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NUUN Conditions Base - NUUN_ConditionsBase.js
Plugin desc : Conditional Base
License : MIT License
Author : NUUN
Website : https://github.com/munokura/NUUN-MZ-plugins/blob/master/NUUN_ConditionsBase.js
Desc page : https://github.com/nuun888/MZ
Download Page : https://raw.githubusercontent.com/munokura/NUUN-MZ-plugins/master/NUUN_ConditionsBase.js
File name : NUUN_ConditionsBase.js
Help of plugin :
@target MZ @url https://github.com/nuun888/MZ @plugindesc Conditional Base @author NUUN @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/NUUN-MZ-plugins ). Original plugin by NUUN. Please check the latest official version at: https://github.com/nuun888/MZ ----- This plugin allows you to set characteristics, skills, etc. that are activated under certain conditions. Please check the tag syntax for each compatible plugin. Conditions are set in the application conditions of the plugin parameters. Application conditions are common to all condition-compatible plugins. Set the conditions in a list. Identification name: This parameter makes it easier to identify what the condition is. It is not necessary to set this in the current version. Condition type: Set the condition. After setting, specify the same items as the characters displayed in parentheses from the party and enemy group to the evaluation formula. (For example, 'Battler' would be actor, enemy (Battler)). Enter each item in the common settings in the number field in parentheses listed in the set item. For (1) or (3), enter the upper and lower limits of the common settings or the specified ID. Enter either (1) or (2). The enemy group is only valid during battle. If there are four or more surviving party members Condition Type Party, Enemy Group (Member) Party, Enemy Group Number of surviving members (1) (2) ((1) Number of battlers, (2) Number of battlers) 'AliveMember' Upper limit (1) 0 Lower limit (1) 4 Upper limit is less than or equal to the specified number Lower limit is greater than or equal to the specified number The specified number is a fixed value. You cannot select both (1) and (2), so please set them separately in the list. Affected by state 4 Condition Type State State Affected by specified state ID (1)(2)(3) ((1) Turn (2) Turn (3) State ID) 'AddState' Specified value (2) Blank or Upper limit (1) 0, Lower limit (2) 0 Specified ID (3) 4 Affected by states 5 and 6 and there are 3 turns remaining Condition Type State State Affected by specified state ID (1)(2)(3) ((1) Turn (2) Turn (3) State ID) 'AddState' Specified value (2) 3 or Upper limit (1) 3, Lower limit (2) 3 Specified ID (3) 5,6 If game variable 10 is between 102 and 110 Condition Type Game Variable Game Variable Specified variable (1)(2)(3) ((1) Range value (2) Value (3) Game Variable ID) 'Var' Upper Limit (1) 110 Lower Limit (2) 102 Specified ID (3) 10 Condition (1) Upper/Lower Limit: The upper limit refers to the maximum value of the numerical value to be judged. The lower limit refers to the minimum value of the numerical value to be judged. The condition is met if the value is greater than or equal to the lower limit and less than or equal to the upper limit. If the upper limit is 0, the condition is met if the value is greater than or equal to the lower limit. (2) Specified Number: Multiple numbers can be set, but if multiple numbers are set, they must be enclosed in '' or "". The condition is met when any of the numbers match. If there is an input for the specified number (1), the upper/lower limit settings will be ignored. If two or more numbers are specified, be sure to enclose them in ''. Example: '6,7,17' (3) Specified ID: Multiple numbers can be set, but if multiple numbers are set, they must be enclosed in '' or "". The condition is met when any of the IDs match. If two or more IDs are specified, be sure to enclose them in ''. Example '6,7,17': If the target is an actor or party, it refers to the allies; if the target is an enemy group, it refers to the enemies. [Party, Enemy Group] [Number of Battle Members] The condition is met if the number of battle members is within the "Upper/Lower Limits" (1) or the "Specified Number" (2). For enemy groups, it returns false if they are not currently in battle. [Number of Surviving Members] The condition is met if the number of battle members who are not currently in battle is within the "Upper/Lower Limits" (1) or the "Specified Number" (2). For enemy groups, it returns false