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NRP Substitute - NRP_Substitute.js
Plugin desc : v1.03 Extends the substitute effect.
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_Substitute.js
Desc page : https://newrpg.seesaa.net/article/500482565.html
Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_Substitute.js
File name : NRP_Substitute.js
Help of plugin :
Extends the substitute effect. * * ------------------------------------------------------------------- * [Usage] * ------------------------------------------------------------------- * Plugin parameters allow you * to adjust the standard substitution behavior. * You can also insert a direction when the substitution is triggered. * ※The direction to the actor cannot be displayed in the front view. * * In addition, the flow of the performance * by the substitute will be changed. * Normally, only damage and other effects are substituted, * but this plug-in changes the target of the skill itself. * In other words, the animation will be displayed for the battler * who performs the substitution. * * If you want to be even more particular, * you can set up a substitution effect for objects with traits. * * For example, you can create separate * "states that only protect against physical attacks" and * "states that only protect against magical attacks". * * ------------------------------------------------------------------- * [Note (actor, enemy, class, equipment, state, skill, item)] * ------------------------------------------------------------------- * ※As for skills, they are passive skills * that only need to be learned to be effective. * ※Formulas can also be used for each item. * * ◆Required * <Substitute:50> * 50% chance to execute the substitute. * When omitted (<Substitute>), it is activated at 100%. * * ◆Performance * <SubstituteAnimationId:100> * The number 100 animation is displayed * to the activator of the substitution. * * <SubstituteDynamicId:100> * In conjunction with DynamicAnimation & Motion, * a substitute activator executes the production of Skill ID. 100. * ※It takes precedence over the animation described above. * * <SubstituteWait:30> * The waiting time (in 1/60 second increments) * when the substitute is activated. * * ◆Condition * <SubstituteHpRate:50> * Protects fellow members with less than 50% HP. * * <SubstituteDamageType:1,5> * Damage type 1,5 skills are targeted for substitution. * 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. * * <SubstituteHitType:1> * Targets skills of hit type 1 for substitution. * 0:Certain Hit, 1:Physical Attack, 2:Magic Attack * If omitted, the plugin parameter settings are used. * If left blank, all are valid. * * <SubstituteSkillType:0,2> * Skill type 0,2 skills are targeted for substitution. * Skill types can be set in the database. * Normally, 1 is Magic, 2:Special. * Also, 0 is treated as a normal attack. * If omitted, the plugin parameter settings are used. * If left blank, all are valid. * * <SubstituteForOne> * Only skills with a single (& random) range * are targeted for substitution. * <SubstituteForOne:false> for all. * If omitted, the plugin parameter settings are used. * * <SubstituteItem> / <SubstituteItem:false> * Performs substitution for items as well. (Off with false) * If omitted, the plugin parameter settings are used. * * <SubstitutePriority:1> * You can specify the priority * when multiple substitution effects are triggered. * The higher the number, the higher the priority. * If not specified, it is treated as 0. Negative values are also valid. * * ◆Counter Group * <CounterGroupInclude:attack> * It takes the place of the skill's counter group name "attack". * For counter groups, see below. * * <CounterGroupExcept:attack> * It does not substitute * when the skill's counter group name is "attack" * * ------------------------------------------------------------------- * [Note (skill, item)] * ------------------------------------------------------------------- * <SubstituteDisabled> * This skill is not to be taken as a substitute. * * <CounterGroup:attack> * Set the counter group to "attack". * * ------------------------------------------------------------------- * [Note (state] * ------------------------------------------------------------------- * <SubstituteDisabled> * Prohibits substitution while this state is in effect. * * Note that battlers who are in the "Cannot Move" restriction state * will not execute the substitution from the beginning. * * ------------------------------------------------------------------- * [Counter Group] * ------------------------------------------------------------------- * Supports integration with the counter plugin (NRP_CounterSkill.js), * allowing counter skills * and substitutes to share counter group settings. * ※This plugin is also effective on its own. * * The counter group is useful when you want * to make detailed judgments for each skill. * For example, if you want to set up that bow skills * cannot be substituted, you can do so as follows * * Set the note for the bow skill and the counter group to 'bow'. * <CounterGroup:bow> * * Next, set the note for the substitute state * and disable the counter group "bow". * <CounterGroupExcept:bow> * * Conversely, if you wish to create a state in which only * the bow skill is the target of the substitution, * set the following in the note. * <CounterGroupInclude:bow> * * ------------------------------------------------------------------- * [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 CoverDefaultSubstitute * @type boolean * @default true * @desc The default substitution should also be handled by this plugin. * * @param SubstituteHpRate * @type number * @default 25 * @desc Performs a substitution if a fellow member's HP falls below this percentage. * * @param TargetDamageType * @type string * @default 1,5 * @desc Damage type targeted for substitution. 0:None, 1:HP Damage, 2:MP Damage, 3:HP Recover, 4:MP Recover, 5:HP Drain, 6:MP Drain * * @param TargetHitType * @type string * @default 1,2 * @desc The hit type of the skill targeted for substitution. * 0:Certain Hit, 1:Physical Attack, 2:Magic Attack * * @param TargetSkillType * @type string * @default 0,1,2 * @desc Skill type to be targeted for substitution. * With standard, 0: Normal Attack, 1: Magic, 2: Special. * * @param TargetForOneSkill * @type boolean * @default false * @desc Only skills with a single range are targeted for substitution. * * @param SubstituteItem * @type boolean * @default false * @desc It also executes a substitution for the item. * * @param AnimationId * @type animation * @desc This is an animation that is executed when a substitute is activated. * * @param DynamicSkill * @type skill * @desc A DynamicAnimation&Motion skill that is executed when a substitute is activated. It has a higher priority than AnimationId. * * @param SvMotionDuration * @parent DynamicSkill * @type number * @desc Priority display of SV motion at the time of substitution for a specified time. If blank, use Wait. * * @param Wait * @type numer * @default 10 * @desc The waiting time when the substitution is activated, in 1/60 second increments. * * @param <Counter Skill> * * @param CounterGroup * @parent <Counter Skill> * @type string * @desc This is a counter group where substitution becomes effective. * * @param CounterGroupNG * @parent <Counter Skill> * @type string * @desc This is a counter group for which the substitution is invalid.