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DoubleX RMMV State Resistance v1.00a

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Games using this plugin
None so far

Introduction
JavaScript:
 *  In the default RMMV setting, a state's either added with a fixed x-y  
 *  remaining turns for all battlers, or not added at all.   
 *  Also, battlers don't have their own resistance protecting their states
 *  from being removed   
 *  With this plugin, you can set some states to have different remaining
 *  turns on different battlers, and set some battlers to have their own  
 *  resistance protecting their states from being removed

Notetag
JavaScript:
*  # Actor/Class/Weapon/Armor/Enemy Notetags:  
*  Equip notetags take the highest priority, followed by class, actor and 
*  enemy  
*  1. <operator state resist turn: stateId, turn>  
*  - Assigns turn to the modifiers of the remaining turns of state  
*  with stateId when applying the state to the battler  
*  - operator can be either =, +, -, *, / or %, meaning set to, add  
*  by, subtract by, multiply by, divide by or modulo by respectively
*  - All instances of this notetag will be used sequentially  
*  - If the final remaining turn's nonpositive, the state won't be  
*  added  
*  - This notetag won't work for states not having remaining turns  
*  - E.g.: <+ state resist turn: 2, 1> means the remaining turns of  
*  state with id 2 will be increased by 1  
*  2. <operator state resist step: stateId, step>  
*  - Assigns step to the modifiers of the remaining steps of state  
*  with stateId when applying the state to the battler  
*  - operator can be either =, +, -, *, / or %, meaning set to, add  
*  by, subtract by, multiply by, divide by or modulo by respectively
*  - All instances of this notetag will be used sequentially  
*  - If the final remaining step's nonpositive, the state won't be  
*  added outside battle and will be instantly removed outside battle
*  - This notetag won't work for states not having remaining steps  
*  - E.g.: <+ state resist step: 2, 1> means the remaining steps of  
*  state with id 2 will be increased by 1  
*  3. <operator state resist damage remove: stateId, chance>  
*  - Assigns chance to the removal chance% of state with stateId when
*  removing the state from the battler due to damaging that battler
*  - operator can be either =, +, -, *, / or %, meaning set to, add  
*  by, subtract by, multiply by, divide by or modulo by respectively
*  - All instances of this notetag will be used sequentially  
*  - If the final removal chance's negative, it'll be regarded as 0% 
*  - This notetag only works if the state has remove by damage checked
*  - E.g.: <= state resist damage remove: 2, 50> means the removal  
*  chance of state with id 2 due to damaging the battler will be set
*  as 50%  
*  4. <operator state resist effect remove: stateId, chance>  
*  - Assigns chance to the removal chance% of state with stateId when
*  removing the state from the battler due to skill/item effects  
*  - operator can be either =, +, -, *, / or %, meaning set to, add  
*  by, subtract by, multiply by, divide by or modulo by respectively
*  - All instances of this notetag will be used sequentially  
*  - If the final removal chance's negative, it'll be regarded as 0% 
*  - E.g.: <- state resist effect remove: 2, 50> means the removal  
*  chance of state with id 2 due to skill/item effects will be  
*  reduced by 50%  
*  5. <state resist luk effect remove: stateId>  
*  - Applies the same luk formula for modifying the state rate to the
*  removal chance of state with id stateId due to skill/item effects
*  - It'll be applied after calculating the final state removal chance
*  - E.g.: <state resist effect luk remove: 2> sets the luk formula  
*  for modifying the state rate to the removal chance of state with
*  id 2 due to skill/item effects

