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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
 * 
 *

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