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- //=============================================================================
- // Yanfly Engine Plugins - Enhanced MP
- // YEP_EnhancedMP.js
- //=============================================================================
- var Imported = Imported || {};
- Imported.YEP_EnhancedMP = true;
- var Yanfly = Yanfly || {};
- Yanfly.EMP = Yanfly.EMP || {};
- Yanfly.EMP.version = 1.0;
- //=============================================================================
- /*:
- * @plugindesc v1.00 Gives you more control over how MP is handled in
- * your game in addition to letting players switch MP modes.
- * @author Yanfly Engine Plugins
- *
- * @param ---General---
- * @default
- *
- * @param Command Name
- * @desc This is the command name shown in the skill menu.
- * @default MP Mode
- *
- * @param Show Command
- * @desc Show the MP Mode command by default?
- * NO - false YES - true
- * @default true
- *
- * @param Enable Command
- * @desc Enable the MP Mode command by default?
- * NO - false YES - true
- * @default true
- *
- * @param Change Reset
- * @desc Reset MP to 0 whenever the MP mode is changed?
- * NO - false YES - true
- * @default true
- *
- * @param Equipped Color
- * @desc This is the text color used for the equipped MP mode.
- * @default 17
- *
- * @param Default Mode
- * @desc This is the default mode everybody starts with unless
- * changed through notetags.
- * @default 1
- *
- * @param Default Unlocks
- * @desc These are the MP modes unlocked by default. Separate the
- * modes with a space in between.
- * @default 1 2 3 4
- *
- * @param Crisis HP
- * @desc This is the rate for what is considered to be low HP.
- * @default 0.25
- *
- * @param Crisis MP
- * @desc This is the rate for what is considered to be low MP.
- * @default 0.25
- *
- * @param Dead MP Gain
- * @desc Allow dead characters to gain MP from MP modes while dead?
- * NO - false YES - true
- * @default false
- *
- * @param ---Mode 1 Settings---
- * @default
- *
- * @param Mode 1 Name
- * @desc The name used for this MP mode.
- * @default Normal
- *
- * @param Mode 1 Icon
- * @desc The icon used for this MP mode.
- * @default 72
- *
- * @param Mode 1 Help Line 1
- * @desc The 1st help description line used for this MP mode.
- * @default MP acts like normal.
- *
- * @param Mode 1 Help Line 2
- * @desc The 2nd help description line used for this MP mode.
- * @default
- *
- * @param Mode 1 Max MP
- * @desc The formula used to determine the max MP for this mode.
- * @default user.mmp
- *
- * @param Mode 1 Preserve
- * @desc true - Carry MP from one battle to the next.
- * false - Reset the initial MP count each battle.
- * @default true
- *
- * @param Mode 1 Initial MP
- * @desc Formula for much MP is gained at the start of battle.
- * @default 0
- *
- * @param Mode 1 Regen MP
- * @desc Formula for how much MP is gained upon regeneration.
- * @default user.mmp * user.mrg
- *
- * @param Mode 1 Take HP DMG
- * @desc Formula for how much MP is gained taking HP damage.
- * @default 0
- *
- * @param Mode 1 Deal HP DMG
- * @desc Formula for how much MP is gained dealing HP damage.
- * @default 0
- *
- * @param Mode 1 Heal HP DMG
- * @desc Formula for how much MP is gained healing HP damage.
- * @default 0
- *
- * @param Mode 1 Ally HP DMG
- * @desc Formula for how much MP is gained for ally HP damage.
- * @default 0
- *
- * @param Mode 1 Take MP DMG
- * @desc Formula for how much MP is gained taking MP damage.
- * @default 0
- *
- * @param Mode 1 Deal MP DMG
- * @desc Formula for how much MP is gained dealing MP damage.
- * @default 0
- *
- * @param Mode 1 Heal MP DMG
- * @desc Formula for how much MP is gained healing MP damage.
- * @default 0
- *
- * @param Mode 1 Ally MP DMG
- * @desc Formula for how much MP is gained for ally MP damage.
- * @default 0
- *
- * @param Mode 1 Deal State
- * @desc Formula MP gained when user inflicts a state on a foe.
- * @default 0
- *
- * @param Mode 1 Gain State
- * @desc Formula MP gained when user gains a state from a foe.
- * @default 0
- *
- * @param Mode 1 Kill Ally
- * @desc Formula for how much MP is gained when an ally is killed.
- * @default 0
- *
- * @param Mode 1 Kill Enemy
- * @desc Formula for how much MP is gained when a foe is killed.
- * @default 0
- *
- * @param Mode 1 Win Battle
- * @desc Formula for how much MP is gained when a battle is won.
- * @default 0
- *
- * @param Mode 1 Flee Battle
- * @desc Formula for how much MP is gained when a battle is fled.
- * @default 0
- *
- * @param Mode 1 Lose Battle
- * @desc Formula for how much MP is gained when a battle is lost.
- * @default 0
- *
- * @param Mode 1 Crisis HP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of HP.
- * @default 0
- *
- * @param Mode 1 Crisis MP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of MP.
- * @default 0
- *
- * @param Mode 1 Only Member
- * @desc Formula for MP gained during the MP regeneration timing
- * as the only ally alive.
- * @default 0
- *
- * @param Mode 1 Evasion
- * @desc Formula for how much MP is gained when user evades an attack.
- * @default 0
- *
- * @param ---Mode 2 Settings---
- * @default
- *
- * @param Mode 2 Name
- * @desc The name used for this MP mode.
- * @default Comrade
- *
- * @param Mode 2 Icon
- * @desc The icon used for this MP mode.
- * @default 84
- *
- * @param Mode 2 Help Line 1
- * @desc The 1st help description line used for this MP mode.
- * @default Raise MP whenever allies take damage.
- *
- * @param Mode 2 Help Line 2
- * @desc The 2nd help description line used for this MP mode.
- * @default
- *
- * @param Mode 2 Max MP
- * @desc The formula used to determine the max MP for this mode.
- * @default user.mmp
- *
- * @param Mode 2 Preserve
- * @desc true - Carry MP from one battle to the next.
- * false - Reset the initial MP count each battle.
- * @default true
- *
- * @param Mode 2 Initial MP
- * @desc Formula for much MP is gained at the start of battle.
- * @default 0
- *
- * @param Mode 2 Regen MP
- * @desc Formula for how much MP is gained upon regeneration.
- * @default user.mmp * user.mrg
- *
- * @param Mode 2 Take HP DMG
- * @desc Formula for how much MP is gained taking HP damage.
- * @default 0
- *
- * @param Mode 2 Deal HP DMG
- * @desc Formula for how much MP is gained dealing HP damage.
- * @default 0
- *
- * @param Mode 2 Heal HP DMG
- * @desc Formula for how much MP is gained healing HP damage.
- * @default 0
- *
- * @param Mode 2 Ally HP DMG
- * @desc Formula for how much MP is gained for ally HP damage.
- * @default 20 * user.mmp
- *
- * @param Mode 2 Take MP DMG
- * @desc Formula for how much MP is gained taking MP damage.
- * @default 0
- *
- * @param Mode 2 Deal MP DMG
- * @desc Formula for how much MP is gained dealing MP damage.
- * @default 0
- *
- * @param Mode 2 Heal MP DMG
- * @desc Formula for how much MP is gained healing MP damage.
- * @default 0
- *
- * @param Mode 2 Ally MP DMG
- * @desc Formula for how much MP is gained for ally MP damage.
- * @default 0
- *
- * @param Mode 2 Deal State
- * @desc Formula MP gained when user inflicts a state on a foe.
- * @default 0
- *
- * @param Mode 2 Gain State
- * @desc Formula MP gained when user gains a state from a foe.
- * @default 0
- *
- * @param Mode 2 Kill Ally
- * @desc Formula for how much MP is gained when an ally is killed.
- * @default 0
- *
- * @param Mode 2 Kill Enemy
- * @desc Formula for how much MP is gained when a foe is killed.
- * @default 0
- *
- * @param Mode 2 Win Battle
- * @desc Formula for how much MP is gained when a battle is won.
- * @default 0
- *
- * @param Mode 2 Flee Battle
- * @desc Formula for how much MP is gained when a battle is fled.
- * @default 0
- *
- * @param Mode 2 Lose Battle
- * @desc Formula for how much MP is gained when a battle is lost.
- * @default 0
- *
- * @param Mode 2 Crisis HP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of HP.
- * @default 0
- *
- * @param Mode 2 Crisis MP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of MP.
- * @default 0
- *
- * @param Mode 2 Only Member
- * @desc Formula for MP gained during the MP regeneration timing
- * as the only ally alive.
- * @default 0
- *
- * @param Mode 2 Evasion
- * @desc Formula for how much MP is gained when user evades an attack.
- * @default 0
- *
- * @param ---Mode 3 Settings---
- * @default
- *
- * @param Mode 3 Name
- * @desc The name used for this MP mode.
- * @default Warrior
- *
- * @param Mode 3 Icon
- * @desc The icon used for this MP mode.
- * @default 77
- *
- * @param Mode 3 Help Line 1
- * @desc The 1st help description line used for this MP mode.
- * @default Raise MP by attacking and dealing HP damage.
- *
- * @param Mode 3 Help Line 2
- * @desc The 2nd help description line used for this MP mode.
- * @default
- *
- * @param Mode 3 Max MP
- * @desc The formula used to determine the max MP for this mode.
- * @default user.mmp
- *
- * @param Mode 3 Preserve
- * @desc true - Carry MP from one battle to the next.
- * false - Reset the initial MP count each battle.
- * @default true
- *
- * @param Mode 3 Initial MP
- * @desc Formula for much MP is gained at the start of battle.
- * @default 0
- *
- * @param Mode 3 Regen MP
- * @desc Formula for how much MP is gained upon regeneration.
- * @default user.mmp * user.mrg
- *
- * @param Mode 3 Take HP DMG
- * @desc Formula for how much MP is gained taking HP damage.
- * @default 0
- *
- * @param Mode 3 Deal HP DMG
- * @desc Formula for how much MP is gained dealing HP damage.
- * @default Math.min(16, value * 100 / target.mhp) * user.mmp
- *
- * @param Mode 3 Heal HP DMG
- * @desc Formula for how much MP is gained healing HP damage.
- * @default 0
- *
- * @param Mode 3 Ally HP DMG
- * @desc Formula for how much MP is gained for ally HP damage.
- * @default 0
- *
- * @param Mode 3 Take MP DMG
- * @desc Formula for how much MP is gained taking MP damage.
- * @default 0
- *
- * @param Mode 3 Deal MP DMG
- * @desc Formula for how much MP is gained dealing MP damage.
- * @default 0
- *
- * @param Mode 3 Heal MP DMG
- * @desc Formula for how much MP is gained healing MP damage.
- * @default 0
- *
- * @param Mode 3 Ally MP DMG
- * @desc Formula for how much MP is gained for ally MP damage.
- * @default 0
- *
- * @param Mode 3 Deal State
- * @desc Formula MP gained when user inflicts a state on a foe.
- * @default 0
- *
- * @param Mode 3 Gain State
- * @desc Formula MP gained when user gains a state from a foe.
- * @default 0
- *
- * @param Mode 3 Kill Ally
- * @desc Formula for how much MP is gained when an ally is killed.
- * @default 0
- *
- * @param Mode 3 Kill Enemy
- * @desc Formula for how much MP is gained when a foe is killed.
- * @default 0
- *
- * @param Mode 3 Win Battle
- * @desc Formula for how much MP is gained when a battle is won.
- * @default 0
- *
- * @param Mode 3 Flee Battle
- * @desc Formula for how much MP is gained when a battle is fled.
- * @default 0
- *
- * @param Mode 3 Lose Battle
- * @desc Formula for how much MP is gained when a battle is lost.
- * @default 0
- *
- * @param Mode 3 Crisis HP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of HP.
- * @default 0
- *
- * @param Mode 3 Crisis MP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of MP.
- * @default 0
- *
- * @param Mode 3 Only Member
- * @desc Formula for MP gained during the MP regeneration timing
- * as the only ally alive.
- * @default 0
- *
- * @param Mode 3 Evasion
- * @desc Formula for how much MP is gained when user evades an attack.
- * @default 0
- *
- * @param ---Mode 4 Settings---
- * @default
- *
- * @param Mode 4 Name
- * @desc The name used for this MP mode.
- * @default Healer
- *
- * @param Mode 4 Icon
- * @desc The icon used for this MP mode.
- * @default 72
- *
- * @param Mode 4 Help Line 1
- * @desc The 1st help description line used for this MP mode.
- * @default Raise MP by healing HP.
- *
- * @param Mode 4 Help Line 2
- * @desc The 2nd help description line used for this MP mode.
- * @default
- *
- * @param Mode 4 Max MP
- * @desc The formula used to determine the max MP for this mode.
- * @default user.mmp
- *
- * @param Mode 4 Preserve
- * @desc true - Carry MP from one battle to the next.
- * false - Reset the initial MP count each battle.
- * @default true
- *
- * @param Mode 4 Initial MP
- * @desc Formula for much MP is gained at the start of battle.
- * @default 0
- *
- * @param Mode 4 Regen MP
- * @desc Formula for how much MP is gained upon regeneration.
- * @default user.mmp * user.mrg
- *
- * @param Mode 4 Take HP DMG
- * @desc Formula for how much MP is gained taking HP damage.
- * @default 0
- *
- * @param Mode 4 Deal HP DMG
- * @desc Formula for how much MP is gained dealing HP damage.
- * @default 0
- *
- * @param Mode 4 Heal HP DMG
- * @desc Formula for how much MP is gained healing HP damage.
- * @default Math.min(16, value * -100 / target.mhp) * user.mmp
- *
- * @param Mode 4 Ally HP DMG
- * @desc Formula for how much MP is gained for ally HP damage.
- * @default 0
- *
- * @param Mode 4 Take MP DMG
- * @desc Formula for how much MP is gained taking MP damage.
- * @default 0
- *
- * @param Mode 4 Deal MP DMG
- * @desc Formula for how much MP is gained dealing MP damage.
- * @default 0
- *
- * @param Mode 4 Heal MP DMG
- * @desc Formula for how much MP is gained healing MP damage.
