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NRP Chain Skill - NRP_ChainSkill.js
Plugin desc : v1.101 Chain skills together.
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_ChainSkill.js
Desc page : https://newrpg.seesaa.net/article/498285406.html
Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_ChainSkill.js
File name : NRP_ChainSkill.js
Help of plugin :
After the execution of a skill, * another skill is chained and activated. * * They can be activated as separate skills * or can be made to look like one skill. * * In addition, by setting equipment, classes, and states to. * * ◆Example * - Skills that deal continuous damage with different elements. * - Skills that heal at the same time as attacking. * - Skills that have different effects depending * on whether they hit or miss. * - Weapons that activate magic after the attack. * * ------------------------------------------------------------------- * [Note (actor, enemy, class, equipment, state, skill, item)] * ------------------------------------------------------------------- * <ChainSkill:100> * After the skill is completed, the skill number 100 is chained * and activated. * If described in the skill itself, * it will be activated after that skill. * If it is described in an occupation or class, * it will be invoked after any skill. * * <ChainSkillHit:100> * Only when the skill is hit, the skill number 100 is chained * and activated. * * <ChainSkillMiss:100> * Only when the skill fails, the skill No. 100 is chained * and activated. * * <ChainSkillPercent:50> * 50% chance of activating the skill. * 100% if omitted. Formula use is allowed. * * <ChainDamageType:1,5> * Damage type 1,5 skills are targeted for chain. * 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. * * <ChainHitType:1> * Targets skills of hit type 1 for chain. * 0:Certain Hit, 1:Physical Attack, 2:Magic Attack * If omitted, the plugin parameter settings are used. * If left blank, all are valid. * * <ChainSkillType:0,2> * Skill type 0,2 skills are targeted for the chaining. * With standard, 0: Normal Attack, 2: Special. * If omitted, the plugin parameter setting is used. * * <ChainForOne> * Only skills with a single (& random) range * are targeted for chain. * <ChainForOne:false> for all. * If omitted, the plugin parameter settings are used. * * <ChainSkillDisplayName:[0~2]> * Change the display method of chained skill names. * 0: Hide, 1: Individually, 2: Continue First Skill * If omitted, the plugin parameter setting is used. * * <ChainSkillAbortDeath> / <ChainSkillAbortDeath:false> * Stops the chained skills when the target dies. (false turns it off). * If omitted, the plugin parameter setting is used. * * <ChainSkillAbortResist> / <ChainSkillAbortResist:false> * If the target has full elemental resistance, * the chained skills are stopped. * If omitted, the plugin parameter setting is used. * * ------------------------------------------------------------------- * [Note (skill, item)] * ------------------------------------------------------------------- * <ChainSkillPassive> * When a skill is used, it enables the chaining of skills * by the above objects (actor ~ skill). * * <ChainSkillPassive:false> * Disables the chaining of skills. * * <ChainSkillNoResult> * Hides the results of the skills used. * * <ChainSkillImmortal> * Renders the battler immortal until the end of the chain skill. * This can be used when you do not want to interrupt the performance. * The immortal state (plugin parameter) must be set in advance. * * ------------------------------------------------------------------- * [About Passive Skills] * ------------------------------------------------------------------- * If the Occasion of a skill is set to "Never", * the skill functions as a passive skill. * * You can create a skill that, just by learning it, * activates additional magic, * for example, when you use a normal attack or another skill. * * ------------------------------------------------------------------- * [Change the direction depending on hit or miss] * ------------------------------------------------------------------- * The function of this plugin can be applied * to change the direction depending on the hit or miss of the skill. * ※Note that I do not take into account if the scope is the All, etc. * ※Also, three skills are required. * * First, set the skill's damage type to None. * Then, in the note field, enter the following. * * <ChainSkillHit:1> * <ChainSkillMiss:2> * <ChainSkillNoResult> * * This will invoke Skill 1 on a hit and Skill 2 on a miss. * For Skill 1, set Hit Type to Certain Hit and enter the actual effect. * For Skill 2, set Success to 0%. * * ------------------------------------------------------------------- * [Other Details] * ------------------------------------------------------------------- * - The target of a linked skill is the last target. * If the range is the All, the last one is the target. * * - When skills with a range of "User" or "Ally All" * are chained together, the target is automatically switched. * Skills that heal themselves at the same time as attacking, etc. * can be created. * * - The effect is only during battle. * It will be invalid if used on the menu screen. * * ------------------------------------------------------------------- * [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 <PassiveCondition> * @desc This is the condition under which the passive effect chain skill is activated. * * @param TargetDamageType * @parent <PassiveCondition> * @type string * @default 1,5 * @desc Damage type targeted for chain. 0:None, 1:HP Damage, 2:MP Damage, 3:HP Recover, 4:MP Recover, 5:HP Drain, 6:MP Drain * * @param TargetHitType * @parent <PassiveCondition> * @type string * @default 0,1,2 * @desc The hit type of the skill targeted for chain. * 0:Certain Hit, 1:Physical Attack, 2:Magic Attack * * @param TargetSkillType * @parent <PassiveCondition> * @type string * @default 0,2 * @desc Skill type to be targeted for chain. * With standard, 0: Normal Attack, 1: Magic, 2: Special. * * @param TargetForOneSkill * @parent <PassiveCondition> * @type boolean * @default false * @desc Only skills with a single range are targeted for chain. * * @param DisplayNameStyle * @type select * @option 0:Hide @value 0 * @option 1:Individually @value 1 * @option 2:Continue First Skill @value 2 * @default 1 * @desc How to display the name of the activated skill. * If 2, the first skill name is displayed continuously. * * @param NoStartMotion * @type boolean * @default true * @desc When activating a chained skill, the start motion is not executed. * * @param NoStepBack * @type boolean * @default true * @desc When a connected skill is activated, backtracking is prohibited to smooth the direction. * * @param NoMpTpCost * @type boolean * @default true * @desc No MP & TP is consumed when activating a linked skill. * * @param IgnoreSkillConditions * @type boolean * @default true * @desc Ignore skill use decisions (e.g., silence state). * * @param AbortTargetDeath * @type boolean * @default false * @desc When the target dies, subsequent chained skills are not activated. * * @param AbortTargetResist * @type boolean * @default false * @desc If the target is completely resistant to the elements, the chained skills are not triggered. * * @param DisableSameSkill * @type boolean * @default true * @desc Duplicate linkage of the same skill is prohibited. * * @param AdjustAllRangeTarget * @type select * @option top * @option tail * @option random * @default top * @desc Change the target when a chain skill is activated for a skill that is whole in range. * * @param NoEnemyFlash * @type boolean * @default true * @desc When a chain skill is activated, it does not show the flash of the enemy. * * @param ImmortalState * @type state * @default 3 * @desc The immortal state number to use for performance. * Please set up a dedicated state if possible.