Target Any Scope

RPG Maker provides some skill and item scopes like “for one ally” or “for all enemies” but there isn’t really an option to target anyone or everyone.

This plugin provides you with the ability to do so with a simple note tag!
Check out this video for a demonstration on how it looks in-game

It also works in MZ!

Download

Get it here: download plugin (right-click and save as)

Installation

Download the plugin and place it in the “plugins” folder in your project’s “js” folder. Then open your Plugin Manager (F10), double-click an empty row, and select the Custom Page Conditions plugin.

Once it is in your list of plugins, turn the plugin on.

Usage

Two note-tags are available for items or skills

<scope: any one>
<scope: any all>

“any one” allows you to select any alive actor or enemy
“any all” will target all alive actors or enemies

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55 Responses

  1. Math says:

    Any way to create a Draw! condition checking if both sides were defeated?

  2. Anonymous says:

    Sorry, I should note.. I am also using VisuMZ battle plugins. The incompatibility is probably there and not with this plugin itself.

  3. Anonymous says:

    I’m having the same issue. I did 2 test battles and it crashed different circumstances in MZ. Plugin seems unstable unfortunately but it’s something I really need for my FF Style game.

  4. Wesley says:

    Just FYI a failed escape seems to crash this plugin.

  5. Mike says:

    Hello. I’m having an issue with this crashing on usage. I’m using this with VS plugins but this one is super needed for undead enemies and being able to use potions on them to do damage. The error I’m getting is:

    TypeError: Cannot read property ‘friendsUnit’ of undefined
    at Game_Action.targetsForAny (HIME_TargetAnyScope.js:154)
    at Game_Action.targetsForFriends (HIME_TargetAnyScope.js:131)
    at Game_Action.makeTargets (rmmz_objects.js:1658)
    at Game_Action..makeTargets (VisuMZ_1_BattleCore.js:12980)
    at Function.BattleManager.startAction (rmmz_managers.js:2741)
    at Function.BattleManager. [as startAction] (VisuMZ_1_BattleCore.js:12980)
    at Function.BattleManager.processTurn (rmmz_managers.js:2659)
    at Function.BattleManager.updateTurn (rmmz_managers.js:2614)
    at Function.BattleManager.updatePhase (rmmz_managers.js:2349)
    at Function.BattleManager. [as updatePhase] (VisuMZ_1_BattleCore.js:12980)

    Not sure if you needed the whole piece of not.

    This is with MZ also.

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