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NRP Battle Event EXMZ - NRP_BattleEventEXMZ.js
Plugin desc : v1.101 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_BattleEventEXMZ.js
Desc page : http://newrpg.seesaa.net/article/477489099.html
Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_BattleEventEXMZ.js
File name : NRP_BattleEventEXMZ.js
Help of plugin :
The following enhancements have been made to the battle Event. * 1. In "Force Action", consider action abnormalities and MP depletion. * 2. The function to omit the staging of skill activation has been implemented. * (Specify <NoStartAction> in note.) * 3. The plugin 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/477489099.html * * [Plugin command] * > forceSubject * Overrides the subject that does "Force Action". * This overrides the subject of the instruction on the editor. * * > forceTargetFilter * The filtered targets are overwritten as "Force Action" targets. * This overrides the target of the instruction on the editor. * * > forceTargetMost * Overrides the targets that does "Force Action". * Find the objects with maximum and minimum values by comparison. * This overrides the target of the instruction on the editor. * * > setConditionSwitch * It searches for targets that match the condition * and stores the results in a switch. * * > superForce * true: "Force Action" is performed regardless of the parameter setting. * false: Regardless of the setting of parameters, * the action is judged on "Force Action". * * [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. * * @------------------------------------------------------------------ * @ Plugin Commands * @------------------------------------------------------------------ * * @command forceSubject * @desc Overrides the subject that does "Force Action". * This overrides the subject of the instruction on the editor. * * @arg subject * @desc Select the user of the skill to be overwritten. * @type combo * @default subject * @option * @option subject * * @------------------------------------------------------------------ * * @command forceTargetFilter * @desc The filtered targets are overwritten as "Force Action" targets. * * @arg targetCondition * @desc The conditions under which the skill is targeted. * Example1: b.hp < 100, Example2: b.actorId() == 1 * @type combo * @option * @option b.hpRate() <= 0.5 * @option b._actorId == 1 * @option b._enemyId == 1 * @option b.isStateAffected(1) #State no * @option b.isDead() * @option b.index() == targets.length - 1 #Last in line. * @option b.hp < a.hp #Lower HP than the subject. * * @arg option * @type struct<Option> * * @------------------------------------------------------------------ * * @command forceTargetMost * @desc Overrides the targets that does "Force Action". * Find the objects with maximum and minimum values by comparison. * * @arg compareCondition * @desc Enter the comparison conditions you want to target. * Example: b1.hpRate() < b2.hpRate() #Most HP% loss. * @type combo * @option b1.hpRate() < b2.hpRate() #Most HP% loss. * @option b1.hpRate() > b2.hpRate() #Highest HP%. * * @arg option * @type struct<Option> * * @------------------------------------------------------------------ * * @command setConditionSwitch * @desc It searches for targets that match the condition and stores the results in a switch. * * @arg switchNo * @desc This is a switch to store the search results. * If there is a matching battler, ON, else OFF. * @type switch * @default 1 * * @arg targetSide * @desc The side that is target to the condition. * "b" changes the battler referred to. * @type select * @default opponents * @option opponents * @option friends * @option all * * @arg condition * @desc Enter the condition. You can refer to the target side's battler with b and the subject with a. * @type combo * @option * @option b.hpRate() <= 0.5 * @option b._actorId == 1 * @option b._enemyId == 1 * @option b.isStateAffected(1) #State no * @option b.isDead() * @option b.hp < a.hp #Lower HP than the subject. * @option $gameTroop.turnCount() % 3 == 0 * * @arg includeDead * @desc Dead battlers are included in the search. * @type boolean * * @------------------------------------------------------------------ * * @command superForce * @desc When you do "Force Action", it ignores MP and state. * In essence, revert to the original "Force Action" behavior. * * @arg forceMode * @desc Change whether the action is enforced or not. * @type select * @default true * @option Clear @value * @option Force @value true * @option Don't Force @value false * * @------------------------------------------------------------------ * * @command randomSkills * @desc Set the skill and run it at random. * * @arg skills * @desc Set the skills to be executed at random. * @type skill[] * * @------------------------------------------------------------------ * @ Plugin Parameters * @------------------------------------------------------------------ * * @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 MZ is false. * * @param actionAtFailure * @parent forceValid * @type select * @option None @value 0 * @option Normal Attack @value 1 * @default 0 * @desc This action is taken when force action fail due to silence or lack of MP. * * @param forceValidFlexible * @parent forceValid * @type boolean * @default true * @desc Even if forceValid is on, it should have no effect except for execution by event commands. * * @param aIsSubject * @text "a" to refer to subject. * @type boolean * @default true * @desc Always refer to the subject with "a" on the battle event. * This value can be referenced from the script. * * @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. * * @param stopForceActionHp0 * @type boolean * @default false * @desc If the player is an immortal state and has 0 HP, the force action will be stopped. * * @param targetImmortalStates * @parent stopForceActionHp0 * @type state[] * @desc Immortal states that stop force action when the battler's HP reaches 0.