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NRP Damage Effect - NRP_DamageEffect.js
Plugin desc : v1.061 Change the effect of damage handling.
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_DamageEffect.js
Desc page : https://newrpg.seesaa.net/article/475586753.html
Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_DamageEffect.js
File name : NRP_DamageEffect.js
Help of plugin :
Change the effect of damage handling. * * ------------------------------------------------------------------- * [What you can do] * ------------------------------------------------------------------- * 1. enable/disable enemy & actor blinking effects. * 2. Play an animation during critical or weak. * 3. Change color and size of damage number during critical or weak. * 4. change the position of the damage popup. * * Effective from ver1.02, a staging for resistance has been added. * Initially, "Resist1" is assumed to be halved * and "Resist2" is assumed to be disabled. * * ------------------------------------------------------------------- * [Additional Weak Conditions] * ------------------------------------------------------------------- * In addition to the elements, it is possible to determine weaknesses. * * ◆Note of Skill * Fill in the following in the note for the skill. * Weakness direction will be performed when the conditions are met. * * <WeakCondition: [Condition]> * * e.g.: if the state is number 100, it is judged as a weakness. * <WeakCondition:b.isStateAffected(100)> * * However, it does not affect the damage formula of the skill. * * ◆Damage Formula * When using <WeakCondition>, * the following functions can be incorporated into the formula. * * $weakRate(a, b, [Rate]) * * e.g.: Damage doubled when <WeakCondition> conditions are met. * (a.atk * 4 - b.def * 2) * $weakRate(a, b, 2) * * ◆Cooperation with NRP_TraitsEX.js * If you work with NRP_TraitsEX.js, * you can also set up weak effects for weapons and other items. * https://newrpg.seesaa.net/article/488957733.html * * ------------------------------------------------------------------- * [Terms] * ------------------------------------------------------------------- * There are no restrictions. * Modification, redistribution freedom, commercial availability, * and rights indication are also optional. * The author is not responsible, * but we will respond to defects as far as possible. * * @----------------------------------------------------- * @ Plugin Parameters * @----------------------------------------------------- * * @param <Blink> * * @param enemyBlink * @parent <Blink> * @type boolean * @default true * @desc Blink the enemy on damage. * The default value is true. * * @param actorBlink * @parent <Blink> * @type boolean * @default false * @desc Blink the actor on damage. * The default value is false. * * @param blinkDuration * @parent <Blink> * @type number * @default 20 * @desc Blinking time. The default value is 20. * * @param <Critical> * * @param criticalAnimation * @parent <Critical> * @type animation * @desc When critical, this animation plays back to the target. * Formula is allowed (Text). (e.g.:target.isEnemy() ? 1 : 2) * * @param criticalBlinkOff * @parent <Critical> * @type boolean * @default false * @desc When critical, the target will not blink. * If you want to leave the effect to animation only. * * @param criticalDamageColor * @parent <Critical> * @type string * @desc The color of the damage value on a critical hit. * e.g.:[255,255,255,255] (Red, Green, Blue, Strength) * * @param criticalDamageScale * @parent <Critical> * @type number @decimals 2 * @desc The size of the damage value on a critical hit. * Please set it by a multiplier based on 1.00. * * @param <Weak> * * @param weakAnimation * @parent <Weak> * @type animation * @desc When weak, this animation plays back to the target. * Formula is allowed (Text). (e.g.:target.isEnemy() ? 1 : 2) * * @param weakBlinkOff * @parent <Weak> * @type boolean * @default false * @desc When weak, the target will not blink. * If you want to leave the effect to animation only. * * @param weakCondition * @parent <Weak> * @type string * @default 150 <= action.calcElementRate(target) * 100 * @desc The condition for staging weaknesses. * The initial value must be 150% effective or higher. * * @param weakDamageColor * @parent <Weak> * @type string * @desc The color of the damage value at the weak. * e.g.:[255,255,255,255] (Red, Green, Blue, Strength) * * @param weakDamageScale * @parent <Weak> * @type number @decimals 2 * @desc The size of the damage value at the weak. * Please set it by a multiplier based on 1.00. * * @param <Resist1> * * @param resistAnimation1 * @parent <Resist1> * @type animation * @desc When resist, this animation plays back to the target. * Formula is allowed (Text). (e.g.:target.isEnemy() ? 1 : 2) * * @param resistBlinkOff1 * @parent <Resist1> * @type boolean * @default false * @desc When resist, the target will not blink. * If you want to leave the effect to animation only. * * @param resistCondition1 * @parent <Resist1> * @type string * @default 50 >= action.calcElementRate(target) * 100 * @desc The condition for staging resistance. * The default value is less than 50% validity. * * @param resistDamageColor1 * @parent <Resist1> * @type string * @desc The color of the damage value at the time of resist. * e.g.:[255,255,255,255] (Red, Green, Blue, Strength) * * @param resistDamageScale1 * @parent <Resist1> * @type number @decimals 2 * @desc The size of the damage value when resist. * Please set it by a multiplier based on 1.00. * * @param <Resist2> * * @param resistAnimation2 * @parent <Resist2> * @type animation * @desc When resist, this animation plays back to the target. * Formula is allowed (Text). (e.g.:target.isEnemy() ? 1 : 2) * * @param resistBlinkOff2 * @parent <Resist2> * @type boolean * @default false * @desc When resist, the target will not blink. * If you want to leave the effect to animation only. * * @param resistCondition2 * @parent <Resist2> * @type string * @default 0 == action.calcElementRate(target) * 100 * @desc The condition for staging resistance. * The initial value is conditional on 0% validity. * * @param resistDamageColor2 * @parent <Resist2> * @type string * @desc The color of the damage value at the time of resist. * e.g.:[255,255,255,255] (Red, Green, Blue, Strength) * * @param resistDamageScale2 * @parent <Resist2> * @type number @decimals 2 * @desc The size of the damage value when resist. * Please set it by a multiplier based on 1.00. * * @param <Critical & Weak> * * @param effectPrioritity * @parent <Critical & Weak> * @type select * @option Critical Priority @value critical * @option Weak Priority @value weak * @option Both @value both * @default critical * @desc Priority for critical/weakness effects. * Which is the priority if it occurs at the same time? * * @param <Damage Position> * * @param enemyDamageOffsetX * @parent <Damage Position> * @type string * @desc Adjustment to the X for displaying enemy damage popups. * You can use a formula. The default value is 0. * * @param enemyDamageOffsetY * @parent <Damage Position> * @type string * @desc Adjustment to the Y for displaying enemy damage popups. * You can use a formula. The default value is -8. * * @param actorDamageOffsetX * @parent <Damage Position> * @type string * @desc Adjustment to the X for displaying actor damage popups. * You can use a formula. The default value is -32. * * @param actorDamageOffsetY * @parent <Damage Position> * @type string * @desc Adjustment to the Y for displaying actor damage popups. * You can use a formula. The default value is 0. * * @param damageDistanceX * @parent <Damage Position> * @type number @min -999 @max 999 * @desc The distance between damages (X coordinate). * Default: 8 * * @param damageDistanceY * @parent <Damage Position> * @type number @min -999 @max 999 * @desc The distance between damages (Y coordinate). * Default: 16