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NRP Enhance Skill - NRP_EnhanceSkill.js

Plugin desc : v1.04 Change the performance of the skill.

License :
・Copyright: Retained
・Commercial Use: Allowed
・Modification: Allowed
・Redistribution: Allowed
・Details: See Download Page / In-plugin documentation

Author : Takeshi Sunagawa (https://newrpg.seesaa.net/)

Website : https://github.com/NewRPGProject/MZMV_Plugin/blob/main/NRP_EnhanceSkill.js

Desc page : https://newrpg.seesaa.net/article/498025725.html

Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_EnhanceSkill.js

File name : NRP_EnhanceSkill.js

Help of plugin :

The performance of a skill (damage, consume,
 * success rate, and state-added rate) can be changed based on actor,
 * enemy, class, equipment, state, and skill.
 * 
 * ■Examples
 * - Actors who are good at flame magic
 * - Classes with low success rate in ice skills
 * - Equipment that increases the rate of state addition
 * - Passive skills that reduce special TP consumption to 0
 * 
 * can be created, such as.
 * 
 * -------------------------------------------------------------------
 * [Note (actor, enemy, class, equipment, state, and skill)]
 * -------------------------------------------------------------------
 * ◆Specify target skill range
 * You can specify a range of skills to be enhanced
 * by specifying one of the following in note.
 * ※You can also specify only the contents of the enhancement
 *   by omitting it.
 * ※Settings depend on the type of database.
 * ※Multiple Allowed (e.g.:<EnhanceTargetElement:2,3,4>
 *   or <EnhanceTargetSkillType:2~4>)
 * 
 * <EnhanceTargetElement:2>
 * Elements 02 (Fire) is subject to enhancement.
 * ※When omitted, all elements,
 *   including "None" and so on, are covered.
 * 
 * <EnhanceTargetSkillType:1>
 * Skill Types 01 (Magic) is subject to enhancement.
 * ※When omitted, the skill type set
 *   in the plugin parameter is applied.
 * 
 * ◆Specify enhancements
 * You can specify the enhancements individually below.
 * If omitted, the default values of the plugin parameters
 * will be applied.
 * If you enter even one, the initial value will not be applied.
 * 
 * <EnhanceDamageRate:150>
 * 1.5 times the damage when enhanced.
 * 
 * <EnhanceMpCostRate:50>
 * 0.5 times the consume MP when enhanced.
 * 
 * <EnhanceTpCostRate:50>
 * 0.5 times the consume TP when enhanced.
 * 
 * <EnhanceSuccessRate:150>
 * 1.5 times the success rate when enhanced.
 * 
 * <EnhanceStateRate:150>
 * 1.5 times the state rate when enhanced.
 * 
 * -------------------------------------------------------------------
 * [Note (skill and item)]
 * -------------------------------------------------------------------
 * <EnhanceElement:2>
 * The skill is judged as elements 02 (flame).
 * This allows skills with the damage type
 * "None" to be targeted for enhancement.
 * ※Multiple Allowed (e.g.:<EnhanceTargetElement:2,3,4>
 *   or <EnhanceTargetSkillType:2~4>)
 * 
 * Works if at least one value matches the <EnhanceTargetElement:?>
 * above and at least one value matches.
 * Values can be strings as well as numbers.
 * 
 * You can also make a condition other than an element
 * by setting your own value.
 * For example, you can create equipment
 * that enhances only certain skills by doing the following
 * 
 * - Note of Skills: <EnhanceElement:A>
 * - Note of Equipments: <EnhanceTargetElement:A>
 * 
 * <NoEnhance>
 * Disables skill enhancement.
 * 
 * <NoEnhanceDamage>
 * Only the damage enhancement of the skill is disabled.
 * Consumption and success rate will be enhanced as normal.
 * 
 * -------------------------------------------------------------------
 * [Other Details]
 * -------------------------------------------------------------------
 * This plugin supports passive skills.
 * Simply enter the skill in the note as you would any other
 * and have the actor learn it.
 * Please be careful not to confuse the skill of the user
 * with the setting in the note field.
 * 
 * One object (actor, enemy, class, equipment, state, skill)
 * cannot have multiple different effects on it.
 * (For example, an actor who is good at fire magic
 *  but bad at ice magic.)
 * In such a case, you can still split the effect
 * by utilizing passive skills and state.
 * 
 * This is not supported
 * when the element of the skill is "Normal Attack".
 * 
 * If the element of the skill is "Normal Attack",
 * it cannot be enhanced by the element.
 * According to RPG Maker specifications, the "Attack Element"
 * of the equipment is reflected in the skill, but specifying
 * the element to be enhanced with <EnhanceTargetElement> is not valid.
 * 
 * The use effects "Recover HP" and "Recover MP" are not supported.
 * If you want to target recovery, please use the calculation formula.
 * 
 * -------------------------------------------------------------------
 * [Terms]
 * -------------------------------------------------------------------
 * There are no restrictions.
 * Modification, redistribution freedom, commercial availability,
 * and rights indication are also optional.
 * The author is not responsible,
 * but will deal with defects to the extent possible.
 * 
 * @-----------------------------------------------------
 * @ [Plugin Parameters]
 * @-----------------------------------------------------
 * 
 * @param EnhanceSkillType
 * @type string
 * @desc Enter the target skill type numerically. Comma-separated multiple (e.g., 1,2,3), all valid with blank.
 * 
 * @param EnhanceItem
 * @type boolean
 * @default false
 * @desc Items are also subject to enhancement.
 * 
 * @param OverlaySettings
 * @type select
 * @option 0:Overwrite @value 0
 * @option 1:Ovarlay @value 1
 * @default 1
 * @desc The behavior when reinforcement is stacked. If Overwrite, the maximum damage multiplier is given priority.
 * 
 * @param UsePlusStyle
 * @type boolean
 * @default false
 * @desc Changes the enhancement formula to additive.
 * If off, multiplication is used.
 * 
 * @param RoundingStyle
 * @type select
 * @option 0:Roung @value 0
 * @option 1:Round Down @value 1
 * @option 2:Round Up @value 2
 * @default 0
 * @desc This is a rounding method for post-enhancement values.
 * Damage, MP Cost, and TP Cost are covered.
 * 
 * @param <DefaultEnhance>
 * @desc Initial value at the time of enhancement.
 * 
 * @param EnhanceDamageRate
 * @parent <DefaultEnhance>
 * @type number
 * @default 150
 * @desc Damage multiplier when enhanced. 1.5x for 150.
 * 
 * @param EnhanceMpCostRate
 * @parent <DefaultEnhance>
 * @type number
 * @desc MP consume multiplier when enhanced. 0.5x for 50.
 * 
 * @param EnhanceTpCostRate
 * @parent <DefaultEnhance>
 * @type number
 * @desc TP consume multiplier when enhanced. 0.5x for 50.
 * 
 * @param EnhanceSuccessRate
 * @parent <DefaultEnhance>
 * @type number
 * @desc Success rate multiplier when enhanced. 1.5x for 150.
 * 
 * @param EnhanceStateRate
 * @parent <DefaultEnhance>
 * @type number
 * @desc State rate multiplier when enhanced. 1.5x for 150.

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