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So, if i buy, the random damage will be automatic? (Sorry if i understood wrong)

Pretend on the futuber do an enhancment plugin:? I would really like have an upgrade capable of max the durability with gold.

Hello. I'm sending you the complete documentation of the plugin in its FULL version, so you can review its features and see if it has what you need! :)

Best regards!
Maxii1996


DOCUMENTATION: DurabilityMZ (FULL VERSION)
Documentation From Version 1.2.2 (LATEST ALTERNATIVE)

⦿ Version 1.2.2 – Alternative Version

  • Shop/Plugin Issue Resolved: A problem with the shop and plugin was confirmed (and likely resolved). Previously, if a player started with an equipment and then tried to buy the same equipment in the Scene Shop, the properties of both items would link. This caused inconsistencies in the equipment’s repair state. Various fixes have been applied to address these issues.
  • Event Command Fix – "Change Equipment": An issue with the event command "Change Equipment" not working properly has been resolved.
  • Experimental New Properties Added:
    • <break-effect:mod-attributes:[stat, VALUE]>
    • <break-effect:mod-ex-parameters:[EX_STAT, VALUE]>

    For more information, see sections "2.B" and "2.C" in this documentation.

  • Code Adjustments: Various parts of the code have been adjusted for improved performance.

⦿ Version 1.2.1 – Release Version

  • New Equipment Tag: <reduce-item-id:x> This tag allows you to reduce not only a variable (Variable X) but also the quantity of the Item with ID: X based on the repair cost. This enables the use of items as the repair cost (used in conjunction with <repair-type-variable:x>).
  • New Plugin Command – Repair Individual Equipment: This new command allows for repairing a party member's equipped equipment based on its Equipment Type (as defined in the database—for example, 0: Weapon, 1: Shield, etc.). Developer Note: Controlling individual equipment repair through a plugin command is complex because the plugin requires the user to select an item based on a preselected item. The command may force an item that either does not exist or is incorrect. It is recommended to use this command with caution as it might not always yield expected results.
  • UI Improvements:
    • The confirmation window UI for repairing all equipment has been enhanced.
    • The UI for the Repair by Variable screen now includes a text window to give additional information to the player (customizable from the plugin parameters).
  • Minor Code Adjustments and Fixes: Adjustments have been made along with minor code changes.
    • Fixed an issue where the Broken Text was not displaying correctly. It will now appear only if the equipment has the note <brokenText:X> and its durability reaches 0.

◯ Version 1.2.0 – Alternative Version

  • Repair Using Variables: An option to use Variables as a repair cost (instead of Gold) has been added. Note: Extensive modifications were needed since the plugin was originally designed to use gold. For more details on this feature, please refer to documentation section "3.B". Essentially, separate plugin commands are used—one for gold-based repairs and another for variable-based repairs. IMPORTANT: After updating, right-click on the plugin in the plugin manager to apply changes and reinitialize values if necessary.

Previous Versions

(v1.1.2):

  • Added the option to adjust the "x" offset of the durability text via plugin parameters.

(v1.1.1):

  • Fixed an issue with the product store.
  • Added the ability (via plugin parameters) to restrict the sale of products whose durability is not at maximum.

(v1.0.0):

  • INITIAL RELEASE

DOCUMENTATION

1. Durability

To set a durability value for a weapon or armor, add one of the following notetags in the item's note box in the database:

  • Fixed Durability: <durability:x> Replace x with the desired durability value. Example: <durability:50> sets the item’s durability to 50.
  • Variable-Based Durability: <durability:var(x)> Replace x with the Game Variable to be used as the durability value.

2. Broken Text & Break Effects

Broken Text (Weapon/Armor Notes Zone)

Define how the item will appear when broken by adding the following note:

  • <brokenText:(YourText)> Example:
    • <brokenText:(Destroyed)> will display as: "(Destroyed) Longsword"
    • <brokenText:(Useless)> will display as: "(Useless) Shield"

2.A Break Effect

When an item breaks, you may wish to trigger specific effects (e.g., nullify SP attributes):

  • Example: <break-effect:null-sp-attributes> This tag will override any attribute modifications such as parameter multipliers.

2.B Advanced Break Effects (EXPERIMENTAL)

Modifying Regular Parameters (e.g., ATK, DEF, etc.):

  • Notetag Format: <break-effect:mod-attributes:[param, value]>
    • param: The parameter to modify (e.g., atk, def, agi, luk).
    • value: The value to modify by (can be a fixed number, e.g., -5, or a percentage, e.g., -10%).

Examples:

  • <break-effect:mod-attributes:[atk, -4]> reduces the item's ATK by 4.
  • <break-effect:mod-attributes:[agi, -10%]> reduces the item's AGI by 10%.

Multiple modifiers can be applied by adding multiple notetags.

2.C Advanced Break Effects – Modifying Ex-Parameters (EXPERIMENTAL)

Modifying Ex-Parameters (e.g., Hit Rate, HP Regen):

  • Notetag Format: <break-effect:mod-ex-parameters:[param, value]>
    • param: The Ex-parameter to modify (e.g., hitrate, evasion, hp_regen, mp_regen).
    • value: The modifying value (either fixed, e.g., -0.1, or a percentage, e.g., -10%).

