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NRP Count Time Battle - NRP_CountTimeBattle.js
Plugin desc : v1.25 Change the battle system to CTB.
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_CountTimeBattle.js
Desc page : http://newrpg.seesaa.net/article/472859369.html
Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_CountTimeBattle.js
File name : NRP_CountTimeBattle.js
Help of plugin :
This is a so-called CTB (Count Time Battle). * One by one, the actions will be turned in proportion to the agility. * With that, each battler will possess a turn individually. * * This plugin does not display order by itself. * Please use it in combination with NRP_VisualTurn.js. * http://newrpg.seesaa.net/article/472840225.html * * ------------------------------------------------------------------- * [Notice] * ------------------------------------------------------------------- * If the state "Auto-removal Timing" is "Action End", * the effect will expire at the individual's turn. * In the case of "Turn End", the effect * is determined in everyone's turn. * Basically, "Action End" is easier to use. * * Speed values entered from the editor are in %. * Speed100 technique is +100%. This means twice as fast. * Speed -50 is 1/2 times faster. * Below -100, the turn will be almost no turn. * * Be sure to change the Guard Skill setting that is in the default. * If Speed is left at 2000, it will be "my turn all the time". * Also, "Action End" is recommended for Auto-removal of guard state. * * It does not support multiple actions by the actor. * * The fight and escape party commands are not initially displayed. * They are displayed when Cancel is pressed. * * For more information, please see below. * http://newrpg.seesaa.net/article/472859369.html * * ------------------------------------------------------------------- * [Note of States] * ------------------------------------------------------------------- * You can change the target's waiting time * by entering the following in the note field of the state. * A value of 100 is the waiting time for one turn of the target. * Formulas and negative values are also valid. * * ◆<SetWt:[Number]> * Change the target waiting time. * * ◆<AddWt:[Number]> * Add up the waiting time for the target. * * [Sample] * <AddWt:50> * Delays the target's action for 1/2 turn. * This is the so-called delay attack. * * <SetWt:0> * The target's waiting time is reduced to 0 * and the action is taken immediately. * However, it is meaningless even * if it is applied to the user of the skill, * because the turn will elapse immediately after this. * If you want the user to perform continuous action, * set the Speed of the skill to 2000. * (※Refer to: Continuous action skill) * * <SetWt:-500> * Changes the target's waiting time to -5 turns. * In other words, you will be able to move unilaterally about 5 times. * * Note that these effects occur only when a state is applied. * Therefore, they cannot be applied on top of each other * if the same state is still applied. * If "Auto-removal Timing" is set to "Turn End" for a single turn, * the stacking can be done instantly. * * Conversely, if "Auto-removal Timing" * is set to one turn of "Action End", * an anomaly such as "delay that cannot be stacked * until the enemy acts once" can be created for the purpose. * * ◆<DeadCTBTurn> * The dead state will still appear in the order of action. * Assume a special state that will be revived * after a certain amount of time. * * ◆<ExpiredTurnStart> * For a state whose Auto-removal Timing is Action End, * this causes the state's Auto-removal to occur * at the start of the turn (at the start of input). * This is useful for guard and other situations * where you want the effect to expire at the start of input. * * ◆<SelfStatePlusTurn:true> * State added to oneself has +1 turn of duration. * See [Extended State to Self] for more information. * * ◆<SelfStatePlusTurn:false> * State added to oneself does not have +1 turn of duration. * See [Extended State to Self] for more information. * * ------------------------------------------------------------------- * [Note (actor, enemy, class, equipment, state, skill, item)] * ------------------------------------------------------------------- * In the note of the object that holds the trait, * please include the following. * For skills, this is a passive skill * * <StartWt:[Number]> * Change the waiting time (Base:100) * at the start of battle to the specified value. * For example, if <StartWt:0>, the action is taken immediately. * If <StartWt:200>, the start of action is delayed by one turn. * * ------------------------------------------------------------------- * [Note of Skills] * ------------------------------------------------------------------- * <ReviveWt:[Number]> * For the revive skill, set the waiting time (Base: 100) when reviving. * If <ReviveWt:50>, the action starts in 1/2 turn. * * ------------------------------------------------------------------- * [Extended State to Self] * ------------------------------------------------------------------- * By default, it extends the state (buff/debuff) * applied to oneself by +1 turn. * ※This applies to items with Auto-removal Timing set to [Action End]. * * This is an adjustment because the user's turn ends immediately * after the skill is used. * (For example, it can address the problem of states * with Duration in Turns set to 1 being cut off instantly.) * * On the other hand, a state that