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NRP Skill EX - NRP_SkillEX.js
Plugin desc : v1.076 Extend the effect of the skill.
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_SkillEX.js
Desc page : https://newrpg.seesaa.net/article/500569896.html
Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_SkillEX.js
File name : NRP_SkillEX.js
Help of plugin :
Extend the effect of the skill. * For example, the following skills can be created * * - High critical rate skills. * - Skills that have a success rate greater than 100. * - Skills that add states at random. * - Skills that change elements or scope depending on conditions. * - Skills that consume all MP. * * ------------------------------------------------------------------- * [Note (skill, item)] * ------------------------------------------------------------------- * All of the following can use formulas. * * ◆Add Critical Rate * <AddCriticalRate:50> * Add 50% to the critical rate. * * ◆Change Success Rate * <SuccessRate:150> * Set the skill success rate at 150%. * (Original value is ignored.) * * For example, the hit rate will increase as the level increases * if you do the following * <SuccessRate:100 + a.level> * * ◆Change State Rate * <StateRate:150> * Set the State Rate of the effects to 150%. * (Original value is ignored.) * * ◆Add State * <AddState:4> * <AddStateRate:50> * Add state number 4 50% of the time. * ※If <AddStateRate> is omitted, the rate is 100%. * * For example, the formula below adds 4, 5, and 6 states at random. * <AddState:4 + Math.randomInt(3)> * ※Math.randomInt(3) means 0 to 2. * * ◆Add State To The User * <AddSelfState:4> * Adds state number 4 to the user of the skill. * * ◆Change Element * <ChangeElement:2> * Change the element to 2:Flame. * * ◆Change Scope * <ChangeScope:1> * Changes the scope to the specified value. * 0:None, 1:One Enemy, 2:All Enemies, 3:Enemy Random 1, * 4:Enemy Random 2, 5:Enemy Random 3, 6:Enemy Random 4, * 7:One Ally, 8:All Allies, 9:One Ally(Dead), * 10:All Allies(Dead), 11:User, 12:One Ally(Unconditional), * 13:All Allies(Unconditional), 14:Everyone * * Example: If you remember skill 100, * the all enemies. Otherwise, one enemy. * <ChangeScope:a.isLearnedSkill(100) ? 2 : 1> * * ◆Change Damage Type * <ChangeDamageType:3> * Changes the damage type to the specified value. * 1:HP Damage, 2:MP Damage, 3:HP Recover, 4:MP Recover, * 5:HP Drain, 6:MP Drain * * Example: Restores the HP of all allies, but the user takes damage. * <ChangeDamageType:a == b ? 1 : 3> * * ◆Change Number of Repeats * <ChangeNumRepeats:2> * Changes the number of repeats to the specified value. * * ◆Change Number of Random Times * <ChangeNumRandom:5> * Changes the number of targets to the specified value * when scope is random. * It is valid for more than 5 times, which is normally not possible. * * Example: Randomly run 2-4 times. * <ChangeNumRandom:2 + Math.randomInt(3)> * * ◆Recover TP * <RecoverTp:100> * Recovers 100 TP. * If it is negative, it will be damage. * * Example: It heals TP by a value equal to the user's mat. * <RecoverTp:a.mat> * * ◆Damage To User * <SelfDamage:a.mhp / 10> * It damages the user for 1/10 of the maximum HP. * * ◆Change Mp Cost * <ChangeMpCost:100> * Changes the MP cost to the specified value. * * Example: Consume all MP. * <ChangeMpCost:a.mp> * * Note that the Mp Cost Rate will be ignored. * If you wish to include it, * please incorporate Mp Cost Rate (mcr) into the formula. * Example: <ChangeMpCost:a.mp * a.mcr> * * If you want to use the MP before consumption in the damage formula, * you can refer to it below. * a.startMp() * * ◆Change Tp Cost * <ChangeTpCost:100> * Changes the TP cost to the specified value. * * If you want to use the MP before consumption in the damage formula, * you can refer to it below. * a.startTp() * * ◆Ignore Guard State * <IgnoreGuard> * Ignores guard state and deals damage without being halved. * * ------------------------------------------------------------------- * ■Formula Variables * ------------------------------------------------------------------- * The plugin's formulas can use the following variables * * ◆targetNo * For example, if the range was "Random 4 Enemies", * it can be distinguished by the numbers 0,1,2,3. * The following will be fire element only for the 4th shot, * and physical element for the rest. * * <ChangeElement:targetNo == 3 ? 2 : 1> * * ------------------------------------------------------------------- * [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] * @-----------------------------------------------------