Examples:

  • <break-effect:mod-ex-parameters:[hitrate, -10%]> reduces hit rate by 10%.
  • <break-effect:mod-ex-parameters:[hp_regen, -0.05]> reduces HP regeneration by 5%.

Supported Ex-parameters:

  • hitrate (HIT): Hit rate
  • evasion (EVA): Evasion rate
  • critical (CRI): Critical hit rate
  • crit_evasion (CEV): Critical evasion rate
  • magic_evasion (MEV): Magic evasion rate
  • magic_reflect (MRF): Magic reflect rate
  • counter (CNT): Counterattack rate
  • hp_regen (HRG): HP regeneration
  • mp_regen (MRG): MP regeneration
  • tp_regen (TRG): TP regeneration

3. Repair Cost and Repair Methods

3.A Repair Cost

To specify a repair cost for an item:

  • Fixed Gold Cost: <repair-cost:x> Replace x with the cost per durability point. Example: <repair-cost:100> sets the cost to 100 gold per point.
  • Variable-Based Cost: <repair-cost:var(x)> The cost is defined by a Game Variable. Example: <repair-cost:var(5)>

Important: The repair price is applied per point of durability needed until maximum durability is reached.

  • Scenario: If an item’s maximum durability is 100 and it is at 0 durability (i.e., fully broken), it needs 100 points to repair. If the cost is 10 per point, the total repair cost is 10 x 100 = 1000. If the current durability is 90/100, 10 points are needed; hence, the cost is 10 x 10 = 100.

3.B Repair by Variables

This feature enables a variable-based repair system. You can define a repair type and its associated cost using variables.

  • Repair Type Variable: <repair-type-variable:x> Defines which Game Variable (x) represents the resource needed for repair. Example: <repair-type-variable:2> means Variable 2 holds the resource quantity.
  • Repair Type Name: <repair-type-name:"Name"> Sets a display name for the repair resource. Example: <repair-type-name:"Iron"> assigns the resource name “Iron.”
  • Repair Type Icon: <repair-type-icon:x> Specifies an icon (with ID x) to display alongside the repair type name. Example: <repair-type-icon:27> displays the icon with ID 27.

How It Works:

  • When a repair type is defined using these tags, the plugin checks the specified variable’s value to see if repair is possible.
  • The repair cost is calculated by multiplying the repair cost per durability point (as defined by <repair-cost:...>) by the number of durability points needed.

Example Scenario: A weapon has the tags:

  • <repair-type-variable:2>
  • <repair-type-name:"Iron">
  • <repair-type-icon:27>
  • <repair-cost:5>

If the weapon’s maximum durability is 100 and its current durability is 50, then 50 points are needed. The repair cost is calculated as: 5 (cost per point) x 50 (points needed) = 250 The player must have at least 250 units of the resource (tracked via variable 2) to repair the weapon.

  • Optional Extra Equipment Note: <reduce-item-id:x> This tag allows you to reduce not only a variable but also the quantity of Item with ID: x based on the repair cost. This is used alongside <repair-type-variable:x> to enable using items as the repair cost.

4. Skills

Skills can modify the damage done to the durability of equipment when used against the enemy or when the user takes damage.

  • Setting Damage to Equipment: <break-value:x> Replace x with the fixed amount of damage that will be applied to the equipment durability.
  • Random Damage to Equipment: <break-value:rnd(x,y)> Example: <break-value:5> causes 5 damage to the equipment, <break-value:rnd(3,7)> causes a random damage value between 3 and 7.

Notes:

  • The <break-value> tag always takes priority, ignoring the equipment’s normal resistance value.
  • It applies exclusively to skills. For example, if an enemy uses an ability with <break-value:5>, then the equipped armor will lose 5 durability points if the skill hits.
  • Avoiding Damage: To ensure a skill does not damage equipment (for example, healing magic), use the tag: <no-break>
  • Weapon Self-Damage: You can also use: <weapon-self-damage:x> or <weapon-self-damage:rnd(x,y)> This makes it so that when the user uses the skill, their equipped weapon takes fixed or random damage. Example: <weapon-self-damage:rnd(2,6)> causes the weapon to take between 2 and 6 random damage.

5. Armors and Protectors

These notes define how much damage the protector takes when the user is hit by an enemy.

  • Fixed Damage on Hit: <damaged-value:x> Example: <damaged-value:5> reduces durability by 5 points each time the user is hit.
  • Random Damage on Hit: <damaged-value:rnd(x,y)> Example: <damaged-value:rnd(4,7)> causes the durability to be reduced randomly by 4 to 7 points on each hit.

6. States

You can create states that affect durability over time with the following notetags:

  • For Armors: <armor-durability-breaking:x>
  • For Weapons: <weapon-durability-breaking:x>

Replace x with the number of durability points that will be reduced each turn while the state is active.

Example: A state called Metal Decay with <armor-durability-breaking:5> will cause the affected armor to lose 5 durability points per turn until the state is removed.

END OF DOCUMENTATION