Traits Extension Bundle

Moogle_X

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Traits Extension Bundle v1.02


by Moogle_X




Introduction


This plugin expands the traits option in your database by adding entirely new kinds of traits that you can use to increase the amount of customization in your project.
All of these new traits are very flexible. They can be attached easily to Actors, Classes, Weapons, Armors, States, and/or Enemies with simple notetags usage.
Most of these new traits are inspired from other games that I played.


Also, all of these new traits will be carried over with Passive Skills. ;)


New Traits List

1. Victory Cry



Spoiler



Notetag: <TEB Victory Cry>


Usable on: Actors, Classes, Weapons, Armors, States.


Description:


Heal actor at full HP and MP at the end of battle. Turn on "Victory Cry Revival" parameter if you want this trait to affect dead actor.


Source: Shin Megami Tensei series.



2. Catnip

Notetag: <TEB Catnip>


Usable on: Actors, Classes, Weapons, Armors, States, Enemies.


Description:


When in critical health (< 25% MaxHP), "damage value" (damage or healing) automatically becomes 9999.


Value can be changed in "Catnip Damage" plugin parameter.


Catnip trait also affects skill/item's effects, in particular:


- Recover HP


- Recover MP


- Gain TP


All of those effects' values will become 9999 as well when user is in critical health. If you want to disable Catnip value modification on above


three effects, simply turn off "Apply Catnip on Effects" parameter in the plugin configurations.


Source: Final Fantasy X-2.



3. Initial Battle State

Notetag: <TEB IBS: x>              // Change x to state ID.


Usable on: Actors, Classes, Weapons, Armors, States, Enemies.


Description:


On battle start, add state x to this battler. This trait is handy if want a battler start with certain (impermanent) state at the beginning of battle.


Insert multiple copies of this notetag for multiple Initial Battle States.


Source: Persona 4 (Auto-Tarukaja).



4. Initial Battle State - Party

Notetag: <TEB IBSP: x>            // Change x to state ID.


Usable on: Actors, Classes, Weapons, Armors, States.


Description:


On battle start, add state x to all actors in active battle party. This trait is similar with Initial Battle State, except it applies to whole party.


Also, you can't use it on Enemies. Insert multiple copies of this notetag for multiple Initial Battle States on party.


Source: Persona 4 (Auto-Matarukaja).



5. Discount

Notetag: <TEB Discount: x%>


Usable on: Actors, Classes, Weapons, Armors, States.


Description:


Decrease the buying price of all items in the shop by x%.


Shop will combine the total discount rate of all members in active battle party only.


Discount rate from inactive party members will be excluded.


If Potion has normal price of 200 and party has 25% total discount rate, the Potion will have the price reduced to 150.


Multiple copies of this trait will be additive instead of multiplicative.


There is a cap for maximum total discount rate. Total discount rate is capped at 100% (obviously).


Source: Ragnarok Online (Merchant's Discount Skill).



6. Overcharge

Notetag: <TEB Overcharge: x%>


Usable on: Actors, Classes, Weapons, Armors, States.


Description:


Increase the selling price of all items in the shop by x%.


Shop will combine the total overcharge rate of all members in active battle party only.


Overcharge rate from inactive party members will be excluded.


If Potion has standard selling price of 100 and party has 10% total overcharge rate, the Potion will have the selling price increased to 110.


Multiple copies of this trait will be additive instead of multiplicative.


There is no cap for maximum total overcharge rate. Please watch out for potential infinite money issue.


Source: Ragnarok Online (Merchant's Overcharge Skill).



7. Static Regeneration

Notetag: <TEB SR HP: x>


                <TEB SR HP: -x>


                <TEB SR MP: x>


                <TEB SR MP: -x>


Usable on: Actors, Classes, Weapons, Armors, States, Enemies.


Description:


By default, you can only apply regeneration based on percentage value only like 10% of Max HP or Max MP.


Now, you can apply static value regeneration like straight up +1245 HP or -15 MP regeneration.


Multiple copies of these traits will be additive.



8. Battle End Regeneration

Notetag: <TEB BER HP: x%>         // Percentage HP increase.