- * @default 0
- *
- * @param Mode 4 Ally MP DMG
- * @desc Formula for how much MP is gained for ally MP damage.
- * @default 0
- *
- * @param Mode 4 Deal State
- * @desc Formula MP gained when user inflicts a state on a foe.
- * @default 0
- *
- * @param Mode 4 Gain State
- * @desc Formula MP gained when user gains a state from a foe.
- * @default 0
- *
- * @param Mode 4 Kill Ally
- * @desc Formula for how much MP is gained when an ally is killed.
- * @default 0
- *
- * @param Mode 4 Kill Enemy
- * @desc Formula for how much MP is gained when a foe is killed.
- * @default 0
- *
- * @param Mode 4 Win Battle
- * @desc Formula for how much MP is gained when a battle is won.
- * @default 0
- *
- * @param Mode 4 Flee Battle
- * @desc Formula for how much MP is gained when a battle is fled.
- * @default 0
- *
- * @param Mode 4 Lose Battle
- * @desc Formula for how much MP is gained when a battle is lost.
- * @default 0
- *
- * @param Mode 4 Crisis HP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of HP.
- * @default 0
- *
- * @param Mode 4 Crisis MP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of MP.
- * @default 0
- *
- * @param Mode 4 Only Member
- * @desc Formula for MP gained during the MP regeneration timing
- * as the only ally alive.
- * @default 0
- *
- * @param Mode 4 Evasion
- * @desc Formula for how much MP is gained when user evades an attack.
- * @default 0
- *
- * @param ---Mode 5 Settings---
- * @default
- *
- * @param Mode 5 Name
- * @desc The name used for this MP mode.
- * @default Breaker
- *
- * @param Mode 5 Icon
- * @desc The icon used for this MP mode.
- * @default 174
- *
- * @param Mode 5 Help Line 1
- * @desc The 1st help description line used for this MP mode.
- * @default Raise MP whenever user deals MP damage, receives MP damage,
- *
- * @param Mode 5 Help Line 2
- * @desc The 2nd help description line used for this MP mode.
- * @default or an ally receives MP damage.
- *
- * @param Mode 5 Max MP
- * @desc The formula used to determine the max MP for this mode.
- * @default user.mmp
- *
- * @param Mode 5 Preserve
- * @desc true - Carry MP from one battle to the next.
- * false - Reset the initial MP count each battle.
- * @default true
- *
- * @param Mode 5 Initial MP
- * @desc Formula for much MP is gained at the start of battle.
- * @default 0
- *
- * @param Mode 5 Regen MP
- * @desc Formula for how much MP is gained upon regeneration.
- * @default user.mmp * user.mrg
- *
- * @param Mode 5 Take HP DMG
- * @desc Formula for how much MP is gained taking HP damage.
- * @default 0
- *
- * @param Mode 5 Deal HP DMG
- * @desc Formula for how much MP is gained dealing HP damage.
- * @default 0
- *
- * @param Mode 5 Heal HP DMG
- * @desc Formula for how much MP is gained healing HP damage.
- * @default 0
- *
- * @param Mode 5 Ally HP DMG
- * @desc Formula for how much MP is gained for ally HP damage.
- * @default 0
- *
- * @param Mode 5 Take MP DMG
- * @desc Formula for how much MP is gained taking MP damage.
- * @default 50 * damageRate * user.mmp
- *
- * @param Mode 5 Deal MP DMG
- * @desc Formula for how much MP is gained dealing MP damage.
- * @default Math.min(16, value / 4) * user.mmp
- *
- * @param Mode 5 Heal MP DMG
- * @desc Formula for how much MP is gained healing MP damage.
- * @default 0
- *
- * @param Mode 5 Ally MP DMG
- * @desc Formula for how much MP is gained for ally MP damage.
- * @default 20 * user.mmp
- *
- * @param Mode 5 Deal State
- * @desc Formula MP gained when user inflicts a state on a foe.
- * @default 0
- *
- * @param Mode 5 Gain State
- * @desc Formula MP gained when user gains a state from a foe.
- * @default 0
- *
- * @param Mode 5 Kill Ally
- * @desc Formula for how much MP is gained when an ally is killed.
- * @default 0
- *
- * @param Mode 5 Kill Enemy
- * @desc Formula for how much MP is gained when a foe is killed.
- * @default 0
- *
- * @param Mode 5 Win Battle
- * @desc Formula for how much MP is gained when a battle is won.
- * @default 0
- *
- * @param Mode 5 Flee Battle
- * @desc Formula for how much MP is gained when a battle is fled.
- * @default 0
- *
- * @param Mode 5 Lose Battle
- * @desc Formula for how much MP is gained when a battle is lost.
- * @default 0
- *
- * @param Mode 5 Crisis HP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of HP.
- * @default 0
- *
- * @param Mode 5 Crisis MP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of MP.
- * @default 0
- *
- * @param Mode 5 Only Member
- * @desc Formula for MP gained during the MP regeneration timing
- * as the only ally alive.
- * @default 0
- *
- * @param Mode 5 Evasion
- * @desc Formula for how much MP is gained when user evades an attack.
- * @default 0
- *
- * @param ---Mode 6 Settings---
- * @default
- *
- * @param Mode 6 Name
- * @desc The name used for this MP mode.
- * @default Booster
- *
- * @param Mode 6 Icon
- * @desc The icon used for this MP mode.
- * @default 166
- *
- * @param Mode 6 Help Line 1
- * @desc The 1st help description line used for this MP mode.
- * @default Raise MP whenever user recovers MP for an ally.
- *
- * @param Mode 6 Help Line 2
- * @desc The 2nd help description line used for this MP mode.
- * @default
- *
- * @param Mode 6 Max MP
- * @desc The formula used to determine the max MP for this mode.
- * @default user.mmp
- *
- * @param Mode 6 Preserve
- * @desc true - Carry MP from one battle to the next.
- * false - Reset the initial MP count each battle.
- * @default true
- *
- * @param Mode 6 Initial MP
- * @desc Formula for much MP is gained at the start of battle.
- * @default 0
- *
- * @param Mode 6 Regen MP
- * @desc Formula for how much MP is gained upon regeneration.
- * @default user.mmp * user.mrg
- *
- * @param Mode 6 Take HP DMG
- * @desc Formula for how much MP is gained taking HP damage.
- * @default 0
- *
- * @param Mode 6 Deal HP DMG
- * @desc Formula for how much MP is gained dealing HP damage.
- * @default 0
- *
- * @param Mode 6 Heal HP DMG
- * @desc Formula for how much MP is gained healing HP damage.
- * @default 0
- *
- * @param Mode 6 Ally HP DMG
- * @desc Formula for how much MP is gained for ally HP damage.
- * @default 0
- *
- * @param Mode 6 Take MP DMG
- * @desc Formula for how much MP is gained taking MP damage.
- *
- * @param Mode 6 Deal MP DMG
- * @default 0
- * @desc Formula for how much MP is gained dealing MP damage.
- * @default 0
- *
- * @param Mode 6 Heal MP DMG
- * @desc Formula for how much MP is gained healing MP damage.
- * @default Math.min(16, value / -4) * user.mmp
- *
- * @param Mode 6 Ally MP DMG
- * @desc Formula for how much MP is gained for ally MP damage.
- * @default 0
- *
- * @param Mode 6 Deal State
- * @desc Formula MP gained when user inflicts a state on a foe.
- * @default 0
- *
- * @param Mode 6 Gain State
- * @desc Formula MP gained when user gains a state from a foe.
- * @default 0
- *
- * @param Mode 6 Kill Ally
- * @desc Formula for how much MP is gained when an ally is killed.
- * @default 0
- *
- * @param Mode 6 Kill Enemy
- * @desc Formula for how much MP is gained when a foe is killed.
- * @default 0
- *
- * @param Mode 6 Win Battle
- * @desc Formula for how much MP is gained when a battle is won.
- * @default 0
- *
- * @param Mode 6 Flee Battle
- * @desc Formula for how much MP is gained when a battle is fled.
- * @default 0
- *
- * @param Mode 6 Lose Battle
- * @desc Formula for how much MP is gained when a battle is lost.
- * @default 0
- *
- * @param Mode 6 Crisis HP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of HP.
- * @default 0
- *
- * @param Mode 6 Crisis MP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of MP.
- * @default 0
- *
- * @param Mode 6 Only Member
- * @desc Formula for MP gained during the MP regeneration timing
- * as the only ally alive.
- * @default 0
- *
- * @param Mode 6 Evasion
- * @desc Formula for how much MP is gained when user evades an attack.
- * @default 0
- *
- * @param ---Mode 7 Settings---
- * @default
- *
- * @param Mode 7 Name
- * @desc The name used for this MP mode.
- * @default Slayer
- *
- * @param Mode 7 Icon
- * @desc The icon used for this MP mode.
- * @default 76
- *
- * @param Mode 7 Help Line 1
- * @desc The 1st help description line used for this MP mode.
- * @default Raise MP whenever an enemy is killed.
- *
- * @param Mode 7 Help Line 2
- * @desc The 2nd help description line used for this MP mode.
- * @default
- *
- * @param Mode 7 Max MP
- * @desc The formula used to determine the max MP for this mode.
- * @default user.mmp
- *
- * @param Mode 7 Preserve
- * @desc true - Carry MP from one battle to the next.
- * false - Reset the initial MP count each battle.
- * @default true
- *
- * @param Mode 7 Initial MP
- * @desc Formula for much MP is gained at the start of battle.
- * @default 0
- *
- * @param Mode 7 Regen MP
- * @desc Formula for how much MP is gained upon regeneration.
- * @default user.mmp * user.mrg
- *
- * @param Mode 7 Take HP DMG
- * @desc Formula for how much MP is gained taking HP damage.
- * @default 0
- *
- * @param Mode 7 Deal HP DMG
- * @desc Formula for how much MP is gained dealing HP damage.
- * @default 0
- *
- * @param Mode 7 Heal HP DMG
- * @desc Formula for how much MP is gained healing HP damage.
- * @default 0
- *
- * @param Mode 7 Ally HP DMG
- * @desc Formula for how much MP is gained for ally HP damage.
- * @default 0
- *
- * @param Mode 7 Take MP DMG
- * @desc Formula for how much MP is gained taking MP damage.
- * @default 0
- *
- * @param Mode 7 Deal MP DMG
- * @desc Formula for how much MP is gained dealing MP damage.
- * @default 0
- *
- * @param Mode 7 Heal MP DMG
- * @desc Formula for how much MP is gained healing MP damage.
- * @default 0
- *
- * @param Mode 7 Ally MP DMG
- * @desc Formula for how much MP is gained for ally MP damage.
- * @default 0
- *
- * @param Mode 7 Deal State
- * @desc Formula MP gained when user inflicts a state on a foe.
- * @default 0
- *
- * @param Mode 7 Gain State
- * @desc Formula MP gained when user gains a state from a foe.
- * @default 0
- *
- * @param Mode 7 Kill Ally
- * @desc Formula for how much MP is gained when an ally is killed.
- * @default 0
- *
- * @param Mode 7 Kill Enemy
- * @desc Formula for how much MP is gained when a foe is killed.
- * @default 25 * user.mmp
- *
- * @param Mode 7 Win Battle
- * @desc Formula for how much MP is gained when a battle is won.
- * @default 0
- *
- * @param Mode 7 Flee Battle
- * @desc Formula for how much MP is gained when a battle is fled.
- * @default 0
- *
- * @param Mode 7 Lose Battle
- * @desc Formula for how much MP is gained when a battle is lost.
- * @default 0
- *
- * @param Mode 7 Crisis HP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of HP.
- * @default 0
- *
- * @param Mode 7 Crisis MP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of MP.
- * @default 0
- *
- * @param Mode 7 Only Member
- * @desc Formula for MP gained during the MP regeneration timing
- * as the only ally alive.
- * @default 0
- *
- * @param Mode 7 Evasion
- * @desc Formula for how much MP is gained when user evades an attack.
- * @default 0
- *
- * @param ---Mode 8 Settings---
- * @default
- *
- * @param Mode 8 Name
- * @desc The name used for this MP mode.
- * @default Avenger
- *
- * @param Mode 8 Icon
- * @desc The icon used for this MP mode.
- * @default 1
- *
- * @param Mode 8 Help Line 1
- * @desc The 1st help description line used for this MP mode.
- * @default Raise MP whenever an ally is killed.
- *
- * @param Mode 8 Help Line 2
- * @desc The 2nd help description line used for this MP mode.
- * @default
- *
- * @param Mode 8 Max MP
- * @desc The formula used to determine the max MP for this mode.
- * @default user.mmp
- *
- * @param Mode 8 Preserve
- * @desc true - Carry MP from one battle to the next.
- * false - Reset the initial MP count each battle.
- * @default true
- *
- * @param Mode 8 Initial MP
- * @desc Formula for much MP is gained at the start of battle.
- * @default 0
- *
- * @param Mode 8 Regen MP
- * @desc Formula for how much MP is gained upon regeneration.
- * @default user.mmp * user.mrg
- *
- * @param Mode 8 Take HP DMG
- * @desc Formula for how much MP is gained taking HP damage.
- * @default 0
- *
- * @param Mode 8 Deal HP DMG
- * @desc Formula for how much MP is gained dealing HP damage.
- * @default 0
- *
- * @param Mode 8 Heal HP DMG
- * @desc Formula for how much MP is gained healing HP damage.
- * @default 0
- *
- * @param Mode 8 Ally HP DMG
- * @desc Formula for how much MP is gained for ally HP damage.
- * @default 0
- *
- * @param Mode 8 Take MP DMG
- * @desc Formula for how much MP is gained taking MP damage.
- * @default 0
- *
- * @param Mode 8 Deal MP DMG
- * @desc Formula for how much MP is gained dealing MP damage.
- * @default 0
- *
- * @param Mode 8 Heal MP DMG
- * @desc Formula for how much MP is gained healing MP damage.
- * @default 0
- *
- * @param Mode 8 Ally MP DMG
- * @desc Formula for how much MP is gained for ally MP damage.
- * @default 0
- *
- * @param Mode 8 Deal State
- * @desc Formula MP gained when user inflicts a state on a foe.
