
DOL's Skill Improvements MZ
A downloadable asset pack
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.
| Published | 1 hour ago |
| Status | Released |
| Category | Assets |
| Author | DOLGRIM |
| Genre | Adventure, Role Playing |
| Tags | Casual, Fantasy, First-Person, Horror, plugin, RPG Maker, RPG Maker MZ, skills |
Purchase
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:
Development log
- Skill Improvements!1 hour ago

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