DOUBLEX RMMV STATE RESISTANCE
RPG Maker MV
Lets you set some states to have state removal/turn resistances
- DoubleX
- 05/28/2016 08:42 AM
- 2109 views
Games using this plugin
None so far
Introduction
Notetags
Plugin Calls
Prerequisites
1. Little Javascript coding proficiency to fully utilize this plugin
Terms Of Use
Changelog
None so far
Introduction
* In the default RMMV setting, a state's either added with a fixed x-y * remaining turns for all battlers, or not added at all. * Also, battlers don't have their own resistance protecting their states * from being removed * With this plugin, you can set some states to have different remaining * turns on different battlers, and set some battlers to have their own * resistance protecting their states from being removed
Notetags
* # Actor/Class/Weapon/Armor/Enemy Notetags: * Equip notetags take the highest priority, followed by class, actor and * enemy * 1. <operator state resist turn: stateId, turn> * - Assigns turn to the modifiers of the remaining turns of state * with stateId when applying the state to the battler * - operator can be either =, +, -, *, / or %, meaning set to, add * by, subtract by, multiply by, divide by or modulo by respectively * - All instances of this notetag will be used sequentially * - If the final remaining turn's nonpositive, the state won't be * added * - This notetag won't work for states not having remaining turns * - E.g.: <+ state resist turn: 2, 1> means the remaining turns of * state with id 2 will be increased by 1 * 2. <operator state resist step: stateId, step> * - Assigns step to the modifiers of the remaining steps of state * with stateId when applying the state to the battler * - operator can be either =, +, -, *, / or %, meaning set to, add * by, subtract by, multiply by, divide by or modulo by respectively * - All instances of this notetag will be used sequentially * - If the final remaining step's nonpositive, the state won't be * added outside battle and will be instantly removed outside battle * - This notetag won't work for states not having remaining steps * - E.g.: <+ state resist step: 2, 1> means the remaining steps of * state with id 2 will be increased by 1 * 3. <operator state resist damage remove: stateId, chance> * - Assigns chance to the removal chance% of state with stateId when * removing the state from the battler due to damaging that battler * - operator can be either =, +, -, *, / or %, meaning set to, add * by, subtract by, multiply by, divide by or modulo by respectively * - All instances of this notetag will be used sequentially * - If the final removal chance's negative, it'll be regarded as 0% * - This notetag only works if the state has remove by damage checked * - E.g.: <= state resist damage remove: 2, 50> means the removal * chance of state with id 2 due to damaging the battler will be set * as 50% * 4. <operator state resist effect remove: stateId, chance> * - Assigns chance to the removal chance% of state with stateId when * removing the state from the battler due to skill/item effects * - operator can be either =, +, -, *, / or %, meaning set to, add * by, subtract by, multiply by, divide by or modulo by respectively * - All instances of this notetag will be used sequentially * - If the final removal chance's negative, it'll be regarded as 0% * - E.g.: <- state resist effect remove: 2, 50> means the removal * chance of state with id 2 due to skill/item effects will be * reduced by 50% * 5. <state resist luk effect remove: stateId> * - Applies the same luk formula for modifying the state rate to the * removal chance of state with id stateId due to skill/item effects * - It'll be applied after calculating the final state removal chance * - E.g.: <state resist effect luk remove: 2> sets the luk formula * for modifying the state rate to the removal chance of state with * id 2 due to skill/item effects
Plugin Calls
* # Actor/Class/Weapon/Armor/Enemy manipulations * 1. meta.stateResistTurn[stateId] * - Returns the Array of state turn modifiers turns with their * corresponding operators stored in * <operator state resist turn: stateId, turn> in the form of * [opeartor, turn] for state with stateId * 2. meta.stateResistTurn[stateId] = [[opeartor, turn], ...] * - Sets the Array of state turn modifiers turns with their * corresponding operators stored in * <operator state resist turn: stateId, turn> in the form of * [opeartor, turn] for state with stateId * - All meta.stateResistanceTurn changes can be saved if * DoubleX RMMV Dynamic Data is used * 3. meta.stateResistStep[stateId] * - Returns the Array of state step modifiers steps with their * corresponding operators stored in * <operator state resist step: stateId, step> in the form of * [opeartor, step] for state with stateId * 4. meta.stateResistStep[stateId] = [[opeartor, turn], ...] * - Sets the Array of state step modifiers steps with their * corresponding operators stored in * <operator state resist step: stateId, turn> in the form of * [opeartor, step] for state with stateId * - All meta.stateResistanceStep changes can be saved if * DoubleX RMMV Dynamic Data is used * 5. meta.stateResistDamageRemove[stateId] * - Returns the Array of state removal chance modifiers chance with * their corresponding operators stored in * <operator state resist damage eemove: stateId, chance> in the * form of [opeartor, chance] for state with stateId being removed * due to damaging the battler * 6. meta.stateResistDamageRemove[stateId] = [[opeartor, turn], ...] * - Sets the Array of state removal chance modifiers chance with * their corresponding operators stored in * <operator state resist damage remove: stateId, chance> in the * form of [opeartor, chance] for state with stateId being removed * due to damaging the battler * - All meta.stateResistanceDamageRemove changes can be saved if * DoubleX RMMV Dynamic Data is used * 7. meta.stateResistEffectRemove[stateId] * - Returns the Array of state removal chance modifiers chance with * their corresponding operators stored in * <operator state resist effect remove: stateId, chance> in the * form of [opeartor, chance] for state with stateId being removed * due to skill/item effects * 8. meta.stateResistEffectRemove[stateId] = [[opeartor, turn], ...] * - Sets the Array of state removal chance modifiers chance with * their corresponding operators stored in * <operator state resist effect remove: stateId, chance> in the * form of [opeartor, chance] for state with stateId being removed * due to skill/item effects * - All meta.stateResistanceEffectRemove changes can be saved if * DoubleX RMMV Dynamic Data is used * 9. meta.stateResistLukEffectRemove * - Returns the Array of id of states having the luk formula for * modifying the state rate to also be applied to the final state * removal chance, stored in * <state resist luk effect remove: stateId>, in the form of * [stateId, stateId, stateId, ...] * 10. meta.stateResistLukEffectRemove = [stateId, stateId, stateId, ...] * - Sets the Array of id of states having the luk formula for * modifying the state rate to also be applied to the final state * removal chance, stored in * <state resist luk effect remove: stateId>, in the form of * [stateId, stateId, stateId, ...] * - All meta.stateResistLukEffectRemove changes can be saved if * DoubleX RMMV Dynamic Data is used
Prerequisites
1. Little Javascript coding proficiency to fully utilize this plugin
Terms Of Use
* 1. Commercial use's always allowed and crediting me's always optional. * 2. You shall keep this plugin's Plugin Info part's contents intact. * 3. You shalln't claim that this plugin's written by anyone other than * DoubleX or my aliases. I always reserve the right to deny you from * using any of my plugins anymore if you've violated this. * 4. CC BY 4.0, except those conflicting with any of the above, applies * to this plugin, unless you've my permissions to not to follow so. * 5. I always reserve the right to deny you from using this plugin * anymore if you've violated any of the above.
Changelog
* v1.00a(GMT 0800 28-5-2016): * 1. 1st version of this plugin finished