- * @default 0
- *
- * @param Mode 8 Gain State
- * @desc Formula MP gained when user gains a state from a foe.
- * @default 0
- *
- * @param Mode 8 Kill Ally
- * @desc Formula for how much MP is gained when an ally is killed.
- * @default 50 * user.mmp
- *
- * @param Mode 8 Kill Enemy
- * @desc Formula for how much MP is gained when a foe is killed.
- * @default 0
- *
- * @param Mode 8 Win Battle
- * @desc Formula for how much MP is gained when a battle is won.
- * @default 0
- *
- * @param Mode 8 Flee Battle
- * @desc Formula for how much MP is gained when a battle is fled.
- * @default 0
- *
- * @param Mode 8 Lose Battle
- * @desc Formula for how much MP is gained when a battle is lost.
- * @default 0
- *
- * @param Mode 8 Crisis HP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of HP.
- * @default 0
- *
- * @param Mode 8 Crisis MP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of MP.
- * @default 0
- *
- * @param Mode 8 Only Member
- * @desc Formula for MP gained during the MP regeneration timing
- * as the only ally alive.
- * @default 0
- *
- * @param Mode 8 Evasion
- * @desc Formula for how much MP is gained when user evades an attack.
- * @default 0
- *
- * @param ---Mode 9 Settings---
- * @default
- *
- * @param Mode 9 Name
- * @desc The name used for this MP mode.
- * @default Winner
- *
- * @param Mode 9 Icon
- * @desc The icon used for this MP mode.
- * @default 73
- *
- * @param Mode 9 Help Line 1
- * @desc The 1st help description line used for this MP mode.
- * @default Raise MP whenever your party defeats all enemies.
- *
- * @param Mode 9 Help Line 2
- * @desc The 2nd help description line used for this MP mode.
- * @default
- *
- * @param Mode 9 Max MP
- * @desc The formula used to determine the max MP for this mode.
- * @default user.mmp
- *
- * @param Mode 9 Preserve
- * @desc true - Carry MP from one battle to the next.
- * false - Reset the initial MP count each battle.
- * @default true
- *
- * @param Mode 9 Initial MP
- * @desc Formula for much MP is gained at the start of battle.
- * @default 0
- *
- * @param Mode 9 Regen MP
- * @desc Formula for how much MP is gained upon regeneration.
- * @default user.mmp * user.mrg
- *
- * @param Mode 9 Take HP DMG
- * @desc Formula for how much MP is gained taking HP damage.
- * @default 0
- *
- * @param Mode 9 Deal HP DMG
- * @desc Formula for how much MP is gained dealing HP damage.
- * @default 0
- *
- * @param Mode 9 Heal HP DMG
- * @desc Formula for how much MP is gained healing HP damage.
- * @default 0
- *
- * @param Mode 9 Ally HP DMG
- * @desc Formula for how much MP is gained for ally HP damage.
- * @default 0
- *
- * @param Mode 9 Take MP DMG
- * @desc Formula for how much MP is gained taking MP damage.
- * @default 0
- *
- * @param Mode 9 Deal MP DMG
- * @desc Formula for how much MP is gained dealing MP damage.
- * @default 0
- *
- * @param Mode 9 Heal MP DMG
- * @desc Formula for how much MP is gained healing MP damage.
- * @default 0
- *
- * @param Mode 9 Ally MP DMG
- * @desc Formula for how much MP is gained for ally MP damage.
- * @default 0
- *
- * @param Mode 9 Deal State
- * @desc Formula MP gained when user inflicts a state on a foe.
- * @default 0
- *
- * @param Mode 9 Gain State
- * @desc Formula MP gained when user gains a state from a foe.
- * @default 0
- *
- * @param Mode 9 Kill Ally
- * @desc Formula for how much MP is gained when an ally is killed.
- * @default 0
- *
- * @param Mode 9 Kill Enemy
- * @desc Formula for how much MP is gained when a foe is killed.
- * @default 0
- *
- * @param Mode 9 Win Battle
- * @desc Formula for how much MP is gained when a battle is won.
- * @default 20 * user.mmp
- *
- * @param Mode 9 Flee Battle
- * @desc Formula for how much MP is gained when a battle is fled.
- * @default 0
- *
- * @param Mode 9 Lose Battle
- * @desc Formula for how much MP is gained when a battle is lost.
- * @default 0
- *
- * @param Mode 9 Crisis HP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of HP.
- * @default 0
- *
- * @param Mode 9 Crisis MP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of MP.
- * @default 0
- *
- * @param Mode 9 Only Member
- * @desc Formula for MP gained during the MP regeneration timing
- * as the only ally alive.
- * @default 0
- *
- * @param Mode 9 Evasion
- * @desc Formula for how much MP is gained when user evades an attack.
- * @default 0
- *
- * @param ---Mode 10 Settings--
- * @default
- *
- * @param Mode 10 Name
- * @desc The name used for this MP mode.
- * @default Coward
- *
- * @param Mode 10 Icon
- * @desc The icon used for this MP mode.
- * @default 74
- *
- * @param Mode 10 Help Line 1
- * @desc The 1st help description line used for this MP mode.
- * @default Raise MP whenever your party escapes from battle or
- *
- * @param Mode 10 Help Line 2
- * @desc The 2nd help description line used for this MP mode.
- * @default lose a battle.
- *
- * @param Mode 10 Max MP
- * @desc The formula used to determine the max MP for this mode.
- * @default user.mmp
- *
- * @param Mode 10 Preserve
- * @desc true - Carry MP from one battle to the next.
- * false - Reset the initial MP count each battle.
- * @default true
- *
- * @param Mode 10 Initial MP
- * @desc Formula for much MP is gained at the start of battle.
- * @default 0
- *
- * @param Mode 10 Regen MP
- * @desc Formula for how much MP is gained upon regeneration.
- * @default user.mmp * user.mrg
- *
- * @param Mode 10 Take HP DMG
- * @desc Formula for how much MP is gained taking HP damage.
- * @default 0
- *
- * @param Mode 10 Deal HP DMG
- * @desc Formula for how much MP is gained dealing HP damage.
- * @default 0
- *
- * @param Mode 10 Heal HP DMG
- * @desc Formula for how much MP is gained healing HP damage.
- * @default 0
- *
- * @param Mode 10 Ally HP DMG
- * @desc Formula for how much MP is gained for ally HP damage.
- * @default 0
- *
- * @param Mode 10 Take MP DMG
- * @desc Formula for how much MP is gained taking MP damage.
- * @default 0
- *
- * @param Mode 10 Deal MP DMG
- * @desc Formula for how much MP is gained dealing MP damage.
- * @default 0
- *
- * @param Mode 10 Heal MP DMG
- * @desc Formula for how much MP is gained healing MP damage.
- * @default 0
- *
- * @param Mode 10 Ally MP DMG
- * @desc Formula for how much MP is gained for ally MP damage.
- * @default 0
- *
- * @param Mode 10 Deal State
- * @desc Formula MP gained when user inflicts a state on a foe.
- * @default 0
- *
- * @param Mode 10 Gain State
- * @desc Formula MP gained when user gains a state from a foe.
- * @default 0
- *
- * @param Mode 10 Kill Ally
- * @desc Formula for how much MP is gained when an ally is killed.
- * @default 0
- *
- * @param Mode 10 Kill Enemy
- * @desc Formula for how much MP is gained when a foe is killed.
- * @default 0
- *
- * @param Mode 10 Win Battle
- * @desc Formula for how much MP is gained when a battle is won.
- * @default 0
- *
- * @param Mode 10 Flee Battle
- * @desc Formula for how much MP is gained when a battle is fled.
- * @default 20 * user.mmp
- *
- * @param Mode 10 Lose Battle
- * @desc Formula for how much MP is gained when a battle is lost.
- * @default 20 * user.mmp
- *
- * @param Mode 10 Crisis HP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of HP.
- * @default 0
- *
- * @param Mode 10 Crisis MP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of MP.
- * @default 0
- *
- * @param Mode 10 Only Member
- * @desc Formula for MP gained during the MP regeneration timing
- * as the only ally alive.
- * @default 0
- *
- * @param Mode 10 Evasion
- * @desc Formula for how much MP is gained when user evades an attack.
- * @default 0
- *
- * @param ---Mode 11 Settings--
- * @default
- *
- * @param Mode 11 Name
- * @desc The name used for this MP mode.
- * @default Daredevil
- *
- * @param Mode 11 Icon
- * @desc The icon used for this MP mode.
- * @default 48
- *
- * @param Mode 11 Help Line 1
- * @desc The 1st help description line used for this MP mode.
- * @default Raise MP whenever user ends a turn with low HP.
- *
- * @param Mode 11 Help Line 2
- * @desc The 2nd help description line used for this MP mode.
- * @default
- *
- * @param Mode 11 Max MP
- * @desc The formula used to determine the max MP for this mode.
- * @default user.mmp
- *
- * @param Mode 11 Preserve
- * @desc true - Carry MP from one battle to the next.
- * false - Reset the initial MP count each battle.
- * @default true
- *
- * @param Mode 11 Initial MP
- * @desc Formula for much MP is gained at the start of battle.
- * @default 0
- *
- * @param Mode 11 Regen MP
- * @desc Formula for how much MP is gained upon regeneration.
- * @default user.mmp * user.mrg
- *
- * @param Mode 11 Take HP DMG
- * @desc Formula for how much MP is gained taking HP damage.
- * @default 0
- *
- * @param Mode 11 Deal HP DMG
- * @desc Formula for how much MP is gained dealing HP damage.
- * @default 0
- *
- * @param Mode 11 Heal HP DMG
- * @desc Formula for how much MP is gained healing HP damage.
- * @default 0
- *
- * @param Mode 11 Ally HP DMG
- * @desc Formula for how much MP is gained for ally HP damage.
- * @default 0
- *
- * @param Mode 11 Take MP DMG
- * @desc Formula for how much MP is gained taking MP damage.
- * @default 0
- *
- * @param Mode 11 Deal MP DMG
- * @desc Formula for how much MP is gained dealing MP damage.
- * @default 0
- *
- * @param Mode 11 Heal MP DMG
- * @desc Formula for how much MP is gained healing MP damage.
- * @default 0
- *
- * @param Mode 11 Ally MP DMG
- * @desc Formula for how much MP is gained for ally MP damage.
- * @default 0
- *
- * @param Mode 11 Deal State
- * @desc Formula MP gained when user inflicts a state on a foe.
- * @default 0
- *
- * @param Mode 11 Gain State
- * @desc Formula MP gained when user gains a state from a foe.
- * @default 0
- *
- * @param Mode 11 Kill Ally
- * @desc Formula for how much MP is gained when an ally is killed.
- * @default 0
- *
- * @param Mode 11 Kill Enemy
- * @desc Formula for how much MP is gained when a foe is killed.
- * @default 0
- *
- * @param Mode 11 Win Battle
- * @desc Formula for how much MP is gained when a battle is won.
- * @default 0
- *
- * @param Mode 11 Flee Battle
- * @desc Formula for how much MP is gained when a battle is fled.
- * @default 0
- *
- * @param Mode 11 Lose Battle
- * @desc Formula for how much MP is gained when a battle is lost.
- * @default 0
- *
- * @param Mode 11 Crisis HP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of HP.
- * @default 16 * user.mmp
- *
- * @param Mode 11 Crisis MP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of MP.
- * @default 0
- *
- * @param Mode 11 Only Member
- * @desc Formula for MP gained during the MP regeneration timing
- * as the only ally alive.
- * @default 0
- *
- * @param Mode 11 Evasion
- * @desc Formula for how much MP is gained when user evades an attack.
- * @default 0
- *
- * @param ---Mode 12 Settings--
- * @default
- *
- * @param Mode 12 Name
- * @desc The name used for this MP mode.
- * @default Caster
- *
- * @param Mode 12 Icon
- * @desc The icon used for this MP mode.
- * @default 49
- *
- * @param Mode 12 Help Line 1
- * @desc The 1st help description line used for this MP mode.
- * @default Raise MP whenever user ends a turn with low MP.
- *
- * @param Mode 12 Help Line 2
- * @desc The 2nd help description line used for this MP mode.
- * @default
- *
- * @param Mode 12 Max MP
- * @desc The formula used to determine the max MP for this mode.
- * @default user.mmp
- *
- * @param Mode 12 Preserve
- * @desc true - Carry MP from one battle to the next.
- * false - Reset the initial MP count each battle.
- * @default true
- *
- * @param Mode 12 Initial MP
- * @desc Formula for much MP is gained at the start of battle.
- * @default 0
- *
- * @param Mode 12 Regen MP
- * @desc Formula for how much MP is gained upon regeneration.
- * @default user.mmp * user.mrg
- *
- * @param Mode 12 Take HP DMG
- * @desc Formula for how much MP is gained taking HP damage.
- * @default 0
- *
- * @param Mode 12 Deal HP DMG
- * @desc Formula for how much MP is gained dealing HP damage.
- * @default 0
- *
- * @param Mode 12 Heal HP DMG
- * @desc Formula for how much MP is gained healing HP damage.
- * @default 0
- *
- * @param Mode 12 Ally HP DMG
- * @desc Formula for how much MP is gained for ally HP damage.
- * @default 0
- *
- * @param Mode 12 Take MP DMG
- * @desc Formula for how much MP is gained taking MP damage.
- * @default 0
- *
- * @param Mode 12 Deal MP DMG
- * @desc Formula for how much MP is gained dealing MP damage.
- * @default 0
- *
- * @param Mode 12 Heal MP DMG
- * @desc Formula for how much MP is gained healing MP damage.
- * @default 0
- *
- * @param Mode 12 Ally MP DMG
- * @desc Formula for how much MP is gained for ally MP damage.
- * @default 0
- *
- * @param Mode 12 Deal State
- * @desc Formula MP gained when user inflicts a state on a foe.
- * @default 0
- *
- * @param Mode 12 Gain State
- * @desc Formula MP gained when user gains a state from a foe.
- * @default 0
- *
- * @param Mode 12 Kill Ally
- * @desc Formula for how much MP is gained when an ally is killed.
- * @default 0
- *
- * @param Mode 12 Kill Enemy
- * @desc Formula for how much MP is gained when a foe is killed.
