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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.

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