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NRP Count Time Battle - NRP_CountTimeBattle.js

Plugin desc : v1.25 Change the battle system to CTB.

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_CountTimeBattle.js

Desc page : http://newrpg.seesaa.net/article/472859369.html

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

File name : NRP_CountTimeBattle.js

Help of plugin :

This is a so-called CTB (Count Time Battle).
 * One by one, the actions will be turned in proportion to the agility.
 * With that, each battler will possess a turn individually.
 * 
 * This plugin does not display order by itself.
 * Please use it in combination with NRP_VisualTurn.js.
 * http://newrpg.seesaa.net/article/472840225.html
 * 
 * -------------------------------------------------------------------
 * [Notice]
 * -------------------------------------------------------------------
 * If the state "Auto-removal Timing" is "Action End",
 * the effect will expire at the individual's turn.
 * In the case of "Turn End", the effect
 * is determined in everyone's turn.
 * Basically, "Action End" is easier to use.
 *
 * Speed values entered from the editor are in %.
 * Speed100 technique is +100%. This means twice as fast.
 * Speed -50 is 1/2 times faster.
 * Below -100, the turn will be almost no turn.
 *
 * Be sure to change the Guard Skill setting that is in the default.
 * If Speed is left at 2000, it will be "my turn all the time".
 * Also, "Action End" is recommended for Auto-removal of guard state.
 * 
 * It does not support multiple actions by the actor.
 * 
 * The fight and escape party commands are not initially displayed.
 * They are displayed when Cancel is pressed.
 * 
 * For more information, please see below.
 * http://newrpg.seesaa.net/article/472859369.html
 * 
 * -------------------------------------------------------------------
 * [Note of States]
 * -------------------------------------------------------------------
 * You can change the target's waiting time
 * by entering the following in the note field of the state.
 * A value of 100 is the waiting time for one turn of the target.
 * Formulas and negative values are also valid.
 * 
 * ◆<SetWt:[Number]>
 * Change the target waiting time.
 * 
 * ◆<AddWt:[Number]>
 * Add up the waiting time for the target.
 * 
 * [Sample]
 * <AddWt:50>
 * Delays the target's action for 1/2 turn.
 * This is the so-called delay attack.
 * 
 * <SetWt:0>
 * The target's waiting time is reduced to 0
 * and the action is taken immediately.
 * However, it is meaningless even
 * if it is applied to the user of the skill,
 * because the turn will elapse immediately after this.
 * If you want the user to perform continuous action,
 * set the Speed of the skill to 2000.
 * (※Refer to: Continuous action skill)
 * 
 * <SetWt:-500>
 * Changes the target's waiting time to -5 turns.
 * In other words, you will be able to move unilaterally about 5 times.
 * 
 * Note that these effects occur only when a state is applied.
 * Therefore, they cannot be applied on top of each other
 * if the same state is still applied.
 * If "Auto-removal Timing" is set to "Turn End" for a single turn,
 * the stacking can be done instantly.
 *
 * Conversely, if "Auto-removal Timing"
 * is set to one turn of "Action End",
 * an anomaly such as "delay that cannot be stacked
 * until the enemy acts once" can be created for the purpose.
 * 
 * ◆<DeadCTBTurn>
 * The dead state will still appear in the order of action.
 * Assume a special state that will be revived
 * after a certain amount of time.
 * 
 * ◆<ExpiredTurnStart>
 * For a state whose Auto-removal Timing is Action End,
 * this causes the state's Auto-removal to occur
 * at the start of the turn (at the start of input).
 * This is useful for guard and other situations
 * where you want the effect to expire at the start of input.
 * 
 * ◆<SelfStatePlusTurn:true>
 * State added to oneself has +1 turn of duration.
 * See [Extended State to Self] for more information.
 * 
 * ◆<SelfStatePlusTurn:false>
 * State added to oneself does not have +1 turn of duration.
 * See [Extended State to Self] for more information.
 * 
 * -------------------------------------------------------------------
 * [Note (actor, enemy, class, equipment, state, skill, item)]
 * -------------------------------------------------------------------
 * In the note of the object that holds the trait,
 * please include the following.
 * For skills, this is a passive skill
 * 
 * <StartWt:[Number]>
 * Change the waiting time (Base:100)
 * at the start of battle to the specified value.
 * For example, if <StartWt:0>, the action is taken immediately.
 * If <StartWt:200>, the start of action is delayed by one turn.
 * 
 * -------------------------------------------------------------------
 * [Note of Skills]
 * -------------------------------------------------------------------
 * <ReviveWt:[Number]>
 * For the revive skill, set the waiting time (Base: 100) when reviving.
 * If <ReviveWt:50>, the action starts in 1/2 turn.
 * 
 * -------------------------------------------------------------------
 * [Extended State to Self]
 * -------------------------------------------------------------------
 * By default, it extends the state (buff/debuff)
 * applied to oneself by +1 turn.
 * ※This applies to items with Auto-removal Timing set to [Action End].
 * 
 * This is an adjustment because the user's turn ends immediately
 * after the skill is used.
 * (For example, it can address the problem of states
 *  with Duration in Turns set to 1 being cut off instantly.)
 * 
 * On the other hand, a state that takes effect at the end of an action,
