Elements and Status Menu Core VisuStella MZ
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
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VisuStella MZThis plugin is a part of the VisuStella MZ Plugin Library. Click here if you want to help support VisuStella on Patreon. IntroductionThe Elements & Status Menu Core plugin gives you more control over in-game elemental rate calculations, providing Trait Sets to streamline assigning elements to actors and enemies, and updating the Status Menu to display all that information properly. Features include all (but not limited to) the following:
RequirementsThis plugin is made for RPG Maker MZ. This will not work in other iterations of RPG Maker.
This plugin is a Tier 1 plugin. Place it under other plugins of lower tier value on your Plugin Manager list (ie: 0, 1, 2, 3, 4, 5). This is to ensure that your plugins will have the best compatibility with the rest of the VisuStella MZ Plugin library.
Major ChangesThis plugin adds some new hard-coded features to RPG Maker MZ's functions. The following is a list of them. --- Element Damage CalculationElemental damage was calculated in one very specific way in RPG Maker MZ: getting the target's elemental resistance found across various database objects and applying the damage to that rate. This plugin extends that by giving more ways to extend the target's elemental damage rate as add in a facet which introduces the attacker's elemental bonus damage, too. --- Multi-Elemental CalculationBy default in RPG Maker MZ, if there are multiple elements assigned to an action, then the element with the highest rate is taken. This plugin will give you, the game dev, the decision on how this is handled: the default maximum rate, a minimum rate, a multiplicative product, an additive sum, or an average of all the elemental rates calculated. --- Notetags
RPG Maker MZ's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin. Here is a list of Notetag(s) that you may use.
Element-Related NotetagsThe following are element-related notetags. --- <Multi-Element: x> <Multi-Element: x,x,x> <Multi-Element: name> <Multi-Element: name, name, name> - Used for: Skill, Item Notetags - Gives this action an additional element (alongside the Damage element) when calculating damage. - Replace 'x' with the ID of the element from Database > Types. - For 'name' notetag variant, replace 'name' with the element's name. Remove any \I[x] in the 'name' replacement. - Insert multiples of this notetag to allow unit to assign more elements. --- <Multi-Element Rule: Maximum> <Multi-Element Rule: Minimum> <Multi-Element Rule: Multiply> <Multi-Element Rule: Additive> <Multi-Element Rule: Average> - Used for: Skill, Item Notetags - Changes the multi-element ruling for this action to either 'Maximum', 'Minimum', 'Multiply', 'Additive', or 'Average'. - If this notetag is not used, refer to the default ruling set by the Plugin Parameters. --- <Force Action Element: Null> <Force Action Element: x> <Force Action Element: x,x,x> <Force Action Element: name> <Force Action Element: name, name, name> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Forces any actions performed by this unit to be the specific element(s). - Replace 'x' with the ID of the element from Database > Types. - For 'name' notetag variant, replace 'name' with the element's name. Remove any \I[x] in the 'name' replacement. - If multiples of this notetag are found across various Database objects, priority will go in the order of states, actor, enemy, class, equips. --- <Force Received Element id Rate: x%> <Force Received Element id Rate: x.x> <Force Received Element name Rate: x%> <Force Received Element name Rate: x.x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Forces the unit to receive elemental damage at x multiplier. - Replace 'id' with the ID of the element. - For 'name' notetag variant, replace 'name' with the element's name. Remove any \I[x] in the 'name' replacement. - Insert multiples of this notetag to allow unit to assign more elements. --- <Received Element id Plus: +x%> <Received Element id Plus: +x.x> <Received Element name Plus: +x%> <Received Element name Plus: +x.x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Alters the received elemental damage additively before applying rates and flat bonuses. - Replace 'id' with the ID of the element. - For 'name' notetag variant, replace 'name' with the element's name. Remove any \I[x] in the 'name' replacement. - Insert multiples of this notetag to allow unit to assign more elements. - Formula works as follows: (base + plus) * rate + flat - Formula may vary if changed up in the Plugin Parameters. - This does not add on