RPG MAKER MZ HELP

Database

Skill Settings

This Data's Role

This is data that defines the actions an actor takes during battle, such as fight, guard, magic, and special attacks. It is possible to create all kinds of actions by configuring the states and conditions when actions can be performed, success rate, the damage dealt to the target, etc.

Parameter Details

Basic Settings

Scope

The targets of the skill effect. You must choose one for each of the following.

Faction
Specify the target. You can select from Enemy, Ally, Enemy & Ally, User, or Unspecified.
Number
Specify the number of targets. You can select from 1 Enemy/Ally, All Enemies/Allies, or random.
Status
Specify the target conditions. You can select from Alive, Knocked Out, or No Condition.
Can only be set for allies.

Activation

Message

Assign a fixed phrase (up to 2 lines) that appears during battle when a skill is used. On use, "%1" will be replaced with the name of the user, while "%2" will be replaced with the skill name. You can input fixed phrases by pressing either the [casts *!] button, [does *!] button or the [used *!] button.

Required Weapon

Weapon Type 1/Weapon Type 2

Weapon(s) that must be equipped in order to use a skill. You can specify weapon types to each of the two fields. If both are set to [None], the skill can be used without any weapon prerequisites. When two types are specified, the skill can be used if a weapon of either type is equipped.

Damage

Specify the formula for the type and the effectiveness if a skill damages a target.

Formula

Formula for determining the effectiveness.

When directly specifying a formula, specify the parameter to reference using the strings below. When referring to the values of the attacker, change "x" to "a", and when referring to the values of the target, change "x" to "b". For example, entering "a.atk" will reference the Attack Power value of the attacker. You can also reference the nth variable value by entering "v[n]" (where n is a number). You may also use the standard four arithmetic symbols (+, -, *, /) as operators.

When you enter "a.atk * 4 - b.def * 2", the value for the effectiveness of an item will be calculated as "(Attacker's Attack Power x 4) - (Target's Defense x 2)".

Also, as effectiveness can change depending on elements or defense actions, these factors will not be included in the formula.

x.atk Attack Power
x.def Defense
x.mat Magic Attack
x.mdf Magic Defense
x.agi Agility
x.luk Luck
x.mhp Max HP
x.mmp Max MP
x.hp Current HP
x.mp Current MP
x.tp Current TP
x.level Level

Effects

Details of effects other than damage. Configure in the [Effects] window that appears after double-clicking. Please see [How to Set Effects] for more information.

Notes

Used to make notes while making your game.
Right-click to show the menu and choose [Plugin Help...] to display the Plugin Help information.