 * such as regeneration, has the problem
 * that the number of times it takes effect increases,
 * so it can be toggled on a per-state basis.
 * 
 * Fill in the following in the note field of the state.
 * ※If not specified, the value of the plugin parameter setting
 *   will be used.
 * 
 * <SelfStatePlusTurn:true>
 * State added to oneself has +1 turn of duration.
 * 
 * <SelfStatePlusTurn:false>
 * State added to oneself does not have +1 turn of duration.
 * 
 * -------------------------------------------------------------------
 * [Continuous action skill]
 * -------------------------------------------------------------------
 * If the Speed of a skill is set to 2000 (MAX),
 * it will perform a series of actions without time elapsing.
 * This is useful for creating auxiliary skills, etc.,
 * that trigger instantaneous effects.
 * 
 * -------------------------------------------------------------------
 * [Conflict Information]
 * -------------------------------------------------------------------
 * Because it is fundamentally changing the flow of battle,
 * it will conflict with plug-ins that touch that area.
 * For reference, plugins with larger impact tend to move more easily
 * if they are placed on the upper side.
 * ※This is just a trend. It is not certain.
 * 
 * Overrides the following functions. Please be careful of conflicts.
 * I think it's more stable if you put it on top as much as possible.
 * - Scene_Battle.prototype.commandFight
 * - BattleManager.startInput()
 * - BattleManager.selectNextCommand
 * - BattleManager.selectPreviousCommand
 * - BattleManager.makeActionOrders
 * - BattleManager.startTurn
 * - BattleManager.processTurn
 * - BattleManager.endTurn
 * - BattleManager.updateTurnEnd
 * - BattleManager.getNextSubject
 * - BattleManager.processEscape
 * - Game_Party.prototype.requestMotionRefresh
 * - Game_Battler.prototype.onAllActionsEnd
 * - Game_Battler.prototype.performActionEnd()
 * - Game_Enemy.prototype.meetsTurnCondition
 * - Game_Action.prototype.speed
 * - Window_BattleLog.prototype.startTurn
 * (The following are MZ only)
 * - Game_Battler.prototype.turnCount
 * - BattleManager.endAction
 * 
 * -------------------------------------------------------------------
 * [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 <Basic>
 *
 * @param number
 * @parent <Basic>
 * @type number
 * @default 9
 * @desc The number of battler to calculate the turn order.
 * This is the number of battler to be displayed. default 9.
 *
 * @param calcGuardCommand
 * @parent <Basic>
 * @type boolean
 * @default true
 * @desc When the cursor is hovered over a guard command, the order display is calculated according to speed.
 * 
 * @param showActionUser
 * @parent <Basic>
 * @type boolean
 * @default true
 * @desc When selecting an action, the current actor is displayed at the top.
 * 
 * @param notPartyMotionRefresh
 * @parent <Basic>
 * @type boolean
 * @default true
 * @desc Don't do motion updates for party. The process for turn-based systems, so it should not be necessary for CTB.
 * 
 * @param <Battle Start>
 *
 * @param showPartyCommand
 * @parent <Battle Start>
 * @type select
 * @option 0:None @value 0
 * @option 1:Display @value 1
 * @option 2:OnlyEnemyFirst @value 2
 * @default 0
 * @desc How to display party commands at the start of a battle.
 * 
 * @param actorStartRandomWt
 * @parent <Battle Start>
 * @type string
 * @default 0
 * @desc Distribute the actors' initial wait time by the numerical %.
 * Example: 20 distributes 90-110%. 0 if not specified.
 *
 * @param enemyStartRandomWt
 * @parent <Battle Start>
 * @type string
 * @default 20
 * @desc Distribute the enemys' initial wait time by the numerical %.
 * Example: 20 distributes 90-110%. 0 if not specified.
 *
 * @param preemptiveAdvantage
 * @parent <Battle Start>
 * @type string
 * @default 50
 * @desc Advantage to actors during a preemptive attack.
 * Speed up their turn by the % of the specified number.
 *
 * @param surpriseAdvantage
 * @parent <Battle Start>
 * @type string
 * @default 50
 * @desc Advantage to enemys during a surprise attack.
 * Speed up their turn by the % of the specified number.
 *
 * @param startTurn
 * @parent <Battle Start>
 * @type select
 * @option 0
 * @option 1
 * @default 1
 * @desc Sets the number of turns at the start of battle.
 * It is used to determine the enemy's action. default 1. MV's default 0.
 *
 * @param <Escape>
 *
 * @param escapePenalty
 * @parent <Escape>
 * @type string
 * @default 25
 * @desc Penalty for failure to escape.
 * Delays the actor's turn by the % of the specified number.
 * 
 * @param <State&Buf>
 * 
 * @param selfStatePlusTurn
 * @parent <State&Buf>
 * @type boolean
 * @default true
 * @desc State added to oneself has +1 turn of duration.
 * The timing of the automatic cancellation must be "Action End".
 * 
 * @param selfBufPlusTurn
 * @parent <State&Buf>
 * @type boolean
 * @default true
 * @desc Buf added to oneself has +1 turn of duration.
 * How to deal with a problem whose effect on self quickly disappears.
 * 
 * @param reviveWT
 * @parent <State&Buf>
 * @type combo
 * @option baseWt
 * @option wt
 * @desc Reset wait time at revive. Formulas allowed.
 * baseWt:wait time for one turn, wt:wait time at dead.
 * 
 * @param predictionSkillOrder
 * @parent <State&Buf>
 * @type boolean
 * @default true
 * @desc If the order of action changes depending on the skill, it is predicted and displayed.
 * 
 * @param predictionCertain
 * @parent predictionSkillOrder
 * @type boolean
 * @default true
 * @desc Only skills with a hit type of certain are subject to prediction.
 * If off, everything is enabled.

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