flat bonus damages after calculating elemental rates. This merely adds onto it at the end after applying rates if the formula from above is unchanged. --- <Received Element id Rate: x%> <Received Element id Rate: x.x> <Received Element name Rate: x%> <Received Element name Rate: x.x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Alters the received elemental damage multiplicatively after applying plus and before applying flat bonuses. - Replace 'id' with the ID of the element. - For 'name' notetag variant, replace 'name' with the element's name. Remove any \I[x] in the 'name' replacement. - Insert multiples of this notetag to allow unit to assign more elements. - Formula works as follows: (base + plus) * rate + flat - Formula may vary if changed up in the Plugin Parameters. --- <Received Element id Flat: +x%> <Received Element id Flat: +x.x> <Received Element name Flat: +x%> <Received Element name Flat: +x.x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Alters the received elemental damage additively after applying rates and plus bonuses. - Replace 'id' with the ID of the element. - For 'name' notetag variant, replace 'name' with the element's name. Remove any \I[x] in the 'name' replacement. - Insert multiples of this notetag to allow unit to assign more elements. - Formula works as follows: (base + plus) * rate + flat - Formula may vary if changed up in the Plugin Parameters. - This does not add on flat bonus damages after calculating elemental rates. This merely adds onto it at the end after applying rates if the formula from above is unchanged. --- <Dealt Element id Plus: +x%> <Dealt Element id Plus: +x.x> <Dealt Element name Plus: +x%> <Dealt Element name Plus: +x.x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Alters the dealt elemental damage additively before applying rates and flat bonuses. - Replace 'id' with the ID of the element. - For 'name' notetag variant, replace 'name' with the element's name. Remove any \I[x] in the 'name' replacement. - Insert multiples of this notetag to allow unit to assign more elements. - Formula works as follows: (base + plus) * rate + flat - Formula may vary if changed up in the Plugin Parameters. - This does not add on flat bonus damages after calculating elemental rates. This merely adds onto it at the end after applying rates if the formula from above is unchanged. --- <Dealt Element id Rate: x%> <Dealt Element id Rate: x.x> <Dealt Element name Rate: x%> <Dealt Element name Rate: x.x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Alters the dealt elemental damage multiplicatively after applying plus and before applying flat bonuses. - Replace 'id' with the ID of the element. - For 'name' notetag variant, replace 'name' with the element's name. Remove any \I[x] in the 'name' replacement. - Insert multiples of this notetag to allow unit to assign more elements. - Formula works as follows: (base + plus) * rate + flat - Formula may vary if changed up in the Plugin Parameters. --- <Dealt Element id Flat: +x%> <Dealt Element id Flat: +x.x> <Dealt Element name Flat: +x%> <Dealt Element name Flat: +x.x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Alters the dealt elemental damage additively after applying rates and plus bonuses. - Replace 'id' with the ID of the element. - For 'name' notetag variant, replace 'name' with the element's name. Remove any \I[x] in the 'name' replacement. - Insert multiples of this notetag to allow unit to assign more elements. - Formula works as follows: (base + plus) * rate + flat - Formula may vary if changed up in the Plugin Parameters. - This does not add on flat bonus damages after calculating elemental rates. This merely adds onto it at the end after applying rates if the formula from above is unchanged. --- <Element Absorb: x> <Element Absorb: x,x,x> <Element Absorb: name> <Element Absorb: name, name, name> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Gives the unit the ability to absorb damage from element. - Replace 'x' with the ID of the element from Database > Types. - For 'name' notetag variant, replace 'name' with the element's name. Remove any \I[x] in the 'name' replacement. - Insert multiples of this notetag to allow unit to absorb more elements. - Absorption is calculated after all other element rates have been made. --- <Element Reflect: x> <Element Reflect: x,x,x> <Element Reflect: name> <Element Reflect: name, name, name> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Gives the unit the ability to reflect damage from element. - Replace 'x' with the ID of the element from Database > Types. - For 'name' notetag variant, replace 'name' with the element's name. Remove any \I[x] in