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FTKR Ex Item Config Damage - FTKR_ExItemConfig_Damage.js
Plugin desc : v1.1.2 Plugin that extends item and skill damage processing
License : MIT License
Author : Futokoro
Desc page : https://github.com/munokura/futokoro-MV-plugins
Download Page : https://raw.githubusercontent.com/munokura/futokoro-MV-plugins/refs/heads/master/FTKR_ExItemConfig_Damage.js
File name : FTKR_ExItemConfig_Damage.js
Help of plugin :
@plugindesc v1.1.2 Plugin that extends item and skill damage processing @author Futokoro @url https://github.com/munokura/futokoro-MV-plugins @license MIT License @help English Help Translator: munokura This is an unofficial English translation of the plugin help, created to support global RPG Maker users. Feedback is welcome to improve translation quality (see: https://github.com/munokura/futokoro-MV-plugins ). Original plugin by Futokoro. Please check the URL below for the latest version of the plugin. URL https://github.com/futokoro/RPGMaker ----- ----------------------------------------------------------------------------- Overview ----------------------------------------------------------------------------- Implementing this plugin will change the damage dealt by items and skills to the following specifications: [Damage] = [Damage for Damage ID 0] + [Damage for Damage ID 1] + ... Damage for each damage ID has a separate setting value and is calculated separately. ----------------------------------------------------------------------------- Setup Instructions ----------------------------------------------------------------------------- 1. Add this plugin to the "Plugin Manager." 2. When using this plugin in conjunction with FTKR_ItemSelfVariables.js, add this plugin below FTKR_ItemSelfVariables.js. 3. This plugin cannot be used in conjunction with FTKR_SkillExpansion.js. ----------------------------------------------------------------------------- Damage Settings ----------------------------------------------------------------------------- Applying this plugin will change the damage dealt by skills to the following specifications: [Damage] = [Damage for Damage ID 0] + [Damage for Damage ID 1] + ... For each damage ID, attack and defense damage are calculated, and the sum of these results is the final damage dealt to the opponent. For example, you can create a skill with multiple Elements that deals different damage for each Elements, or a skill that deals both physical and magical damage. You can set each damage ID by adding the following note tag to a skill. <EIC DAMAGEID: x> code </EIC DAMAGEID> By setting a skill ID for each damage ID, damage calculation for each damage ID is based on that skill ID's Elements, damage formula, hit type, and damage type. The skill ID's effect and TP gain will also be calculated along with the damage. Damage ID 0 Reflections the database settings of the base skill. ************************************************************************** Note: When adding damage IDs, be sure to add them in order, starting with ID 1. ********************************************************************** [Items that can be used in code] SkillId: y Skill ID: y : Copies the skill settings for skill ID y. : Essentially, this code creates settings for each damage ID. ElementId: y1,y2,... Elements ID: y1,y2,... : Adds the Elements specified by Elements IDs y1,y2,... DamageRate: eval Damage Multiplier: Formula : Changes the damage multiplier to the value (%) set in the formula (eval). : Damage is calculated by multiplying this value by the result of the damage formula. : If not set, the value of the plugin parameter <Default Rate> is used. CriticalRate: eval Critical Multiplier: Formula : Changes the critical damage multiplier to the value (%) set in the formula (eval). : If not set, the value of the plugin parameter <Critical Rate> will be used. Trait Elements: type1,type2,... Add Trait Elements: type1,type2,... : Adds Elements to the trait field of the target specified by type1,type2,.... : The characters that can be specified with type* are Actor, Class, Weapon, Armor, and States. Enabled: eval Enabling Condition: Formula : Enables the target's damage ID based on the conditions set in the formula. : If not set, it is always enabled. : Cannot be set for damage ID 0. : If not enabled, it will not be Reflectioned in damage. [About Formula (eval) Values] Like the damage formula, you can use non-fixed values by entering a formula. The following codes can be used: a.param - References the user's parameters. (a.atk is the user's attack power) b.param - References the target's parameters. (b.atk is the target's attack power) s[x] - References the state of switch ID x. v[x] - References the value of variable ID x. iv[x] - References the value of item self variable ID x. (*1) (*1) FTKR_ItemSelfVariables.js is required to use self variables. Input example) For damage ID 1, when the user is level 11 or higher and switch ID 1 is ON, adds the damage of skill ID 10. The damage multiplier is changed to 