// DarkPlasma_CertainHitAction 1.0.0 // Copyright (c) 2023 DarkPlasma // This software is released under the MIT license. // http://opensource.org/licenses/mit-license.php /** * 2023/08/12 1.0.0 公開 */ /*: @target MZ @url https://github.com/elleonard/DarkPlasma-MZ-Plugins/tree/release @plugindesc Make skills and items guaranteed to hit, ignore counterattacks, or ignore reflections @author DarkPlasma @license MIT @help English Help Translator: munokura This is an unofficial English translation of the plugin help, created to support global RPG Maker users. Feedback is welcome to improve translation quality (see: https://github.com/munokura/DarkPlasma-MZ-Plugins ). Original plugin by DarkPlasma. Please check the latest official version at: https://github.com/elleonard/DarkPlasma-MZ-Plugins/tree/release ----- Version: 1.0.0 By entering the specified tag in the memo field of a skill or item, you can grant the target the Guaranteed Hit, Ignore Counterattack, or Ignore Reflection traits. Certain Hit: Sets the success rate of hit checks based on hit rate to 100%. Sets the success rate of evasion checks based on evasion rate and magic evasion rate to 0%. Hit Type: Unlike Guaranteed Hit, physical damage rate and magic damage rate remain affected, and the success rate of applying a state is calculated normally. Ignore Counter: Sets the success rate of counterattack checks based on counterattack rate for that skill to 0%. Ignore Reflection: Sets the success rate of magic reflection checks based on magic reflection for that skill to 0%. */ /*:ja @plugindesc スキルやアイテムを必中・反撃無視・反射無視にする @author DarkPlasma @license MIT @target MZ @url https://github.com/elleonard/DarkPlasma-MZ-Plugins/tree/release @help version: 1.0.0 スキルやアイテムのメモ欄に指定のタグを記述することで 対象に必中特性、反撃無視特性、反射無視特性を付与します。 必中特性: 命中率による命中判定の成功率を100%にします。 回避率・魔法回避率による回避判定の成功率を0%にします。 命中タイプ:必中と異なり、物理ダメージ率や魔法ダメージ率の影響は残る他 ステートの付与の成功率も通常通りの計算となります。 反撃無視特性: そのスキルに対する反撃率による反撃判定の成功率を0%にします。 反射無視特性: そのスキルに対する魔法反射率による反射判定の成功率を0%にします。 */ (() => { 'use strict'; function Game_Action_CertainHitMixIn(gameAction) { const _itemHit = gameAction.itemHit; gameAction.itemHit = function (target) { if (this.item()?.meta.certainHit) { return 1; } return _itemHit.call(this, target); }; const _itemEva = gameAction.itemEva; gameAction.itemEva = function (target) { if (this.item()?.meta.certainHit) { return 0; } return _itemEva.call(this, target); }; const _itemCnt = gameAction.itemCnt; gameAction.itemCnt = function (target) { if (this.item()?.meta.ignoreCounter) { return 0; } return _itemCnt.call(this, target); }; const _itemMrf = gameAction.itemMrf; gameAction.itemMrf = function (target) { if (this.item()?.meta.ignoreReflection) { return 0; } return _itemMrf.call(this, target); }; } Game_Action_CertainHitMixIn(Game_Action.prototype); })();