the 'name' replacement. - Insert multiples of this notetag to allow unit to reflect more elements. - Reflection occurs before any damage is calculated and dealt. - Elemental Reflection will take priority over Magic Reflection. --- <Bypass Element Reflect> - Used for: Skill, Item Notetags - Makes this skill/item unable to be reflected by Element Reflect effect. --- <Element Pierce: x> <Element Pierce: x,x,x> <Element Pierce: name> <Element Pierce: name, name, name> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Gives the unit the ability to attack with the element and bypass any kinds of damage immunities, reflections, and absorptions. - Actions can still miss or be countered, however. - If an action has multiple elements, as long as one element has pierce, the action will go through. - Replace 'x' with the ID of the element from Database > Types. - For 'name' notetag variant, replace 'name' with the element's name. Remove any \I[x] in the 'name' replacement. - Insert multiples of this notetag to allow unit to reflect more elements. --- <Element Pierce> - Used for: Skill, Item Notetags - Makes this skill/item bypass any kinds of damage immunities, reflections, and absorptions. - Action can still miss or be countered, however. --- JavaScript Notetags: Element-RelatedThe following are notetags made for users with JavaScript knowledge to determine dynamic element-related effects. --- <JS Force Received Element id Rate: code> <JS Force Received Element name Rate: code> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Forces the unit to receive elemental damage at a code-determined rate. - Replace 'id' with the ID of the element. - For 'name' notetag variant, replace 'name' with the element's name. - Replace 'code' with JavaScript code to determine the change. - Insert multiples of this notetag to allow unit to assign more elements. --- <JS Received Element id Plus: code> <JS Received Element name Plus: code> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Alters the received elemental damage additively before applying rates and flat bonuses. - Replace 'id' with the ID of the element. - For 'name' notetag variant, replace 'name' with the element's name. - Replace 'code' with JavaScript code to determine the change. - Insert multiples of this notetag to allow unit to assign more elements. --- <JS Received Element id Rate: code> <JS Received Element name Rate: code> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Alters the received elemental damage additively after applying plus and before applying flat bonuses. - Replace 'id' with the ID of the element. - For 'name' notetag variant, replace 'name' with the element's name. - Replace 'code' with JavaScript code to determine the change. - Insert multiples of this notetag to allow unit to assign more elements. --- <JS Received Element id Flat: code> <JS Received Element name Flat: code> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Alters the received elemental damage additively after applying rates and plus bonuses. - Replace 'id' with the ID of the element. - For 'name' notetag variant, replace 'name' with the element's name. - Replace 'code' with JavaScript code to determine the change. - Insert multiples of this notetag to allow unit to assign more elements. --- <JS Dealt Element id Plus: code> <JS Dealt Element name Plus: code> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Alters the dealt elemental damage additively before applying rates and flat bonuses. - Replace 'id' with the ID of the element. - For 'name' notetag variant, replace 'name' with the element's name. - Replace 'code' with JavaScript code to determine the change. - Insert multiples of this notetag to allow unit to assign more elements. --- <JS Dealt Element id Rate: code> <JS Dealt Element name Rate: code> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Alters the dealt elemental damage additively after applying plus and before applying flat bonuses. - Replace 'id' with the ID of the element. - For 'name' notetag variant, replace 'name' with the element's name. - Replace 'code' with JavaScript code to determine the change. - Insert multiples of this notetag to allow unit to assign more elements. --- <JS Dealt Element id Flat: code> <JS Dealt Element name Flat: code> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Alters the dealt elemental damage additively after applying rates and plus bonuses. - Replace 'id' with the ID of the element. - For 'name' notetag variant, replace 'name' with the element's name. - Replace 'code' with JavaScript code to determine the change. - Insert multiples of this notetag to allow unit to assign more elements. --- Trait Set