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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.

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