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NRP Fast Battle Event - NRP_FastBattleEvent.js
Plugin desc : v1.013 Fastest execution of battle events before fade-in.
License :
・Copyright: Retained
・Commercial Use: Allowed
・Modification: Allowed
・Redistribution: Allowed
・Details: See Download Page / In-plugin documentation
Author : Takeshi Sunagawa (https://newrpg.seesaa.net/)
Website : https://github.com/NewRPGProject/MZMV_Plugin/blob/main/NRP_FastBattleEvent.js
Desc page : https://newrpg.seesaa.net/article/499824342.html
Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_FastBattleEvent.js
File name : NRP_FastBattleEvent.js
Help of plugin :
Fastest execution of battle events before fade-in. * * If combined with Tint Screen, etc, * The performance can be executed from the moment the battle begins. * * In addition, additional enemies can be added by plugin commands. * If combined with NRP_TroopRandomFormation.js, * it is also possible to randomly generate & place Troops. * * ※However, show messages, wait, etc. do not work * because there is no stop control for event commands. * * Starting from ver1.01, a battle event can be executed * before the battle ends when all enemies have been killed. * If additional enemies are added in the event, the battle will continue. * For example, it is possible to create a scene in which the battle * does not end even after all the enemies have been killed, * and reinforcements appear one after another. * * ------------------------------------------------------------------- * [Usage] * ------------------------------------------------------------------- * Battle events that meet the following conditions * are eligible for the fastest execution. * * - It must be the first page. * - The conditions must be "Don't Run". * - The span must be "Battle". * * The above can be disabled by setting. * * In other cases, the following can be entered in the comment * at the beginning of the event command for the fastest execution. * * <FastBattleEvent> * * ------------------------------------------------------------------- * [Plugin Commands] * ------------------------------------------------------------------- * ◆AddEnemy * Add the specified enemies. * * If you specify more than one, you can select randomly. * - e.g.1: If 1~3, add randomly from enemies with IDs 1~3. * - e.g.2: If 1,3,5, add randomly from enemies with IDs 1, 3, and 5. * * Also, with formulas, specification by variables is also valid. * - e.g.: $gameVariables.value(1) * ※Scripted string specifications (e.g.:"1~3") * are also valid for variables. * * ◆AddEnemyDetail * The main point is the same as "AddEnemy" above, * but coordinates can be specified. * * However, please note that the coordinates will be overwritten * if the random placement of NRP_TroopRandomFormation.js is enabled. * * ------------------------------------------------------------------- * [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 Commands] * @----------------------------------------------------- * * @command AddEnemy * @desc Add the specified enemy. * * @arg EnemyId * @type string * @desc The ID of the enemy to be added. Random selection possible with multiple designations (e.g., 1~3,5) * * @----------------------------------------------------- * * @command AddEnemyDetail * @desc Add the specified enemy and set the coordinates. * * @arg EnemyId * @type string * @desc The ID of the enemy to be added. Random selection possible with multiple designations (e.g., 1~3,5) * * @arg X * @type string * @desc X coordinate to add an enemy. * * @arg Y * @type string * @desc Y coordinate to add an enemy. * * @----------------------------------------------------- * @ [Plugin Parameters] * @----------------------------------------------------- * * @param AutoFastEvent * @type boolean * @default true * @desc Execute the fastest battle event that meets the conditions. * * @param CommonCommonEvent * @type common_event * @desc The common event always executed fastest at the start of battle. Runs later than the Troop event. * * @param EnemiesDefeatedEvent * @type boolean * @default false * @desc Allow battle events to be executed before the battle is over when the enemies are all defeated.