Changelog * v1.00a(GMT 0800 28-5-2016):
* 1. 1st version of this plugin finished
AuthorsDoubleX
CreditsDoubleX(Optional)
PurposeLets you set some states to have state removal/turn resistances
Games using this scriptNone 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
PrerequisitesAbilities:
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.