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NRP Traits EX - NRP_TraitsEX.js

Plugin desc : v1.07 Create special traits.

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_TraitsEX.js

Desc page : https://newrpg.seesaa.net/article/488957733.html

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

File name : NRP_TraitsEX.js

Help of plugin :

Create special traits.
 * 
 * For each object (actor, enemy, class, equipment, state, and skill),
 * special traits can be assigned.
 * As for skills, they are passive skills
 * that only need to be learned to be effective.
 * 
 * For example, the following traits can be set
 * 
 * - Change the damage inflicted and damage received multiplier.
 * - Change the duration turn of the state.
 * - Become invincible and immune to all effects.
 * 
 * -------------------------------------------------------------------
 * [Change in Damage Multiplier]
 * -------------------------------------------------------------------
 * Specify the following in the notes field of the state.
 * 
 * <InflictedDamageRate:1.5>
 * 1.5 times the damage it inflicts.
 * 1.0 corresponds to 100%.
 * 
 * Formulas are also valid.
 * 
 * ◆e.g.: Damage inflicted increases as HP decreases (up to 200%)
 * <InflictedDamageRate:1 + 1*(1 - a.hp/a.mhp)>
 * 
 * <ReceivedDamageRate:1.5>
 * 1.5 times the damage received.
 * 1.0 corresponds to 100%.
 * 
 * The following are conditions for determining
 * the skill that changes the damage rate.
 * Use in combination.
 * 
 * <DamageRateDamageType:1,5>
 * Change the damage rate for damage type 1,5 skills.
 * 1:HP Damage, 2:MP Damage, 3:HP Recover, 4:MP Recover,
 * 5:HP Drain, 6:MP Drain
 * If omitted, the plugin parameter settings are used.
 * If left blank, all are valid.
 * 
 * <DamageRateHitType:1>
 * Change the damage rate for hit type 1 skills.
 * 0:Certain Hit, 1:Physical Attack, 2:Magic Attack
 * If omitted, the plugin parameter settings are used.
 * If left blank, all are valid.
 * 
 * <DamageRateSkillType:0,2>
 * Change the damage rate for skill type 0,2 skills.
 * Skill types can be set in the database.
 * Normally, 1 is Magic, 2:Special.
 * Also, 0 is treated as a normal attack.
 * If omitted, the plugin parameter settings are used.
 * If left blank, all are valid.
 * 
 * <InflictedDamageScript:[Script]>
 * Scripts are executed according to the damage multiplier to be inflicted.
 * Use with <InflictedDamageRate>.
 * 
 * ◆e.g.: Performs a flush when the damage multiplier is 1.5 or greater.
 * <InflictedDamageScript:1.5 <= rate ? $gameScreen.startFlash([255,255,255,128], 10) : null>
 * 
 * <WeakEffectCondition:[Script]>
 * Based on the specified script condition,
 * it will be judged as a weakness in NRP_DamageEffect.js.
 * Use with <InflictedDamageRate>.
 * 
 * ◆e.g.: Treat it as a weak when the damage multiplier is 1.5 or greater.
 * <WeakEffectCondition:1.5 <= rate>
 * 
 * -------------------------------------------------------------------
 * [Note (skill and item)]
 * -------------------------------------------------------------------
 * <NoChangeDamageRate>
 * Disables the change in damage multiplier when using a skill.
 * 
 * -------------------------------------------------------------------
 * [Change of state's duration in turns]
 * -------------------------------------------------------------------
 * Specify the following in the note of the object.
 * 
 * <InflictedStateTurn:1>
 * Extends the duration turn of the state inflicted by the battler by 1.
 * 
 * <ReceivedStateTurn:-1>
 * Decreases the duration turn of states received by the battler by 1.
 * 
 * <TargetStateTurnType:test>
 * Set the state turn type to "test".
 * This is used in combination with the above-mentioned duration turn
 * when you want to limit the states that are affected.
 * 
 * Specify the following in the note of the state
 * for which you wish to extend the turn further
 * <StateTurnType:test>
 * 
 * ※Multiple items can be specified, separated by commas.
 * (e.g.: <StateTurnType:test1,test2>)
 * 
 * ◆e.g.: Classes with traits
 *   that prolong the state of the poison inflicted.
 * 
 * Specify the following two items in the class note.
 * <InflictedStateTurn:1>
 * <TargetStateTurnType:poison>
 * 
 * Specify the following in the note for the poison state.
 * <StateTurnType:poison>
 * 
 * -------------------------------------------------------------------
 * The following is only valid in the skill's note field.
 * Extends the duration of the state imposed by that skill by 1 turn.
 * <AddStateTurn:1>
 * 
 * -------------------------------------------------------------------
 * [Invincible]
 * -------------------------------------------------------------------
 * Specify the following in the notes field of the state.
 * 
 * <Invincible:1>
 * It becomes invincible and immune to all skills.
 * If the number is 0, the result is hidden; if it is 1,
 * it is treated as a miss; if it is 2, it is treated as an evade.
 * 
 * You can also create a skill that ignores invincibility and hits
 * by specifying the following in the note field of the skill
 * 
 * <IgnoreInvincible>
 * 
 * The following function can be used to determine
 * if the battler is invincible.
 * 
 * a.isInvincible()
 * ※a is battler.
 * 
 * -------------------------------------------------------------------
 * [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 <DamageRate>
 * 
 * @param DR_DamageType
 * @parent <DamageRate>
 * @type string
 * @default 1,5
 * @desc Damage type targeted for damage rate. 0:None, 1:HP Damage, 2:MP Damage, 3:HP Recover, 4:MP Recover, 5:HP Drain, 6:MP Drain
 * 
 * @param DR_HitType
 * @parent <DamageRate>
 * @type string
 * @desc The hit type of the skill targeted for damage rate.
 * 0:Certain Hit, 1:Physical Attack, 2:Magic Attack
 * 
 * @param DR_SkillType
 * @parent <DamageRate>
 * @type string
 * @desc Skill type to be targeted for damage rate.
 * With standard, 0: Normal Attack, 1: Magic, 2: Special.

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