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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

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