                <TEB BER HP: -x%>        // Percentage HP decrease.


                <TEB BER HP: x>            // Static HP increase.


                <TEB BER HP: -x>           // Static HP decrease.


                <TEB BER MP: x%>         // Percentage MP increase.


                <TEB BER MP: -x%>        // Percentage MP decrease.


                <TEB BER MP: x>            // Static MP increase.


                <TEB BER MP: -x>           // Static MP decrease.


                <TEB BER TP: x%>         // Percentage TP increase.


                <TEB BER TP: -x%>        // Percentage TP decrease.


                <TEB BER TP: x>            // Static TP increase.


                <TEB BER TP: -x>           // Static TP decrease.


Usable on: Actors, Classes, Weapons, Armors, States.


Description:


Another set of regeneration traits that occur at the END OF BATTLE only.


These regeneration will be applied to all actors in active battle party only if the battle resulted in victory.


Escape and losing won't trigger any regeneration.


By default, inactive party members do NOT receive any regeneration from these traits.


If you want inactive party members to be affected by these traits, you must turn on the "Apply BER to Inactive" parameter in the plugin configurations.


Dead actors will not receive any regeneration from these traits.



9. Piercing Magic

Notetag: <TEB Piercing Magic>


Usable on: Actors, Classes, Weapons, Armors, States, Enemies.


Description:


All actors and enemies with this trait will not trigger Magic Reflection when they use magical skills.


Source: Final Fantasy series.



10. Ignore Counter

Notetag: <TEB Ignore Counter>


Usable on: Actors, Classes, Weapons, Armors, States, Enemies.


Description:


All actors and enemies with this trait will not trigger Counter Attack when they use physical skills.



11. Natural Cure

Notetag: <TEB Natural Cure: x%>


Usable on: Actors, Classes, Weapons, Armors, States, Enemies.


Description:


All actors and enemies with this trait will have x% chance to remove some predefined states at the end of each turn.


You can decide which states to be removed by this trait in the "Natural Cure List" plugin parameter.


Multiple copies of this trait will be additive instead of multiplicative.


Source: Pokemon (Shed Skin ability).



12. Spellbound

Notetag: <TEB Spellbound: x>


Usable on: Actors, Classes, Weapons, Armors, States, Enemies.


Description:


All actors and enemies with this trait will get extra x turns duration for certain states.


In other words, their states' duration will last longer than usual.


You can decide which states to be affected by Spellbound trait in the "Spellbound List" parameter.


Any states not listed in that parameter will not receive duration bonus.


Multiple copies of this trait will be additive.


Source: FFTA2 (Time Mage's Extend spell).



13. Static Parameter Bonus

Notetag: <TEB SPB MHP: x>         // +x Max HP bonus.


                <TEB SPB MHP: -x>       // -x Max HP bonus.


                <TEB SPB MMP: x>        // +x Max MP bonus.


                <TEB SPB MMP: -x>       // -x Max MP bonus.


                <TEB SPB ATK: x>         // +x Attack bonus.


                <TEB SPB ATK: -x>        // -x Attack bonus.


                <TEB SPB DEF: x>         // +x Defense bonus.


                <TEB SPB DEF: -x>        // -x Defense bonus.


                <TEB SPB MAT: x>          // +x Magic Attack bonus.


                <TEB SPB MAT: -x>         // -x Magic Attack bonus.


                <TEB SPB MDF: x>         // +x Magic Defense bonus.


                <TEB SPB MDF: -x>        // -x Magic Defense bonus.


                <TEB SPB AGI: x>           // +x Agility bonus.


                <TEB SPB AGI: -x>          // -x Agility bonus.


                <TEB SPB LUK: x>          // +x Luck bonus.


                <TEB SPB LUK: -x>         // -x Luck bonus.


Usable on: Actors, Classes, Weapons, Armors, States, Enemies.


Description:


By default, you can only apply parameter bonus based on percentage value only like 120% Attack or 150% Magic.


Now, you can apply static parameter bonus like +35 Max HP or -40 Agility.


Multiple copies of these traits will be additive.



14. Full HP Bonus

Notetag: <TEB FHB ATK: x%>         // x% Attack rate multiplier.