NotetagsTrait Sets are used to apply various properties to actor and enemy units as a whole depending on what the trait set is. Use the following notetags to determine how to properly assign the desired Trait Set. WARNING: Trait Sets only work if they are enabled in the Plugin Parameters: ElementStatusCore => General Trait Set Settings => Enable Trait Sets? --- <Element: name> <SubElement: name> <Gender: name> <Race: name> <Nature: name> <Alignment: name> <Blessing: name> <Curse: name> <Zodiac: name> <Variant: name> - Used for: Actor, Enemy Notetags - Determines the specific Trait Set(s) for the actor or enemy unit. - Replace 'name' with the name of an associated Trait Set type found in the Plugin Parameters. - If any of these notetags are unused, the Trait Set will default to the one determined in the Plugin Parameters. Examples: <Element: Fire> <SubElement: Thunder> <Gender: Male> <Nature: Jolly> <Alignment: Chaotic Good> <Zodiac: Aries> --- <Trait Sets> Element: name SubElement: name Gender: name Race: name Nature: name Alignment: name Blessing: name Curse: name Zodiac: name Variant: name </Trait Sets> - Used for: Actor, Enemy Notetags - Determines the Trait Set(s) for the actor or enemy unit. - Replace 'name' with the name of an associated Trait Set type found in the Plugin Parameters. - You may remove the Trait Set types (ie. Blessing and Curse) that you don't want to assign anything to from the list. - If any of these sets are unused, the Trait Set will default to the one determined in the Plugin Parameters. Example: <Trait Sets> Element: Fire SubElement: Thunder Gender: Male Nature: Jolly Alignment: Chaotic Good Zodiac: Aries </Trait Sets> --- <Random type> name: weight name: weight name: weight </Random type> - Used for: Actor, Enemy Notetags - Assigns a random Trait Set for this Trait Set 'type'. - Replace 'type' with 'Element', 'SubElement', 'Gender', 'Race', 'Nature', 'Alignment', 'Blessing', 'Curse', 'Zodiac', or 'Variant' depending on which you're trying to randomize. - Replace 'name' with the name of an associated Trait Set type found in the Plugin Parameters. - Replace 'weight' with a number value representing how often the 'name' would come up. The higher the weight, the more often. You may omit this and the colon(:) and just type in the 'name' instead. - This would bypass the innate settings determined in the Plugin Parameters. Examples: <Random Gender> Male: 75 Female: 25 </Random Gender> <Random Variant> Mighty: 10 Major: 20 Greater: 60 Normal: 200 Lesser: 10 Minor Puny </Random Variant> --- <No Random Trait Sets> - Used for: Actor, Enemy Notetags - Prevents random Trait Sets from being assigned to this actor/enemy unit. --- <Trait Set Name Format> text </Trait Set Name Format> - Used for: Enemy Notetags - Enemy names can be affected by the Trait Sets they have. Replace 'text' with the format you wish to see them have. - Insert [Name] into 'text' to determine where the enemy's name goes. - Insert [Letter] into 'text' to determine where the enemy's letter goes. - Insert [Element] into 'text' to determine where the format text goes. - Insert [SubElement] into 'text' to determine where the format text goes. - Insert [Gender] into 'text' to determine where the format text goes. - Insert [Race] into 'text' to determine where the format text goes. - Insert [Nature] into 'text' to determine where the format text goes. - Insert [Alignment] into 'text' to determine where the format text goes. - Insert [Blessing] into 'text' to determine where the format text goes. - Insert [Curse] into 'text' to determine where the format text goes. - Insert [Zodiac] into 'text' to determine where the format text goes. - Insert [Variant] into 'text' to determine where the format text goes. Example: <Trait Set Name Format> [Alignment] [Nature] [Element] [Name][Gender] [Letter] </Trait Set Name Format> --- <traitname Battler Name: filename> <traitname Battler Names> filename: weight filename: weight filename: weight </traitname Battler Names> - Used for: Enemy Notetags - Allows certain Trait Sets to cause battlers to have a unique appearance. - Replace 'traitname' with the name of the Trait Set (ie. Male, Female). - Replace 'filename' with the battler graphic to associate with that - Replace 'weight' with a number value representing how often the 'name' would come up. The higher the weight, the more often. You may omit this and the colon(:) and just type in the 'name' instead. Trait Set. Examples: <Male Battler Name: Spider1> <Female Battler Name: Spider2> <Male Battler Names> Rogue: 25 Fighter: 10 Warrior </Male Battler Names> --- <traitname Battler Hue: x> <traitname Battler Hues> x: weight x: weight x: