Chimera Battle gives MZ a type chart, real PP, stat stages and an AI that reads the matchup - CSAF_Theme.js,ChimeraBattle.js,ChimeraBattleUI.js
Chimera Battle gives MZ a type chart, real PP, stat stages and an AI that reads the matchup(Author:Core Systems Asset Factory) - CSAF_Theme.js,ChimeraBattle.js,ChimeraBattleUI.js
https://en.plugin-mz.fungamemake.com/archives/12545
The gap this fills is specific. Creature collector projects on MZ usually get the collecting half and then hit the fight. RPG Maker has one damage formula per skill and no notion of a type chart, so effectiveness ends up hand written into hundreds of formula boxes, and PP, priority and stat stages have nowhere to live at all. Chimera Battle adds that layer as data. A skill becomes a move the moment it carries a type notetag, and everything else about it is declarative: power, category, PP, accuracy, priority and one secondary effect. Skills without a type notetag keep ...
Plugin desc :
The gap this fills is specific. Creature collector projects on MZ usually get the collecting half and then hit the fight. RPG Maker has one damage formula per skill and no notion of a type chart, so effectiveness ends up hand written into hundreds of formula boxes, and PP, priority and stat stages have nowhere to live at all. Chimera Battle adds that layer as data. A skill becomes a move the moment it carries a type notetag, and everything else about it is declarative: power, category, PP, accuracy, priority and one secondary effect. Skills without a type notetag keep ...
License :
・Copyright: Retained
・Commercial Use: Allowed
・Modification: Allowed
・Redistribution: Prohibited (This does not apply to works made using the material.)
・Details: See Download Page / In-plugin documentation
File name : CSAF_Theme.js,ChimeraBattle.js,ChimeraBattleUI.js
Help of plugin :
ChimeraBattle.js
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The combat layer for creature-collector games: a configurable type
effectiveness chart, learnable move sets with real PP, status effects with
stat stages, and an opponent AI that actually reads the matchup.
Works standalone in any project. If ChimeraCore is installed, natures, IVs
and training feed the damage calculation automatically.
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NOTETAGS
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Skills — the presence of ⟨chimera type:⟩ is what makes a skill a move.
Skills without it keep RPG Maker's own damage formula untouched.
⟨chimera type: Fire⟩
⟨chimera power: 90⟩
⟨chimera category: special⟩ physical | special | status
⟨chimera pp: 15⟩
⟨chimera accuracy: 95⟩
⟨chimera priority: 1⟩ higher goes first, whatever the speed
⟨chimera effect: status burn chance 10⟩
⟨chimera effect: stages atk -1 def -1 target⟩
⟨chimera effect: heal 50 self⟩
⟨chimera effect: confuse⟩
Several effect lines merge into one rider, so "chance" and "self"/"target"
apply to the whole of it. One move carries one secondary effect.
Enemies, Actors and Classes:
⟨chimera types: Fire, Flying⟩
⟨chimera level: 25⟩ enemies only; they have no level otherwise
Anything the parser does not recognise raises an error naming the offending
text and the skill it came from, rather than silently producing a move that
does nothing.
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SETUP IN ONE MINUTE
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1. Tag your creatures with ⟨chimera types:⟩ and your skills with the tags
above. That is enough for types, STAB, priority and PP to work.
2. Status ↔ State Mapping: RPG Maker ships Poison, Sleep, Paralysis and
Confusion, and those are wired up by default. It ships no Burn or Freeze,
so create two states and select them in the parameters.
3. Burn and Poison damage comes from the state's own HP Regeneration trait,
which is how RPG Maker does it. Only turn on "Chimera Drives Burn/Poison
Damage" if you would rather use the percentages in this plugin, and remove
the trait first so it does not tick twice.
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SCRIPT CALLS
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$chimeraBattle.Types.configure([...]) replace the whole type system
$chimeraBattle.effectiveness(t, [ids]) raw multiplier
battler.chimeraTypes() resolved type ids
battler.chimeraChangeStage(paramId, delta) shift a stat stage
battler.chimeraStage(paramId) read one
battler.chimeraResetStages()
battler.chimeraPp(skill) / chimeraMaxPp(skill) / chimeraRestorePp()
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COMPATIBILITY
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Every core method is extended through a saved original, never replaced, so
other battle plugins in the chain keep working. Skills with no ⟨chimera type:⟩
tag are left entirely alone — installing this plugin does not change the
damage any existing skill deals.
Place below ChimeraCore.js if you use it.
See Readme_for_Users.md for the full API and troubleshooting.
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The gap this fills is specific. Creature collector projects on MZ usually get the collecting half and then hit the fight. RPG Maker has one damage formula per skill and no notion of a type chart, so effectiveness ends up hand written into hundreds of formula boxes, and PP, priority and stat stages have nowhere to live at all.
Chimera Battle adds that layer as data. A skill becomes a move the moment it carries a type notetag, and everything else about it is declarative: power, category, PP, accuracy, priority and one secondary effect. Skills without a type notetag keep RPG Maker's own damage formula untouched, so an existing project is not disturbed by installing it.
The type effectiveness chart is configurable rather than fixed, so the types are the project's own. Status effects carry stat stages. The opponent AI reads the current matchup instead of picking at random.
Anything the parser does not recognise raises an error naming the offending text and the skill it came from, rather than silently producing a move that does nothing.
It works standalone. If Chimera Core is installed, natures, IVs and training feed the damage calculation automatically.
Note on the help text below: this site removes anything shaped like an HTML tag, so the notetag brackets are written here as the unicode characters U+27E8 and U+27E9. Type the ordinary angle brackets in your project.
Regular price is 12.99 USD. It is 9.09 USD until 9 September, along with the rest of our catalogue.
AI disclosure: generated with AI assistance. Code, graphics and text yes. There is no audio in it.