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NRP Battle Event EX - NRP_BattleEventEX.js
Plugin desc : v1.061 Extends the functionality of battle events.
License :
・Copyright: Retained
・Commercial Use: Allowed
・Modification: Allowed
・Redistribution: Allowed
・Details: See Download Page / In-plugin documentation
Author : Takeshi Sunagawa (http://newrpg.seesaa.net/)
Website : https://github.com/NewRPGProject/MZMV_Plugin/blob/main/NRP_BattleEventEX.js
Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_BattleEventEX.js
File name : NRP_BattleEventEX.js
Help of plugin :
The following enhancements have been made to the battle Event. * 1. Fixed a bug that causes an error * when executing "Force Action" while all targets are destroyed. * 2. In "Force Action", consider action abnormalities and MP depletion. * 3. The function to omit the staging of skill activation has been implemented. * (Specify <NoStartAction> in note.) * 4. The plug-in command to operate the subject and target is implemented. * * The purpose of this plugin is to bring out the true value of battle events. * The plugin itself doesn't have much in the way of features. * For more information on what you can do in a battle event specifically, * please see the details below. * http://newrpg.seesaa.net/article/473072095.html * * [Plugin command] * > NRP.forceAction [true or false] * true: Force Action is performed regardless of the parameter setting. * false: Regardless of the setting of parameters, * the action is judged on "Force Action". * * > NRP.forceSubject [battler] * Overrides the subject that does "Force Action". * This overrides the subject of the instruction on the editor. * * > NRP.forceTarget [battler] * Override the target in "Force Action". * This overrides the subject of the instruction on the editor. * * > NRP.forceTargetLimit [battler] * Override the target in "Force Action". * This one doesn't act without a target. * * [Note Of Skills] * The following statements are valid. * * <NoStartAction> * * Omit the start performance when activating a skill. * Allows you to avoid showing the performance * when calling a common event with the effect of using a skill. * * <NoCommonEventActionEnd:true or false> * * Toggles whether or not to adjust the timing of the end-of-action process * when calling a common event with the use effect of a skill. * The default value can be set in the plugin parameter. * * If set to true, it will cause the end of action process * to be executed only once at the termination of the common event. * This will address the problem that states * with a release timing of "at the end of the action" * will be released immediately after the common event is activated. * * The target condition is when the damage type is "None" * and the only effect used is Common Event. * Please note that it will not work if any settings are made. * * Note that this control is not necessary for CTB. * It is already taken into account * in the control in NRP_CountTimeBattle.js. * * [Terms] * There are no restrictions. * Modification, redistribution freedom, commercial availability, * and rights indication are also optional. * The author is not responsible, * but will deal with defects to the extent possible. * * @param forceValid * @type boolean * @default true * @desc "Force Action" will also determine if the MP is running out, etc. * The default value is true; the original behavior of MV is false. * * @param adjustCommonEventActionEnd * @type boolean * @default true * @desc Adjusts the timing of the end process when a common event is invoked by the effect of a skill.