weight </traitname Battler Hues> - Used for: Enemy Notetags - Allows certain Trait Sets to cause battlers to use a different hue. - Replace 'traitname' with the name of the Trait Set (ie. Male, Female). - Replace 'x' with a number from 0 to 360 depicting the hue to become. - Replace 'weight' with a number value representing how often the 'name' would come up. The higher the weight, the more often. You may omit this and the colon(:) and just type in the 'name' instead. Examples: <Male Battler Hue: 160> <Female Battler Hue: 275> <Female Battler Hues> 275: 10 325: 5 345 </Female Battler Hues> --- <Equip Trait Requirement: name> <Equip Trait Requirement: name, name, name> - Used for: Weapon, Armor Notetags - Makes this piece of equipment equippable by only actors with those traits. - If there are multiple traits required, all of them have to be met. - If multiple trait types share the same trait name, the listed name will count for all of them. - Replace 'name' with the name of an associated Trait Set type found in the Plugin Parameters. - Changing trait sets mid-game will remove unmatched traits. - Usage Example: <Equip Trait Requirement: Female> makes the item only equippable by female actors as long as they are tagged as female. --- <Damage VS name Trait: x%> - Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags - If used on a skill or item, the action will perform 'x%' damage versus any targets with 'name' trait sets (any of them). - If present in an actor, class, weapon, armor, enemy, or state's notebox, all damage types will be multiplied by 'x%' versus targets with 'name' trait sets (any of them). - This notetag does not affect healing. - Replace 'name' with the name of an associated Trait Set type found in the Plugin Parameters. - Replace 'x' with a number representing a percentage value to augment damage by. - Use multiple notetags to affect multiple trait types. If multiple effects manage to stack, they will stack multiplicatively. --- <Healing VS name Trait: x%> - Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags - If used on a skill or item, the action will perform 'x%' heals versus any targets with 'name' trait sets (any of them). - If present in an actor, class, weapon, armor, enemy, or state's notebox, all heal types will be multiplied by 'x%' versus targets with 'name' trait sets (any of them). - This notetag does not affect damage. - Replace 'name' with the name of an associated Trait Set type found in the Plugin Parameters. - Replace 'x' with a number representing a percentage value to augment heals by. - Use multiple notetags to affect multiple trait types. If multiple effects manage to stack, they will stack multiplicatively. --- <Accuracy VS name Trait: x%> <Accuracy VS name Trait: +x%> <Accuracy VS name Trait: -x%> - Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags - If used on a skill or item, the action will have 'x%', '+x%', or '-x%' accuracy against any targets with 'name' trait sets (any of them). - If present in an actor, class, weapon, armor, enemy, or state's notebox, all actions will have 'x%', '+x%', or '-x%' accuracy against any targets with 'name' trait sets (any of them). - Replace 'name' with the name of an associated Trait Set type found in the Plugin Parameters. - Replace 'x' respectively for percentile or additive/subtractive values. - 'x%' means an action with an accuracy rate of 20% will be (20% * x%). - '+x%' means an action with an accuracy rate of 20% will be (20% + x%). - '-x%' means an action with an accuracy rate of 20% will be (20% - x%). - Multiple 'x%' notetags will stack multiplicatively. - Multiple '+x' and '-x' notetags will stack additively. --- <Critical VS name Trait: x%> <Critical VS name Trait: +x%> <Critical VS name Trait: -x%> - Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags - If used on a skill or item, the action will have 'x%', '+x%', or '-x%' crtical rate against any targets with 'name' trait sets (any of them). - If present in an actor, class, weapon, armor, enemy, or state's notebox, all actions will have 'x%', '+x%', or '-x%' crtical rate against any targets with 'name' trait sets (any of them). - Replace 'name' with the name of an associated Trait Set type found in the Plugin Parameters. - Replace 'x' respectively for percentile or additive/subtractive values. - 'x%' means an action with a critical rate of 20% will be (20% * x%). - '+x%' means an action with a critical rate of 20% will be (20% + x%). - '-x%' means an action with a critical rate of 20% will be (20% - x%). - Multiple 'x%' notetags will stack multiplicatively. - Multiple '+x' and '-x' notetags will stack additively. --- Actor Biography NotetagThe following notetag is used for the Status Menu if the updated Status Menu Layout option has been enabled from the Plugin Parameters. --- <Biography> text text text </Biography> - Used for: Actor Notetags - Determines the actor's biography shown in the Status Menu. - Replace 'text' with the text intended. - Text Codes are allowed. - The biography can be changed mid-game through Plugin Commands. - If this notetag isn't used, then the actor's profile message is displayed as the biography. --- Plugin CommandsPlugin Commands are event commands that are used to call upon functions added by a plugin that aren't inherently a part of RPG Maker MZ. Here is a list of Plugin Command(s) that you may use: ---
