//============================================================================= // NRP_BattleEventEXMZ.js //============================================================================= /*: * @target MZ * @plugindesc v1.062 Extends the functionality of battle events. * @author Takeshi Sunagawa (http://newrpg.seesaa.net/) * @orderBefore NRP_ChargeSkill * @orderAfter NRP_EnemyRoutineKai * @url http://newrpg.seesaa.net/article/477489099.html * * @help The following enhancements have been made to the battle Event. * 1. In "Force Action", consider action abnormalities and MP depletion. * 2. The function to omit the staging of skill activation has been implemented. * (Specify in note.) * 3. The plugin command to operate the subject and target is implemented. * * The purpose of this plugin is to bring out the true value of battle events. * The plugin itself doesn't have much in the way of features. * For more information on what you can do in a battle event specifically, * please see the details below. * http://newrpg.seesaa.net/article/477489099.html * * [Plugin command] * > forceSubject * Overrides the subject that does "Force Action". * This overrides the subject of the instruction on the editor. * * > forceTargetFilter * The filtered targets are overwritten as "Force Action" targets. * This overrides the target of the instruction on the editor. * * > forceTargetMost * Overrides the targets that does "Force Action". * Find the objects with maximum and minimum values by comparison. * This overrides the target of the instruction on the editor. * * > setConditionSwitch * It searches for targets that match the condition * and stores the results in a switch. * * > superForce * true: "Force Action" is performed regardless of the parameter setting. * false: Regardless of the setting of parameters, * the action is judged on "Force Action". * * [Note Of Skills] * The following statements are valid. * * * * Omit the start performance when activating a skill. * Allows you to avoid showing the performance * when calling a common event with the effect of using a skill. * * * * Toggles whether or not to adjust the timing of the end-of-action process * when calling a common event with the use effect of a skill. * The default value can be set in the plugin parameter. * * If set to true, it will cause the end of action process * to be executed only once at the termination of the common event. * This will address the problem that states * with a release timing of "at the end of the action" * will be released immediately after the common event is activated. * * The target condition is when the damage type is "None" * and the only effect used is Common Event. * Please note that it will not work if any settings are made. * * Note that this control is not necessary for CTB. * It is already taken into account * in the control in NRP_CountTimeBattle.js. * * [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 forceSubject * @desc Overrides the subject that does "Force Action". * This overrides the subject of the instruction on the editor. * * @arg subject * @desc Select the user of the skill to be overwritten. * @type combo * @default subject * @option * @option subject * * @------------------------------------------------------------------ * * @command forceTargetFilter * @desc The filtered targets are overwritten as "Force Action" targets. * * @arg targetCondition * @desc The conditions under which the skill is targeted. * Example1: b.hp < 100, Example2: b.actorId() == 1 * @type combo * @option * @option b.hpRate() <= 0.5 * @option b._actorId == 1 * @option b._enemyId == 1 * @option b.isStateAffected(1) #State no * @option b.isDead() * @option b.index() == targets.length - 1 #Last in line. * @option b.hp < a.hp #Lower HP than the subject. * * @arg option * @type struct