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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.