if they are not currently in battle. [Number of Incapacitated Members] The condition is met if the number of battle members who are currently incapacitated is within the "Upper/Lower Limits" (1) or the "Specified Number" (2). For enemy groups, it returns false if they are not currently in battle. [Number of Support Members] The condition is met if the number of support actors is within the "Upper/Lower Limits" (1) or the "Specified Number" (2). Requires supported actor plugin [Actor, Enemy] [Battler ID] The condition is met if the user's or target's ID matches the "specified number" (3). [Number of Matching Battler IDs] The condition is met if the number of IDs that match the "specified number" (3) is within the "upper and lower limits" (1) or the "specified number" (2). [If Actor] The condition is met if the target is an actor or party. [If Enemy] The condition is met if the target is an enemy or enemy group. [Occupation] [Class ID] The condition is met if the user's or target's class ID matches the "specified number" (3). Returns false if the target is an enemy or enemy group. [Number of Matching Class IDs] The condition is met if the number of class IDs that match the "specified number" (3) is within the "upper and lower limits" (1) or the "specified number" (2). Returns false if the target is an enemy or enemy group. [Status Values] [HP][MP][TP] The condition is met if the target's HP, MP, or TP is within the "Upper and Lower Limits" (1) or the "Specified Value" (2). For parties and enemy groups, the condition is met when either of these values match. The upper and lower limits are percentages (%), and the specified values are normal values. [Attack][Defense][Magic Power][Magic Defense][Agility][Luck] The condition is met if the target's status value is within the "Upper and Lower Limits" (1) or the "Specified Value" (2). For parties and enemy groups, the condition is met when either of these values match. [Additional Stats] The condition is met if the target's status value is within the "Upper and Lower Limits" (1) or the "Specified Value" (2). For parties and enemy groups, the condition is met when either of these values match. The upper and lower limits are percentages (%), and the specified values are normal values. [Special Stats] The condition is met if the target's status value is within the "Upper and Lower Limits" (1) or the "Specified Value" (2). For parties and enemy groups, the condition is met when either of these conditions is met. The upper and lower limits are percentages (%), and the specified number is the normal value. [Level] [Specified Level] The condition is met if the target's level is within the "Upper/Lower Limits" (1) or the "Specified Number" (2). For parties, the condition is met when either of these conditions is met. [Average Level] The condition is met if the average level of the members is within the "Upper/Lower Limits" (1) or the "Specified Number" (2). For actors and parties, the ally conditions are referenced. [State] [Affected by specified state ID] The condition is met if the target is affected by the "Specified State ID" (3) and the remaining turns are within the "Upper/Lower Limits" (1) or the "Specified Number" (2). If you want to specify remaining turn conditions for each state, add a separate condition list. For parties and enemy groups, the condition is met when either of these conditions is met. [Not affected by specified state ID] The condition is met if the target is not affected by the "specified state ID" (3). For parties and enemy groups, the condition is met when either of these match. [Affected by specified state ID (elapsed turns) requires state elapsed turn count] The condition is met if the target is affected by the "specified state ID" (3) and the elapsed turns match either "within upper or lower limit" (1) or "specified number" (2). If you want to specify remaining turn conditions for each state, add a separate condition list. For parties and enemy groups, the condition is met when either of these match. [Buff] [Applied with the specified buff ID] [Applied with the specified debuff ID] The condition is met if the target is affected by "specified buff ID" (3). In the case of a party or enemy group, the condition is met when either of these matches. [Not affected by the specified buff ID] [Not affected by the specified debuff ID] The condition is met if the target is not affected by "specified buff ID" (3). In the case of a party or enemy group, the condition is met when either of these matches. 