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HIME Weapon Damage - HIME_WeaponDamage.js
Plugin desc : v1.3 - Define weapon damage formulas and separate them from
License :
・Copyright: Retained
・Commercial Use: Allowed
・Modification: Allowed
・Redistribution: Allowed
・Details: See Download Page / In-plugin documentation
Author : Hime
Website : https://himeworks.com/
Desc page : https://himeworks.com/2016/02/weapon-damage/
Download Page : https://raw.githubusercontent.com/munokura/HIME-MV-plugins-jp/master/HIME_WeaponDamage.js
File name : HIME_WeaponDamage.js
Help of plugin :
* @title Weapon Damage * @author Hime --> HimeWorks (http://himeworks.com) * @version 1.3 * @date May 26, 2016 * @filename HIME_WeaponDamage.js * @url http://himeworks.com/2016/02/weapon-damage/ * * If you enjoy my work, consider supporting me on Patreon! * * * https://www.patreon.com/himeworks * * If you have any questions or concerns, you can contact me at any of * the following sites: * * * Main Website: http://himeworks.com * * Facebook: https://www.facebook.com/himeworkscom/ * * Twitter: https://twitter.com/HimeWorks * * Youtube: https://www.youtube.com/c/HimeWorks * * Tumblr: http://himeworks.tumblr.com/ * * @plugindesc v1.3 - Define weapon damage formulas and separate them from * skill damage formulas. * @help * == Description == * * In RPG Maker, weapons can be equipped to actors. * You can also equip them to enemies if you use plugins like Enemy Equips. * * Weapons can provide parameter bonuses like extra atk and agi, but you can't * specify a damage value for the weapons themselves. * * For example, if you wanted to have the normal attack skill's damage value to * be equal to the amount of damage dealt by the weapon, you would be unable to * say this directly. * * You could say that the "atk" bonus from the weapon represents how much damage * the weapon can do, but if you were to reference the actor's atk, you would be * including any additional atk bonuses that aren't part of the weapon. * * This plugin allows you to define weapon damage formulas, which can be used * in your skill formulas if necessary. * * By separating the weapon damage from your atk, you have more control over * how your want your skills to be set up! * * == Terms of Use == * * - Free for use in non-commercial projects with credits * - Free for use in commercial projects, but it would be nice to let me know * - Please provide credits to HimeWorks * * == Change Log == * * 1.2 - Mar 28, 2016 * * Fixed bug where bare-handed weapon damage wasn't working * 1.1 - Feb 7, 2016 * * added formula variable "a" for attacker * 1.0 - Feb 6, 2016 * - initial release * * == Usage == * * To define a damage formula for you weapons, note-tag them with * * <weapon damage> * FORMULA * </weapon damage> * * For example, let's say you wanted your weapon's damage to be between 2 and 16. * You could write * * 2 * (Math.randomInt(8) + 1) * * Note that we add 1 because randomInt picks a number between 0 and the value * you provided. * * For those that are familiar, this is equivalent to 2d8. * So if you wanted to write something like 1d6 + 4, you would write * * (1 * (Math.randomInt(6) + 1)) + 4 * * For now, weapon damages are assumed to be simple. * * -- Using Weapon Damage -- * * Weapon damage formulas are not automatically included in your skill damage * calculations, because you may not want to consider the weapon. * * For example, if you're casting a spell and you're holding a sword, would you * include the sword damage in the spell damage? Maybe, maybe not. * * To use the weapon damage formula, in your skill formula, you can write * * a.weaponDamage(b) * * Which will return how much damage the attacker's weapons dealt, based on the * formula that you defined earlier. This value includes all weapons, so if the * attacker is holding two weapons or three weapons or more, they will all be * included in this total, which you can then use as part of the skill. * * So let's say your normal attack was equal to your weapon's damage. * You would write * * a.weaponDamage(b) * * But let's say you wanted to add a bonus for having extra "atk" power, which * could represent your physical strength. You might say * * a.weaponDamage(b) * a.atk / 10 * * Which adds 1 point of damage per 10 points in atk. * The weapon itself may provide atk bonus as well, but it is not necessary. * * -- Bare Hands -- * * Now, what happens when you don't have a weapon? * If no weapon is held, weapon damage is assumed to be "bare-hands" damage. * * Bare-hands is set up as a weapon in your database. You don't need to actually * hold this in order to use the damage formula, but you could if you wanted to. * * In the plugin manager, choose the ID of the weapon that will represent * bare-hands, and then set up the weapon damage formulas usual. * * This damage formula will be used as the weapon damage. * * @param Bare-Hands Weapon ID * @desc The weapon in the database that represents bare-handed. * Use when a battler is not holding a weapon. * @default 1