DoubleX_RMMZ_Permanent_States

DoubleX

Just a nameless weakling
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Joined
Jan 2, 2014
Messages
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First Language
Chinese
Primarily Uses
N/A
Purpose
Lets you set some states to persist after the battler's dead and revived

Introduction
Code:
*      1. The default RMMZ states are all gone when the battler's dead
*      2. This plugin lets you set some states to persist after the battler's
*         dead and revived afterwards
Video

Games using this plugin
None so far

Code:
*    ## Notetag Info
*       1. Among all the same notetag types in the same data, all can be
*          effective
*       2. Each line can only have at most 1 notetag
*       3. The following is the structure of all notetags in this plugin:
*          - <doublex rmmz permanent states>
*          - <permanent states>
*          Where contents are in the form of type suffixes: entries
*          Either of the above can be used, but the 1st one reduce the chance
*          of causing other plugins to treat the notetags of this plugin as
*          theirs, while the 2nd one is more user-friendly
*          - type is one of the following:
*            1. battle
*            2. map
*            (Search tag: NOTE_TYPE)
*          - suffixes is the list of suffixes in the form of:
*            suffix1 suffix2 suffix3 ... suffixn
*            Where each suffix is either of the following:
*            val(The notetag value will be used as-is)
*            switch(The value of the game switch with id as the notetag value
*                   will be used)
*            var(The value of the game variable with id as the notetag value
*                will be used)
*            (Advanced)script(The value of the game variable with id as the
*                            notetag value will be used as the contents of
*                            the functions to be called upon using the
*                            notetag)
*          - The this pointer of the script suffix is the battler involved
*            (Game_BattlerBase.prototype)
*          - entries is the list of entries in the form of:
*            entry1, entry2, entry3, ..., entryn
*            Where entryi must conform with the suffixi specifications
*----------------------------------------------------------------------------
*    # State Notetags
*      1. battle condSuffix typeSuffix: condEntry, typeEntry
*         - Sets the permanent state type as specified by typeEntry inside
*           battles if condEntry returns a truthy result
*         - condSuffix can be val, switch or script
*         - The result of condEntry can be anything as only whether it's
*           truthy matters
*         - typeEntry can be val, var or script
*         - typeEntry must be either of the following:
*           persist - The state will be kept upon death
*           recover - The state will be kept upon recover all
*           revive - The state will be added back upon revival
*         - E.g.:
*           <permanent states battle switch val: 1, persist> will make the
*           state to be kept upon death inside battles if the game switch
*           with id 1 is on
*      2. map condSuffix typeSuffix: condEntry, typeEntry
*         - Sets the permanent state type as specified by typeEntry outside
*           battles if condEntry returns a truthy result
*         - condSuffix can be val, switch or script
*         - The result of condEntry can be anything as only whether it's
*           truthy matters
*         - typeEntry can be val, var or script
*         - typeEntry must be either of the following:
*           persist - The state will be kept upon death
*           recover - The state will be kept upon recover all
*           revive - The state will be added back upon revival
*         - E.g.:
*           <permanent states battle val var: true, 1> will make the
*           state to be kept upon recover all outside battles if the value of
*           the game variable with id 1 is "recover"

Plugins:
1. DoubleX RMMZ Enhanced Codebase
Abilities:
1. Nothing special for most ordinary cases
2. Little RMMZ plugin development proficiency to fully utilize this
(Elementary Javascript exposures being able to write beginner codes up to 300LoC scale)

Code:
*      1. Commercial use's always allowed and crediting me's always optional.
*      2. You shall keep this plugin's Plugin Info part's contents intact.
*      3. You shalln't claim that this plugin's written by anyone other than
*         DoubleX or my aliases. I always reserve the right to deny you from
*         using any of my plugins anymore if you've violated this.
*      4. If you repost this plugin directly(rather than just linking back),
*         you shall inform me of these direct repostings. I always reserve
*         the right to request you to edit those direct repostings.
*      5. CC BY 4.0, except those conflicting with any of the above, applies
*         to this plugin, unless you've my permissions not needing follow so.
*      6. I always reserve the right to deny you from using this plugin
*         anymore if you've violated any of the above.

Code:
*      Authors:
*      1. DoubleX
*      Plugin Development Collaborators:
*      - None So Far
*      Bug Reporters:
*      - None So Far
*      Compatibility Issue Raisers:
*      - None So Far
*      Feature Requesters:
*      - None So Far

Code:
*      { codebase: "1.0.2", plugin: "v1.00a" }(2020 Sep 28 GMT 0500):
*      1. 1st version of this plugin finished

Download Link
Demo Link
 
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