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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.