0: HP 1: MP 2: Attack power 3: Defense power 4: Magic power 5: Magic defense 6: Agility 7: Luck [Weapon type] [Equipped with the specified weapon] [Equipped with the specified armor]が就任しました。 [Specified Weapon Type][Specified Armor Type] The condition is met if the target is equipped with "Specified Weapon, Armor Type ID] (3). If "Specified Weapon ID] is set to 0, the condition is met when barehanded. If "Specified Armor ID] is set to 0, the condition is met when no armor is equipped. In the case of a party, the condition is met when either of these matches. If the target is an enemy or enemy group, false will be returned. [Specified Weapon Type][Specified Armor Type] The condition is met if the target is equipped with equipment of "Specified Weapon, Armor Type ID] (3). In the case of a party, the condition is met when either of these matches. If the target is an enemy or enemy group, false will be returned. [Turn] [Specified Turn] The condition is met if the target or the current turn is within "upper and lower limits" (1) or matches "specified number" (2). In turn-based games, the current turn is referenced. In the case of a party or enemy group, the condition is met when either of these matches. [Attribute] [Specified Attribute] The condition is met if the target's attack attribute matches "specified number" (3). Note that no judgment is made if the target is a party or enemy group. [Effectiveness] [Attribute Effectiveness] [State Effectiveness] The condition is met if the target's "Effectiveness of the specified attribute and state ID" (3) matches "Within upper and lower limit %" (1) or "Specified number" (2). For parties and enemy groups, the condition is met when either matches. [Item, Skill Use] [Item Use] [Skill Use] The condition is met if the item or skill used matches "Specified item, skill ID" (3). For parties and enemy groups, false is returned. [Skill Type] The condition is met if the skill type used when attacking the target matches "Specified number" (3). For parties and enemy groups, false is returned. [Item Group] (Not yet implemented) The condition is met if the item group used when the target's item was used matches "Specified number" (3). For parties and enemy groups, false is returned. [Item Possession, Skill Acquisition] [Item Possession] [Weapon Possession] [Armor Possession] The condition is met if the number of [Specified Number] (3) possessed is within the "Upper/Lower Limit" (1) or matches the "Specified Number" (2). By setting the lower limit to 1 and the upper limit to 0, the condition will be met if one or more items are possessed. For enemies and enemy groups, this returns false. [Item Not Possessed] [Weapon Not Possessed] [Armor Not Possessed] The condition is met if the player does not possess [Specified Number] (3). [Skill Acquired] The condition is met if the player has learned [Specified Number] (3). For enemies, the condition is met if the skill (3) is included in their action skills. [Attack] [Hit Type is Physical] [Hit Type is Magic] [Hit Type is Guaranteed] The condition is met if the hit type at the time of attack matches. For parties and enemy groups, this returns false. [Damage Type is HP Recovery] [Damage Type is MP Recovery] [Damage Type is HP Absorption] [Damage Type is MP Absorption] The condition is met if the damage type at the time of attack matches. For parties and enemy groups, this returns false. [Critical] The condition is met if it is a critical. [Damage] [Specified Damage] The condition is met if the damage is within the "Upper/Lower Limits" (1) or matches the "Specified Number" (2). For parties and enemy groups, it returns false. [Counterattack, Reflect] [When Counterattacking][When Reflecting Magic] The condition is met if it is a counterattack or a magic reflection. [Vehicle] [On a Boat][On a Large Ship][On an Airship][On a Vehicle] The condition is met if the player is on the specified vehicle. [Not on a Boat][Not on a Large Ship][Not on an Airship][Not on a Vehicle] The condition is met if the player is not on the specified vehicle. [Game Variable] [Specified Variable] The condition is met if the value of the "Specified Variable ID" (3) is within the "Upper/Lower Limits" (1) or matches the "Specified Number" (2). [Switch] [Specified Switch is ON] The condition is met if the "Specified Switch ID" (3) is ON. [Specified Switch is OFF] The condition is met if the "Specified Switch ID" (3) is