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Accumulate State - AccumulateState.js
Plugin desc : Accumulated State Plugin
License : MIT License
Author : Triacontane
Website : https://triacontane.blogspot.com
Desc page : https://github.com/triacontane/RPGMakerMV/tree/mz_master/AccumulateState.js
Download Page : https://raw.githubusercontent.com/munokura/triacontane-MZ-plugins/refs/heads/main/AccumulateState.js
File name : AccumulateState.js
Help of plugin :
@target MZ @url https://github.com/triacontane/RPGMakerMV/tree/mz_master/AccumulateState.js @plugindesc Accumulated State Plugin @author Triacontane @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/triacontane-MZ-plugins ). Original plugin by Triacontane. Please check the latest official version at: https://triacontane.blogspot.com ----- Changes a specific state to an accumulating state. To change a state to an accumulating state, enter the following in the memo field: <Accumulation> <Accumulate> Accumulating states accumulate when the ”Add State” effect is used. When the accumulation rate exceeds 100% (=1.0), the target state becomes active. The calculation formula is as follows: ”Add State” effect setting * target ”State Effectiveness” = accumulation rate Example: If the ”Add State” effect is 80% (0.8) and the target state effectiveness is 50% (0.5), 0.8 * 0.5 = 0.4 # accumulation rate is 40% (0.4) For advanced users, you can also specify a separate accumulation rate calculation formula. The following variables can be used in the calculation formula: a: The ”Add State” effect setting b: The target’s ”State Effectiveness” setting Example of accumulation rate calculation formula a - (1.0 - b) Example: If the ”Add State” effect is 80% (0.8) and the target’s ”State Effectiveness” is 50% (0.5) 0.8 - (1.0 - 0.5) = 0.3 # Accumulation rate is 30% (0.3) A negative accumulation rate is calculated as ”0.” If a buzzer sounds during execution, there is a problem with the script. Press F8 to open the Developer Tools and check the contents. Also, ”Remove State” resets the accumulation rate. You can specify a single state to display as a gauge on the battle screen. To use this feature, set the following in the actor’s memo field: <Accumulation Gauge State: 3> // Displays the accumulation state ID ”3” as a gauge. <Accumulation Gauge X: 600> // The X coordinate of the gauge. <Accumulation Gauge Y: 400> // The Y coordinate of the gauge. Specify the coordinates if you want to display a gauge on the map screen or status screen. <Accumulation Map Gauge X: 600> // The X coordinate of the gauge on the map screen. <Accumulation Map Gauge Y: 400> // The Y coordinate of the gauge on the map screen. <Accumulation Status Gauge X: 600> // The X coordinate of the gauge on the status screen. <Accumulation Status Gauge Y: 400> // The Y coordinate of the gauge on the status screen. The gauge image specified in the parameters will be used. Terms of Use: You may modify and redistribute this plugin without permission from the author, and there are no restrictions on its use (commercial use, use for 18+ users, etc.). This plugin is now yours. @param GaugeImage @text Gauge image file @desc This is the image file (img/pictures) used to display the gauge. Arrange an empty gauge and a full gauge vertically to create a single image. @type file @dir img/pictures/ @param GaugeSwitchId @text Gauge display switch @desc When enabled, the gauge will only be displayed when the specified switch is ON. @type switch @default 0 @param AccumulateFormula @text Accumulation rate calculation formula @desc The formula for calculating the accumulation rate is created independently from the effect’s ”State Addition” and the target’s ”State Effectiveness.” @param LuckAdjust @text Luck Modifier @desc When turned ON, the accumulation rate is adjusted based on luck (default specifications). @type boolean @default true @param CertainHit @text Ignore effectiveness when hit @desc When turned ON, the ”Add State” value will be reflected directly in the accumulation rate for guaranteed hit skills. @type boolean @default true @param ImmunityRate @text immunity rate @desc This resistance value is added each time the state is activated. Once it reaches 100, it will no longer increase. @type number @default 0 @param ResetAccumulateEndBattle @text Resets at the end of battle @desc If the accumulation state release condition ”Release at end of battle” is enabled, the accumulation rate will be reset at the end of battle. @type boolean @default false @command ACCUMULATE @text Accumulation @desc Increases or decreases the state accumulation of the specified actor. @arg actorId @text Actor ID @desc The target actor ID. If you are targeting an enemy character, leave it as 0. @type actor @default 0 @arg enemyIndex @text Enemy Character Index @desc The target enemy character index. If you are targeting an actor, you can leave it as -1. @type number @default -1 @min -1 @arg stateId @text State ID @desc The target state ID. Please specify a storage type state. @type state @default 1 @arg rate @text Accumulation rate @desc Accumulation rate (-100% to 100%). @type number @default 0 @min -100 @max 100 @command CLEAR_IMMUNITY @text Immune status cancellation @desc Removes the state immunity condition from the specified actor. @arg actorId @text Actor ID @desc The target actor ID. If 0 is specified, the immunity status of all party members will be removed. @type actor @default 0