--- Actor Plugin Commands--- Actor: Change Biography (Group) Actor: Change Biography (Range) Actor: Change Biography (JS) - Changes the biography of the selected actor(s). - Each version has a different means of selecting Actor ID's. Step 1: Target ID - Select which Actor ID(s) to affect. Step 2: Biography - Change the biography for target actor(s) to this. - Text codes allowed. - %1 - Actor's name. --- Actor: Change Trait Sets (Group) Actor: Change Trait Sets (Range) Actor: Change Trait Sets (JS) - Changes the Trait Set(s) of the selected actor(s). - Each version has a different means of selecting Actor ID's. Step 1: Target ID - Select which Actor ID(s) to affect. Step 2: Change Trait Set - Element - SubElement - Gender - Race - Nature - Alignment - Blessing - Curse - Zodiac - Variant - Change to the name of the Trait Set to switch actor(s) to. - "Unchanged" to leave alone. - "Random" to randomize. - Random will use the random pool dictated by the Plugin Parameters and the Trait Set weights determined there as well. --- Enemy Plugin Commands--- Enemy: Change Trait Sets (Group) Enemy: Change Trait Sets (Range) Enemy: Change Trait Sets (JS) - Changes the Trait Set(s) of the selected enemy(ies). - Each version has a different means of selecting Enemy Indexes. Step 1: Target ID - Select which Enemy Index(es) to affect. Step 2: Change Trait Set - Element - SubElement - Gender - Race - Nature - Alignment - Blessing - Curse - Zodiac - Variant - Change to the name of the Trait Set to switch target(s) to. - "Unchanged" to leave alone. - "Random" to randomize. - Random will use the random pool dictated by the Plugin Parameters and the Trait Set weights determined there as well. ---
Script CallsThe following are Script Calls that can be used with this plugin. These are made for JavaScript proficient users. We are not responsible if you use them incorrectly or for unintended usage. --- Trait Set-Related Script Calls--- battler.hasTraitSet(typeName) - Returns a 'true' or 'false' value if the battler has a specific trait set. - This will check all 10 trait set categories (elements, subelements, gender, race, nature, alignment, blessing, curse, zodiac, variant) and if any of them match, this will return 'true'. If not, returns 'false'. - 'battler' references a Game_Actor or Game_Enemy. - Replace 'typeName' with a string representing the trait set key name (ie. 'male' or 'female' or 'goblin' or 'human'). Examples: $gameActors.actor(1).hasTraitSet('male') $gameParty.leader().hasTraitSet('female') $gameTroop.members()[0].hasTraitSet('goblin') ---
Plugin ParametersElement RulingsThese Plugin Parameters control the rulings for Element-related mechanics. These play an important part in determine what to do when multiple elements are present, how to calculate the elemental rates, and --- Rulings Multi-Element Ruling: - Ruling on how to calculate element rate when there are multiple elements used for damage calculation. - Maximum (largest rate of all elements) - Minimum (smallest rate of all elements) - Multiplicative (product of all elements used) - Additive (sum of all elements used) - Average (of all the elements used) JS: Maximum Rate: - Determine how maximum element rate is calculated. JS: Minimum Rate: - Determine how minimum element rate is calculated. JS: Multiply Rate: - Determine how a multiplied element rate is calculated. JS: Additive Rate: - Determine how an additive element rate is calculated. JS: Average Rate: - Determine how an average element rate is calculated. --- Formulas JS: Received Rate: - Determine how the element rate for the receiving target is calculated. JS: Finalize Rate: - Determine how the finalized element rate before damage is calculated. --- Status Menu SettingsThe Status Menu Settings determine how the Status Menu appears and the various objects that exist within it. The option to update it to a more updated menu also exists, too. --- General Use Updated Layout: - Use the Updated Status Menu Layout provided