- * @default 0
- *
- * @param Mode 12 Win Battle
- * @desc Formula for how much MP is gained when a battle is won.
- * @default 0
- *
- * @param Mode 12 Flee Battle
- * @desc Formula for how much MP is gained when a battle is fled.
- * @default 0
- *
- * @param Mode 12 Lose Battle
- * @desc Formula for how much MP is gained when a battle is lost.
- * @default 0
- *
- * @param Mode 12 Crisis HP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of HP.
- * @default 0
- *
- * @param Mode 12 Crisis MP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of MP.
- * @default 16 * user.mmp
- *
- * @param Mode 12 Only Member
- * @desc Formula for MP gained during the MP regeneration timing
- * as the only ally alive.
- * @default 0
- *
- * @param Mode 12 Evasion
- * @desc Formula for how much MP is gained when user evades an attack.
- * @default 0
- *
- * @param ---Mode 13 Settings--
- * @default
- *
- * @param Mode 13 Name
- * @desc The name used for this MP mode.
- * @default Tactician
- *
- * @param Mode 13 Icon
- * @desc The icon used for this MP mode.
- * @default 79
- *
- * @param Mode 13 Help Line 1
- * @desc The 1st help description line used for this MP mode.
- * @default Raise MP whenever user inflicts a status effect on a foe.
- *
- * @param Mode 13 Help Line 2
- * @desc The 2nd help description line used for this MP mode.
- * @default
- *
- * @param Mode 13 Max MP
- * @desc The formula used to determine the max MP for this mode.
- * @default user.mmp
- *
- * @param Mode 13 Preserve
- * @desc true - Carry MP from one battle to the next.
- * false - Reset the initial MP count each battle.
- * @default true
- *
- * @param Mode 13 Initial MP
- * @desc Formula for much MP is gained at the start of battle.
- * @default 0
- *
- * @param Mode 13 Regen MP
- * @desc Formula for how much MP is gained upon regeneration.
- * @default user.mmp * user.mrg
- *
- * @param Mode 13 Take HP DMG
- * @desc Formula for how much MP is gained taking HP damage.
- * @default 0
- *
- * @param Mode 13 Deal HP DMG
- * @desc Formula for how much MP is gained dealing HP damage.
- * @default 0
- *
- * @param Mode 13 Heal HP DMG
- * @desc Formula for how much MP is gained healing HP damage.
- * @default 0
- *
- * @param Mode 13 Ally HP DMG
- * @desc Formula for how much MP is gained for ally HP damage.
- * @default 0
- *
- * @param Mode 13 Take MP DMG
- * @desc Formula for how much MP is gained taking MP damage.
- * @default 0
- *
- * @param Mode 13 Deal MP DMG
- * @desc Formula for how much MP is gained dealing MP damage.
- * @default 0
- *
- * @param Mode 13 Heal MP DMG
- * @desc Formula for how much MP is gained healing MP damage.
- * @default 0
- *
- * @param Mode 13 Ally MP DMG
- * @desc Formula for how much MP is gained for ally MP damage.
- * @default 0
- *
- * @param Mode 13 Deal State
- * @desc Formula MP gained when user inflicts a state on a foe.
- * @default 16 * user.mmp
- *
- * @param Mode 13 Gain State
- * @desc Formula MP gained when user gains a state from a foe.
- * @default 0
- *
- * @param Mode 13 Kill Ally
- * @desc Formula for how much MP is gained when an ally is killed.
- * @default 0
- *
- * @param Mode 13 Kill Enemy
- * @desc Formula for how much MP is gained when a foe is killed.
- * @default 0
- *
- * @param Mode 13 Win Battle
- * @desc Formula for how much MP is gained when a battle is won.
- * @default 0
- *
- * @param Mode 13 Flee Battle
- * @desc Formula for how much MP is gained when a battle is fled.
- * @default 0
- *
- * @param Mode 13 Lose Battle
- * @desc Formula for how much MP is gained when a battle is lost.
- * @default 0
- *
- * @param Mode 13 Crisis HP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of HP.
- * @default 0
- *
- * @param Mode 13 Crisis MP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of MP.
- * @default 0
- *
- * @param Mode 13 Only Member
- * @desc Formula for MP gained during the MP regeneration timing
- * as the only ally alive.
- * @default 0
- *
- * @param Mode 13 Evasion
- * @desc Formula for how much MP is gained when user evades an attack.
- * @default 0
- *
- * @param ---Mode 14 Settings--
- * @default
- *
- * @param Mode 14 Name
- * @desc The name used for this MP mode.
- * @default Sufferer
- *
- * @param Mode 14 Icon
- * @desc The icon used for this MP mode.
- * @default 3
- *
- * @param Mode 14 Help Line 1
- * @desc The 1st help description line used for this MP mode.
- * @default Raise MP whenever user receives a status effect from a foe.
- *
- * @param Mode 14 Help Line 2
- * @desc The 2nd help description line used for this MP mode.
- * @default
- *
- * @param Mode 14 Max MP
- * @desc The formula used to determine the max MP for this mode.
- * @default user.mmp
- *
- * @param Mode 14 Preserve
- * @desc true - Carry MP from one battle to the next.
- * false - Reset the initial MP count each battle.
- * @default true
- *
- * @param Mode 14 Initial MP
- * @desc Formula for much MP is gained at the start of battle.
- * @default 0
- *
- * @param Mode 14 Regen MP
- * @desc Formula for how much MP is gained upon regeneration.
- * @default user.mmp * user.mrg
- *
- * @param Mode 14 Take HP DMG
- * @desc Formula for how much MP is gained taking HP damage.
- * @default 0
- *
- * @param Mode 14 Deal HP DMG
- * @desc Formula for how much MP is gained dealing HP damage.
- * @default 0
- *
- * @param Mode 14 Heal HP DMG
- * @desc Formula for how much MP is gained healing HP damage.
- * @default 0
- *
- * @param Mode 14 Ally HP DMG
- * @desc Formula for how much MP is gained for ally HP damage.
- * @default 0
- *
- * @param Mode 14 Take MP DMG
- * @desc Formula for how much MP is gained taking MP damage.
- * @default 0
- *
- * @param Mode 14 Deal MP DMG
- * @desc Formula for how much MP is gained dealing MP damage.
- * @default 0
- *
- * @param Mode 14 Heal MP DMG
- * @desc Formula for how much MP is gained healing MP damage.
- * @default 0
- *
- * @param Mode 14 Ally MP DMG
- * @desc Formula for how much MP is gained for ally MP damage.
- * @default 0
- *
- * @param Mode 14 Deal State
- * @desc Formula MP gained when user inflicts a state on a foe.
- * @default 0
- *
- * @param Mode 14 Gain State
- * @desc Formula MP gained when user gains a state from a foe.
- * @default 16 * user.mmp
- *
- * @param Mode 14 Kill Ally
- * @desc Formula for how much MP is gained when an ally is killed.
- * @default 0
- *
- * @param Mode 14 Kill Enemy
- * @desc Formula for how much MP is gained when a foe is killed.
- * @default 0
- *
- * @param Mode 14 Win Battle
- * @desc Formula for how much MP is gained when a battle is won.
- * @default 0
- *
- * @param Mode 14 Flee Battle
- * @desc Formula for how much MP is gained when a battle is fled.
- * @default 0
- *
- * @param Mode 14 Lose Battle
- * @desc Formula for how much MP is gained when a battle is lost.
- * @default 0
- *
- * @param Mode 14 Crisis HP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of HP.
- * @default 0
- *
- * @param Mode 14 Crisis MP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of MP.
- * @default 0
- *
- * @param Mode 14 Only Member
- * @desc Formula for MP gained during the MP regeneration timing
- * as the only ally alive.
- * @default 0
- *
- * @param Mode 14 Evasion
- * @desc Formula for how much MP is gained when user evades an attack.
- * @default 0
- *
- * @param ---Mode 15 Settings--
- * @default
- *
- * @param Mode 15 Name
- * @desc The name used for this MP mode.
- * @default Dancer
- *
- * @param Mode 15 Icon
- * @desc The icon used for this MP mode.
- * @default 82
- *
- * @param Mode 15 Help Line 1
- * @desc The 1st help description line used for this MP mode.
- * @default Raise MP whenever user successfully evades an attack.
- *
- * @param Mode 15 Help Line 2
- * @desc The 2nd help description line used for this MP mode.
- * @default
- *
- * @param Mode 15 Max MP
- * @desc The formula used to determine the max MP for this mode.
- * @default user.mmp
- *
- * @param Mode 15 Preserve
- * @desc true - Carry MP from one battle to the next.
- * false - Reset the initial MP count each battle.
- * @default true
- *
- * @param Mode 15 Initial MP
- * @desc Formula for much MP is gained at the start of battle.
- * @default 0
- *
- * @param Mode 15 Regen MP
- * @desc Formula for how much MP is gained upon regeneration.
- * @default user.mmp * user.mrg
- *
- * @param Mode 15 Take HP DMG
- * @desc Formula for how much MP is gained taking HP damage.
- * @default 0
- *
- * @param Mode 15 Deal HP DMG
- * @desc Formula for how much MP is gained dealing HP damage.
- * @default 0
- *
- * @param Mode 15 Heal HP DMG
- * @desc Formula for how much MP is gained healing HP damage.
- * @default 0
- *
- * @param Mode 15 Ally HP DMG
- * @desc Formula for how much MP is gained for ally HP damage.
- * @default 0
- *
- * @param Mode 15 Take MP DMG
- * @desc Formula for how much MP is gained taking MP damage.
- * @default 0
- *
- * @param Mode 15 Deal MP DMG
- * @desc Formula for how much MP is gained dealing MP damage.
- * @default 0
- *
- * @param Mode 15 Heal MP DMG
- * @desc Formula for how much MP is gained healing MP damage.
- * @default 0
- *
- * @param Mode 15 Ally MP DMG
- * @desc Formula for how much MP is gained for ally MP damage.
- * @default 0
- *
- * @param Mode 15 Deal State
- * @desc Formula MP gained when user inflicts a state on a foe.
- * @default 0
- *
- * @param Mode 15 Gain State
- * @desc Formula MP gained when user gains a state from a foe.
- * @default 0
- *
- * @param Mode 15 Kill Ally
- * @desc Formula for how much MP is gained when an ally is killed.
- * @default 0
- *
- * @param Mode 15 Kill Enemy
- * @desc Formula for how much MP is gained when a foe is killed.
- * @default 0
- *
- * @param Mode 15 Win Battle
- * @desc Formula for how much MP is gained when a battle is won.
- * @default 0
- *
- * @param Mode 15 Flee Battle
- * @desc Formula for how much MP is gained when a battle is fled.
- * @default 0
- *
- * @param Mode 15 Lose Battle
- * @desc Formula for how much MP is gained when a battle is lost.
- * @default 0
- *
- * @param Mode 15 Crisis HP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of HP.
- * @default 0
- *
- * @param Mode 15 Crisis MP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of MP.
- * @default 0
- *
- * @param Mode 15 Only Member
- * @desc Formula for MP gained during the MP regeneration timing
- * as the only ally alive.
- * @default 0
- *
- * @param Mode 15 Evasion
- * @desc Formula for how much MP is gained when user evades an attack.
- * @default 16 * user.mmp
- *
- * @param ---Mode 16 Settings--
- * @default
- *
- * @param Mode 16 Name
- * @desc The name used for this MP mode.
- * @default Loner
- *
- * @param Mode 16 Icon
- * @desc The icon used for this MP mode.
- * @default 13
- *
- * @param Mode 16 Help Line 1
- * @desc The 1st help description line used for this MP mode.
- * @default Raise MP every turn end when the user is the last
- *
- * @param Mode 16 Help Line 2
- * @desc The 2nd help description line used for this MP mode.
- * @default remaining alive member.
- *
- * @param Mode 16 Max MP
- * @desc The formula used to determine the max MP for this mode.
- * @default user.mmp
- *
- * @param Mode 16 Preserve
- * @desc true - Carry MP from one battle to the next.
- * false - Reset the initial MP count each battle.
- * @default true
- *
- * @param Mode 16 Initial MP
- * @desc Formula for much MP is gained at the start of battle.
- * @default 0
- *
- * @param Mode 16 Regen MP
- * @desc Formula for how much MP is gained upon regeneration.
- * @default user.mmp * user.mrg
- *
- * @param Mode 16 Take HP DMG
- * @desc Formula for how much MP is gained taking HP damage.
- * @default 0
- *
- * @param Mode 16 Deal HP DMG
- * @desc Formula for how much MP is gained dealing HP damage.
- * @default 0
- *
- * @param Mode 16 Heal HP DMG
- * @desc Formula for how much MP is gained healing HP damage.
- * @default 0
- *
- * @param Mode 16 Ally HP DMG
- * @desc Formula for how much MP is gained for ally HP damage.
- * @default 0
- *
- * @param Mode 16 Take MP DMG
- * @desc Formula for how much MP is gained taking MP damage.
- * @default 0
- *
- * @param Mode 16 Deal MP DMG
- * @desc Formula for how much MP is gained dealing MP damage.
- * @default 0
- *
- * @param Mode 16 Heal MP DMG
- * @desc Formula for how much MP is gained healing MP damage.
- * @default 0
- *
- * @param Mode 16 Ally MP DMG
- * @desc Formula for how much MP is gained for ally MP damage.
- * @default 0
- *
- * @param Mode 16 Deal State
- * @desc Formula MP gained when user inflicts a state on a foe.
- * @default 0
- *
- * @param Mode 16 Gain State
- * @desc Formula MP gained when user gains a state from a foe.
- * @default 0
- *
- * @param Mode 16 Kill Ally
- * @desc Formula for how much MP is gained when an ally is killed.
- * @default 0
- *
- * @param Mode 16 Kill Enemy
- * @desc Formula for how much MP is gained when a foe is killed.
- * @default 0
- *
- * @param Mode 16 Win Battle
- * @desc Formula for how much MP is gained when a battle is won.
- * @default 0
- *
- * @param Mode 16 Flee Battle
- * @desc Formula for how much MP is gained when a battle is fled.
