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NRP Skill EX - NRP_SkillEX.js

Plugin desc : v1.076 Extend the effect of the skill.

License :
・Copyright: Retained
・Commercial Use: Allowed
・Modification: Allowed
・Redistribution: Allowed
・Details: See Download Page / In-plugin documentation

Author : Takeshi Sunagawa (http://newrpg.seesaa.net/)

Website : https://github.com/NewRPGProject/MZMV_Plugin/blob/main/NRP_SkillEX.js

Desc page : https://newrpg.seesaa.net/article/500569896.html

Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_SkillEX.js

File name : NRP_SkillEX.js

Help of plugin :

Extend the effect of the skill.
 * For example, the following skills can be created
 * 
 * - High critical rate skills.
 * - Skills that have a success rate greater than 100.
 * - Skills that add states at random.
 * - Skills that change elements or scope depending on conditions.
 * - Skills that consume all MP.
 * 
 * -------------------------------------------------------------------
 * [Note (skill, item)]
 * -------------------------------------------------------------------
 * All of the following can use formulas.
 * 
 * ◆Add Critical Rate
 * <AddCriticalRate:50>
 * Add 50% to the critical rate.
 * 
 * ◆Change Success Rate
 * <SuccessRate:150>
 * Set the skill success rate at 150%.
 * (Original value is ignored.)
 * 
 * For example, the hit rate will increase as the level increases
 * if you do the following
 * <SuccessRate:100 + a.level>
 * 
 * ◆Change State Rate
 * <StateRate:150>
 * Set the State Rate of the effects to 150%.
 * (Original value is ignored.)
 * 
 * ◆Add State
 * <AddState:4>
 * <AddStateRate:50>
 * Add state number 4 50% of the time.
 * ※If <AddStateRate> is omitted, the rate is 100%.
 * 
 * For example, the formula below adds 4, 5, and 6 states at random.
 * <AddState:4 + Math.randomInt(3)>
 * ※Math.randomInt(3) means 0 to 2.
 * 
 * ◆Add State To The User
 * <AddSelfState:4>
 * Adds state number 4 to the user of the skill.
 * 
 * ◆Change Element
 * <ChangeElement:2>
 * Change the element to 2:Flame.
 * 
 * ◆Change Scope
 * <ChangeScope:1>
 * Changes the scope to the specified value.
 * 0:None, 1:One Enemy, 2:All Enemies, 3:Enemy Random 1,
 * 4:Enemy Random 2, 5:Enemy Random 3, 6:Enemy Random 4,
 * 7:One Ally, 8:All Allies, 9:One Ally(Dead),
 * 10:All Allies(Dead), 11:User, 12:One Ally(Unconditional),
 * 13:All Allies(Unconditional), 14:Everyone
 * 
 * Example: If you remember skill 100,
 * the all enemies. Otherwise, one enemy.
 * <ChangeScope:a.isLearnedSkill(100) ? 2 : 1>
 * 
 * ◆Change Damage Type
 * <ChangeDamageType:3>
 * Changes the damage type to the specified value.
 * 1:HP Damage, 2:MP Damage, 3:HP Recover, 4:MP Recover,
 * 5:HP Drain, 6:MP Drain
 * 
 * Example: Restores the HP of all allies, but the user takes damage.
 * <ChangeDamageType:a == b ? 1 : 3>
 * 
 * ◆Change Number of Repeats
 * <ChangeNumRepeats:2>
 * Changes the number of repeats to the specified value.
 * 
 * ◆Change Number of Random Times
 * <ChangeNumRandom:5>
 * Changes the number of targets to the specified value
 * when scope is random.
 * It is valid for more than 5 times, which is normally not possible.
 * 
 * Example: Randomly run 2-4 times.
 * <ChangeNumRandom:2 + Math.randomInt(3)>
 * 
 * ◆Recover TP
 * <RecoverTp:100>
 * Recovers 100 TP.
 * If it is negative, it will be damage.
 * 
 * Example: It heals TP by a value equal to the user's mat.
 * <RecoverTp:a.mat>
 * 
 * ◆Damage To User
 * <SelfDamage:a.mhp / 10>
 * It damages the user for 1/10 of the maximum HP.
 * 
 * ◆Change Mp Cost
 * <ChangeMpCost:100>
 * Changes the MP cost to the specified value.
 * 
 * Example: Consume all MP.
 * <ChangeMpCost:a.mp>
 * 
 * Note that the Mp Cost Rate will be ignored.
 * If you wish to include it,
 * please incorporate Mp Cost Rate (mcr) into the formula.
 * Example: <ChangeMpCost:a.mp * a.mcr>
 * 
 * If you want to use the MP before consumption in the damage formula,
 * you can refer to it below.
 * a.startMp()
 * 
 * ◆Change Tp Cost
 * <ChangeTpCost:100>
 * Changes the TP cost to the specified value.
 * 
 * If you want to use the MP before consumption in the damage formula,
 * you can refer to it below.
 * a.startTp()
 * 
 * ◆Ignore Guard State
 * <IgnoreGuard>
 * Ignores guard state and deals damage without being halved.
 * 
 * -------------------------------------------------------------------
 * ■Formula Variables
 * -------------------------------------------------------------------
 * The plugin's formulas can use the following variables
 * 
 * ◆targetNo
 * For example, if the range was "Random 4 Enemies",
 * it can be distinguished by the numbers 0,1,2,3.
 * The following will be fire element only for the 4th shot,
 * and physical element for the rest.
 * 
 * <ChangeElement:targetNo == 3 ? 2 : 1>
 * 
 * -------------------------------------------------------------------
 * [Terms]
 * -------------------------------------------------------------------
 * There are no restrictions.
 * Modification, redistribution freedom, commercial availability,
 * and rights indication are also optional.
 * The author is not responsible,
 * but will deal with defects to the extent possible.
 * 
 * @-----------------------------------------------------
 * @ [Plugin Parameters]
 * @-----------------------------------------------------

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