by this plugin? - This will override the Core Engine windows settings. Layout Style: - If using an updated layout, how do you want to style the menu scene layout? - Upper Help, Top Category - Upper Help, Bottom Category - Lower Help, Top Category - Lower Help, Bottom Category Trait Set Font Size: - The font size used for Trait Set Descriptions. Show Back Rectangles?: - Show back rectangles of darker colors to display information better? Back Rectangle Color: - Use #rrggbb for custom colors or regular numbers for text colors from the Window Skin. --- Category Window Style: - How do you wish to draw commands in the Category Window? - Text Only: Display only the text. - Icon Only: Display only the icon. - Icon + Text: Display the icon first, then the text. - Auto: Determine which is better to use based on the size of the cell. Text Align: - Text alignment for the Category Window. --- Displayed Parameters Column 1: Column 2: Column 3: - A list of the parameters that will be displayed in column 1. - Basic Parameters (ie. MaxHP, ATK, LUK) - X Parameters (ie. HIT, EVA, CRI) - S Parameters (ie. PDR, MDR, EXR) --- Elements Excluded Elements: - These element ID's are excluded from the Status Menu list. IDs: Column 1: IDs: Column 2: - The list of element ID's to show in column 1/2. - If neither column has ID's, list all elements. --- Vocabulary Biography: - Vocabulary for 'Biography'. Damage: Absorb: - Vocabulary for 'Damage: Absorb'. Damage: Received: - Vocabulary for 'Damage: Received'. Damage: Dealt: - Vocabulary for 'Damage: Dealt'. Skill Types: - Vocabulary for 'Skill Types'. Weapon Types: - Vocabulary for 'Weapon Types'. Armor Types: - Vocabulary for 'Armor Types'. --- Status Menu CategoriesThese Plugin Parameters allow you, the game dev, to add new categories to the Status Menu as you please, and change up how the information is found and displayed within the Status Menu. This will only apply if the Updated Status Menu Layout is enabled. --- Category Symbol: - Symbol used for this category. Icon: - Icon used for this category. - Use 0 for no icon. Text: - Text name used for this category. JS: Draw Data: - Code used to determine what appears in the data window. --- General Trait Set SettingsTrait Sets are new properties added to RPG Maker MZ through this plugin. They're used to streamline the process of applying traits to actors and enemies through the database. Instead of having to manually adjust the elemental rate of each enemy, you can now assign them to a Trait Set (through the Plugin Parameters) and then assign that Trait Set to an enemy or batch of enemies instead. This means that all enemies with <Element: Fire> would be weak and resistance to the same elements determined by the Elemental Fire Trait Set. These Plugin Parameters adjust how Trait Sets are handled on a general scale within your game. --- General Enable Trait Sets?: - Enable Trait Sets? This must be enabled for Trait Sets to have any kind of effect on battlers. Enemy Name Format: - Enemy name format on how Trait Sets affect how enemy names appear. - Choose from the list or customize it. - [name] [letter] - [element] [name] [letter] - [element] [subelement] [name] [letter] - [name][gender] [letter] - [race] [name][gender] [letter] - [alignment] [name][gender] [letter] - [blessing] [name][gender] [letter] - [curse] [name][gender] [letter] - [name][gender]([zodiac]) [letter] - [variant] [name][gender] [letter] - [variant] [nature] [name][gender] [letter] - [variant] [nature] [element] [name][gender] [letter] - [alignment] [variant] [nature] [element] [name][gender] [letter] - ...and more... --- Trait Columns Column 1 Traits: Column 2 Traits: - List of the traits that appear in this column. - Used by default in the Properties category. --- Trait Set TypesTrait Sets are new properties added to RPG Maker MZ through this plugin. They're used to streamline the process of applying traits to actors and enemies through the database. Instead of having to manually adjust the elemental rate of each enemy, you can now assign them to a Trait Set (through the Plugin Parameters) and then assign that Trait Set to an enemy or batch of enemies instead. This means that all enemies with <Element: Fire> would be weak and resistance to the same elements determined by the Elemental Fire Trait Set. There are 10 different types of Trait Set Types out there that you can assign to actors and enemies and they all work the same way, just under different categories. --- Element SubElement Gender Race Nature Alignment Blessing Curse Zodiac Variant Name: - Name of this Trait Set. Also used as a reference key Display Text: - How the Trait Set is displayed in game when