- * @default 0
- *
- * @param Mode 16 Lose Battle
- * @desc Formula for how much MP is gained when a battle is lost.
- * @default 0
- *
- * @param Mode 16 Crisis HP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of HP.
- * @default 0
- *
- * @param Mode 16 Crisis MP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of MP.
- * @default 0
- *
- * @param Mode 16 Only Member
- * @desc Formula for MP gained during the MP regeneration timing
- * as the only ally alive.
- * @default 16 * user.mmp
- *
- * @param Mode 16 Evasion
- * @desc Formula for how much MP is gained when user evades an attack.
- * @default 0
- *
- * @param ---Mode 17 Settings--
- * @default
- *
- * @param Mode 17 Name
- * @desc The name used for this MP mode.
- * @default Undefined
- *
- * @param Mode 17 Icon
- * @desc The icon used for this MP mode.
- * @default 0
- *
- * @param Mode 17 Help Line 1
- * @desc The 1st help description line used for this MP mode.
- * @default -
- *
- * @param Mode 17 Help Line 2
- * @desc The 2nd help description line used for this MP mode.
- * @default -
- *
- * @param Mode 17 Max MP
- * @desc The formula used to determine the max MP for this mode.
- * @default user.mmp
- *
- * @param Mode 17 Preserve
- * @desc true - Carry MP from one battle to the next.
- * false - Reset the initial MP count each battle.
- * @default true
- *
- * @param Mode 17 Initial MP
- * @desc Formula for much MP is gained at the start of battle.
- * @default 0
- *
- * @param Mode 17 Regen MP
- * @desc Formula for how much MP is gained upon regeneration.
- * @default user.mmp * user.mrg
- *
- * @param Mode 17 Take HP DMG
- * @desc Formula for how much MP is gained taking HP damage.
- * @default 0
- *
- * @param Mode 17 Deal HP DMG
- * @desc Formula for how much MP is gained dealing HP damage.
- * @default 0
- *
- * @param Mode 17 Heal HP DMG
- * @desc Formula for how much MP is gained healing HP damage.
- * @default 0
- *
- * @param Mode 17 Ally HP DMG
- * @desc Formula for how much MP is gained for ally HP damage.
- * @default 0
- *
- * @param Mode 17 Take MP DMG
- * @desc Formula for how much MP is gained taking MP damage.
- * @default 0
- *
- * @param Mode 17 Deal MP DMG
- * @desc Formula for how much MP is gained dealing MP damage.
- * @default 0
- *
- * @param Mode 17 Heal MP DMG
- * @desc Formula for how much MP is gained healing MP damage.
- * @default 0
- *
- * @param Mode 17 Ally MP DMG
- * @desc Formula for how much MP is gained for ally MP damage.
- * @default 0
- *
- * @param Mode 17 Deal State
- * @desc Formula MP gained when user inflicts a state on a foe.
- * @default 0
- *
- * @param Mode 17 Gain State
- * @desc Formula MP gained when user gains a state from a foe.
- * @default 0
- *
- * @param Mode 17 Kill Ally
- * @desc Formula for how much MP is gained when an ally is killed.
- * @default 0
- *
- * @param Mode 17 Kill Enemy
- * @desc Formula for how much MP is gained when a foe is killed.
- * @default 0
- *
- * @param Mode 17 Win Battle
- * @desc Formula for how much MP is gained when a battle is won.
- * @default 0
- *
- * @param Mode 17 Flee Battle
- * @desc Formula for how much MP is gained when a battle is fled.
- * @default 0
- *
- * @param Mode 17 Lose Battle
- * @desc Formula for how much MP is gained when a battle is lost.
- * @default 0
- *
- * @param Mode 17 Crisis HP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of HP.
- * @default 0
- *
- * @param Mode 17 Crisis MP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of MP.
- * @default 0
- *
- * @param Mode 17 Only Member
- * @desc Formula for MP gained during the MP regeneration timing
- * as the only ally alive.
- * @default 0
- *
- * @param Mode 17 Evasion
- * @desc Formula for how much MP is gained when user evades an attack.
- * @default 0
- *
- * @param ---Mode 18 Settings--
- * @default
- *
- * @param Mode 18 Name
- * @desc The name used for this MP mode.
- * @default Undefined
- *
- * @param Mode 18 Icon
- * @desc The icon used for this MP mode.
- * @default 0
- *
- * @param Mode 18 Help Line 1
- * @desc The 1st help description line used for this MP mode.
- * @default -
- *
- * @param Mode 18 Help Line 2
- * @desc The 2nd help description line used for this MP mode.
- * @default -
- *
- * @param Mode 18 Max MP
- * @desc The formula used to determine the max MP for this mode.
- * @default user.mmp
- *
- * @param Mode 18 Preserve
- * @desc true - Carry MP from one battle to the next.
- * false - Reset the initial MP count each battle.
- * @default true
- *
- * @param Mode 18 Initial MP
- * @desc Formula for much MP is gained at the start of battle.
- * @default 0
- *
- * @param Mode 18 Regen MP
- * @desc Formula for how much MP is gained upon regeneration.
- * @default user.mmp * user.mrg
- *
- * @param Mode 18 Take HP DMG
- * @desc Formula for how much MP is gained taking HP damage.
- * @default 0
- *
- * @param Mode 18 Deal HP DMG
- * @desc Formula for how much MP is gained dealing HP damage.
- * @default 0
- *
- * @param Mode 18 Heal HP DMG
- * @desc Formula for how much MP is gained healing HP damage.
- * @default 0
- *
- * @param Mode 18 Ally HP DMG
- * @desc Formula for how much MP is gained for ally HP damage.
- * @default 0
- *
- * @param Mode 18 Take MP DMG
- * @desc Formula for how much MP is gained taking MP damage.
- * @default 0
- *
- * @param Mode 18 Deal MP DMG
- * @desc Formula for how much MP is gained dealing MP damage.
- * @default 0
- *
- * @param Mode 18 Heal MP DMG
- * @desc Formula for how much MP is gained healing MP damage.
- * @default 0
- *
- * @param Mode 18 Ally MP DMG
- * @desc Formula for how much MP is gained for ally MP damage.
- * @default 0
- *
- * @param Mode 18 Deal State
- * @desc Formula MP gained when user inflicts a state on a foe.
- * @default 0
- *
- * @param Mode 18 Gain State
- * @desc Formula MP gained when user gains a state from a foe.
- * @default 0
- *
- * @param Mode 18 Kill Ally
- * @desc Formula for how much MP is gained when an ally is killed.
- * @default 0
- *
- * @param Mode 18 Kill Enemy
- * @desc Formula for how much MP is gained when a foe is killed.
- * @default 0
- *
- * @param Mode 18 Win Battle
- * @desc Formula for how much MP is gained when a battle is won.
- * @default 0
- *
- * @param Mode 18 Flee Battle
- * @desc Formula for how much MP is gained when a battle is fled.
- * @default 0
- *
- * @param Mode 18 Lose Battle
- * @desc Formula for how much MP is gained when a battle is lost.
- * @default 0
- *
- * @param Mode 18 Crisis HP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of HP.
- * @default 0
- *
- * @param Mode 18 Crisis MP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of MP.
- * @default 0
- *
- * @param Mode 18 Only Member
- * @desc Formula for MP gained during the MP regeneration timing
- * as the only ally alive.
- * @default 0
- *
- * @param Mode 18 Evasion
- * @desc Formula for how much MP is gained when user evades an attack.
- * @default 0
- *
- * @param ---Mode 19 Settings--
- * @default
- *
- * @param Mode 19 Name
- * @desc The name used for this MP mode.
- * @default Undefined
- *
- * @param Mode 19 Icon
- * @desc The icon used for this MP mode.
- * @default 0
- *
- * @param Mode 19 Help Line 1
- * @desc The 1st help description line used for this MP mode.
- * @default -
- *
- * @param Mode 19 Help Line 2
- * @desc The 2nd help description line used for this MP mode.
- * @default -
- *
- * @param Mode 19 Max MP
- * @desc The formula used to determine the max MP for this mode.
- * @default user.mmp
- *
- * @param Mode 19 Preserve
- * @desc true - Carry MP from one battle to the next.
- * false - Reset the initial MP count each battle.
- * @default true
- *
- * @param Mode 19 Initial MP
- * @desc Formula for much MP is gained at the start of battle.
- * @default 0
- *
- * @param Mode 19 Regen MP
- * @desc Formula for how much MP is gained upon regeneration.
- * @default user.mmp * user.mrg
- *
- * @param Mode 19 Take HP DMG
- * @desc Formula for how much MP is gained taking HP damage.
- * @default 0
- *
- * @param Mode 19 Deal HP DMG
- * @desc Formula for how much MP is gained dealing HP damage.
- * @default 0
- *
- * @param Mode 19 Heal HP DMG
- * @desc Formula for how much MP is gained healing HP damage.
- * @default 0
- *
- * @param Mode 19 Ally HP DMG
- * @desc Formula for how much MP is gained for ally HP damage.
- * @default 0
- *
- * @param Mode 19 Take MP DMG
- * @desc Formula for how much MP is gained taking MP damage.
- * @default 0
- *
- * @param Mode 19 Deal MP DMG
- * @desc Formula for how much MP is gained dealing MP damage.
- * @default 0
- *
- * @param Mode 19 Heal MP DMG
- * @desc Formula for how much MP is gained healing MP damage.
- * @default 0
- *
- * @param Mode 19 Ally MP DMG
- * @desc Formula for how much MP is gained for ally MP damage.
- * @default 0
- *
- * @param Mode 19 Deal State
- * @desc Formula MP gained when user inflicts a state on a foe.
- * @default 0
- *
- * @param Mode 19 Gain State
- * @desc Formula MP gained when user gains a state from a foe.
- * @default 0
- *
- * @param Mode 19 Kill Ally
- * @desc Formula for how much MP is gained when an ally is killed.
- * @default 0
- *
- * @param Mode 19 Kill Enemy
- * @desc Formula for how much MP is gained when a foe is killed.
- * @default 0
- *
- * @param Mode 19 Win Battle
- * @desc Formula for how much MP is gained when a battle is won.
- * @default 0
- *
- * @param Mode 19 Flee Battle
- * @desc Formula for how much MP is gained when a battle is fled.
- * @default 0
- *
- * @param Mode 19 Lose Battle
- * @desc Formula for how much MP is gained when a battle is lost.
- * @default 0
- *
- * @param Mode 19 Crisis HP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of HP.
- * @default 0
- *
- * @param Mode 19 Crisis MP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of MP.
- * @default 0
- *
- * @param Mode 19 Only Member
- * @desc Formula for MP gained during the MP regeneration timing
- * as the only ally alive.
- * @default 0
- *
- * @param Mode 19 Evasion
- * @desc Formula for how much MP is gained when user evades an attack.
- * @default 0
- *
- * @param ---Mode 20 Settings--
- * @default
- *
- * @param Mode 20 Name
- * @desc The name used for this MP mode.
- * @default Undefined
- *
- * @param Mode 20 Icon
- * @desc The icon used for this MP mode.
- * @default 0
- *
- * @param Mode 20 Help Line 1
- * @desc The 1st help description line used for this MP mode.
- * @default -
- *
- * @param Mode 20 Help Line 2
- * @desc The 2nd help description line used for this MP mode.
- * @default -
- *
- * @param Mode 20 Max MP
- * @desc The formula used to determine the max MP for this mode.
- * @default user.mmp
- *
- * @param Mode 20 Preserve
- * @desc true - Carry MP from one battle to the next.
- * false - Reset the initial MP count each battle.
- * @default true
- *
- * @param Mode 20 Initial MP
- * @desc Formula for much MP is gained at the start of battle.
- * @default 0
- *
- * @param Mode 20 Regen MP
- * @desc Formula for how much MP is gained upon regeneration.
- * @default user.mmp * user.mrg
- *
- * @param Mode 20 Take HP DMG
- * @desc Formula for how much MP is gained taking HP damage.
- * @default 0
- *
- * @param Mode 20 Deal HP DMG
- * @desc Formula for how much MP is gained dealing HP damage.
- * @default 0
- *
- * @param Mode 20 Heal HP DMG
- * @desc Formula for how much MP is gained healing HP damage.
- * @default 0
- *
- * @param Mode 20 Ally HP DMG
- * @desc Formula for how much MP is gained for ally HP damage.
- * @default 0
- *
- * @param Mode 20 Take MP DMG
- * @desc Formula for how much MP is gained taking MP damage.
- * @default 0
- *
- * @param Mode 20 Deal MP DMG
- * @desc Formula for how much MP is gained dealing MP damage.
- * @default 0
- *
- * @param Mode 20 Heal MP DMG
- * @desc Formula for how much MP is gained healing MP damage.
- * @default 0
- *
- * @param Mode 20 Ally MP DMG
- * @desc Formula for how much MP is gained for ally MP damage.
- * @default 0
- *
- * @param Mode 20 Deal State
- * @desc Formula MP gained when user inflicts a state on a foe.
- * @default 0
- *
- * @param Mode 20 Gain State
- * @desc Formula MP gained when user gains a state from a foe.
- * @default 0
- *
- * @param Mode 20 Kill Ally
- * @desc Formula for how much MP is gained when an ally is killed.
- * @default 0
- *
- * @param Mode 20 Kill Enemy
- * @desc Formula for how much MP is gained when a foe is killed.
- * @default 0
- *
- * @param Mode 20 Win Battle
- * @desc Formula for how much MP is gained when a battle is won.
- * @default 0
- *
- * @param Mode 20 Flee Battle
- * @desc Formula for how much MP is gained when a battle is fled.
- * @default 0
- *
- * @param Mode 20 Lose Battle
- * @desc Formula for how much MP is gained when a battle is lost.
- * @default 0
- *
- * @param Mode 20 Crisis HP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of HP.
- * @default 0
- *
- * @param Mode 20 Crisis MP
- * @desc Formula for MP gained during the MP regeneration timing
- * with crisis amounts of MP.
- * @default 0
- *
- * @param Mode 20 Only Member
- * @desc Formula for MP gained during the MP regeneration timing
- * as the only ally alive.
- * @default 0
- *
- * @param Mode 20 Evasion
- * @desc Formula for how much MP is gained when user evades an attack.