takes effect at the end of an action, * such as regeneration, has the problem * that the number of times it takes effect increases, * so it can be toggled on a per-state basis. * * Fill in the following in the note field of the state. * ※If not specified, the value of the plugin parameter setting * will be used. * * <SelfStatePlusTurn:true> * State added to oneself has +1 turn of duration. * * <SelfStatePlusTurn:false> * State added to oneself does not have +1 turn of duration. * * ------------------------------------------------------------------- * [Continuous action skill] * ------------------------------------------------------------------- * If the Speed of a skill is set to 2000 (MAX), * it will perform a series of actions without time elapsing. * This is useful for creating auxiliary skills, etc., * that trigger instantaneous effects. * * ------------------------------------------------------------------- * [Conflict Information] * ------------------------------------------------------------------- * Because it is fundamentally changing the flow of battle, * it will conflict with plug-ins that touch that area. * For reference, plugins with larger impact tend to move more easily * if they are placed on the upper side. * ※This is just a trend. It is not certain. * * Overrides the following functions. Please be careful of conflicts. * I think it's more stable if you put it on top as much as possible. * - Scene_Battle.prototype.commandFight * - BattleManager.startInput() * - BattleManager.selectNextCommand * - BattleManager.selectPreviousCommand * - BattleManager.makeActionOrders * - BattleManager.startTurn * - BattleManager.processTurn * - BattleManager.endTurn * - BattleManager.updateTurnEnd * - BattleManager.getNextSubject * - BattleManager.processEscape * - Game_Party.prototype.requestMotionRefresh * - Game_Battler.prototype.onAllActionsEnd * - Game_Battler.prototype.performActionEnd() * - Game_Enemy.prototype.meetsTurnCondition * - Game_Action.prototype.speed * - Window_BattleLog.prototype.startTurn * (The following are MZ only) * - Game_Battler.prototype.turnCount * - BattleManager.endAction * * ------------------------------------------------------------------- * [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 <Basic> * * @param number * @parent <Basic> * @type number * @default 9 * @desc The number of battler to calculate the turn order. * This is the number of battler to be displayed. default 9. * * @param calcGuardCommand * @parent <Basic> * @type boolean * @default true * @desc When the cursor is hovered over a guard command, the order display is calculated according to speed. * * @param showActionUser * @parent <Basic> * @type boolean * @default true * @desc When selecting an action, the current actor is displayed at the top. * * @param notPartyMotionRefresh * @parent <Basic> * @type boolean * @default true * @desc Don't do motion updates for party. The process for turn-based systems, so it should not be necessary for CTB. * * @param <Battle Start> * * @param showPartyCommand * @parent <Battle Start> * @type select * @option 0:None @value 0 * @option 1:Display @value 1 * @option 2:OnlyEnemyFirst @value 2 * @default 0 * @desc How to display party commands at the start of a battle. * * @param actorStartRandomWt * @parent <Battle Start> * @type string * @default 0 * @desc Distribute the actors' initial wait time by the numerical %. * Example: 20 distributes 90-110%. 0 if not specified. * * @param enemyStartRandomWt * @parent <Battle Start> * @type string * @default 20 * @desc Distribute the enemys' initial wait time by the numerical %. * Example: 20 distributes 90-110%. 0 if not specified. * * @param preemptiveAdvantage * @parent <Battle Start> * @type string * @default 50 * @desc Advantage to actors during a preemptive attack. * Speed up their turn by the % of the specified number. * * @param surpriseAdvantage * @parent <Battle Start> * @type string * @default 50 * @desc Advantage to enemys during a surprise attack. * Speed up their turn by the % of the specified number. * * @param startTurn * @parent <Battle Start> * @type select * @option 0 * @option 1 * @default 1 * @desc Sets the number of turns at the start of battle. * It is used to determine the enemy's action. default 1. MV's default 0. * * @param <Escape> * * @param escapePenalty * @parent <Escape> * @type string * @default 25 * @desc Penalty for failure to escape. * Delays the actor's turn by the % of the specified number. * * @param <State&Buf> * * @param selfStatePlusTurn * @parent <State&Buf> * @type boolean * @default true * @desc State added to oneself has +1 turn of duration. * The timing of the automatic cancellation must be "Action End". * * @param selfBufPlusTurn * @parent <State&Buf> * @type boolean * @default true * @desc Buf added to oneself has +1 turn of duration. * How to deal with a problem whose effect on self quickly disappears. * * @param reviveWT * @parent <State&Buf> * @type combo * @option baseWt * @option wt * @desc Reset wait time at revive. Formulas allowed. * baseWt:wait time for one turn, wt:wait time at dead. * * @param predictionSkillOrder * @parent <State&Buf> * @type boolean * @default true * @desc If the order of action changes depending on the skill, it is predicted and displayed. * * @param predictionCertain * @parent predictionSkillOrder * @type boolean * @default true * @desc Only skills with a hit type of certain are subject to prediction. * If off, everything is enabled.