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NRP Calc Result First - NRP_CalcResultFirst.js

Plugin desc : v1.05 Perform the result calculation for the skill first.

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_CalcResultFirst.js

Desc page : https://newrpg.seesaa.net/article/511767481.html

Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_CalcResultFirst.js

File name : NRP_CalcResultFirst.js

Help of plugin :

Skill result calculations are performed prior to animation.
 * This allows for the following processing
 * 
 * - Multiple attacks with random range are not wasted.
 * - DynamicAnimation&Motion can be used to determine
 *   whether or not a hit has been made.
 * 
 * -------------------------------------------------------------------
 * [For DynamicAnimation & Motion]
 * -------------------------------------------------------------------
 * ◆Judgment of Success
 * From NRP_DynamicAnimationMZ.js and NRP_DynamicMotionMZ.js,
 * the following scripts can be called to determine the success.
 * 
 * BattleManager.isReservedSuccess(targetNo)
 * 
 * Example: Show animation only when success.
 * <D-Animation>
 * condition = BattleManager.isReservedSuccess(targetNo)
 * </D-Animation>
 * 
 * ※If it is a one-hit, single skill, targetNo can be omitted.
 * Incidentally, “targetNo” refers to
 * how many attacks the current animation is.
 * You can specify a number, but if you specify the string “targetNo”
 * as it is, it should be fine most of the time.
 * 
 * ◆Obtaining Calculation Results
 * You can get the result of damage calculation with the following script.
 * The content is an object of type Game_ActionResult.
 * 
 * BattleManager.reservedResult(targetNo)
 * 
 * Example: Animation is performed only if damage > 0
 * <D-Animation>
 * condition = BattleManager.reservedResult(targetNo).hpDamage > 0
 * </D-Animation>
 * 
 * ◆Judgment of Dead
 * The following script can be used to determine
 * if a target has become dead.
 * 
 * b.isDeadReserved()
 * 
 * Example: Performs animation only when an enemy is defeated.
 * <D-Animation>
 * condition = b.isDeadReserved()
 * </D-Animation>
 * 
 * -------------------------------------------------------------------
 * [Notice]
 * -------------------------------------------------------------------
 * Please place this plugin as far above the plugin list as possible.
 * Please be aware of conflicts,
 * especially since it overwrites the following functions.
 * Must be placed above the plugin
 * to be appended to the function in question.
 * 
 * - Game_Action.prototype.apply
 * 
 * Also, this plug-in must be used in combination
 * with NRP_CalcResultFirstAfter.js.
 * Please place NRP_CalcResultFirstAfter.js
 * near the bottom of the plugin list.
 * 
 * -------------------------------------------------------------------
 * [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.
 * 
 * @-----------------------------------------------------
 * @ [Plugin Parameters]
 * @-----------------------------------------------------
 * 
 * @param CorrectRandomTarget
 * @type boolean
 * @default false
 * @desc If a target is defeated by a skill with a random range, subsequent targets are modified to survivors.
 * 
 * @param StateResistToFailure
 * @type boolean
 * @default false
 * @desc If the state is resisted, it is treated as a failure and is not judged success.

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