- * @default 0
- *
- * @help
- * ============================================================================
- * Introduction
- * ============================================================================
- * A message from Zarsla:
- * This is litteraly a re-copy of Enhanced TP Mode by Yanfly
- * I just change all the TP stuff to MP and that's it. No you don't have to credit me,
- * just remember to credit Yanfly.
- *
- * Also place this plugin in the same area, that Enchaned TP is in if you have it.
- * If not check Yanfly.Moe and place this plugin where Enchanced TP would be.
- *==============================================================================
- * The MP system in RPG Maker MV is rather limiting. A lot of the MP system is
- * hardcoded in giving RPG Maker MV users very little control over how much MP
- * gain a battler can receive from particular actions and situations. This
- * plugin gives you the ability to adjust how much MP battlers will acquire
- * various actions, different MP modes, and letting players selecting and pick
- * what MP mode they want for each actor.
- *
- * ============================================================================
- * Instructions - MP Mode Parameters
- * ============================================================================
- *
- * MP Modes are given to your actors for them to decide how they want to gain
- * MP over the course of battle. You can decide the rulings for each MP Mode.
- *
- * Here is an overview of what each MP Mode Parameter does:
- *
- * Name
- * - This is the name of the MP Mode. This is what appears in the MP Mode
- * selection menu in the Skill Menu (if you have it enabled).
- *
- * Icon
- * - This is the icon used for the MP Mode in the MP Mode selection menu in
- * the Skill Menu (if you have it enabled).
- *
- * Help Line 1
- * Help Line 2
- * - This is the help description used for the MP Mode in the MP Mode
- * selection menu in the Skill Menu (if you have it enabled).
- *
- * Preserve
- * - If set to true, then the user carries any earned MP from on battle to
- * the next battle. If set to false, the at the start and each of each battle
- * the user's MP value is cleared.
- *
- * Initial MP
- * - This is the formula to determine how much MP is gained at the start of
- * battle. Previously, this was reserved for non-preserved MP values. Now, it
- * can be used regardless.
- *
- * Regen MP
- * - This is how much MP is regenerated during the regeneration phase for the
- * user. Typically, the regeneration phase occurs at the end of each turn.
- *
- * Take HP DMG
- * - This is how much MP is generated from the user taking HP damage. The
- * amount of damage taken can be retrieved from the 'value' variable.
- *
- * Deal HP DMG
- * - This is how much MP is generated from the user dealing HP damage. The
- * amount of damage taken can be retrieved from the 'value' variable.
- *
- * Heal HP DMG
- * - This is how much MP is generated from the user healing HP damage. The
- * amount of damage taken can be retrieved from the 'value' variable.
- *
- * Ally HP DMG
- * - This is how much MP is generated from an ally taking HP damage. The
- * amount of damage taken can be retrieved from the 'value' variable.
- *
- * Take MP DMG
- * - This is how much MP is generated from the user taking MP damage. The
- * amount of damage taken can be retrieved from the 'value' variable.
- *
- * Deal MP DMG
- * - This is how much MP is generated from the user dealing MP damage. The
- * amount of damage taken can be retrieved from the 'value' variable.
- *
- * Heal MP DMG
- * - This is how much MP is generated from the user healing MP damage. The
- * amount of damage taken can be retrieved from the 'value' variable.
- *
- * Ally MP DMG
- * - This is how much MP is generated from an ally taking MP damage. The
- * amount of damage taken can be retrieved from the 'value' variable.
- *
- * Deal State
- * - This is how much MP is generated from the user issuing a state on a foe.
- * If the user and target are on the same team, ignore this.
- *
- * Gain State
- * - This is how much MP is generated from the user gaining a state from a
- * foe. If the user and origin are on the same team, ignore this.
- *
- * Kill Ally
- * - This is how much MP is generated if an allied member dies. It does not
- * matter who the killer is.
- *
- * Kill Enemy
- * - This is how much MP is generated if an enemy member dies. It does not
- * matter who the killer is.
- *
- * Win Battle
- * - This is how much MP is generated from the player winning a battle.
- *
- * Flee Battle
- * - This is how much MP is generated from the player escaping a battle.
- *
- * Lose Battle
- * - This is how much MP is generated from the player losing a battle.
- *
- * Crisis HP
- * - This is how much MP is generated during the Regen MP timing if the user
- * is in a critical HP state.
- *
- * Crisis MP
- * - This is how much MP is generated during the Regen MP timing if the user
- * is in a critical MP state.
- *
- * Only Member
- * - This is how much MP is generated during the Regen MP timing if the user
- * is the only alive member left.
- *
- * Evasion
- * - This is how much MP is generated whenever the user manages to evade an
- * action performed by another battler.
- *
- * ============================================================================
- * Notetags
- * ============================================================================
- *
- * You can use the following notetags to adjust the various settings for MP.
- *
- * Actor and Enemy Notetags:
- *
- * <MP Mode: x>
- * This will set the actor's default MP mode to x. If this notetag isn't used
- * then the actor will default to the mode within the plugin's parameters.
- *
- * <Unlock MP Mode: x>
- * <Unlock MP Mode: x, x, x>
- * <Unlock MP Mode: x to y>
- * This unlocks what MP modes the actor can use by default. This tag will add
- * upon the default unlocks already preset in the plugin's parameters.
- *
- * Skill and Item Notetags:
- *
- * <Unlock MP Mode: x>
- * <Unlock MP Mode: x, x, x>
- * <Unlock MP Mode: x to y>
- * This will cause the target to unlock MP mode x (to y). This will make the
- * MP mode available in the MP menu.
- *
- * Skill Notetags:
- *
- * <Learn Unlock MP Mode: x>
- * <Learn Unlock MP Mode: x, x, x>
- * <Learn Unlock MP Mode: x to y>
- * When this skill is learned, unlock MP mode x (to y) in the process of also
- * learning it. This will make the MP mode available in the MP menu.
- *
- * ============================================================================
- * Plugin Commands
- * ============================================================================
- *
- * You can use the following Plugin Commands to alter Enhanced MP.
- *
- * Plugin Command:
- *
- * ShowMpMode
- * HideMpMode
- * This will show/hide the MP Mode from the Skill Menu.
- *
- * EnableMpMode
- * DisableMpMode
- * This will enable/disable the MP Mode in the Skill Menu.
- *
- * ChangeMpMode Actor 1 to 5
- * This will change the MP mode of Actor 1 to MP Mode 5.
- *
- * ChangeMpMode Party 2 to 6
- * This will change the MP mode of Party Member 2 to MP Mode 6.
- *
- * UnlockMpMode Actor 3 Mode 7
- * This will make Actor 3 unlock MP Mode 7.
- *
- * UnlockMpMode Party 4 Mode 8
- * This will make Party Member 4 unlock MP Mode 8.
- *
- * RemoveMpMode Actor 1 Mode 9
- * This will make Actor 1 remove MP Mode 9.
- *
- * RemoveMpMode Party 2 Mode 10
- * This will make Party Member 2 remove MP Mode 10.
- *
- * UnlockAllMpModes Actor 1
- * This will make Actor 1 unlock all MP modes.
- *
- * UnlockAllMpModes Party 2
- * This will make Party member 2 unlock all MP modes.
- *
- * RemoveAllMpModes Actor 1
- * This will make Actor 1 remove all MP modes.
- *
- * RemoveAllMpModes Party 2
- * This will make Party member 2 remove all MP modes.
- *
- * ============================================================================
- * Lunatic Mode - New JavaScript Functions
- * ============================================================================
- *
- * For those experienced with JavaScript, you can use these new functions to
- * call upon and change various aspects related to MP Modes.
- *
- * battler.mpMode()
- * This will return the current MP mode the battler is using.
- *
- * battler.mpModeId()
- * This will return the current MP mode's ID the battler is using.
- *
- * battler.setMpMode(x)
- * This will set the battler's MP mode to x.
- *
- * battler.unlockMpMode(x)
- * This will unlock MP Mode x for the battler.
- *
- * battler.removeMpMode(x)
- * This will remove MP Mode x for the battler unless the battler is currently
- * using MP Mode x.
- *
- * battler.unlockAllMpModes()
- * This will unlock all MP Modes for the battler.
- *
- * battler.removeAllMpModes()
- * This will remove all MP Modes for the battler except for the MP Mode that
- * the battler is currently using.
- *
- * ============================================================================
- * Changelog
- * ============================================================================
- *
- * Version 1.00:
- * - Lunatic Mode fail safes added.
- *
- * Version 1.05:
- * - Added 'Dead MP Gain' plugin parameter. Enabling this will allow dead
- * actors to gain MP from MP modes while in battle. Disabling this will prevent
- * dead actors from doing so.
- *
- * Version 1.04:
- * - Calculations for MP Gauge increasing for HP and MP values are now
- * calculated based on the actual HP and MP damage taken as per the results
- * rather than based off of the raw incoming value (in the event that raw value
- * gets modified as per the effects of other plugins).
- *
- * Version 1.03:
- * - Fixed the plugin commands that pertain to party members to prevent them
- * from crashing the game.
- *
- * Version 1.02a:
- * - Updated for RPG Maker MV version 1.1.0.
- * - Fixed a documentation issue. <MP Mode: x> can work with enemies.
- *
- * Version 1.01a:
- * - Fixed a bug with some notetags not working properly.
- * - Fixed a bug with 'EnableMpMode' plugin command not working properly.
- *
- * Version 1.00:
- * - Finished Plugin!
- */
- //=============================================================================
- //=============================================================================
- // Parameter Variables
- //=============================================================================
- Yanfly.Parameters = PluginManager.parameters('YEP_EnhancedMP');
- Yanfly.Param = Yanfly.Param || {};
- Yanfly.Param.EMPCmdName = String(Yanfly.Parameters['Command Name']);
- Yanfly.Param.EMPShowCmd = eval(String(Yanfly.Parameters['Show Command']));
- Yanfly.Param.EMPEnableCmd = eval(String(Yanfly.Parameters['Enable Command']));
- Yanfly.Param.EMPChangeReset = eval(String(Yanfly.Parameters['Change Reset']));
- Yanfly.Param.EMPEquipColor = Number(Yanfly.Parameters['Equipped Color']);
- Yanfly.Param.EMPDefaultModeActor = Number(Yanfly.Parameters['Default Actor Mode']);
- Yanfly.Param.EMPDefaultModeEnemy = Number(Yanfly.Parameters['Default Enemy Mode']);
- Yanfly.Param.EMPDefaultMode = Number(Yanfly.Parameters['Default Mode']);
- Yanfly.Param.EMPUnlocks = String(Yanfly.Parameters['Default Unlocks']);
- Yanfly.Param.EMPUnlocks = Yanfly.Param.EMPUnlocks.split(' ');
- if (Yanfly.Param.EMPUnlocks === '') Yanfly.Param.EMPUnlocks = [];
- for (Yanfly.i = 0; Yanfly.i < Yanfly.Param.EMPUnlocks.length; ++Yanfly.i) {
- Yanfly.Param.EMPUnlocks[Yanfly.i] =
- parseInt(Yanfly.Param.EMPUnlocks[Yanfly.i]);
- };
- Yanfly.Param.EMPCrisisHP = Number(Yanfly.Parameters['Crisis HP']);
- Yanfly.Param.EMPCrisisMP = Number(Yanfly.Parameters['Crisis MP']);
- Yanfly.Param.EMPDeadTpGain = eval(String(Yanfly.Parameters['Dead MP Gain']));
- Yanfly.Param.EMPMax = 20;
- var $dataMpModes = [null];
- for (Yanfly.i = 1; Yanfly.i < Yanfly.Param.EMPMax + 1; ++Yanfly.i) {
- $dataMpModes[Yanfly.i] = {
- id: Yanfly.i,
- name: String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Name']),
- iconIndex: Number(Yanfly.Parameters['Mode ' + Yanfly.i + ' Icon']),
- description:
- String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Help Line 1']) + '\n' +
- String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Help Line 2']),
- maxMp: String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Max MP']),
- preserve: eval(String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Preserve'])),
- initialTp: String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Initial MP']),
- regenTp: String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Regen MP']),
- takeHpDmg: String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Take HP DMG']),
- dealHpDmg: String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Deal HP DMG']),
- healHpDmg: String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Heal HP DMG']),
- allyHpDmg: String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Ally HP DMG']),
- takeMpDmg: String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Take MP DMG']),
- dealMpDmg: String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Deal MP DMG']),
- healMpDmg: String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Heal MP DMG']),
- allyMpDmg: String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Ally MP DMG']),
- allyMpDmg: String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Ally MP DMG']),
- dealState: String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Deal State']),
- gainState: String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Gain State']),
- killAlly: String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Kill Ally']),
- killEnemy: String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Kill Enemy']),
