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Skill Improvements:

Apply tags to Actors, Class, States, Weapons and Armor that improve specific skills like many RPGs or MMORPGs. Example: +5% critical chance for a Fireball spell.

No coding required. Lots of options.

<SkillDamage:ID_%> – percent bonus damage (States, Weapons, Armors, Classes, Actors)
<SkillFlatDamage:ID_X> – flat bonus damage (States, Weapons, Armors, Classes, Actors)
<SkillHitChance:ID_%> – extra hit chance (States, Weapons, Armors, Classes, Actors)
<SkillCritChance:ID_%> – extra crit chance (States, Weapons, Armors, Classes, Actors)
<SkillCritFlatDamage:ID_X> – flat crit damage (States, Weapons, Armors, Classes, Actors)
<SkillCritMult:ID_%> – crit damage multiplier bonus (States, Weapons, Armors, Classes, Actors)
<SkillHpLeech:ID_%> – heal percent of damage dealt (States, Weapons, Armors, Classes, Actors)
<SkillMpLeech:ID_%> – restore percent MP from damage dealt (States, Weapons, Armors, Classes, Actors)
<SkillHpOnCrit:ID_X> – heal HP on crit (States, Weapons, Armors, Classes, Actors)
<SkillMpOnCrit:ID_X> – restore MP on crit (States, Weapons, Armors, Classes, Actors)
<SkillTpOnCrit:ID_X> – gain TP on crit (States, Weapons, Armors, Classes, Actors)
<SkillHpOnCritRate:ID_%> – heal percent of crit damage (States, Weapons, Armors, Classes, Actors)
<SkillMpOnCritRate:ID_%> – restore percent MP from crit damage (States, Weapons, Armors, Classes, Actors)
<SkillTpOnCritRate:ID_%> – gain percent TP from crit damage (States, Weapons, Armors, Classes, Actors)
<SkillUserStateRate:ID_STATE_%> – bonus damage if user has a state (States, Weapons, Armors, Classes, Actors)
<SkillTargetStateRate:ID_STATE_%> – bonus damage vs targets with a state (States, Weapons, Armors, Classes, Actors)
<SkillExecute:ID_%> – damage bonus scaling on low HP targets (States, Weapons, Armors, Classes, Actors)
<SkillSplash:ID_%> – splash damage or splash healing (States, Weapons, Armors, Classes, Actors)
<SkillStateOnCritSelf:ID_STATE_%> – gain a state on crit (States, Weapons, Armors, Classes, Actors)
<SkillStateOnCritTarget:ID_STATE_%> – inflict a state on crit (States, Weapons, Armors, Classes, Actors)
<GainStateOnEvade:STATE_%> – gain a state when evading (States, Weapons, Armors, Classes, Actors)
<SkillMpCostFlat:ID_X> – flat MP cost adjustment (States, Weapons, Armors, Classes, Actors)
<SkillMpCostRate:ID_%> – percent MP cost change (States, Weapons, Armors, Classes, Actors)
<SkillTpCostFlat:ID_X> – flat TP cost adjustment (States, Weapons, Armors, Classes, Actors)
<SkillTpCostRate:ID_%> – percent TP cost change (States, Weapons, Armors, Classes, Actors)
<SkillFreeCast:ID_%> – chance for a skill to cost no MP/TP (States, Weapons, Armors, Classes, Actors)
<OnKillHpRate:%> – restore percent of max HP on kill (States, Weapons, Armors, Classes, Actors)
<OnKillMpRate:%> – restore percent of max MP on kill (States, Weapons, Armors, Classes, Actors)
<OnKillTpRate:%> – restore percent of max TP on kill (States, Weapons, Armors, Classes, Actors)
<Skill_HealBasedOnMissingHP:%> – heal percent of missing HP (Skills only)
<Skill_HealBasedOnMissingMP:%> – heal percent of missing MP (Skills only)

Passive States:

<Passive:STATE_ID> – makes the skill passive and grants the state (Skills only)

This works just like most passive state plugins.

Tag System:

This is functionally the same as the other skill tags, but gives you a lot of freedom to be creative. Even though it’s named “SkillRace”, you can classify enemies however you want.

Example: Add <Race:Beast> to an enemy. Now these effects will apply against that enemy type (by replacing RACE with Beast):

<SkillRaceBonus:ID_Beast_%> – percent damage vs race (States, Weapons, Armors, Classes, Actors)
 <SkillRaceHit:ID_Beast_%> – hit chance vs race (States, Weapons, Armors, Classes, Actors)
 <SkillRaceCritChance:ID_Beast_%> – crit chance vs race (States, Weapons, Armors, Classes, Actors)
 <SkillRaceCritFlatDamage:ID_Beast_X> – flat crit damage vs race (States, Weapons, Armors, Classes, Actors)
 <SkillRaceCritMult:ID_Beast_%> – crit multiplier vs race (States, Weapons, Armors, Classes, Actors)
 

You can also do <Race:Armored>, <Race:Silly>, <Race:Aquatic> or anything else you want. This allows funny, thematic, or unique interactions such as “+10% damage to Silly targets.” Very simple, but extremely flexible.

Terms of Use

• Allowed: Use in unlimited commercial and non-commercial RPG Maker projects; modify for personal use; teammates on the same project may share privately; credit required (“DOLGRIM”).
• Not Allowed: Redistributing, reselling, or sharing the plugin; uploading to public repositories, templates, or asset bundles; sharing modified versions.
• Notes: Provided as-is. Please back up your project before installing or updating.

Purchase

Get this asset pack and 5 more for $9.99 USD
View bundle
Buy Now
On Sale!
33% Off
$4.99 $3.34 USD or more

In order to download this asset pack you must purchase it at or above the minimum price of $3.34 USD. You will get access to the following files:

DOL_SkillImprovementMZ.7z 10 kB

Development log

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