50%, and critical damage is changed to 400%. The Elements, hit type, calculation formula, etc. are those of skill ID 10. <EIC DAMAGEID: 1> Skill ID: 10 Damage Multiplier: 50 Critical Multiplier: 400 Effective Condition: a.level > 10 && s[1] </EIC DAMAGEID> [Plugin Parameter Settings] <Critical For Each> :Choose whether to check for a critical hit only once (damage ID 0), :or for each damage ID. :Whether to display the "Critical Hit" message is determined by the result of damage ID 0. ----------------------------------------------------------------------------- About Element Damage Calculation ----------------------------------------------------------------------------- The plugin parameter <Element Damage Calc> allows you to change how the defense's effectiveness is calculated when attacking with multiple elements. You can choose from four calculation methods: maximum, average, cumulative, and minimum. <0: Maximum> :The maximum value of the defense's corresponding elemental effectiveness will be the final damage multiplier. (Standard method for RPG Maker MV) Example) A dual-element attack (physical + fire), with the defender's physical effectiveness at 50% and fire effectiveness at 70% ⇒ The final effectiveness is 70% ( = max(50%, 70%)) <1: Average>: The average of the defender's corresponding Elements effectiveness is the final damage multiplier. Example) A dual-element attack (physical + fire), with the defender's physical effectiveness at 50% and fire effectiveness at 70% ⇒ The final effectiveness is 60% ( = (50% + 70%) / 2) <2: Accumulation>: The cumulative value of the defender's corresponding Elements effectiveness is the final damage multiplier. Example) A dual-element attack (physical + fire), with the defender's physical effectiveness at 50% and fire effectiveness at 70% ⇒ The final effectiveness is 35% ( = 50% × 70%) <3: Minimum>: The minimum value of the defender's corresponding Elements effectiveness is the final damage multiplier. Example: A dual-element attack (physical + fire) with the defender's physical effectiveness set to 50% and fire effectiveness set to 70%. ⇒ The final effectiveness is 50% ( = min(50%, 70%)). Please note that this calculation is performed separately for each damage ID. The following two patterns will result in the same damage if the defender's effectiveness is not set. However, if the effectiveness is set, the final damage will change. Pattern 1: Damage ID 0 only Elements: Physical + Fire Calculation Formula: 200 ⇒ If the defender's physical effectiveness is 50% and fire effectiveness is 70% and set to maximum 200 * 70% = 140 damage Pattern 2: Damage ID 0 and Damage ID 1 ID 0 Elements: Physical ID 0 Calculation Formula: 100 ID 1 Elements: Fire ID 1 Calculation Formula: 100 ⇒ If the defender's physical effectiveness is 50% and fire effectiveness is 70% and set to maximum 100 * 50% + 100 * 70% = 120 damage ----------------------------------------------------------------------------- License for this plugin ----------------------------------------------------------------------------- This plugin is released under the MIT License. Copyright (c) 2020 Futokoro http://opensource.org/licenses/mit-license.php ---------------------------------------------------------------------------- Change History ---------------------------------------------------------------------------- v1.1.2 - 2020/01/13: Bug fixes and Traits additions 1. Fixed an issue where the critical hit message would not be displayed when the damage multiplier was set to 0 for damage IDs 1 and above, regardless of the result of the critical hit for damage ID 0. 2. Fixed the damage ID calculation formula to now reference the target's parameters. v1.1.1 - 2020/01/11: Bug fixes 1. Fixed an issue with reading plugin parameters. v1.1.0 - 2018/08/05: Traits additions 1. Added a Traits to exclude 100% Elements effectiveness when calculating Elements damage. v1.0.1 - April 29, 2017: Supports FTKR_ItemSelfVariables v1.1.0 and later. v1.0.0 - April 14, 2017: First version released. ----------------------------------------------------------------------------- @param ---属性ダメージ計算--- @text --- Elements Damage Calculation --- @param Elements Damage Calc @desc Damage calculation for multiple Elements: 0 - Max, 1 - Average, 2 - Accumulation, 3 - Min @default 0 @type select @option maximum @value 0 @option average @value 1 @option cumulative @value 2 @option minimum @value 3 @param Exclude 100% Elements @desc If it is maximum or average, will 100% Elements effectiveness be excluded when calculating damage? @default false @type boolean @on exclude @off Do not exclude @param ---ダメージ倍率--- @text ---Damage multiplier--- @param Damage Rate @desc Default Damage Multiplier (%) @default 100 @param ---クリティカル--- @text ---critical--- @param Critical For Each @desc Whether to perform critical hit detection for each damage ID: 0 - Do not detect, 1 - Detect @default 0 @type select @option No judgment @value 0 @option judge @value 1 @param Critical Rate @desc Default Critical Damage Multiplier (%) @default 300