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NUUN Passive Skill - NUUN_PassiveSkill.js
Plugin desc : Passive skill
License : MIT License
Author : NUUN
Website : https://github.com/nuun888/MZ/blob/master/NUUN_PassiveSkill.js
Download Page : https://raw.githubusercontent.com/nuun888/MZ/master/NUUN_PassiveSkill.js
File name : NUUN_PassiveSkill.js
Help of plugin :
* @target MZ * @plugindesc Passive skill * @author NUUN * @version 1.6.3 * @base NUUN_Base * * @help * Implement passive skills. * If you have learned the skill, the status of the specified weapon will be reflected. * By specifying the activation conditions, you can create a passive skill that activates only under specific conditions. * The conditions are set by plug-in parameters and judged by specifying the list ID. Multiple conditions can be specified. * If the activation condition does not have a "PassiveMatch" tag, the passive skill will be applied when all conditions are met. * * Enemy passive skill settings * Please set it as enemies' initial equipment. * Only passive skills that meet the conditions of the initial equipment and this plugin will be applied. * * skill Note * Applying Passive Skills * <PassiveSkill:[id]> [id]:Weapon ID to apply * <PassiveSkill:10> The status of the weapon with weapon ID 10 is reflected. * * Passive skill application conditions (always applied if blank) * <PassiveMatch:[mode]> Specifies the condition judgment mode. [mode] 0: Partial match 1: All If nothing is entered, all matches will be judged. * <PassiveMatch:1> Reflected when any of the conditions are met. * <PassiveMatch:0> Applies when all conditions are met. * <PassiveConditions:[id],[id],....> [id]:List number set in the trigger condition * <PassiveConditions:1> It will be activated when the condition of the activation condition list ID number 1 is met. * <PassiveConditions:1,2,3> Triggered when all the conditions of the trigger condition list ID 1, 2, 3 are matched. * * Below are the tags when setting conditions on a conditional basis. Conditional base Ver.1.1.3 or later * <PassiveConditions:[id],[id],[id]...> It can be used when all the specified ID conditions are met. * <PartyPassiveConditions:[id],[id],[id]...> Can be used when all the conditions for the ID specified by the party member are met. * <TroopPassiveConditions:[id],[id],[id]...> Can be used when all the conditions for the specified ID of the enemy group are met. * <PassiveMatch:[mode]> Specifies the condition judgment mode. [mode] 0: Partial match 1: All If nothing is entered, all matches will be judged. * * If the enemy group is specified, the condition will be judged only during battle. * * [id]:List ID of conditional base apply condition * <PassiveMatch:[mode]> Sets the condition mode. * <PassiveMatch:0> Reflected when any of the conditions are met. * <PassiveMatch:1> Applies when all conditions are met. * If not entered, it will be when all the conditions are met. * * trigger condition * Upper limit: Reflected if the value is less than or equal to the specified value. * Lower limit: Any value greater than or equal to the specified value will be reflected. * Example * Target: HP Upper limit: 30 * Lower limit: 0 Reflects when HP is 30% or less. * Target: HP Upper limit: 80 * Lower limit: 30 Reflects when HP is 30% to 80%. * Target: MP Upper limit: 0 * Lower limit: 80 Reflects when MP is 80% or more. * Target: TP Upper limit: 0 * Lower limit: 100 Reflected when TP is 100%. * Target: State State ID: 6 * It will be reflected when it is in the state of state number 6. * Target: StateR State ID: 5 * It will be reflected when the state of state 5 is not applied. * Target: Turn Upper limit: 0 Lower limit: 10 * It will be reflected after the 10th turn. * Target: Turn Upper limit: 3 Lower limit: 0 * It will be reflected until the 3rd turn. * Target: GVal Game variable: 5 Upper limit: 30 Lower limit: 10 * Reflected when game variable number 5 is between 10 and 30. * Target: GSwc Game Variable Switch: 5 * Reflected when the game switch is true. * Target: Equip Weapon Type: 10 * It will be reflected if you are equipped with a weapon of type 10. Armor type setting is ignored if weapon type is set. * Target: Equip Armor Type: 8 * Applies to armor type 8 weapons equipped. * * * Terms of Use * This plugin is distributed under the MIT license. * * Log * 8/23/2025 Ver.1.6.3 * Fixed an issue where some passive skills were not being applied in the differential parameters on the equipment screen. * 8/17/2025 Ver.1.6.2 * Fixed an issue that caused save data to become large. * Fixed to cache passive skills applied on the equipment screen. * 8/15/2025 Ver.1.6.1 * Corrected some processing. * 7/27/2025 Ver.1.6.0 * Passive skills also apply to enemies. * 6/22/2025 Ver.1.5.9 * Changed processing to prevent performance degradation. * 8/31/2024 Ver.1.5.8 * Fixed an issue where equipped armor types were not functioning. * 3/4/2023 Ver.1.5.7 * Fixed to perform update processing when passive skill is acquired. * 1/28/2023 Ver.1.5.6 * Corrected because the description of some condition modes was written backwards. * 11/23/2022 Ver.1.5.5 * Re-correction. * 11/20/2022 Ver.1.5.4 * Fixed an issue where performance would drop significantly when used with certain plugins. * Changed the display in languages other than Japanese to English. * 2/4/2022 Ver.1.5.3 * Correction of processing. * 1/3/2022 Ver.1.5.2 * Fixed the problem that an error occurs when specifying conditional weapons, armor types, and vehicles set with this plug-in in Ver.1.5.0 or later. * 12/31/2021 Ver.1.5.1 * Fixed so that it can be applied even from skills that have been acquired in the feature. * 12/31/2021 Ver.1.5.0 * Supports conditional bases. * 12/31/2021 Ver.1.4.1 * Fixed an issue where passive skills were not applied when no conditional tag was specified. * 8/13/2021 Ver.1.4.0 * Add a vehicle to the conditions. * 8/6/2021 Ver.1.3.0 * Added buffs and debuffs to conditions. * 8/1/2021 Ver.1.2.1 * Changed the specification of passive skill application conditions. * 7/31/2021 Ver.1.2.0 * Added a function that allows you to specify how to determine if conditions match. * Fixed the problem that processing becomes heavy during battle when acquiring skills that determine HP and MP under certain conditions. * 7/29/2021 Ver.1.1.1 * Correction of processing. * 7/28/2021 Ver.1.1.0 * Added a function to reflect when the state is not applied. * Added a function to reflect only when a specific weapon or armor type is equipped. * Fixed an issue where the status was not displayed in certain situations. * 7/27/2021 Ver.1.0.0 * first edition. * * @param PassiveSkillConditions * @text Trigger condition * @desc Set the conditions for activating passive skills. * @type struct<Conditions>[] * * @param CondBasePassive * @text Conditional base condition application * @desc Applies the conditions set in Conditional Base. Conditions set by this plugin are not applied. * @type boolean * @default false * * @param PassiveSkillType * @text Passive skill type ID * @desc Skill type ID of the passive skill. Makes it invisible to actor commands in combat. * @type number * @default 0 * * @param EquipScreenCacheEnabled * @text Equip screen passive skill cache * @desc Cache passive skills on the equipment screen. * @type boolean * @default true * *