Changelog * v1.02a(GMT 0200 14-5-2016):
* 1. Added the timing while to <timing state trigger: STCX, STAX>
* v1.01a(GMT 1300 26-2-2016):
* 1. STCX and STAX take the state using them as an argument as well
* v1.00g(GMT 0400 25-12-2015):
* 1. The aliased functions can be accessed by other custom plugins now
* 2. Exposed the state plugin calls that can access the notetag values
* 3. Increased this plugin's compactness, compatibility and readability
* v1.00f(GMT 1500 6-11-2015):
* 1. Fixed undefined this in forEach bug
* v1.00e(GMT 1400 6-11-2015):
* 1. Simplified the notetag reading mechanisms
* 2. Fixed some typos
* v1.00d(GMT 1100 5-11-2015):
* 1. Fixed undefined this under DoubleX_RMMV.State_Triggers bug
* v1.00c(GMT 0000 5-11-2015):
* 1. Fixed failing to load notetags due to nil $dataStates bug
* v1.00b(GMT 1000 4-11-2015):
* 1. Fixed several logic and syntax errors
* 2. Increased this plugin's maintainability
* v1.00a(GMT 1500 30-10-2015):
* 1. 1st version of this plugin finished
AuthorsDoubleX
CreditsDoubleX(Optional)
PurposeSets some states to trigger additional effects when conditions are met
Games using this scriptNone so far
Notetags * # State Notetags:
* 1. <timing state trigger: STCX, STAX>
* - Sets a state to trigger STAX when timing and STCX are met
* - timing can be add, turn, remove or custom timings set by you
* - add means the state's just added
* - turn means the state's remaining turn's just reduced by 1
* - remove means the state's just removed
* - (v1.02a+)while means the STAX effects are active as long as the
* state's active
* - timing must only consist of alphanumeric characters
* - STCX can be set in State Trigger Condition Functions
* - STAX can be set in State Trigger Action Functions
Plugin Calls * # Configuration manipulations
* 1. DoubleX_RMMV.State_Triggers.prop
* - Returns the property prop under DoubleX_RMMV.State_Triggers
* 2. DoubleX_RMMV.State_Triggers.prop = val
* - Sets the property prop under DoubleX_RMMV.State_Triggers as a
* function which will be bound to the battler upon use
* # State manipulations
* All meta.stateTriggers changes can be saved if
* DoubleX RMMV Dynamic Data is used
* 1. meta.stateTriggers[timing]
* - Returns the array of all STCX-STAX pairs of timing timing
* 2. meta.stateTriggers[timing] = [[STCX, STAX], [STCX, STAX], ...]
* - Adds a new timing with some STCX-STAX pairs or overwrites all the
* existing ones with those pairs if timing is an existing timing
* 3. meta.stateTriggers[timing][i] = [STCX, STAX]
* - Set the ith STCX-STAX pair as the new STCX-STAX pair
* # Battler manipulations
* (v1.02a+)1. GBB.stateTriggerTraits.call(battler, state, timing)
* - Collects all traits from all STAX meeting their corresponding
* STCX with timing timing of state applied to battler
* - GBB is DoubleX_RMMV.State_Triggers.Game_BattlerBase
* 2. GBB.execStateTriggers.call(battler, stateId, timing)
* - Executes all state triggers with timing timing of state with id
* stateId applied to battler
* - GBB is DoubleX_RMMV.State_Triggers.Game_BattlerBase
Configurations /*------------------------------------------------------------------------
* State Trigger Condition Functions
* - Setups STCX used by this plugin's notetags
*------------------------------------------------------------------------*/
/* STCX are used at:
* 1. DoubleX_RMMV.State_Triggers.Game_BattlerBase
* - return ST[trigger[0]].call(battler, state); in stateTriggerTraits
* - if (ST[trigger[0]].call(this)) { ST[trigger[1]].call(this); } in
* execStateTriggers
* STCX are Javascript functions which will be bound to the battler upon use
* STCX names can only use alphanumeric characters
* state is the state using the STCX
* The below STCX are examples added to help you set your STCX
* You can freely use, rewrite and/or delete these examples
*/
// Sets the state trigger condition as always true
STC1: function(state) { return true; },
// Sets the state trigger condition as needing switch with id x to be on
STC2: function(state) { return $gameSwitches.value(x); },
// Sets the state trigger condition as always true
STC3: function(state) { return false; },
// Adds new STCX here
/*------------------------------------------------------------------------
* State Trigger Action Values
* - Setups STAX used by this plugin's notetags
*------------------------------------------------------------------------*/
/* STAX are used at:
* 1. DoubleX_RMMV.State_Triggers.Game_BattlerBase
* - return r.concat(ST[trigger[1]].call(battler, state)); in
* stateTriggerTraits
* - if (ST[trigger[0]].call(this)) { ST[trigger[1]].call(this); } in
* execStateTriggers
* STAX are Javascript functions which will be bound to the battler upon use
* STAX names can only use alphanumeric characters
* state is the state using the STAX
* If the timing using the STAX is while, the STAX must return an array of
* Trait Class
* You can refer to Game_BattlerBase in rpg_objects.js and Trait Class in
* the RMMV help html
* The below STAX are examples added to help you set your STAX
* You can freely use, rewrite and/or delete these examples
*/
/* Sets the state trigger action as what Special Effect Escape does
* This STAX's not supposed to work with the timing while as it doesn't
* return an array of Trait Class
*/
STA1: function(state) { this.hide(); },
/* Sets the state trigger action as setting the battler's hp to full
* This STAX's not supposed to work with the timing while as it doesn't
* return an array of Trait Class
*/
STA2: function(state) { this._hp = this.mhp; },
/* Sets the state trigger action as ultiplying the battler's atk by x * 100%
* This STAX's supposed to work with the timing while as it returns an array
* of Trait Class
*/
STA3: function(state) { return [{"code":21,"dataId":2,"value":x}]; }
// Adds new STAX here
PrerequisitesAbilities:
1. Decent Javascript coding proficiency to fully utilize this plugin
Terms Of UseYou shall keep this plugin's Plugin Info part's contents intact
You shalln't claim that this plugin's written by anyone other than DoubleX or his aliases
None of the above applies to DoubleX or his/her aliases