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Accumulate State - AccumulateState.js

Plugin desc : Accumulated State Plugin

License : MIT License

Author : Triacontane

Website : https://triacontane.blogspot.com/

Desc page : https://triacontane.blogspot.com/

Download Page : https://raw.githubusercontent.com/munokura/triacontane-MV-plugins/refs/heads/main/AccumulateState.js

File name : AccumulateState.js

Help of plugin :

@url https://triacontane.blogspot.com/
@plugindesc Accumulated State Plugin
@author Triacontane
@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/triacontane-MV-plugins ).
Original plugin by Triacontane.
Please check the latest official version at:
https://triacontane.blogspot.com
-----

Changes a specific state to an accumulation type.
If you want to change a state to an accumulation type, please enter the
following in the memo field:
<AS Accumulation Type>

Accumulation type states accumulate when the "Add State" effect is used.
When the accumulation rate exceeds 100% (=1.0), the target state becomes
active.
The calculation formula is as follows:

"Add State" effect setting value * target "State effectiveness" = accumulation
rate
Example: If the "Add State" effect is 80% (0.8) and the target state
effectiveness is 50% (0.5),
0.8 * 0.5 = 0.4 # accumulation rate is 40% (0.4)

As an advanced feature, you can also specify a separate accumulation rate
calculation formula.
The following variables can be used in the calculation formula.

a: The "Add State" effect setting
b: The target's "State Effectiveness" setting

Example of accumulation rate calculation formula
a - (1.0 - b)

Example: If the "Add State" effect is 80% (0.8) and the target's "State
Effectiveness" is 50% (0.5)
0.8 - (1.0 - 0.5) = 0.3 # Accumulation rate is 30% (0.3)

A negative accumulation rate is calculated as "0." If a buzzer sounds during
execution,
there is a problem with the script.
Press F8 to open the Developer Tools and check the contents.

Also, "Remove State" resets the accumulation rate.

You can specify a single state to display as a gauge on the battle screen.
To use this feature, set the following in the actor and enemy character's memo
fields:
<AS_GaugeState: 3>
 // Displays the accumulation state ID "3" as a gauge.
<AS_GaugeX: 600>
 // The X coordinate of the gauge.
<AS_GaugeY: 400>
 // The Y coordinate of the gauge.

Specify the coordinates if you want to display the gauge on the map screen or
status screen.
<AS_MapGaugeX: 600>
 // The X coordinate of the gauge on the map screen.
<AS_MapGaugeY: 400>
 // The Y coordinate of the gauge on the map screen.
<AS_StatusGaugeX: 600>
 // The X coordinate of the gauge on the status screen.
<AS_StatusGaugeY: 400>
 // The Y coordinate of the gauge on the status screen.

The gauge image specified as a parameter will be used.

Plugin Command Details
Execute from the "Plugin Command" event command.
(Parameters are separated by a space.)

AS State Accumulation [Actor ID] [State ID] [Accumulation Amount]
Increases or decreases the state accumulation amount for the specified actor.
Example: AS State Accumulation 1 3 50
Increases the state accumulation of actor ID "3" by 50% for actor ID "1."

Terms of Use:
You may modify and redistribute this plugin without permission from the
author, and there are no restrictions on its use (commercial, 18+, etc.).
This plugin is now yours.

@param GaugeImage
@text Gauge image file
@desc This is the image file (img/pictures) used to display the gauge. Arrange an empty gauge and a full gauge vertically to create a single image.
@type file
@require 1
@dir img/pictures/

@param GaugeSwitchId
@text Gauge display switch
@desc When enabled, the gauge will only be displayed when the specified switch is ON.
@type switch
@default 0

@param AccumulateFormula
@text Accumulation rate calculation formula
@desc The formula for calculating the accumulation rate is created independently from the effect's "State Addition" and the target's "State Effectiveness."

@param LuckAdjust
@text Luck Modifier
@desc When turned ON, the accumulation rate is adjusted based on luck (default specifications).
@type boolean
@default true

@param CertainHit
@text Ignore effectiveness when hit
@desc When turned ON, the "Add State" value will be reflected directly in the accumulation rate for guaranteed hit skills.
@type boolean
@default true

@param ImmunityRate
@text immunity rate
@desc This resistance value is added each time the state is activated. Once it reaches 100, it will no longer increase.
@type number
@default 0

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