Plugin Calls
JavaScript:
*  # Actor/Class/Weapon/Armor/Enemy manipulations  
*  1. meta.stateResistTurn[stateId]  
*  - Returns the Array of state turn modifiers turns with their  
*  corresponding operators stored in  
*  <operator state resist turn: stateId, turn> in the form of  
*  [opeartor, turn] for state with stateId  
*  2. meta.stateResistTurn[stateId] = [[opeartor, turn], ...]  
*  - Sets the Array of state turn modifiers turns with their  
*  corresponding operators stored in  
*  <operator state resist turn: stateId, turn> in the form of  
*  [opeartor, turn] for state with stateId  
*  - All meta.stateResistanceTurn changes can be saved if  
*  DoubleX RMMV Dynamic Data is used  
*  3. meta.stateResistStep[stateId]  
*  - Returns the Array of state step modifiers steps with their  
*  corresponding operators stored in  
*  <operator state resist step: stateId, step> in the form of  
*  [opeartor, step] for state with stateId  
*  4. meta.stateResistStep[stateId] = [[opeartor, turn], ...]  
*  - Sets the Array of state step modifiers steps with their  
*  corresponding operators stored in  
*  <operator state resist step: stateId, turn> in the form of  
*  [opeartor, step] for state with stateId  
*  - All meta.stateResistanceStep changes can be saved if  
*  DoubleX RMMV Dynamic Data is used  
*  5. meta.stateResistDamageRemove[stateId]  
*  - Returns the Array of state removal chance modifiers chance with 
*  their corresponding operators stored in  
*  <operator state resist damage eemove: stateId, chance> in the  
*  form of [opeartor, chance] for state with stateId being removed 
*  due to damaging the battler  
*  6. meta.stateResistDamageRemove[stateId] = [[opeartor, turn], ...]  
*  - Sets the Array of state removal chance modifiers chance with  
*  their corresponding operators stored in  
*  <operator state resist damage remove: stateId, chance> in the  
*  form of [opeartor, chance] for state with stateId being removed 
*  due to damaging the battler  
*  - All meta.stateResistanceDamageRemove changes can be saved if  
*  DoubleX RMMV Dynamic Data is used  
*  7. meta.stateResistEffectRemove[stateId]  
*  - Returns the Array of state removal chance modifiers chance with 
*  their corresponding operators stored in  
*  <operator state resist effect remove: stateId, chance> in the  
*  form of [opeartor, chance] for state with stateId being removed 
*  due to skill/item effects  
*  8. meta.stateResistEffectRemove[stateId] = [[opeartor, turn], ...]  
*  - Sets the Array of state removal chance modifiers chance with  
*  their corresponding operators stored in  
*  <operator state resist effect remove: stateId, chance> in the  
*  form of [opeartor, chance] for state with stateId being removed 
*  due to skill/item effects  
*  - All meta.stateResistanceEffectRemove changes can be saved if  
*  DoubleX RMMV Dynamic Data is used  
*  9. meta.stateResistLukEffectRemove  
*  - Returns the Array of id of states having the luk formula for  
*  modifying the state rate to also be applied to the final state  
*  removal chance, stored in  
*  <state resist luk effect remove: stateId>, in the form of  
*  [stateId, stateId, stateId, ...]  
*  10. meta.stateResistLukEffectRemove = [stateId, stateId, stateId, ...]
*  - Sets the Array of id of states having the luk formula for  
*  modifying the state rate to also be applied to the final state 
*  removal chance, stored in  
*  <state resist luk effect remove: stateId>, in the form of  
*  [stateId, stateId, stateId, ...]  
*  - All meta.stateResistLukEffectRemove changes can be saved if  
*  DoubleX RMMV Dynamic Data is used

Prerequisites
Abilities:
1. Little Javascript coding proficiency to fully utilize this plugin

Terms Of Use

JavaScript:
*  1. Commercial use's always allowed and crediting me's always optional.
*  2. You shall keep this plugin's Plugin Info part's contents intact.  
*  3. You shalln't claim that this plugin's written by anyone other than
*  DoubleX or my aliases. I always reserve the right to deny you from
*  using any of my plugins anymore if you've violated this.  
*  4. CC BY 4.0, except those conflicting with any of the above, applies
*  to this plugin, unless you've my permissions not needing follow so.
*  5. I always reserve the right to deny you from using this plugin  
*  anymore if you've violated any of the above.

Changelog
JavaScript:
 *  v1.00a(GMT 0800 28-5-2016):
*  1. 1st version of this plugin finished
Author
DoubleX
Downloads
13
Views
38
First release
Last update
Rating
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