Welcome to PGMZ! My goal is to make it easy for everyone to find and share great plugins for creating amazing games. As a plugin developer myself, I'm excited to grow this community with all of you.
NRP Traits Plus - NRP_TraitsPlus.js
Plugin desc : v1.041 Change the traits (regular parameter and element rate) to an additive method.
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_TraitsPlus.js
Desc page : http://newrpg.seesaa.net/article/483215411.html
Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_TraitsPlus.js
File name : NRP_TraitsPlus.js
Help of plugin :
Change the calculation of each item set * as a feature to an additive method. * While you're at it, you can also fix the specification * that gives priority to evasion rate over hit rate. * * ------------------------------------------------------------------- * [Explanation of plugin parameters] * ------------------------------------------------------------------- * ◆RegularParameterPlus * In the standard, the regular parameter correction is calculated * by simply multiplying the settings * for all of the actors, classes, equips, and states. * * For example, suppose you set the following corrections for each piece of equipment. * * - Sword: 200% attack power * - Armor: 200% attack power * - Helmet: 200% attack power * * In this case, the total correction will be 800%. * Due to the large inflation, it is difficult to adjust the balance. * * When this parameter is turned on, the correction is changed to an additive method. * A 200% attack power will be interpreted as +100% and added to it. * This means that in the above case, the correction will be +300% (original 400%). * * Note that the exact calculation is as follows. * * "Actor & class additive total" * "Equipment additive total" * * "State additive total" * "Buff" * * It will only be added to the same category. * * ◆SeparateEquipment * Ensure that battler & class corrections do not affect the equipment. * For example, if the class attack power is set to *200%, * then under the specifications of RPG Maker MV - MZ, * even the weapon's attack power will be 200%. * Turning this item on will only apply corrections * to Actor and Class abilities. * * It is strongly recommended, especially * when using parameter correction in NRP_AdditionalClasses.js. * * ◆ElementRatePlus * Change the element rate to an additive method. * This allows for a negative element rate, * which is not normally possible. * * Points below 0% will be reversed positive and negative. * This means that you can achieve behaviors such as absorbing element attacks, * or undead taking damage from healing magic. * * To set a negative element rate, set multiple lines to traits. * * e.g.: A combination of 0% element rate and 60% element rate * will result in an element rate of -40%. * This means 40% absorption. * * The traits you set are valid for Actor, Class, Enemy, and Equipment. * A combination of different items, such as "Actor and Equipment", * will work the same way if the addition brings the value below 0%. * * ◆StateRatePlus * ◆DebuffRatePlus * ◆SpParameterPlus * Change the calculation method of each to an additive method. * The gist is the same as for element rate. * * Be careful about "SpParameter", because there are some items * that will cause balance collapse if you do it carelessly. * (e.g.: "MP consumption rate" becomes 0%.) * * * Incidentally, "Ex-Parameters" that are not listed here * are additive from the beginning. * * ◆FixHitFormula * According to the previous specification of RPG Maker MV & MZ, * evade rate and hit rate are calculated separately. * In other words, even if you equip a weapon with +200% to hit, * you will never be able to hit an enemy with 100% evasion. * * If this parameter is turned on, the judgment * will be based on the hit rate minus the evasion rate. * (It is also possible to distinguish between 'attack missed' and 'evaded'.) * * ------------------------------------------------------------------- * [Note of Skill] * ------------------------------------------------------------------- * ◆Setting Element Rate Limits * You can change the element rate limit for each skill. * For example, you can create an Element Skill that is not disabled. * * <ElementRateMax:2.0> * Set the maximum element rate to 2x. * * <ElementRateMin:0.5> * Set the minimum element rate to 0.5x. * * ------------------------------------------------------------------- * [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. * * @param RegularParameterPlus * @type boolean * @default false * @desc Change the regular parameter to an additive method. * * @param Battler&ClassPlus * @parent RegularParameterPlus * @type boolean * @default true * @desc Change the regular parameter of battler and class to additive. * * @param EquipPlus * @parent RegularParameterPlus * @type boolean * @default true * @desc Change the regular parameter of equipment to an additive method. * * @param StatePlus * @parent RegularParameterPlus * @type boolean * @default true * @desc Change the state's regular parameter to an additive one. * * @param SeparateEquipment * @parent RegularParameterPlus * @type boolean * @default false * @desc Ensure that Actor & Class parameter corrections do not affect equipment. * * @param ElementRatePlus * @type boolean * @default false * @desc Change the element rate to an additive method. * Damage reversal, such as absorption, will also be possible. * * @param ElementRateMax * @parent ElementRatePlus * @type number * @max 999 @decimals 2 * @desc The maximum Element Rate. 1.0 equals 100%. * If -2.0, the maximum damage is double the normal value. * * @param ElementRateMin * @parent ElementRatePlus * @type number * @min -999 @decimals 2 * @desc The minimum Element Rate. 1.0 equals 100%. * If -2.0, then the minimum damage will be minus two times normal. * * @param StateRatePlus * @type boolean * @default false * @desc Change the state rate to an additive method. * * @param DebuffRatePlus * @type boolean * @default false * @desc Change the debuff rate to an additive method. * * @param SpParameterPlus * @type boolean * @default false * @desc Changes SpParameter to an additive method. * * @param FixHitFormula * @type boolean * @default false * @desc Changed the hit formula to address the issue of hit and evade being judged separately. * * @param ConsiderNegativeEva * @parent FixHitFormula * @type boolean * @default true * @desc If the evasion rate is negative, modify it so that it has a higher chance of hitting than it should.