                <TEB FHB DEF: x%>        // x% Defense rate multiplier.


                <TEB FHB MAT: x%>         // x% Magic Attack rate multiplier.


                <TEB FHB MDF: x%>        // x% Magic Defense rate multiplier.


                <TEB FHB AGI: x%>          // x% Agility rate multiplier.


                <TEB FHB LUK: x%>         // x% Luck rate multiplier.


                <TEB FHB ATK: x>            // +x Attack bonus.


                <TEB FHB ATK: -x>           // -x Attack bonus.


                <TEB FHB DEF: x>            // +x Defense bonus.


                <TEB FHB DEF: -x>           // -x Defense bonus.


                <TEB FHB MAT: x>             // +x Magic Attack bonus.


                <TEB FHB MAT: -x>            // -x Magic Attack bonus.


                <TEB FHB MDF: x>            // +x Magic Defense bonus.


                <TEB FHB MDF: -x>           // -x Magic Defense bonus.


                <TEB FHB AGI: x>              // +x Agility bonus.


                <TEB FHB AGI: -x>             // -x Agility bonus.


                <TEB FHB LUK: x>             // +x Luck bonus.


                <TEB FHB LUK: -x>            // -x Luck bonus.


Usable on: Actors, Classes, Weapons, Armors, States, Enemies.


Description:


"Full HP Bonus" is special kind of trait that will activate whenever the user is at full HP.


You can assign rate multiplier like 125% Attack or simply a static parameter bonus like +55 Agility.


Any parameter changes made by this trait will disappear as soon the user no longer at full HP.


Multiple copies of these traits will be additive (for static parameter bonus) and multiplicative (for rate multiplier).



15. Critical HP Bonus

Notetag: <TEB CHB ATK: x%>            // x% Attack rate multiplier.


                <TEB CHB DEF: x%>           // x% Defense rate multiplier.


                <TEB CHB MAT: x%>            // x% Magic Attack rate multiplier.


                <TEB CHB MDF: x%>           // x% Magic Defense rate multiplier.


                <TEB CHB AGI: x%>             // x% Agility rate multiplier.


                <TEB CHB LUK: x%>            // x% Luck rate multiplier.


                <TEB CHB ATK: x>              // +x Attack bonus.


                <TEB CHB ATK: -x>             // -x Attack bonus.


                <TEB CHB DEF: x>              // +x Defense bonus.


                <TEB CHB DEF: -x>             // -x Defense bonus.


                <TEB CHB MAT: x>               // +x Magic Attack bonus.


                <TEB CHB MAT: -x>              // -x Magic Attack bonus.


                <TEB CHB MDF: x>              // +x Magic Defense bonus.


                <TEB CHB MDF: -x>             // -x Magic Defense bonus.


                <TEB CHB AGI: x>                // +x Agility bonus.


                <TEB CHB AGI: -x>               // -x Agility bonus.


                <TEB CHB LUK: x>               // +x Luck bonus.


                <TEB CHB LUK: -x>              // -x Luck bonus.


Usable on: Actors, Classes, Weapons, Armors, States, Enemies.


Description:


"Critical HP Bonus" is similar with "Full HP Bonus" trait. This trait will activate whenever the user is at critical HP (less than 25% HP).


You can assign rate multiplier like 150% Attack or static parameter bonus like +125 Magic Attack.


Any parameter changes made by this trait will disappear as soon the user no longer at critical HP.


Multiple copies of these traits will be additive (for static parameter bonus) and multiplicative (for rate multiplier).



16. Mana Switch

Notetag: <TEB Mana Switch>


Usable on: Actors, Classes, Weapons, Armors, States, Enemies.


Description:


As long as the user possesses this trait, user's Max HP and Max MP parameters will be switched.


If the battler didn't possess this trait previously, and then later on receive this trait by any means (from states, equipment, passive skill, etc)


the battler CURRENT HP and MP value will be switched as well.



17. Power Swap

Notetag: <TEB Power Swap>


Usable on: Actors, Classes, Weapons, Armors, States, Enemies.


Description:


As long as the user possesses this trait, user's Attack parameter and Magic Attack parameter will be switched.



