(要YEP_BattleEngineCore&YEP_BuffsStatesCore)カスタムDoT式と効果を簡単に作成できるプラグイン – YEP_X_ExtDoT.js

タイトル
(Req YEP_BattleEngineCore & YEP_BuffsStatesCore)Create custom DoT formulas and effects with ease.
作者名
ヘルプ
============================================================================
Introduction
============================================================================

This plugin requires both YEP_BattleEngineCore && YEP_BuffsStatesCore. Make
sure this plugin is located under both YEP_BattleEngineCore and
YEP_BuffsStatesCore in the plugin list.

RPG Maker MV does not provide the ability to utilize custom formulas for any
damage or healing over time state effects. This plugin, through aid of
Yanfly's Buffs & States Core, will allow usage for formulas to create custom
damage or healing over time values, animations to go with them, variance
control, and elemental rate aspects.

This is a collaboration plugin by Tigress and Yanfly to ensure compatibility
with the Yanfly Engine Plugins library.

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Notetags
============================================================================

Insert the following notetags into your states to achieve their respective
damage over time effects.

State Notetags:

---

<Regen Animation: x>
<DoT Animation: x>
- This will make the state play animation x for regen/damage over time if
there is any healing or damage dealt through the extended damage over time
formulas used below.

Examples:
<Regen Animation: 41> Play animation 41 when regen occurs
<DoT Animation: 59> Play animation 59 when DoT occurs

NOTE: Animations will only occur if it is used with one of the below
formulas and the formula does not yield a 0 value.

---

<Regen Formula: x>
- This will make the affected battler regenerate x HP each turn. You can
use either a formula or a numeric value in place of 'x'.

Examples:
<Regen Formula: 100> Regen 100 HP exactly each turn
<Regen Formula: a.mdf2> Regen HP equal to the origin's MDF

---

<DoT Formula: x>
- This will make the affected battler take x HP damage each turn. You can
use either a formula or a numeric value in place of 'x'.

Examples:
<DoT Formula: 100> Damage 100 HP exactly each turn
<DoT Formula: a.mat2> Damage HP equal to the origin's MAT

---

<Regen Element: x>
<DoT Element: x>
- This will make the healing/damage done by this state to be element 'x'.
This will take into consideration the target's elemental rates towards
that element. If this is left blank, there will be no element modifiers.

Examples:
<Regen Element: 4> Healing done will be affected by element 4.
<DoT Element: 5> Damage done will be affected by element 5.

---

<Regen Variance: x%>
<DoT Variance: x%>
- The amount of variance you want the DoT effect to have. Replace x with
a percentage value. If this is left blank, the settings in the plugin
parameters will be used by default.

Examples:
<Regen Variance: 10%> Regen will have 10% healing variance
<DoT Variance: 20%> DoT will have 20% damage variance

============================================================================
Lunatic Mode - Custom DoT Formula
============================================================================

For those with JavaScript experience and would like to create more complex
formulas for custom damage/healing over time states, you can use these
following notetags below.

State Notetags:

---

<Custom DoT Formula>
if (a.isActor()) {
value = a.level100;
variance = 20;
element = 1;
} else {
value = a.hp / 50;
variance = 10;
element = 2;
}
</Custom DoT Formula>
- The damage to be dealt will be equal to the 'value'. This is the base
damage dealt primarily by the formula alone. The finalized damage to be
dealt will be affected by the 'variance' and 'element' values, which can
be changed within this formula, too. If 'variance' or 'element' are left
out of the formula, they will take on their default values. If you are
going to make a healing effect, use the notetag below this one.

---

<Custom Regen Formula>
if (a.isActor()) {
value = a.level8;
variance = 15;
element = 3;
} else {
value = a.hp / 2;
variance = 5;
element = 4;
}
</Custom Regen Formula>
- The healing to be dealt will be equal to the 'value'. This is the base
heal dealt primarily by the formula alone. The finalized healing to be
dealt will be affected by the 'variance' and 'element' values, which can
be changed within this formula, too. If 'variance' or 'element' are left
out of the formula, they will take on their default values. If you are
going to make a damaging effect, use the notetag above this one.

============================================================================
Changelog
============================================================================

Version 1.04:
- Bypass the isDevToolsOpen() error when bad code is inserted into a script
call or custom Lunatic Mode code segment due to updating to MV 1.6.1.

Version 1.03:
- Updated for RPG Maker MV version 1.6.1.

Version 1.02:
- Made DoT effects battle only to prevent errors and crashes.

Version 1.01:
- Updated for RPG Maker MV version 1.5.0.

Version 1.00:
- Finished Plugin!
パラメータ
param ---Defaults---
default
param Regen Animation
parent ---Defaults---
type animation
desc When creating a regen state, this will be the default animation.
Leave at 0 to play no animation.
default 46

param DoT Animation
type animation
desc When creating a DoT state, this will be the default animation.
Leave at 0 to play no animation.
default 59

param Default Variance
type number
desc This is the default variance value for Extended DoT formulas.
Leave at 0 for no variance.
default 20

param Default Element
type number
desc This is the default element used for Extended DoT formulas.
Leave at 0 for no element.
default 0

ライセンス表記

紹介ページ http://yanfly.moe/