- winBattle: String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Win Battle']),
- fleeBattle: String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Flee Battle']),
- loseBattle: String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Lose Battle']),
- crisisHp: String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Crisis HP']),
- crisisMp: String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Crisis MP']),
- onlyMember: String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Only Member']),
- evasion: String(Yanfly.Parameters['Mode ' + Yanfly.i + ' Evasion'])
- }
- };
- //=============================================================================
- // DataManager
- //=============================================================================
- Yanfly.EMP.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
- DataManager.isDatabaseLoaded = function() {
- if (!Yanfly.EMP.DataManager_isDatabaseLoaded.call(this)) return false;
- if (!Yanfly._loaded_YEP_EnhancedMP) {
- this.processEMPNotetags1($dataActors);
- this.processEMPNotetags1($dataEnemies);
- this.processEMPNotetags2($dataSkills);
- this.processEMPNotetags2($dataItems);
- this.processEMPNotetags3($dataSkills);
- Yanfly._loaded_YEP_EnhancedMP = true;
- }
- return true;
- };
- DataManager.processEMPNotetags1 = function(group) {
- var noteU1 = /<(?:UNLOCK MP MODE):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
- var noteU2 = /<(?:UNLOCK MP MODE):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
- for (var n = 1; n < group.length; n++) {
- var obj = group[n];
- var notedata = obj.note.split(/[\r\n]+/);
- obj.mpMode = Yanfly.Param.EMPDefaultMode;
- obj.unlockedMpModes = [obj.mpMode];
- obj.unlockedMpModes = obj.unlockedMpModes.concat(Yanfly.Param.EMPUnlocks);
- for (var i = 0; i < notedata.length; i++) {
- var line = notedata[i];
- if (line.match(/<(?:MP MODE):[ ](\d+)>/i)) {
- obj.mpMode = parseInt(RegExp.$1);
- } else if (line.match(noteU1)) {
- var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
- obj.unlockedMpModes = obj.unlockedMpModes.concat(array);
- } else if (line.match(noteU2)) {
- var range = Yanfly.Util.getRange(parseInt(RegExp.$1),
- parseInt(RegExp.$2));
- obj.unlockedMpModes = obj.unlockedMpModes.concat(range);
- }
- }
- }
- };
- DataManager.processEMPNotetags2 = function(group) {
- var noteU1 = /<(?:UNLOCK MP MODE):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
- var noteU2 = /<(?:UNLOCK MP MODE):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
- for (var n = 1; n < group.length; n++) {
- var obj = group[n];
- var notedata = obj.note.split(/[\r\n]+/);
- obj.unlockedMpModes = [];
- for (var i = 0; i < notedata.length; i++) {
- var line = notedata[i];
- if (line.match(noteU1)) {
- var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
- obj.unlockedMpModes = obj.unlockedMpModes.concat(array);
- } else if (line.match(noteU2)) {
- var range = Yanfly.Util.getRange(parseInt(RegExp.$1),
- parseInt(RegExp.$2));
- obj.unlockedMpModes = obj.unlockedMpModes.concat(range);
- }
- }
- }
- };
- DataManager.processEMPNotetags3 = function(group) {
- var noteU1 = /<(?:LEARN UNLOCK MP MODE):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
- var noteU2 = /<(?:LEARN UNLOCK MP MODE):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
- for (var n = 1; n < group.length; n++) {
- var obj = group[n];
- var notedata = obj.note.split(/[\r\n]+/);
- obj.learnUnlockedMpModes = [];
- for (var i = 0; i < notedata.length; i++) {
- var line = notedata[i];
- if (line.match(noteU1)) {
- var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
- obj.learnUnlockedMpModes = obj.learnUnlockedMpModes.concat(array);
- } else if (line.match(noteU2)) {
- var range = Yanfly.Util.getRange(parseInt(RegExp.$1),
- parseInt(RegExp.$2));
- obj.learnUnlockedMpModes = obj.learnUnlockedMpModes.concat(range);
- }
- }
- }
- };
- //=============================================================================
- // BattleManager
- //=============================================================================
- Yanfly.EMP.BattleManager_endBattle = BattleManager.endBattle;
- BattleManager.endBattle = function(result) {
- if (result === 0) {
- $gameParty.allMembersGainTp('winBattle');
- } else if (result === 1) {
- $gameParty.allMembersGainTp('fleeBattle');
- } else if (result === 2) {
- $gameParty.allMembersGainTp('loseBattle');
- }
- Yanfly.EMP.BattleManager_endBattle.call(this, result);
- };
- //=============================================================================
- // Game_System
- //=============================================================================
- Yanfly.EMP.Game_System_initialize = Game_System.prototype.initialize;
- Game_System.prototype.initialize = function() {
- Yanfly.EMP.Game_System_initialize.call(this);
- this.initEMPSettings();
- };
- Game_System.prototype.initEMPSettings = function() {
- this._showMpMode = Yanfly.Param.EMPShowCmd;
- this._enableMpMode = Yanfly.Param.EMPEnableCmd;
- };
- Game_System.prototype.isShowMpMode = function() {
- if (this._showMpMode === undefined) this.initEMPSettings();
- return this._showMpMode;
- };
- Game_System.prototype.setShowMpMode = function(value) {
- if (this._showMpMode === undefined) this.initEMPSettings();
- this._showMpMode = value;
- };
- Game_System.prototype.isEnableMpMode = function() {
- if (this._enableMpMode === undefined) this.initEMPSettings();
- return this._enableMpMode;
- };
- Game_System.prototype.setEnableMpMode = function(value) {
- if (this._enableMpMode === undefined) this.initEMPSettings();
- this._enableMpMode = value;
- };
- //=============================================================================
- // Game_BattlerBase
- //=============================================================================
- Yanfly.EMP.Game_BattlerBase_refresh = Game_BattlerBase.prototype.refresh;
- Game_BattlerBase.prototype.refresh = function() {
- this._maxMpCache = undefined;
- Yanfly.EMP.Game_BattlerBase_refresh.call(this);
- };
- Game_BattlerBase.prototype.initMpMode = function() {
- if(this.isActor() && !(Yanfly.Param.EMPDefaultModeActor == "")){
- this._mpMode = Yanfly.Param.EMPDefaultMode;
- }else if(this.isEnemy() && !(Yanfly.Param.EMPDefaultModeEnemy == "")){
- this._mpMode = Yanfly.Param.EMPDefaultMode;
- }else {
- this._mpMode = Yanfly.Param.EMPDefaultMode;
- }
- this._unlockedMpModes = [];
- if (this.isActor()) {
- this._mpMode = this.actor().mpMode;
- this._unlockedMpModes = this.actor().unlockedMpModes.slice();
- } else if (this.isEnemy()) {
- this._mpMode = this.enemy().mpMode;
- this._unlockedMpModes = this.enemy().unlockedMpModes.slice();
- }
- this._unlockedMpModes = this._unlockedMpModes.filter(Yanfly.Util.onlyUnique);
- this._unlockedMpModes.sort(function(a, b) { return a - b; });
- };
- Game_BattlerBase.prototype.mpMode = function() {
- if (!this._mpMode) this.initMpMode();
- return $dataMpModes[this._mpMode];
- };
- Game_BattlerBase.prototype.mpModeId = function() {
- if (!this._mpMode) this.initMpMode();
- return this._mpMode;
- };
- Game_BattlerBase.prototype.setMpMode = function(value) {
- if (!this._mpMode) this.initMpMode();
- if ($dataMpModes.contains(value)) value = value.id;
- this.configureNewMpMode(value);
- if (this._unlockedMpModes.contains(value)) return;
- this._unlockedMpModes.push(value);
- this._unlockedMpModes.sort(function(a, b) { return a - b; });
- };
- Game_BattlerBase.prototype.configureNewMpMode = function(mpModeId) {
- this._mpMode = mpModeId;
- if (Yanfly.Param.EMPChangeReset) this._mp = 0;
- this.refresh();
- this._mp = this._mp.clamp(0, this.mmp);
- };
- Game_BattlerBase.prototype.mpRate = function() {
- return this.mp / this.mmp;
- };
- Game_BattlerBase.prototype.unlockMpMode = function(mpModeId) {
- if (!this._unlockedMpModes) this.initMpMode();
- this._unlockedMpModes.push(mpModeId);
- this._unlockedMpModes = this._unlockedMpModes.filter(Yanfly.Util.onlyUnique);
- this._unlockedMpModes.sort(function(a, b) { return a - b; });
- this.refresh();
- };
- Game_BattlerBase.prototype.removeMpMode = function(mpModeId) {
- if (this.mpMode() && this.mpMode().id === mpModeId) return;
- var index = this._unlockedMpModes.indexOf(mpModeId);
- if (index >= 0) this._unlockedMpModes.splice(index, 1);
- this.refresh();
- };
- Game_BattlerBase.prototype.forgetMpMode = function(mpModeId) {
- this.removeMpMode(mpModeId);
- };
- Game_BattlerBase.prototype.unlockAllMpModes = function() {
- var length = $dataMpModes.length;
- for (var i = 0; i < length; ++i) {
- var mpMode = $dataMpModes[i];
- if (mpMode) this.unlockMpMode(mpMode.id);
- }
- };
- Game_BattlerBase.prototype.removeAllMpModes = function() {
- var length = $dataMpModes.length;
- for (var i = 0; i < length; ++i) {
- var mpMode = $dataMpModes[i];
- if (!mpMode) continue;
- if (this.mpMode() === mpMode) continue;
- this.removeMpMode(mpMode.id);
- }
- };
- Game_BattlerBase.prototype.unlockedMpModes = function() {
- if (!this._unlockedMpModes) this.initMpMode();
- var arr = [];
- var length = this._unlockedMpModes.length;
- for (var i = 0; i < length; ++i) {
- var modeId = this._unlockedMpModes[i];
- if (!$dataMpModes[modeId]) continue;
- if ($dataMpModes[modeId].name === '') continue;
- if ($dataMpModes[modeId].name.toUpperCase() === 'UNDEFINED') continue;
- arr.push($dataMpModes[modeId]);
- }
- return arr;
- };
- Game_BattlerBase.prototype.getTpEval = function(evalMode, user, target, value) {
- var value = value || 0;
- var a = this;
- var target = target || this;
- var attacker = target || this;
- var subject = this;
- var s = $gameSwitches._data;
- var v = $gameVariables._data;
- var formula = this.mpMode()[evalMode];
- try {
- var mpGain = eval(formula);
- } catch (e) {
- var mpGain = 0;
- Yanfly.Util.displayError(e, formula, 'CUSTOM MP MODE GAIN FORMUAL ERROR');
- }
- return Math.floor(parseInt(mpGain));
- };
- Yanfly.EMP.Game_BattlerBase_maxMp = Game_BattlerBase.prototype.maxMp;
- Game_BattlerBase.prototype.maxMp = function() {
- if (this._maxMpCache !== undefined) return this._maxMpCache;
- if (!this.mpMode()) {
- this._maxMpCache = Yanfly.EMP.Game_BattlerBase_maxMp.call(this);
- return this._maxMpCache;
- }
- var a = this;
- var user = this;
- var target = this;
- var subject = this;
- var s = $gameSwitches._data;
- var v = $gameVariables._data;
- this._maxMpCache = this.getTpEval('maxMp', this, this, 0);
- return this._maxMpCache;
- };
- Yanfly.EMP.Game_BattlerBase_isPreserveMp =
- Game_BattlerBase.prototype.isPreserveMp;
- Game_BattlerBase.prototype.isPreserveMp = function() {
- if (this.mpMode()) return this.mpMode().preserve;
- return Yanfly.EMP.Game_BattlerBase_isPreserveMp.call(this);
- };
- //=============================================================================
- // Game_Battler
- //=============================================================================
- Yanfly.EMP.Game_Battler_initMp = Game_Battler.prototype.initMp;
- Game_Battler.prototype.initMp = function() {
- if (this.mpMode()) {
- this.setMp(0);
- } else {
- Yanfly.EMP.Game_Battler_initMp.call(this);
- }
- };
- Yanfly.EMP.Game_Battler_onBattleStart = Game_Battler.prototype.onBattleStart;
- Game_Battler.prototype.onBattleStart = function() {
- Yanfly.EMP.Game_Battler_onBattleStart.call(this);
- if (this.mpMode()) this.gainBattleStartMp();
- };
- Yanfly.EMP.Game_Battler_onBattleEnd = Game_Battler.prototype.onBattleEnd;
- Game_Battler.prototype.onBattleEnd = function() {
- Yanfly.EMP.Game_Battler_onBattleEnd.call(this);
- if (this.isPreserveMp()) return;
- this.clearTp();
- };
- Game_Battler.prototype.gainMpmodeMp = function(value) {
- if (this.canGainMpModeTp()) this.gainMp(value);
- };
- Game_Battler.prototype.canGainMpModeTp = function() {
- if (!Yanfly.Param.EMPDeadTpGain) {
- if (this.isDead()) return false;
- }
- return true;
- };
- Game_Battler.prototype.gainBattleStartMp = function() {
- var value = this.getTpEval('initialTp', this, this, 0);
- this.gainMpmodeMp(value);
- };
- Yanfly.EMP.Game_Battler_regenerateTp = Game_Battler.prototype.regenerateTp;
- Game_Battler.prototype.regenerateTp = function() {
- if (this.mpMode()) {
- this.regularRegenTp();
- this.crisisRegenTp();
- this.onlyMemberRegenTp();
- } else {
- Yanfly.EMP.Game_Battler_regenerateTp.call(this);
- }
- };
- Game_Battler.prototype.regularRegenTp = function() {
- var value = this.getTpEval('regenTp', this, this, 0);
- this.gainMpmodeMp(value);
- };
- Game_Battler.prototype.crisisRegenTp = function() {
- if (this.hpRate() <= Yanfly.Param.EMPCrisisHP) {
- var value = this.getTpEval('crisisHp', this, this, 0);
- this.gainMpmodeMp(value);
- }
- if (this.mpRate() <= Yanfly.Param.EMPCrisisMP) {
- var value = this.getTpEval('crisisMp', this, this, 0);
- this.gainMpmodeMp(value);
- }
- };
- Game_Battler.prototype.onlyMemberRegenTp = function() {
- if (this.isDead()) return;
- if (this.friendsUnit().aliveMembers().length > 1) return;
- var value = this.getTpEval('onlyMember', this, this, 0);
- this.gainMpmodeMp(value);
- };
- Yanfly.EMP.Game_Battler_chargeTpByDamage =
- Game_Battler.prototype.chargeTpByDamage;
- Game_Battler.prototype.chargeTpByDamage = function(damageRate) {
- if (!this.mpMode()) {
- Yanfly.EMP.Game_Battler_chargeTpByDamage.call(this, damageRate);
- }
- };
- Game_Battler.prototype.chargeTpByDamageType = function(target, damage, type) {
- if (!this.mpMode()) return
- var value = this.getTpEval(type, this, target, damage);
- this.gainMpmodeMp(value);
- };
- Yanfly.EMP.Game_Battler_addState = Game_Battler.prototype.addState;
- Game_Battler.prototype.addState = function(stateId) {
- if ($gameParty.inBattle() && this.mpMode()) {
- var deathState = (stateId === this.deathStateId());
