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MV 【RMMV】Random performance of Attachable Augments

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: MV 【RMMV】Random performance of Attachable Augments
  • Original author: lonlon1069
  • Original date: July 19, 2021
  • Source thread: https://forums.rpgmakerweb.com/threads/rmmv-random-performance-of-attachable-augments.138684/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Javascript/Plugin Support

Summary

foreword: My native language is not English, so I use "GOOGLE Translator". If there is an error in the use of vocabulary and grammar, please forgive me. main body: (1) http://www.yanfly.moe/wiki/Attachable_Augments_(YEP)

Archived First Post

foreword:
My native language is not English, so I use "GOOGLE Translator". If there is an error in the use of vocabulary and grammar, please forgive me.



main body:

(1) http://www.yanfly.moe/wiki/Attachable_Augments_(YEP)
(2) https://yoraerasante.itch.io/yr-newparameters

I used the second plugin to create a custom basic parameter "charm". Its function is to reduce the selling price and quantity of items sold by merchants, while increasing the selling price of players’ items.

Now I add custom parameters to the YEP plug-in to make attachable augments,like this.....
1626712003889.png

Yes, it works perfectly as expected. But now, I want to make random performance augments items,this is my plan.....
1626712782270.png

Even if it is an item with the same name, there is still a slight difference when it is attached to the equipment. I entered the following code, it doesn't work.
1626713158376.png

How do I run a string of formulas or codes in it?

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