18. Guard Swap

Notetag: <TEB Guard Swap>


Usable on: Actors, Classes, Weapons, Armors, States, Enemies.


Description:


As long as the user possesses this trait, user's Defense parameter and Magic Defense parameter will be switched.


Source: Pokemon (Wonder Room move).






Compatibility


This plugin must be positioned below any of these plugins (if you use them):

  • YEP_ShopMenuCore
  • YEP_ElementReflect



Terms of Use


Free to use in both commercial and non-commercial project as long as credit is given.


Simply credit me as "Moogle_X" in your in-game credit.


Author's Notes


Originally, I planned to increase the amount of new traits to at least 25 before releasing it. So, I waited, waited, and waited for new ideas and inspirations which unfortunately don't come as quickly as I want. This plugin had been collecting dust long enough in my computer so I just decided to release it in its current form.


So, feel free to suggest any interesting ideas for the next plugin update. I will update this plugin regularly to increase the amount of traits option available. ;)


External Link

View attachment Moogle_X_TraitsExtensionBundle.rar
 
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definite_lee

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Sounds really cool and creative. Thank you for your work!
 

LeeOccleshaw

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Amazing extra traits to play with. Thanks for this! :)
 

Ghost of Christmas Kloe

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This is super cool! Traits make characters and weapons unique, sso the more the... better... I forgot the saying... Sorry
 

Iliketea

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Say, would it be possible to add a TP option for the Battle End Regeneration?


PS: I added the notetag <TEB BER HP: 50> so a state and it doesn't work.


Just to be sure, this is my plugin list.










 
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Lowell

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This is pretty awesome dude
 

gambitben

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Is there a way to give a state a static stat change? Like the regeneration one but with atk and so:  atk +15


Also, amazing plugin! :)
 

ShidoLionheart

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Say, would it be possible to add a TP option for the Battle End Regeneration?


PS: I added the notetag <TEB BER HP: 50> so a state and it doesn't work.


Just to be sure, this is my plugin list.










It's wrong. the tag correct is


<TEB BER HP: +50>


you forgot "+"
 

Moogle_X

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The plugin is updated to v1.01! :D


Change Log:


- Changed "Battle End Regeneration" condition to battle victory only.


- Added "Static Parameter Bonus" trait.


- Added "Full HP Bonus" trait.


I think I already have some interesting ideas flowing already.


So, I will update this plugin regularly to increase the number of traits list. If anybody want to request anything, feel free to do so. :)


@Iliketea


Okay, I had the same problem when the state is tagged "Remove at Battle End".


The regeneration doesn't occurred because the state got deleted first before it has the chance to do the healing. :p


I updated the plugin that should fix this issue now.


About, the TP regen option... Keep in mind that the TP gained will be removed immediately if the actor doesn't have Preserve TP trait.


If your project use Preserve TP, I will add the TP regen option in the next update. ;)
 

LeeOccleshaw

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How about a trait which can change 2 stats around or replacing the amount of one stat with another? For example, switching max HP and max MP figures around when you have the traits equipped or making INT = STR for more hybrid character builds.
 
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Pine Towers

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How about a trait which can change 2 stats around or replacing the amount of one stat with another? For example, switching max HP and max MP figures around when you have the traits equipped or making INT = STR for more hybrid character builds.
This would be great against something like a powerful Ogre having his 300 HP switched for his 10 MP and easily killed or a powerful Wizard changing his 300 MP for his 10 HP, effectively making him a HP sponge unable to use his powerful spells on the party. But is must be restricted in some way. Extra: The change occurs both ways (to switch the enemy stats the caster must switch his own).


It is indeed a great plugin, Moogle_X!


For my 2cents:


1. An extension on the Catnip, increasing the actor damage the less HP he has, and being able to set the proportion (x / y% / z) (each 2 HP less than 25%, increase damage by 1).


2. An advantage/disadvantage (from D&D 5e) mechanic, where an attacker with advantage (or a defender with disad) rolls twice the hit formula, picking the higher result; and a disadvantageous attacker (or adv defender) rolls twice the hit formula and pick the lower.
 

