Update History
- 20/10/23
Fixed a bug that caused MP cost to not be displayed as an integer in some cases.
This plugin is compatible with RPG Maker MV and RPG Maker MZ.
Summary
You will be able to set special skill costs.
Usage
【Configuring Plug-in Parameters】
★Enemy Lv reference method
This is basically the only thing you need to set in the plugin parameters.
You don't need to care about the other parameters unless you are willing to set them yourself.
If the level setting described below is in the notes field, the level only refers to the notes field.
If you don't set the level parameters in another plugin or if you don't set
the level parameters by yourself, etc., please keep the settings as
they are, i.e., leave them in the default state.
- Set a new param called "Lv" and see the notes field
If the level setting described below is in a notes field, the level refers
to the notes field, but a new parameter called "level" is set for the enemy.
This means that you can also use ".level" in the damage calculation formula
for skills used only by enemy characters in the database.
Example: 100 + a.mat * 100 - b.mat * b.level
- Lv is already set. See the Notes field
The function is almost the same as "Set a new param called "Lv" and see the
notes field" above, but this one is only for those who have already set the
level parameters by another plugin or their own work.
When you select this option, please place this plugin below the relevant plugin.
It allows you to set only the level without applying the original functionality of this plugin.
This means that in the database, ".level" can be used in the damage
calculation formula for skills used only by enemies, that's all.
【Database Settings】
Describe everything in the notes section.
<MpPctCost>
The set MP cost is a percentage of the user's maximum MP, and if it is set
to 100, the user consumes MP for the maximum MP value.
<HpRestPctMpCost> or <TpRestPctMpCos>
The percentage of HP remaining is a percentage of the user's maximum MP/TP.
According to the specifications of this plugin, the less HP left, the less
the MP/TP cost will be, and when the HP is full, the MP/TP cost will be
equal to the maximum value of MP/TP.
<VarMpCost:n> or <VarTpCost:n>
The value you set for the n-th game variable is the MP/TP cost.
You can create skills that allow you to fluctuate your MP/TP cost in events.
However, the TP cost is limited to a maximum of 100.
<StepsMpCost> or <StepsTpCost>
The MP/TP cost will be the "number of steps" divided by the "set MP/TP cost".
However, if you want your enemies to use it, it will remain at the MP/TP
you set, as it has no concept of steps.
Also, due to the specifications calculated by the above formula, if you set
the MP/TP cost to 0, the cost of that skill will be zero.
This is to prevent the number of steps from being divided by 0.
However, the TP cost is limited to a maximum of 100.
<LvPctMpCost> or <LvPctTpCost>
The MP/TP cost is calculated by multiplying the User's Level by the MP/TP cost you set.
If you do not have an enemy's level set, the MP/TP consumption of an enemy will be 0 when used.
However, the TP cost is limited to a maximum of 100.
<Lv:n>
Sets the level of the enemy.
If you don't have a level-dependent consumption-based skill set, you don't need to set it.
<TPBGaugeCost:n>
This setting is for MZ's TPB mode only.
It can also be applied to items.
The value of n is a percentage. This consumes a set percentage.
The less this value is, the less time it takes for the next turn to arrive.
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最終更新:2020年10月23日 05:49