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DoubleX RMMV State Resistance

Started by DoubleX, May 28, 2016, 08:47:56 AM

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DoubleX

Changelog
*      v1.00a(GMT 0800 28-5-2016):                                           
*      1. 1st version of this plugin finished                               


Authors
DoubleX

Credits
DoubleX(Optional)

Purpose
Lets you set some states to have state removal/turn resistances

Games using this script
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
Abilities:
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 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.