このゲームでは、要素の吸収、要素の反射など、要素の動作を管理するプラグイン – YEP_ElementCore.js

タイトル
Manage the way elements work in this game fromabsorbing elements, reflecting elements, and more!
作者名
ヘルプ
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Introduction
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Elemental control in RPG Maker MV is pretty lacking. The calculation of how
multiple elements are handled aren't very clear nor are they too intuitive
when it comes to certain aspects. This plugin also gives way to skills and
items having more than one element, battlers being able to absorb, reflect,
amplify elemental damage, and more!

Note: If you are using the Battle Engine Core, place this plugin under the
Battle Engine Core in the plugin list for additional features.

Note: If you are using the Damage Core, place this plugin underneath the
Damage Core plugin in the list for maximum compatibility.

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Notetags
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Use these notetags if you wish to modify various aspects of elements for
your database objects.

Skill and Item Notetags

<Bypass Element Reflect>
- Allows this skill/item to ignore elemental reflect properties. This will
not bypass reflect properties as a whole, however.

<Multiple Elements: x>
<Multiple Elements: x to y>
<Multiple Elements: x, x, x>
<Multiple Elements: name, name, name>
- This adds elements x (or name) to the skill/item in addition to the
skill/item's current element. Skills and items with multiple elements will
follow the Multi-Element Rule when calculating damage rate. Insert more of
this notetag to insert more elements.

<Multi-Element Rule: Lowest>
<Multi-Element Rule: Add>
<Multi-Element Rule: Multiply>
<Multi-Element Rule: Highest>
<Multi-Element Rule: Average>
- This allows you to set the rule for this skill/item if it has multiple
elements. Either the lowest rate, the additive sum of all rates, the
multiplicative product of all rates, or the highest rate will be used. If
average is used, it will be the average of all element rates.

Actor, Class, Enemy, Weapon, Armor, and State Notetags:

<Element Absorb: x>
<Element Absorb: x, x, x>
<Element Absorb: name>
<Element Absorb: name, name, name>
- Causes element x to be absorbed and heals the battler. When an element
is absorbed, the rate goes down by 200% instead of being just an inverse.
This is so that battlers that are originally resistant to the element will
absorb more of the element while battlers that are originally vulnerable
to the element will absorb less of the element. The minimum amount
absorbed is 0.01%.

<Element Reflect x: +y%>
<Element Reflect x: -y%>
<Element Reflect name: +y%>
<Element Reflect name: -y%>
- Increases or decreases the rate to reflect element x by y%. If a skill
or item has multiple elements, the reflect rate is added for each element
used by the skill/item.

<Element Magnify x: +y%>
<Element Magnify x: -y%>
<Element Magnify name: +y%>
<Element Magnify name: -y%>
- If the user performs a skill or item that utilizes element x (or name),
increase or decrease its damage by y%. If a skill or item has multiple
elements, the rate is increased additively for each element and adjusted
multiplicatively with base rate. This bottoms out at 0%.

<Element Amplify x: +y%>
<Element Amplify x: -y%>
<Element Amplify name: +y%>
<Element Amplify name: -y%>
- If the user performs a skill or item that utilizes element x (or name),
increase or decrease its damage by y%. If a skill or item has multiple
elements, the rate is increased additively for each element and adjusted
additively for base rate.

<Element Null>
- This will cause the battler to not have elemental attacks when using
skills and items. However, this will not bypass the 'Force Element' action
sequence effect.

<Force Element x Rate: y%>
<Force Element name Rate: y%>
- This forces the battler's elemental rate for x (or named) to be y%. This
will work in a priority setting of states (highest priority to lowest),
equips (first to last), then class, then actor/enemy if more than one
notetag is used for the same element. If y is negative, the element is
absorbed.

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Yanfly Engine Plugins - Battle Engine Extension - Action Sequence Commands
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If you have YEP_BattleEngineCore.js installed with this plugin located
underneath it in the Plugin Manager, you can make use of these extra
damage related action sequences.

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ADD ELEMENT: X
ADD ELEMENT: X, X, X
ADD ELEMENT: NAME
ADD ELEMENT: NAME, NAME, NAME
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This will add more elements to the currently existing elements. This will
not include forced elements.
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Usage Example: add element: 4
add element: 5, 6, 7
add element: fire
add element: ice, wind, water
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CLEAR ELEMENT
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This will clear any ___ Element action sequence settings and revert element
calculation back to normal.
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Usage Example: clear element
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FORCE ELEMENT: X
FORCE ELEMENT: X, X, X
FORCE ELEMENT: NAME
FORCE ELEMENT: NAME, NAME, NAME
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This will override elemental settings for elemental damage rate calculations
except for customized calculations that aim at specific elements. This will
ignore all other elements.
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Usage Example: force element: 4
force element: 5, 6, 7
force element: fire
force element: ice, wind, water
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NULL ELEMENT
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This will force the elements to null. Calculated elemental damage will
always return neutral rate. Using this will clear the Force Element action
sequence effect.
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Usage Example: null element
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Changelog
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Version 1.02:
- Added <Element x Magnify: +y%>, <Element x Magnify: -y%> notetags. These
notetags different from the Amplify counterparts in a way where the Amplify
notetags will shift the element rate additively. These will alter the rate
multiplicatively.

Version 1.01:
- Optimized element rate calculation where if no elements are present, then
damage rate will default to 100%.

Version 1.00:
- Finished Plugin!
パラメータ
param Multi-Element Rulings
desc If a skill/item has multiple elements, then use these rules:
0 - Lowest; 1 - Add; 2 - Multiply; 3 - Highest; 4 - Average
default 2

ライセンス表記

紹介ページ https://github.com/suppayami/yami-engine-delta/blob/master/demo/js/plugins/YEP_ElementCore.js