- var lifeState = this.isAlive();
- var affected = this.isStateAffected(stateId);
- }
- Yanfly.EMP.Game_Battler_addState.call(this, stateId);
- if ($gameParty.inBattle() && this.mpMode()) {
- var landed = this.isStateAffected(stateId);
- if (!deathState && !affected && landed) this.chargeTpByAddState();
- if (deathState && lifeState !== this.isAlive()) this.chargeTpByDeath();
- }
- };
- Game_Battler.prototype.chargeTpByAddState = function() {
- var user = BattleManager._subject;
- var target = this;
- if (user && target && user.isActor() && target.isActor()) return;
- if (user && target && user.isEnemy() && target.isEnemy()) return;
- if (user) {
- var value = user.getTpEval('dealState', user, this, 0);
- user.gainMpmodeMp(value);
- }
- var value = this.getTpEval('gainState', this, user, 0);
- this.gainMpmodeMp(value);
- };
- Game_Battler.prototype.chargeTpByDeath = function() {
- var length = this.friendsUnit().members().length;
- for (var i = 0; i < length; ++i) {
- var ally = this.friendsUnit().members()[i];
- if (!ally) continue;
- if (ally === this) continue;
- var value = ally.getTpEval('killAlly', ally, this, 0);
- ally.gainMpmodeMp(value);
- }
- var length = this.opponentsUnit().members().length;
- for (var i = 0; i < length; ++i) {
- var foe = this.opponentsUnit().members()[i];
- if (!foe) continue;
- var value = foe.getTpEval('killEnemy', foe, this, 0);
- foe.gainMpmodeMp(value);
- }
- };
- //=============================================================================
- // Game_Actor
- //=============================================================================
- Yanfly.EMP.Game_Actor_setup = Game_Actor.prototype.setup;
- Game_Actor.prototype.setup = function(actorId) {
- Yanfly.EMP.Game_Actor_setup.call(this, actorId);
- this.initMpMode();
- };
- Yanfly.EMP.Game_Actor_learnSkill = Game_Actor.prototype.learnSkill;
- Game_Actor.prototype.learnSkill = function(skillId) {
- Yanfly.EMP.Game_Actor_learnSkill.call(this, skillId);
- var skill = $dataSkills[skillId];
- if (skill) this.learnSkillMpMode(skill);
- };
- Game_Actor.prototype.learnSkillMpMode = function(skill) {
- var length = skill.learnUnlockedMpModes.length;
- for (var i = 0; i < length; ++i) {
- var mpMode = skill.learnUnlockedMpModes[mpMode]
- if ($dataMpModes[mpMode]) this.unlockMpMode(mpMode);
- }
- };
- //=============================================================================
- // Game_Enemy
- //=============================================================================
- Yanfly.EMP.Game_Enemy_setup = Game_Enemy.prototype.setup;
- Game_Enemy.prototype.setup = function(enemyId, x, y) {
- Yanfly.EMP.Game_Enemy_setup.call(this, enemyId, x, y);
- this.initMpMode();
- };
- //=============================================================================
- // Game_Party
- //=============================================================================
- Game_Party.prototype.allMembersGainTp = function(type) {
- var length = this.members().length;
- for (var i = 0; i < length; ++i) {
- var member = this.members()[i];
- if (member) {
- var value = member.getTpEval(type, member, member, 0);
- member.gainMpmodeMp(value);
- }
- }
- };
- //=============================================================================
- // Game_Action
- //=============================================================================
- Yanfly.EMP.Game_Action_apply = Game_Action.prototype.apply;
- Game_Action.prototype.apply = function(target) {
- Yanfly.EMP.Game_Action_apply.call(this, target);
- if (!target) return;
- var result = target.result();
- if (!result) return;
- if (!target.mpMode()) return;
- if (result.missed || result.evaded) {
- var value = target.getTpEval('evasion', this.subject(), target, 0);
- target.gainMpmodeMp(value);
- }
- };
- Yanfly.EMP.Game_Action_executeHpDamage = Game_Action.prototype.executeHpDamage;
- Game_Action.prototype.executeHpDamage = function(target, value) {
- Yanfly.EMP.Game_Action_executeHpDamage.call(this, target, value);
- var user = this.subject();
- var dmg = target.result().hpDamage;
- if (dmg > 0) {
- if (target) target.chargeTpByDamageType(user, dmg, 'takeHpDmg');
- if (target) this.allyTpGain(target, dmg, 'allyHpDmg');
- if (user) user.chargeTpByDamageType(target, dmg, 'dealHpDmg');
- } else if (dmg < 0) {
- if (user) user.chargeTpByDamageType(target, dmg, 'healHpDmg');
- }
- };
- Yanfly.EMP.Game_Action_executeMpDamage = Game_Action.prototype.executeMpDamage;
- Game_Action.prototype.executeMpDamage = function(target, value) {
- Yanfly.EMP.Game_Action_executeMpDamage.call(this, target, value);
- var user = this.subject();
- var dmg = target.result().mpDamage;
- if (dmg > 0) {
- if (target) target.chargeTpByDamageType(user, dmg, 'takeMpDmg');
- if (target) this.allyTpGain(target, dmg, 'allyMpDmg');
- if (user) user.chargeTpByDamageType(target, dmg, 'dealMpDmg');
- } else if (dmg < 0) {
- if (user) user.chargeTpByDamageType(target, dmg, 'healMpDmg');
- }
- };
- Game_Action.prototype.allyTpGain = function(target, value, type) {
- var length = target.friendsUnit().members().length;
- for (var i = 0; i < length; ++i) {
- var ally = target.friendsUnit().members()[i];
- if (!ally) continue;
- if (ally === target) continue;
- ally.chargeTpByDamageType(target, value, type);
- }
- };
- Yanfly.EMP.Game_Action_applyItemUserEffect =
- Game_Action.prototype.applyItemUserEffect;
- Game_Action.prototype.applyItemUserEffect = function(target) {
- Yanfly.EMP.Game_Action_applyItemUserEffect.call(this, target);
- if (target && this.item()) this.applyItemUnlockMpModes(target);
- };
- Game_Action.prototype.applyItemUnlockMpModes = function(target) {
- var item = this.item();
- var length = item.unlockedMpModes.length;
- for (var i = 0; i < length; ++i) {
- var mpMode = item.unlockedMpModes[i];
- if ($dataMpModes[mpMode]) target.unlockMpMode(mpMode);
- }
- };
- //=============================================================================
- // Game_Interpreter
- //=============================================================================
- Yanfly.EMP.Game_Interpreter_pluginCommand =
- Game_Interpreter.prototype.pluginCommand;
- Game_Interpreter.prototype.pluginCommand = function(command, args) {
- Yanfly.EMP.Game_Interpreter_pluginCommand.call(this, command, args);
- if (command === 'ShowMpMode') $gameSystem.setShowMpMode(true);
- if (command === 'HideMpMode') $gameSystem.setShowMpMode(false);
- if (command === 'EnableMpMode') $gameSystem.setEnableMpMode(true);
- if (command === 'DisableMpMode') $gameSystem.setEnableMpMode(false);
- if (command === 'ChangeMpMode') this.changeMpMode(args);
- if (command === 'UnlockMpMode') this.unlockMpMode(args);
- if (command === 'RemoveMpMode') this.removeMpMode(args);
- if (command === 'UnlockAllMpModes') this.unlockAllMpModes(args);
- if (command === 'RemoveAllMpModes') this.removeAllMpModes(args);
- };
- Game_Interpreter.prototype.changeMpMode = function(args) {
- if (!args) return;
- if (args[0].toUpperCase() === 'ACTOR') {
- var actor = $gameActors.actor(parseInt(args[1]));
- } else if (args[0].toUpperCase() === 'PARTY') {
- var actor = $gameParty.members()[parseInt(args[1]) - 1];
- } else {
- return;
- }
- if (!actor) return;
- var mpModeId = parseInt(args[3]);
- actor.setMpMode(mpModeId);
- };
- Game_Interpreter.prototype.unlockMpMode = function(args) {
- if (!args) return;
- if (args[0].toUpperCase() === 'ACTOR') {
- var actor = $gameActors.actor(parseInt(args[1]));
- } else if (args[0].toUpperCase() === 'PARTY') {
- var actor = $gameParty.members()[parseInt(args[1]) - 1];
- } else {
- return;
- }
- if (!actor) return;
- var mpModeId = parseInt(args[3]);
- actor.unlockMpMode(mpModeId);
- };
- Game_Interpreter.prototype.removeMpMode = function(args) {
- if (!args) return;
- if (args[0].toUpperCase() === 'ACTOR') {
- var actor = $gameActors.actor(parseInt(args[1]));
- } else if (args[0].toUpperCase() === 'PARTY') {
- var actor = $gameParty.members()[parseInt(args[1]) - 1];
- } else {
- return;
- }
- if (!actor) return;
- var mpModeId = parseInt(args[3]);
- actor.removeMpMode(mpModeId);
- };
- Game_Interpreter.prototype.unlockAllMpModes = function(args) {
- if (!args) return;
- if (args[0].toUpperCase() === 'ACTOR') {
- var actor = $gameActors.actor(parseInt(args[1]));
- } else if (args[0].toUpperCase() === 'PARTY') {
- var actor = $gameParty.members()[parseInt(args[1]) - 1];
- } else {
- return;
- }
- if (!actor) return;
- actor.unlockAllMpModes();
- };
- Game_Interpreter.prototype.removeAllMpModes = function(args) {
- if (!args) return;
- if (args[0].toUpperCase() === 'ACTOR') {
- var actor = $gameActors.actor(parseInt(args[1]));
- } else if (args[0].toUpperCase() === 'PARTY') {
- var actor = $gameParty.members()[parseInt(args[1]) - 1];
- } else {
- return;
- }
- if (!actor) return;
- actor.removeAllMpModes();
- };
- //=============================================================================
- // Window_Base
- //=============================================================================
- Window_Base.prototype.drawMpMode = function(mode, actor, wx, wy, ww) {
- ww = ww || 312;
- if (!mode) return;
- var iconBoxWidth = Window_Base._iconWidth + 4;
- this.drawIcon(mode.iconIndex, wx + 2, wy + 2);
- if (actor && actor.mpMode() === mode) {
- this.changeTextColor(this.textColor(Yanfly.Param.EMPEquipColor));
- } else {
- this.resetTextColor();
- }
- this.drawText(mode.name, wx + iconBoxWidth, wy, ww - iconBoxWidth);
- };
- //=============================================================================
- // Window_Selectable
- //=============================================================================
- Yanfly.EMP.Window_Selectable_playOkSound =
- Window_Selectable.prototype.playOkSound;
- Window_Selectable.prototype.playOkSound = function() {
- if (SceneManager._scene instanceof Scene_Skill &&
- this._stypeId === 'mpMode') return;
- Yanfly.EMP.Window_Selectable_playOkSound.call(this);
- };
- //=============================================================================
- // Window_SkillType
- //=============================================================================
- Yanfly.EMP.Window_SkillType_makeCommandList =
- Window_SkillType.prototype.makeCommandList;
- Window_SkillType.prototype.makeCommandList = function() {
- Yanfly.EMP.Window_SkillType_makeCommandList.call(this);
- if ($gameSystem.isShowMpMode()) this.addMpModeCommand();
- };
- Yanfly.EMP.Window_SkillList_isEnabled = Window_SkillList.prototype.isEnabled;
- Window_SkillList.prototype.isEnabled = function(item) {
- if (item && this._stypeId === 'mpMode') return true;
- return Yanfly.EMP.Window_SkillList_isEnabled.call(this, item);
- };
- Window_SkillType.prototype.addMpModeCommand = function() {
- var text = Yanfly.Param.EMPCmdName;
- var enabled = $gameSystem.isEnableMpMode();
- this.addCommand(text, 'skill', enabled, 'mpMode');
- };
- //=============================================================================
- // Window_SkillList
- //=============================================================================
- Yanfly.EMP.Window_SkillList_makeItemList =
- Window_SkillList.prototype.makeItemList;
- Window_SkillList.prototype.makeItemList = function() {
- if (this._actor && this._stypeId === 'mpMode') {
- this._data = this._actor.unlockedMpModes();
- } else {
- Yanfly.EMP.Window_SkillList_makeItemList.call(this);
- }
- };
- Yanfly.EMP.Window_SkillList_drawItem = Window_SkillList.prototype.drawItem;
- Window_SkillList.prototype.drawItem = function(index) {
- if (this._stypeId === 'mpMode') {
- this.drawTpItem(index);
- } else {
- Yanfly.EMP.Window_SkillList_drawItem.call(this, index);
- }
- };
- Window_SkillList.prototype.drawTpItem = function(index) {
- var mode = this._data[index];
- if (!mode) return;
- var rect = this.itemRect(index);
- rect.width -= this.textPadding();
- this.changePaintOpacity(this.isEnabled(mode));
- this.drawMpMode(mode, this._actor, rect.x, rect.y, rect.width);
- };
- //=============================================================================
- // Scene_Skill
- //=============================================================================
- Yanfly.EMP.Scene_Skill_onItemOk = Scene_Skill.prototype.onItemOk;
- Scene_Skill.prototype.onItemOk = function() {
- if (this._skillTypeWindow.currentExt() === 'mpMode') {
- this.changeMpMode();
- } else {
- Yanfly.EMP.Scene_Skill_onItemOk.call(this);
- }
- };
- Scene_Skill.prototype.changeMpMode = function() {
- SoundManager.playEquip();
- var mpMode = this._itemWindow.item();
- this.actor().setMpMode(mpMode);
- this._itemWindow.activate();
- this._itemWindow.refresh();
- this._statusWindow.refresh();
- };
- //=============================================================================
- // Utilities
- //=============================================================================
- Yanfly.Util = Yanfly.Util || {};
- if (!Yanfly.Util.toGroup) {
- Yanfly.Util.toGroup = function(inVal) {
- return inVal;
- }
- };
- Yanfly.Util.getRange = function(n, m) {
- var result = [];
- for (var i = n; i <= m; ++i) result.push(i);
- return result;
- };
- Yanfly.Util.onlyUnique = function(value, index, self) {
- return self.indexOf(value) === index;
- };
- Yanfly.Util.displayError = function(e, code, message) {
- console.log(message);
- console.log(code || 'NON-EXISTENT');
- console.error(e);
- if (Utils.isNwjs() && Utils.isOptionValid('test')) {
- if (!require('nw.gui').Window.get().isDevToolsOpen()) {
- require('nw.gui').Window.get().showDevTools();
- }
- }
- };
- //=============================================================================
- // End of File
- //=============================================================================
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