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NRP Call Enemy - NRP_CallEnemy.js
Plugin desc : v1.06 Implement the "Call Enemy" function.
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_CallEnemy.js
Desc page : http://newrpg.seesaa.net/article/485838070.html
Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_CallEnemy.js
File name : NRP_CallEnemy.js
Help of plugin :
Add a "Call Enemy" function to the enemy skill. * The enemy that appears will automatically appear in a marginal area. * * The following plugin is required for use. * - NRP_TroopRandomFormation.js (ver1.06~) * * The way the enemy is placed also depends * on the plugin parameters of NRP_TroopRandomFormation.js. * Please make adjustments there. * * Note that if NRP_TroopRandomFormation.js is installed, troops * whose name starts with "#" will be subject to automatic placement. * Please be careful if you do not want to use this feature. * * ------------------------------------------------------------------- * [Usage] * ------------------------------------------------------------------- * Create skills for "Call Enemy". * * First, the scope of the skill should be a single target, * such as "User". * Be aware that if the range is "None", the skill will not work. * * Next, fill in the following in the note field of your skills. * <CallEnemy: x> * * This will call the enemy with ID x. * If you omit it and just write <CallEnemy>, * it will call the same enemy as the user of the skill. * * Multiple designations are also supported. * <CallEnemy: 1~3> * Then it will randomly invoke an enemy with ID 1 to 3. * <CallEnemy: 1,3,5> * Then it will randomly call an enemy with an ID of 1, 3, or 5. * * By the way, if you increase repeat, * you can call more than one fellow at a time. * * ------------------------------------------------------------------- * [Note of Skills] * ------------------------------------------------------------------- * <CallEnemyDynamic: x> * Works with the DynamicAnimation&Motion plugins. * Appears with the direction specified for the x numbered skill. * * <CallEnemyXY:[X-Coordinate], [Y-Coordinate]> * Makes enemies appear at the specified coordinates. * * <CallEnemyCtbWt:[Number]> * ※For use with NRP_CountTimeBattle.js * Change the wait time before the first action * to the specified value (100 is standard). * For example, <CallEnemyCtbWt:0> will act immediately. * If <CallEnemyCtbWt:50>, it will start acting in 1/2 turn. * * ------------------------------------------------------------------- * [Note of Enemies] * ------------------------------------------------------------------- * <DynamicAppear: x> * In linkage with the DynamicAnimation&Motion plugins, * the skill appears with the direction specified * for the x-numbered skill. * * Choose your preferred designation method: skill or enemy. * If both are specified, the skill side is given priority. * * Note that this setting is shared * with the appearance direction by NRP_DynamicAppear.js. * * <CallEnemy: x> * The ID of the target to be called * when an enemy character calls an enemy. * The ID must not be specified in the skill that calls the enemy. * Multiple designations are also supported. * * ------------------------------------------------------------------- * [Sample of DynamicMotion] * ------------------------------------------------------------------- * <D-Motion> * frame = 5 // Movement time * sx = a._homeX -500 // Start X (off-screen left) * sy = a._homeY // Start Y * ex = a._homeX // End X * ey = a._homeY // End Y * </D-Motion> * * "a" refers to the called enemy and "b" refers to the user of the skill. * "a._homeX" and "a._homeY" are the placement points. * Implement it so that it will eventually move there. * * ------------------------------------------------------------------- * [Plugin Command MZ] * ------------------------------------------------------------------- * ◆CallEnemy * Freely invoke an enemy within a battle event. * Unlike invocation by skill, coordinates can be specified. * * ------------------------------------------------------------------- * [Reference] * ------------------------------------------------------------------- * The following plugin was used as references * in the creation of this plugin. * * EnemyCallsAlly.js (Sasuke KANNAZUKI) * https://forum.tkool.jp/index.php?threads/4795/ * * ------------------------------------------------------------------- * [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 Command * @------------------------------------------------------------------ * * @command CallEnemy * @desc Calls the specified enemy. * * @arg EnemyId * @type enemy * @desc The ID of the enemy to call. * Text input is valid for formulas, etc. * * @arg X * @type string * @desc The X coordinate at which enemy appears. * If left blank, it will be calculated automatically. * * @arg Y * @type string * @desc The Y coordinate at which enemy appears. * If left blank, it will be calculated automatically. * * @arg DynamicId * @type skill * @desc Specify the appearance direction by DynamicAnimation&Motion. * Specify the ID of the skill. * * @------------------------------------------------------------------ * @ [Plugin Parameters] * @------------------------------------------------------------------ * * @param MaxEnemyNo * @type number * @default 5 * @desc The maximum number of enemy that can appear. * Attempting to call more than that will result in failure. * * @param SuccessMessage * @type string * @default %1 showed up! * @desc The message to be displayed when the call is successful. * * @param FailureMessage * @type string * @default However, the fellow didn't show up! * @desc The message to be displayed when the call is failed. * * @param DeleteDeadEnemy * @type boolean * @default false * @desc Deletes dead enemies when Call Enemy is executed. * Do not overlap placements with revival. * * @param LinkDynamicAppear * @type boolean * @default true * @desc Works with NRP_DynamicAppear.js to execute the appearance direction.