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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.

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