RPG Maker MV
DoubleX RMMV State Resistance
Introduction
Lets you set some states to have state removal/turn resistances
Features
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
The Code
License Terms
Attribution 3.0 Unported - You must attribute the work in the manner specified by the author or licensor. Commerical use allowed.
Version History
* v1.00a(GMT 0800 28-5-2016): * 1. 1st version of this plugin finished
Credits & Thanks
DoubleX(Optional)
Terms & Conditions
* 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 not needing follow so. * 5. I always reserve the right to deny you from using this plugin * anymore if you've violated any of the above.