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[转载发布] Flat stat bonus states (R2 24/11)

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    灌水之王

    发表于 3 天前 | 显示全部楼层 |阅读模式

    Astfgl's Flat stat bonus states:

        This is a small plugin that allows you to use notetags to give flat stats bonuses using states (instead of percentage based).

    Version2:  Added possibilty to refer to the affected character's own parameters when making a notetag.

    Features:

    • Use notetags to give flat stat boosts to actors or enemies
    • The stat boosts can be fixed, variable based, or based on the affected's own parameters.
        Compatible with Yanfly passive states, other state modifying plugins not tested, use at your own risk.

    Notetag list:

    Spoiler<atkB:>
    <defB:>
    <mhpB:>
    <mmpB:>
    <defB:>
    <mdefB:>
    <agiB:>
    <lckB:>

    To refer to the user parameters:

    user.hp //current hp
    user.mhp //maximum hp
    user.mp //current mp
    user.mmp //maximum mp
    user.tp //current tp
    user.atk //attack
    user.mat //magic attack
    user.def //defense
    user.mdf //magic defense
    user.agi //agility
    user.luk //luck




    Examples:

    • <mhpB: 1000> in the state 4 (poison) notebox will make anyone affected by poison have 1000 more maxHP.
    • <atkB: 10 * v(1)>, will boost the affected charachters atk by 10 times the value of variable 1.
    • <lckB: 10*v(1) - 50> will boost luck by 10 times variable 1 - 50.
    • <mhpB: 10 * user.mmp> will boost hp by 10 times max mp. !NEW!
    • NOT A BUG: You can't use the same parameters you're boosting in the formula or you'll get an error. So you can't have <mhpB: user.mhp> That would be silly anyway because you can do that already in editor by using a 100% max hp boost.

        The bonus is removed with the state.
        You can, of course, use a negative value to reduce the parameter.
        For those with some javascript knowledge: the notetags are evaled and user refers to the actor or enemy object so you can grab everything, not just parameters if you want. Have fun!

    Pictures for clarification:
    SpoilerVariable based boost:




                1- First event, setting the state on actor 1 and variable 10 to 0
                2- Setting variable 10 to 10
                3- State 4 (poison) notebox
                4-Menu before speaking to event 1
                5-Menu after speaking to event 1 but before speaking to event 2
                6-Menu after speaking with event 1 and 2.

    In this example I used the full "$gameVariables.value(10)" command, but you can use "v(10") for the same effect.




    How to use:
        Plug and play. There is no configuration necessary, no parameters to set.

    Download:here on pastebin

    Terms of use:
    Can be found inside the script file for reference.

    Free for commercial and non commercial use. Credits not required.
    Free to edit and repost as long as it is kept under the same terms of use.
    Do not claim as your own.

    Known Bugs:
        None.
        Post in the thread or send me a PM if you have any trouble using this plugin.
        Concerning incompatibility issues: I might release further compatibilty patches if asked, but no promises.


        As always, I am open to suggestions for improvement.
        Have a nice day and happy game making!


    Author: Astfgl
    Date: 24/11/2016
    Version: RC2
    Original request topic for reference:

    Spoilerhttp://forums.rpgmakerweb.com/index...-flat-stat-bonuses-instead-of/#comment-663080
                Thanks to @Farr for the idea!






    本贴来自国际rpgmaker官方论坛作者:Astfgl66处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/flat-stat-bonus-states-r2-24-11.69855/

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