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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.

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