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NRP Counter Skill - NRP_CounterSkill.js
Plugin desc : v1.051 Create counter skill.
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_CounterSkill.js
Desc page : https://newrpg.seesaa.net/article/500432213.html
Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_CounterSkill.js
File name : NRP_CounterSkill.js
Help of plugin :
Create counter skill. * * You can set each actor, enemy, class, equipment, * state, and skill as a trait that will counterattack. * For skills, they are passive skills * that counterattack just by remembering them. * * ------------------------------------------------------------------- * [Note (actor, enemy, class, equipment, state, skill)] * ------------------------------------------------------------------- * <CounterSkill:100> * Skill ID 100 will be executed as a counter. * If the number is omitted (<CounterSkill>), * it will counterattack with a normal attack. * * When combined with formulas, * it is possible to make them fight back with complex conditions. * For example, <CounterSkill:a.hpRate() <= 0.5 ? 1 : 0> * then it will counterattack with a normal attack * only when HP is below 50%. * * <CounterRate:50> * 50% chance of activating the counter skill. * 100% if omitted. * * <CounterDamageType:1,5> * Damage type 1,5 skills are subject to counter. * 0:None, 1:HP Damage, 2:MP Damage, 3:HP Recover, * 4:MP Recover, 5:HP Drain, 6:MP Drain * If omitted, the plugin parameter settings are used. * If left blank, all are valid. * * <CounterHitType:1> * Targets skills of hit type 1 for counter. * 0:Certain Hit, 1:Physical Attack, 2:Magic Attack * If omitted, the plugin parameter settings are used. * If left blank, all are valid. * * <CounterSkillType:0,2> * Skill type 0,2 skills are subject to counter. * Skill types can be set in the database. * Normally, 1 is Magic, 2:Special. * Also, 0 is treated as a normal attack. * If omitted, the plugin parameter settings are used. * If left blank, all are valid. * * <CounterEvadeCondition:0> * Sets the conditions under which * the counter skill is triggered by hit/evade. * 0: Always Counter, 1: Counter Only Hit, 2: Counter Only Evade * If omitted, the plugin parameter settings are used. * * <CounterGroupInclude:attack> * The skill counterattacks when the counter group name is "attack". * For counter groups, see below. * * <CounterGroupExcept:attack> * It does not counterattack * when the skill's counter group name is "attack". * * <CounterItem> / <CounterItem:false> * Executes a counter against the item as well. (Off with false) * If omitted, the plugin parameter settings are used. * * <CounterAbortDeath> / <CounterAbortDeath:false> * Stops the counter skill upon target death. (Off with false) * If omitted, the plugin parameter settings are used. * * ※Formulas can also be used for each item. * * ------------------------------------------------------------------- * [Note (skill, item)] * ------------------------------------------------------------------- * <CounterGroup:attack> * Set the counter group to "attack". * * <CounterDisabled> * This skill will ensure that you do not get counterattacks. * * ------------------------------------------------------------------- * [Note (state] * ------------------------------------------------------------------- * <CounterIgnoreRestrict> * Normally, battlers in a restriction state * will not execute counterattacks, but they will be able to * execute counterattacks in exceptional cases. * Only attacking restrictions are valid. * * ------------------------------------------------------------------- * [Counter Group] * ------------------------------------------------------------------- * If you want to have detailed counter judgment for each skill, * counter groups are useful. * For example, if you want to make bow skills immune to counter * by spiked states, you can set up the following. * * Set the note for the bow skill and the counter group to 'bow'. * <CounterGroup:bow> * * Next, set the note of the spike state * and disable the counter group "bow". * <CounterGroupExcept:bow> * * Conversely, if you wish to create a state in which only bow skills * are subject to counter, set the note as follows * <CounterGroupInclude:bow> * * Please note that even if you set up a counter group, * the skill type and other conditions will remain in effect. * * ------------------------------------------------------------------- * [Cooperation with DynamicAnimation & Motion] * ------------------------------------------------------------------- * By specifying the following condition in the note of the skill, * you can insert a special performance only when a counter is made. * * <D-Animation:self&wait> * condition = BattleManager.isInCounter(); // Condition for counter * id = 52 // Animation ID * </D-Animation> * * ------------------------------------------------------------------- * [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 TargetDamageType * @type string * @default 1,5 * @desc Damage type to be counterattacked. 0:None, 1:HP Damage, 2:MP Damage, 3:HP Recover, 4:MP Recover, 5:HP Drain, 6:MP Drain * * @param TargetHitType * @type string * @default 1 * @desc The hit type of the skill that is targeted for counter. * 0:Certain Hit, 1:Physical Attack, 2:Magic Attack * * @param TargetSkillType * @type string * @default 0,2 * @desc Skill type to be targeted for counter. * With standard, 0: Normal Attack, 2: Special. * * @param CounterEvadeCondition * @type select * @option Always Counter @value 0 * @option Counter Only Hit @value 1 * @option Counter Only Evade @value 2 * @default 0 * @desc It is the decision to execute a counter skill when a skill is hit/evaded. * * @param CounterItem * @type boolean * @default false * @desc Execute counter on items as well. * * @param ComboJudgeType * @type select * @option Every @value 0 * @option Once @value 1 * @default 0 * @desc How to judge when you receive a combo. Every will increase the rate of counter by the number of times. * * @param NoMpTpCost * @type boolean * @default true * @desc No MP & TP is consumed when activating a counter skill. * * @param IgnoreSkillConditions * @type boolean * @default false * @desc Ignore skill use decisions (e.g., silence state). * * @param AbortTargetDeath * @type boolean * @default true * @desc When the target dies, subsequent counter skills are not activated. * * @param CounterFriendSkill * @type boolean * @default false * @desc It is whether or not to counter to the skills of a fellow worker. NRP_PartyAttack.js is required for counter. * * @param CoverDefaultCounter * @type boolean * @default false * @desc The default Counter Attack Rate is also overridden to be handled by this plugin. * * @param DefaultCounterGroup * @parent CoverDefaultCounter * @type string * @desc The effective counter group for the default counter process. * * @param DefaultCounterGroupNG * @parent CoverDefaultCounter * @type string * @desc This is an invalid counter group for the default counter process. * * @param SupportOver100 * @parent CoverDefaultCounter * @type boolean * @default false * @desc If the Counter Attack Rate exceeds 100%, the counterattack is executed multiple times.