OFF. [Money] [Amount of money] The condition is met if the amount of money on hand is within the upper and lower limits (1) or the specified number (2). If the target is an ally or party, the amount of money on hand is referenced. If the target is an enemy, the amount of money the enemy can acquire is referenced. If the target is an enemy group, the total amount of money the enemy group can acquire is referenced. [Experience points] [Experience points at current level] The condition is met if the experience points acquired at the current level are within the upper and lower limits (1) or the specified number (2). [Weather] [Sunny][Rain][Storm][Snow] The condition is met if the weather is the specified weather. [Condition expression] The condition is met if the condition expression evaluates to true. [Memo field] [Memo field for actor and enemy character] The condition is met if the specified tag exists in the memo field for the actor and enemy character. [Memo field with characteristics] The condition is met if the specified tag exists in the memo field with the actor and enemy character characteristics. Terms of Use This plugin is distributed under the MIT license. Update History 2025/8/15 Ver.1.4.0 Fixed so that specified numbers, specified IDs, and strings can be specified as arrays. 2024/6/27 Ver.1.3.3 Fixed an issue where additional ability value and special ability value conditions were not being applied. 2023/9/18 Ver.1.3.2 Fixed an issue where an error occurred when the condition was an attack condition. 2023/7/31 Ver.1.3.1 Fixed an issue where an error occurred when the specified number was entered as a number only. 2023/7/13 Ver.1.3.0 Added weather conditions. 2023/7/1 Ver.1.2.2 Fixed processing when updating multiple attributes. 2023/6/25 Ver.1.2.1 Fixed counter processing. 2023/6/23 Ver.1.2.0 Added a memo field to conditions. Added processing to allow arguments from plugin parameters to be processed. 2023/4/8 Ver.1.1.12 Fixed an issue where an error occurred when specifying a condition where the player does not possess armor. 2023/4/7 Ver.1.1.11 Added conditions for when the player does not possess any items, weapons, or armor. March 25, 2023 Ver. 1.1.10 Fixed an issue where skills learned from traits were not applied in the skill acquisition conditions. December 18, 2022 Ver. 1.1.9 Fixed an issue where state effectiveness conditions were not being obtained correctly. December 18, 2022 Ver. 1.1.8 Fixed an issue where an error would occur when setting attribute effectiveness or state effectiveness and applying it. November 23, 2022 Ver. 1.1.7 Fixed an issue where performance would drop significantly when specifying ability values, additional ability values, or special ability values as conditions. August 28, 2022 Ver. 1.1.6 Added a feature to specify elapsed turns as the state turn condition. June 19, 2022 Ver. 1.1.5 Fixed an error that occurred with some plugins. May 4, 2022 Ver. 1.1.4 Fixed an issue where critical conditions would not be applied under certain conditions. Fixed an issue where an error would occur if an ID not in the list was set. 2021/12/31 Ver.1.1.3 Fixed the return value for enemy groups outside of combat to return false. 2021/12/19 Ver.1.1.2 Added incapacitated members and support actor members to the conditions. Added processing based on encounter condition application. 2021/12/18 Ver.1.1.1 Added conditions for the user or target to be an actor or enemy. 2021/12/13 Ver.1.1.0 Added conditions for possessing items, weapons, and armor, acquiring skills, skill types, money, counterattacks, and magic reflection. Fixed an issue where skills and items were not being applied. 2021/11/27 Ver.1.0.5 Fixed an issue where equipment checks were not being applied. Added conditions for barehanded and no armor when using specified equipment. 2021/11/13 Ver.1.0.4 Fixed an issue where state and buff ID settings were not being applied correctly. Fixed an issue where some buff conditions were not being applied. 2021/11/12 Ver.1.0.3 Fixed an issue where the condition turn was not properly acquired during turn-based play. Changed some plugin definitions. Changed the process of acquiring multiple attributes. NUUN_Base requires Ver.1.3.1 or later. 2021/9/13 Ver.1.0.1 Fixed an issue where the conditions for attributes were not properly determined. 2021/9/13 Ver.1.0.0 First edition @param TriggerConditions @text Applicable conditions @desc Set the conditions to apply. @type struct<Conditions>[]