selected. - Text codes are allowed. Help Description: - Help description for this Trait Set if required. Format Text: - The text that's added onto an enemy's name if this Trait Set is used. Valid for Random?: - Is this Trait Set valid for random selection? Random Weight: - Default weight of this Trait Set if valid for random. Traits: Element Rates: - The elemental damage rates received for this Trait Set. - The modifiers are multiplicative. Basic Parameters: - The basic parameter rates altered by this Trait set. - The modifiers are multiplicative. X Parameters: - The X parameter rates altered by this Trait set. - The modifiers are additive. S Parameters: - The S parameter rates altered by this Trait set. - The modifiers are multiplicative. Passive States: - Passive states that are applied to this Trait Set. - Requires VisuMZ_1_SkillsStatesCore. - Refer to VisuMZ_1_SkillsStatesCore's documentation for more details. Equipment: Weapon Types: - Additional weapon types usable by this Trait Set. Armor Types: - Additional armor types usable by this Trait Set. ---
Terms of Use1. These plugins may be used in free or commercial games provided that they have been acquired through legitimate means at VisuStella.com and/or any other official approved VisuStella sources. Exceptions and special circumstances that may prohibit usage will be listed on VisuStella.com. 2. All of the listed coders found in the Credits section of this plugin must be given credit in your games or credited as a collective under the name: "VisuStella". 3. You may edit the source code to suit your needs, so long as you do not claim the source code belongs to you. VisuStella also does not take responsibility for the plugin if any changes have been made to the plugin's code, nor does VisuStella take responsibility for user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow custom JavaScript code. 5. VisuStella is not responsible for problems found in your game due to unintended usage, incompatibility problems with plugins outside of the VisuStella MZ library, plugin versions that aren't up to date, nor responsible for the proper working of compatibility patches made by any third parties. VisuStella is not responsible for errors caused by any user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow JavaScript code. 8. Any extensions and/or addendums made to this plugin's Terms of Use can be found on VisuStella.com and must be followed. Terms of Use: Japanese『VisuStella MZ』利用規約 1. これらのプラグインは、VisuStella.comおよび/または公式に承認されたVisuStellaのソースから合法的な手段で入手したものである限り、フリーゲームや商用ゲームに使用することができます。例外的に使用が禁止される場合については、VisuStella.comの記載をご確認ください。 2. 本プラグインの「クレジット」部分に記載されているすべてのコーダーの名前は、ゲーム内にクレジット表記を行うか、もしくは「VisuStella」という名前の下にまとめて表記する必要があります。 3. ソースコードを自分のものだと主張しない限りは、必要に応じて編集することが可能です。ただしプラグインのコードに変更が加えられた場合、VisuStellaはそのプラグインに対して一切の責任を負いません。高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードについても、VisuStellaは一切の責任を負いません。 5. VisuStellaは、意図しない使用方法による問題、VisuStella MZライブラリ以外のプラグインとの非互換性の問題、プラグインのバージョンが最新でないことによる問題、第三者による互換性パッチが適切に動作していないことなどが原因でゲーム内で発生した問題については、一切の責任を負いません。VisuStellaは、高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードに起因するエラーについても、一切の責任を負いません。 8. このプラグインの利用規約の追加項目や補足については、VisuStella.comに掲載されていますので、それを参照し従ってください。 CreditsIf you are using this plugin, credit the following people in your game: Team VisuStella ChangelogVersion 1.25: July 18, 2024
Version 1.24: May 16, 2024
Version 1.23: November 16, 2023
Version 1.22: May 18, 2023
Version 1.21: March 16, 2023
Version 1.20: February 16, 2023
Version 1.19: January 20, 2023
Version 1.18: August 18, 2022
Version 1.17: April 28, 2022
Version 1.16: October 14, 2021
Version 1.15: July 23, 2021
Version 1.14: May 28, 2021
Version 1.13: May 21, 2021
Version 1.12: April 30, 2021
Version 1.11: February 26, 2021
Version 1.10: January 29, 2021
Version 1.09: January 8, 2021
Version 1.08: November 29, 2020
Version 1.07: November 8, 2020
Version 1.06: October 18, 2020
Version 1.05: October 4, 2020
Version 1.04: September 20, 2020
let dealtText = '%1%'.format(dealt); and change it to: let dealtText = '%1%'.format(Math.round(dealt * 100)); Fix made by Irina.
Version 1.03: September 6, 2020
Version 1.02: August 30, 2020
Version 1.01: August 23, 2020
Version 1.00: August 20, 2020
See Also
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- RPG Maker MZ Plugins
- RPG Maker MZ Parent Plugins
- RPG Maker MZ Tier 1 Plugins
- Notetags (MZ)
- Plugin Commands (MZ)
- RPG Maker MZ Core Plugins
- RPG Maker MZ Battle Plugins
- RPG Maker MZ Status Menu Plugins
- RPG Maker MZ Utility Plugins
- RPG Maker MZ Mechanical Plugins
- RPG Maker MZ Visual Plugins
- RPG Maker MZ Menu Plugins
- RPG Maker MZ Quality of Life Plugins