrade cost types in the skill notetag <SUS Upgrade Cost>, only the upgrade type entered in the last row would be Reflectioned. 2. Fixed an issue where the values set in the skill notetags <SUS Scope Random> and <SUS Repeats> would not be Reflectioned when upgrading a skill. v1.01 - 2017/02/08: Added notetags, added upgradeable items, and file splitting. 1. Added notetags that allow you to set the number of consecutive skill uses and the number of random enemies. 2. Added the Param to upgrade skill effects. 3. Added the Param to display up to two skill effects in the skill info window. 4. Functions and variables related to window display have been separated into separate files. v1.00 - February 6, 2017: First version created (102kB) ----------------------------------------------------------------------------- @param ---Skill Name Format--- @param Skill Name Format @desc Change the display name of the enhanced skill. %1 - Skill name, %2 - Total enhanced level @default %1(+%2) @param --Max Upgrade Type Num-- @param Max Upgrade Type Number @desc Sets the type of parameters that can be enhanced. Advanced settings @default 8 @param --Upgrade ALL-- @param Upgrade All Name @desc The display name for the bulk enrichment. @default Upgrade All @param Upgrade All Types @desc Set the reinforcement type to be reinforced in bulk. Enter the reinforcement type number separated by a comma (,). @default 1,2,3,4,5,6,7,8 @param ---Default Param--- @param Upgrade Default Name @desc Sets the default name of the enhancement item. %1 - Enhancement type skill status name @default Upgrade %1 @param Upgrade Default Limit @desc Sets the default maximum reinforcement level. @default 99 @param Upgrade Default Value @desc Sets the default value for the increase amount when strengthening. @default 1 @param Upgrade Default Cost Type @desc Sets the default cost type for enhancement: 1 - gold, 2 - item, 3 - variable @default 1 @param Upgrade Default Cost Id @desc Set the ID when the cost type is an item or variable. @param Upgrade Default Cost Value @desc Sets the default cost amount for reinforcement. @default 1 @param Upgrade Default Icon @desc Set the default value for the icon displayed in the enhancement list. @default 73 @param Upgrade Default Format @desc Set the default formula for strengthening. %1 - original parameters, %2 - increase amount when strengthening, %3 - strengthening level @default %1+(%2*%3) @param ---Upgrade Type 1--- @param Upgrade Type 1 Type @desc Set the type of Type 1 enhancement item. @default damages @param Upgrade Type 1 Icon @desc Sets the icon for Type 1 enhancement items. @param Upgrade Type 1 Limit @desc Sets the maximum enhancement level for Type 1 enhancement items. @param Upgrade Type 1 Value @desc Sets the increase amount for Type 1 enhancement items. @param Upgrade Type 1 Cost Value @desc Set the cost value for Type 1 enhancement items. @param Upgrade Type 1 Cost Type @desc Sets the cost type for Type 1 enhancement items. @param Upgrade Type 1 Cost Id @desc Set the type of Type 1 enhancement item. @param Upgrade Type 1 Format @desc Set the formula for enhancing Type 1 enhancement items. %1 - original parameters, %2 - increase amount when enhanced, %3 - enhancement level @param ---Upgrade Type 2--- @param Upgrade Type 2 Type @desc Set the type of Type 2 enhancement item. @default mpCost @param Upgrade Type 2 Icon @desc Sets the icon for Type 2 enhancement items. @param Upgrade Type 2 Limit @desc Sets the maximum enhancement level for Type 2 enhancement items. @param Upgrade Type 2 Value @desc Sets the increase amount for Type 2 enhancement items. @default -1 @param Upgrade Type 2 Cost Value @desc Set the cost value for Type 2 enhancement items. @param Upgrade Type 2 Cost Type @desc Sets the cost type for Type 2 enhancement items. @param Upgrade Type 2 Cost Id @desc Set the cost ID for Type 2 enhancement items. @param Upgrade Type 2 Format @desc Set the formula for enhancing Type 2 enhancement items. %1 - original parameters, %2 - increase amount when enhanced, %3 - enhancement level @param ---Upgrade Type 3--- @param Upgrade Type 3 Type @desc Set the type of Type 3 enhancement item. @default tpCost @param Upgrade Type 3 Icon @desc Sets the icon for Type 3 enhancement items. @param Upgrade Type 3 Limit @desc Sets the maximum enhancement level for Type 3 enhancement items. @param Upgrade Type 3 Value @desc Sets the increase amount for Type 3 enhancement items. @default -1 @param Upgrade Type 3 Cost Value @desc Set the cost value for Type 3 enhancement items. @param Upgrade Type 3 Cost Type @desc Sets the cost type for Type 3 enhancement items. @param Upgrade Type 3 Cost Id @desc Set the cost ID for Type 3 enhancement items. @param Upgrade Type 3 Format @desc Set the formula for enhancing Type 3 enhancement items. %1 - original parameters, %2 - increase amount when enhanced, %3 - enhancement level @param ---Upgrade Type 4--- @param Upgrade Type 4 Type @desc Set the type of Type 4 enhancement item. @default speed @param Upgrade Type 4 Icon @desc Sets the icon for Type 4 enhancement items. @param Upgrade Type 4 Limit @desc Sets the maximum enhancement level for Type 4 enhancement items. @param Upgrade Type 4 Value @desc Sets the increase amount for Type 4 enhancement items. @param Upgrade Type 4 Cost Value @desc Set the