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NRP Enemy Routine Kai - NRP_EnemyRoutineKai.js
Plugin desc : v1.111 Improve the enemy's action routine.
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_EnemyRoutineKai.js
Desc page : http://newrpg.seesaa.net/article/473218336.html
Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_EnemyRoutineKai.js
File name : NRP_EnemyRoutineKai.js
Help of plugin :
Improve the enemy's action routine as follows.
*
* - Re-select actions not only at the start of the turn
* but also just before the action.
* - Select the target with the least amount of HP & MP recovery.
* - Do not use the MP drain skill on an opponent with 0 MP.
* - Do not overlay already active states.
* - Do not overlay already limited buffs or debuffs.
* - Do not heal, cure, or revive if there is no valid target.
* - If there is only one, the substitution skill is not used.
*
* -------------------------------------------------------------------
* [Individual Settings]
* -------------------------------------------------------------------
* You can also make individual settings
* by entering the following in the note of the enemy.
*
* - Re-select just before action? : <RoutineReset:[true or false]>
* - Pointless action or not? : <RoutineTest:[true or false]>
* - Control recovery actions? : <RoutineRecover:[true or false]>
* - Condition for HP recovery : <RoutineIfHp:[condition]>.
* - Condition for MP recovery : <RoutineIfMp:[condition]>.
* - Control MP drain :<RoutineMpDrain:[true or false]>
* - Control revival action? : <RoutineForDead:[true or false]>
* - Control the effect for actors? : <RoutineActorEffect:[true or false]>
* - Control the effect for enemys : <RoutineEnemyEffect:[true or false]>
* - Watch for state resistance? : <RoutineWatchResist:[true or false]>
* ※The [] is not required. If incorrectly included, it will not work.
* ※> (greater than mark) cannot be used for the condition.
*
* You can also set the conditions of use
* by entering the following in the note for the skill.
*
* <RoutineCondition:[condition]>
*
* Example: Perform only if there is an enemy in 10:sleep state.
* <RoutineCondition:$gameTroop.aliveMembers().some(function(m) {return m.isStateAffected(10)})>
*
* -------------------------------------------------------------------
* [Notes]
* -------------------------------------------------------------------
* - Only recovery type skills can be targeted for recovery control.
* - Effects such as state are only determined by "none" type skills.
* - Skills that belong to the HP damage/drain type
* are not controlled regardless of their effect.
* - If a speed compensation skill is selected at the start of a turn,
* the action will not be reselected.
* - Also, when you re-select an action,
* you will not select a speed compensation skill.
* - In the case of "Force Action", if the target is "Random",
* the control will also be performed.
*
* -------------------------------------------------------------------
* [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.
*
* @param <Base Setting>
*
* @param resetAction
* @parent <Base Setting>
* @type boolean
* @default false
* @desc If ON, it will make another action decision just before the action.
* The action is determined one at a time, even when there are multiple actions.
*
* @param testApply
* @parent <Base Setting>
* @type boolean
* @default true
* @desc Execute an action judgment.
* If ON, you will no longer use ineffective skills.
*
* @param <Heal>
*
* @param controlRecover
* @parent <Heal>
* @type boolean
* @default true
* @desc If it is on, it controls the recovery skill.
*
* @param ifHpRecover
* @parent <Heal>
* @type text
* @default b.hpRate() < 1.0
* @desc Set the condition for HP recovery.
* When someone's HP drops below 100% with "b.hpRate() < 1.0".
*
* @param ifMpRecover
* @parent <Heal>
* @type text
* @default b.mpRate() < 1.0
* @desc Set the condition for MP recovery.
* When someone's MP drops below 100% with "b.mpRate() < 1.0".
*
* @param controlForDead
* @parent <Heal>
* @type boolean
* @default true
* @desc If it's on, it gives you control over skills that target the dead.
*
* @param <MP Drain>
*
* @param controlMpDrain
* @parent <MP Drain>
* @type boolean
* @default true
* @desc If ON, you control related to MP drain/damage skills.
*
* @param <Effect>
*
* @param controlEnemyEffect
* @parent <Effect>
* @type boolean
* @default true
* @desc If ON, you control the effect skill for the enemy.
* (e.g. support states)
*
* @param controlActorEffect
* @parent <Effect>
* @type boolean
* @default true
* @desc If ON, you control the effect skill for the actor.
* (e.g. abnormal states)
*
* @param watchResist
* @parent <Effect>
* @type boolean
* @default false
* @desc If ON, the target's resistance is checked
* and the invalid state is not used.
*
* @param improveSubstitute
* @parent <Effect>
* @type boolean
* @default true
* @desc If ON, it will not use skills with substitute state with only one.