LeeOccleshaw

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This would be great against something like a powerful Ogre having his 300 HP switched for his 10 MP and easily killed or a powerful Wizard changing his 300 MP for his 10 HP, effectively making him a HP sponge unable to use his powerful spells on the party. But is must be restricted in some way. Extra: The change occurs both ways (to switch the enemy stats the caster must switch his own).


It is indeed a great plugin, Moogle_X!


For my 2cents:


1. An extension on the Catnip, increasing the actor damage the less HP he has, and being able to set the proportion (x / y% / z) (each 2 HP less than 25%, increase damage by 1).


2. An advantage/disadvantage (from D&D 5e) mechanic, where an attacker with advantage (or a defender with disad) rolls twice the hit formula, picking the higher result; and a disadvantageous attacker (or adv defender) rolls twice the hit formula and pick the lower.


Hehe, yeah - you can add a whole bunch of mechanics with stat switching! I hope it's simple enough to add! :)  I'm planning on having cursed items and a class who can inflict stat switching states by 'controlling the stars'. :guffaw:


I guess it would have to be made as two tags, one for "parameter1 to equal parameter2" and another separate notetag to "switch parameter1 and parameter2 around", so that you have the freedom of having a direct swap or just for one stat to mimic another?
 
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SquallStorm

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This... is freaking incredible.  I thought your Friendship System was amazing but you continue to deliver amazing plugin after plugin.  A tip of the hat to you!
 

Moogle_X

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The plugin is updated to v1.02! :D


Change Log:


- Added TP regen option for "Battle End Regeneration".


- Added "Critical HP Bonus" trait.


- Added "Mana Switch" trait.


- Added "Power Swap" trait.


- Added "Guard Swap" trait.


Any more suggestions are always welcome! ;)
 

Ghost of Christmas Kloe

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Fire Emblem Fates and Bravely Defaut has some cool stuff. I'm currently trying to adapt their skill to my game. Some skills like Demoiselle and Stubborness would be great aditions. Check the list to skill from Fates for more inspiration:


http://fireemblem.wikia.com/wiki/List_of_Skills_in_Fire_Emblem_Fates
I agree, while also being bitter that we still dont have FE: Fates in Europe...


My favourite FE skill I would suggest would be that one where if you kill a foe, you get another turn directly after it, but only once in a row ( so you cant do it all in one go) since it makes killing weak enemies less of a grind!


Also Aegis and the other one are cool because they limit damage done by certain weapons, which I guess could be done with elements but that is rather annoying since it means if you add an elemental bow, then it will be fire not "bow" so yeah. 


Also possibly a sort of "Intimidate" from Pokemon, since its a cool trait to lower the opponent's attack when someone with the trait enter's the battle!
 

Roguedeus

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@Moogle_X could I ask why you decided to declare your trait constants starting at 127?


//=============================================================================
// Constant Declaration
//=============================================================================

Game_BattlerBase.TRAIT_TEB_VICTORY_CRY = 127; // New trait code.
Game_BattlerBase.TRAIT_TEB_CATNIP = 128; // New trait code.


Just out of curiosity. :)
 

lokirafael

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I agree, while also being bitter that we still dont have FE: Fates in Europe...


My favourite FE skill I would suggest would be that one where if you kill a foe, you get another turn directly after it, but only once in a row ( so you cant do it all in one go) since it makes killing weak enemies less of a grind!


Also Aegis and the other one are cool because they limit damage done by certain weapons, which I guess could be done with elements but that is rather annoying since it means if you add an elemental bow, then it will be fire not "bow" so yeah. 


Also possibly a sort of "Intimidate" from Pokemon, since its a cool trait to lower the opponent's attack when someone with the trait enter's the battle!


I pretty much beat the game already in both routes, just waiting the western release (2/19) to play the third route (Revelations). The skill you kill and act again is Galeforce (DLC Skill in Fates bc was too OP in Awakening).


Some skill a sugest moogle take a look are: Lethality, Extravagance, Even nap, Aptitude, Luna, Nihilistic Curse, Ignis...


A interessing trait would be when the enemy dies, he explode causing area damage in everyone (Like Mana Khemia)
 

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