Alistair Plugins: Cat Nip

Introduction

Here is the remake of my Cat Nip script. Cat Nip is an accessory in Final Fantasy X-2 that raises the wearer’s damage to a very high value when their HP reach a critical value. Alternatively the damage increase can be percental as well.


Usage

After installing the plugin, you may use this notetag in the noteboxes of Weapons, Armours, States and Enemies:

<catnip:x>

Once Cat Nip is active, each attack will deal x damage. Use a negative value for healing.

Example: <catnip:1000>. Each attack will deal 1000 damage once the battler’s HP reach a critical level.

 

<catnip_percental:x>

Once Cat Nip is active, each attack will deal x% additional damage.

Example: <catnip_percental:100>.

100 damage will deal +100% damage = 200 damage.

 

<catnip_HP_critical:x>

Alters the Critical HP level by x. Using +x will raise the level which triggers critical HP. Using -x will lower it. x will be added to the default value that’s defined in the plugin settings.

Example: <catnip_HP_critical:10> and default critical level = 0.25.

The final critical level would be 0.25 + (10 / 100) = 0.35 = 35% of HP.

Example: <catnip_HP_critical:-10> and default critical level = 0.25.

The final critical level would be 0.25 + (-10 / 100) = 0.15 = 15% of HP.

 

<catnip_bypass_fix>

Use this notetag if you want to bypass the fixed addition and only want to

have the percental value added to the damage.


 

Settings

set.png

Cat Nip Damage: This is the default damage value that will be used when Cat Nip triggers. Default: 9999

Critical HP: HP will be considered critical once they reach this percentage of MaxHP. 1 = 100%; 0.5 = 50%; 0.1 = 10%; … Default: 0.25


 

 

Unbenannt-1

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Alistair Plugins: Equipment Extra Damage

Introduction

This plugin enables you to have equipment and states (despite the title only saying equipment. Just wanted to keep it shorter) that raise your damage by a fixed amount or by a formula. For example, I use an accessory called Fan of the Goddess which adds 50% ATK + 50% MAT to any damage the wearer deals to an enemy.

 

Place this below all of Yanfly’s Battle Scripts or it WON’T work.

Refer to the MV Plugin List here on my blog to see where to place this among my other plugins.


Usage

After installing the plugin, you may use this notetag in the noteboxes of Weapons, Armours, States and Enemies:


<extra_damage:x>

Will add x damage to your attacks. x can either be a fixed number or a formula. In the formula you can use a (the user), b (the target), s (switches) and v (variables). Remember that x can be negative as well, resulting in healing.

 

<extra_healing:x>

Will add x to your healing skills. x can either be a fixed number or a formula. In the formula you can use a (the user), b (the target), s (switches) and v (variables). Remember that you need a negative value for x or otherwise it will turn to damage!


Settings

abs

 

Damage Cap MAX: This is the biggest value that could possibly be added to the damage. Default: 9999

Damage Cap MIN: This is the smallest value that could possibly be added to the damage. Default: 0

Healing Cap MAX: This is the “biggest” value that could possibly be added to the healing. Default: -9999

Healing Cap MIN: This is the “smallest” value that could possibly be added to the healing. Default: 0


scr


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Alistair Plugins: Zombie/Vampiric State

Introduction

This Plugin will allow you to use notetags to create Zombie and Vampiric States. To quickly explain these two: Zombie will turn Healing into Damage (and the other way around if you desire) and Vampiric will allow every attack to drain HP/MP/TP.

In the Plugin Manager, be sure to place it BELOW all of Yanfly’s Battle Scripts or otherwise it may not work!


Usage

After installing the plugin, you may use several notetags in the Noteboxes of Weapons, Armours, States and Enemies:


<zv_zombie:x>

Replace x with either true or false. This will enable Zombie Capability


<zv_zombie_DMGtoHealing:x>

Replace x with either true or false. If you use this notetag you can bypass the default value you defined for the option if Damage should be converted to Healing when using the Zombie State.


<zv_vampiric_HPRate:x>

Replace x with any number. This will define the percentage of the damage that will be absorbed and added to HP.

Example: <zv_vampiric_HPRate:50>. This will drain 50% of the damage dealt to an enemy and add it to HP.


<zv_vampiric_MPRate:x>

Replace x with any number. This will define the percentage of the damage that will be absorbed and added to MP.

Example: <zv_vampiric_MPRate:20>. This will drain 20% of the damage dealt to an enemy and add it to MP.


<zv_vampiric_TPRate:x>

Replace x with any number. This will define the percentage of the damage that will be absorbed.

Example: <zv_vampiric_TPRate:33>. This will drain 33% of the damage dealt to an enemy as TP.


For further help please review the plugin’s help file!


Settings

psjZombie Damage to Healing: While a Zombie state will turn Healing into Damage, would you like the opposite to apply too? Default: false

Cap Vampiric: Enabling this will cap the percentage of damage that will be drained. Default: false

Cap Value: If you enabled capping, this value will be the maximum percentage of damage that can be drained. Default: 999


Unbenannt


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Alistair Plugins: TP Cost Rate

Introduction

So here it is. My very first RPG Maker MV Plugin. I’m still learning JavaScript. It’s been quite of an adjustment for me to swap Ruby for JS. But now onto the Plugin.

Ever wondered why the devs just don’t add a possibility to reduce TP Costs by default? I mean, we have a MP Cost Rate by default. Anyway, here comes the plugin to enable us to save some TP!

In the Plugin Manager, be sure to place it BELOW YEP_SkillCore or otherwise it will not work!


Usage

After installing the plugin, you may use this notetag in the notebox of Actors, Classes, Enemies, Weapons, Armours and States:

<tcr:x>

This notetag will reduce/increase the TP Cost Rate to x%.

For further help please review the plugin’s help file!


Settings

pluginparamsDefault Actor TP Rate: The default TP Rate every Actor begins with. (1 = 100%, 2 = 200%, 0.5 = 50%, … ) Default Value: 1

Default Enemy TP Rate: The default TP Rate every Enemy begins with. (1 = 100%, 2 = 200%, 0.5 = 50%, … ) Default Value: 1


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