cost value for Type 4 enhancement items. @param Upgrade Type 4 Cost Type @desc Sets the cost type for Type 4 enhancement items. @param Upgrade Type 4 Cost Id @desc Set the cost ID for Type 4 enhancement items. @param Upgrade Type 4 Format @desc Set the formula for enhancing Type 4 enhancement items. %1 - original parameters, %2 - increase amount when enhanced, %3 - enhancement level @param ---Upgrade Type 5--- @param Upgrade Type 5 Type @desc Set the type of Type 5 enhancement item. @default tpGain @param Upgrade Type 5 Icon @desc Sets the icon for Type 5 enhancement items. @param Upgrade Type 5 Limit @desc Sets the maximum enhancement level for Type 5 enhancement items. @param Upgrade Type 5 Value @desc Sets the increase amount for Type 5 enhancement items. @param Upgrade Type 5 Cost Value @desc Set the cost value for Type 5 enhancement items. @param Upgrade Type 5 Cost Type @desc Sets the cost type for Type 5 enhancement items. @param Upgrade Type 5 Cost Id @desc Set the cost ID for Type 5 enhancement items. @param Upgrade Type 5 Format @desc Set the formula for enhancing Type 5 enhancement items. %1 - original parameters, %2 - increase amount when enhanced, %3 - enhancement level @param ---Upgrade Type 6--- @param Upgrade Type 6 Type @desc Set the type of Type 6 enhancement item. @default repeats @param Upgrade Type 6 Icon @desc Sets the icon for Type 6 enhancement items. @param Upgrade Type 6 Limit @desc Sets the maximum enhancement level for Type 6 enhancement items. @param Upgrade Type 6 Value @desc Sets the increase amount for Type 6 enhancement items. @param Upgrade Type 6 Cost Value @desc Set the cost value for Type 6 enhancement items. @param Upgrade Type 6 Cost Type @desc Sets the cost type for Type 6 enhancement items. @param Upgrade Type 6 Cost Id @desc Set the cost ID for Type 6 enhancement items. @param Upgrade Type 6 Format @desc Set the formula for enhancing Type 6 enhancement items. %1 - original parameters, %2 - increase amount when enhanced, %3 - enhancement level @param ---Upgrade Type 7--- @param Upgrade Type 7 Type @desc Set the type of Type 7 enhancement item. @default scope @param Upgrade Type 7 Icon @desc Sets the icon for Type 7 enhancement items. @param Upgrade Type 7 Limit @desc Sets the maximum enhancement level for Type 7 enhancement items. @default 1 @param Upgrade Type 7 Value @desc Sets the increase amount for Type 7 enhancement items. @default 1 @param Upgrade Type 7 Cost Value @desc Set the cost value for Type 7 enhancement items. @param Upgrade Type 7 Cost Type @desc Sets the cost type for Type 7 enhancement items. @param Upgrade Type 7 Cost Id @desc Set the cost ID for type 7 enhancement items. @param Upgrade Type 7 Format @desc Set the formula for enhancing Type 7 enhancement items. %1 - original parameters, %2 - increase amount when enhanced, %3 - enhancement level @default %1+%3 @param ---Upgrade Type 8--- @param Upgrade Type 8 Type @desc Set the type of Type 8 enhancement item. @default effects @param Upgrade Type 8 Icon @desc Sets the icon for type 8 enhancement items. @param Upgrade Type 8 Limit @desc Sets the maximum enhancement level for Type 8 enhancement items. @param Upgrade Type 8 Value @desc Sets the increase amount for Type 8 enhancement items. @default 1 @param Upgrade Type 8 Cost Value @desc Set the cost value for Type 8 enhancement items. @param Upgrade Type 8 Cost Type @desc Sets the cost type for Type 8 enhancement items. @param Upgrade Type 8 Cost Id @desc Set the cost ID for type 8 enhancement items. @param Upgrade Type 8 Format @desc Set the formula for enhancing type 8 enhancement items. %1 - original parameters, %2 - increase amount when enhanced, %3 - enhancement level @param ---Upgrade Type 9--- @param Upgrade Type 9 Type @desc Set the type of Type 9 enhancement item. @param Upgrade Type 9 Icon @desc Sets the icon for type 9 enhancement items. @param Upgrade Type 9 Limit @desc Sets the maximum enhancement level for Type 9 enhancement items. @param Upgrade Type 9 Value @desc Sets the increase amount for Type 9 enhancement items. @param Upgrade Type 9 Cost Value @desc Set the cost value for Type 9 enhancement items. @param Upgrade Type 9 Cost Type @desc Sets the cost type for Type 9 enhancement items. @param Upgrade Type 9 Cost Id @desc Sets the cost ID for type 9 enhancement items. @param Upgrade Type 9 Format @desc Set the formula for enhancing Type 9 enhancement items. %1 - original parameters, %2 - increase amount when enhanced, %3 - enhancement level @param ---Upgrade Type 10--- @param Upgrade Type 10 Type @desc Set the type of Type 10 enhancement item. @param Upgrade Type 10 Icon @desc Sets the icon for type 10 enhancement items. @param Upgrade Type 10 Limit @desc Sets the maximum enhancement level for Type 10 enhancement items. @param Upgrade Type 10 Value @desc Sets the increase amount for Type 10 enhancement items. @param Upgrade Type 10 Cost Value @desc Set the cost value for Type 10 enhancement items. @param Upgrade Type 10 Cost Type @desc Sets the cost type for Type 10 enhancement items. @param Upgrade Type 10 Cost Id @desc Sets the cost ID for type 10 enhancement items. @param Upgrade Type 10 Format @desc Set the formula for enhancing type 10 enhancement items. %1 - original parameters, %2 - increase amount when enhanced, %3 - enhancement level