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NRP Dynamic Animation Map MZ - NRP_DynamicAnimationMapMZ.js

Plugin desc : v1.161 Call DynamicAnimationMZ on the map.

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_DynamicAnimationMapMZ.js

Desc page : http://newrpg.seesaa.net/article/477639171.html

Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_DynamicAnimationMapMZ.js

File name : NRP_DynamicAnimationMapMZ.js

Help of plugin :

Call DynamicAnimationMZ on the map.
 * 
 * It's heavy when you show a lot of animations in MZ format.
 * If anything, we recommend an animation in the form of MV.
 * 
 * For more information, please see below.
 * http://newrpg.seesaa.net/article/477639171.html
 * 
 * Here's a sample.
 * http://newrpg.seesaa.net/article/477704129.html
 *
 * -------------------------------------------------------------------
 * [Plugin Command]
 * -------------------------------------------------------------------
 * >showAnimation
 * Specify the skill and target, and call DynamicAnimation.
 * Animations, such as shot, move from the startPoint to the target.
 * In the options, you can set the wait
 * and screen scrolling to work or not.
 * 
 * If you enter a numerical value for the target or startPoint,
 * it will be specified as an event ID.
 * You can also specify multiple targets.
 * "1,2,3" specifies one by one, and "1~5" specifies a batch.
 * 
 * >removeAnimation
 * Remove the currently running DynamicAnimation.
 * Specify the conditions (AND) for removal.
 * 
 * For example, if only "target" is specified.
 * Remove all animations currently displayed for the target.
 * 
 * If both "skillId" and "target" are specified,
 * only animations for which both match will be removed.
 * 
 * >showAnimationBattle
 * You can use DynamicAnimation during the battle.
 * Basically, the background of the battle is assumed to be used.
 * I recommend working with the following plugin
 * that run parallel processing during battle.
 * http://newrpg.seesaa.net/article/477740800.html
 * 
 * If necessary, you can also select the subject or target.
 * In that case, please set the condition
 * with reference to the candidate of the combo box.
 * 
 * >removeAnimationBattle
 * During battle, remove the DynamicAnimation that is running.
 * The gist is the same as in "removeAnimation",
 * but The method of specifying the conditions
 * is the same as in "showAnimation(Battle)".
 * 
 * -------------------------------------------------------------------
 * [Call from note]
 * -------------------------------------------------------------------
 * <D-Skill:1>
 * As mentioned above,
 * if you specify a skill ID for a map event
 * or actor or enemy or state note,
 * its animation will be executed automatically.
 * 
 * Also fill in the tag in the note at the top of the event page.
 * You can switch the status of this one for each of the current pages.
 *
 * -------------------------------------------------------------------
 * [Play from the middle] (ver1.09~)
 * -------------------------------------------------------------------
 * <D-StartTiming:?>
 * You can play the animation from an advanced state
 * by adding the above to the note field of the skill.
 * If ? =30 will start the animation with 30 frames advanced.
 * ※The standard value is 1 frame = 1/15 second.
 * 
 * This is useful when you want the animation
 * to start immediately after switching maps.
 * 
 * -------------------------------------------------------------------
 * [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 showAnimation
 * @desc Show the DynamicAnimation.
 * 
 * @arg skillId
 * @desc Select the skill to be used.
 * @type skill
 * 
 * @arg target
 * @desc Specify the target (endpoint) for the animation.
 * If you enter a number, it will target the event with that number.
 * @type combo
 * @default 0 #this event
 * @option 0 #this event
 * @option -1 #player
 * @option -2 #follower
 * @option this._eventId + 1
 * @option 1,2,3 #multiple
 * @option 1~3 #range
 * @option -1~-4 #party
 * 
 * @arg startPoint
 * @text startPoint(subject)
 * @desc Specify the start point(subject) for the animation.
 * If you enter a number, it will target the event with that number.
 * @type combo
 * @default -1 #player
 * @option 0 #this event
 * @option -1 #player
 * @option -2 #follower
 * @option this._eventId + 1
 * @option 1,2,3 #multiple
 * @option 1~3 #range
 * @option -1~-4 #party
 * 
 * @arg option
 * @type struct<Option>
 * 
 * @------------------------------------------------------------------
 * 
 * @command removeAnimation
 * @desc Remove the currently running DynamicAnimation.
 * Specify the condition (AND) for removal.
 * 
 * @arg skillId
 * @desc Select the skills to be removed.
 * @type skill
 * 
 * @arg target
 * @desc Specifies the target (endpoint) of the animation to be removed.
 * @type combo
 * @default -1 #player
 * @option 0 #this event
 * @option -1 #player
 * @option -2 #follower
 * @option this._eventId + 1
 * @option 1,2,3 #multiple
 * @option 1~3 #range
 * @option -1~-4 #party
 * 
 * @arg startPoint
 * @text startPoint(subject)
 * @desc Specify the starting point(subject) of the animation to be removed.
 * @type combo
 * @default -1 #player
 * @option 0 #this event
 * @option -1 #player
 * @option -2 #follower
 * @option this._eventId + 1
 * @option 1,2,3 #multiple
 * @option 1~3 #range
 * @option -1~-4 #party
 * 
 * @------------------------------------------------------------------
 * 
 * @command showAnimationBattle
 * @desc Show the DynamicAnimation for the battle.
 * 
 * @arg skillId
 * @desc Select the skill to be used.
 * @type skill
 * 
 * @arg targetCondition
 * @desc Specify the conditions that determine the target of the animation. You can specify multiple targets.
 * @type combo
 * @option a.isActor() && a.index() == 0 #Actor index
 * @option a.isEnemy() && a.index() == 0 #Enemy index
 * @option a._actorId == 1
 * @option a._enemyId == 1
 * @option a.isActor() #All actor
 * @option a.isEnemy() #All enemy
 * 
 * @arg subjectCondition
 * @desc Specifies the conditions for determining the subject of the animation.
 * @type combo
 * @option a.isActor() && a.index() == 0 #Actor index
 * @option a.isEnemy() && a.index() == 0 #Enemy index
 * @option a._actorId == 1
 * @option a._enemyId == 1
 * 
 * @arg option
 * @type struct<BattleOption>
 * 
 * @------------------------------------------------------------------
 * 
 * @command removeAnimationBattle
 * @desc Removes the DynamicAnimation that is running during battle.
 * Specify the condition (AND) for removal.
 * 
 * @arg skillId
 * @desc Select the skills to be removed.
 * @type skill
 * 
 * @arg targetCondition
 * @desc Specifies the target conditions for animation removal.
 * @type combo
 * @option a.isActor() && a.index() == 0 #Actor index
 * @option a.isEnemy() && a.index() == 0 #Enemy index
 * @option a._actorId == 1
 * @option a._enemyId == 1
 * @option a.isActor() #All actor
 * @option a.isEnemy() #All enemy
 * 
 * @arg subjectCondition
 * @desc Specifies the subject condition for animation removal.
 * @type combo
 * @option a.isActor() && a.index() == 0 #Actor index
 * @option a.isEnemy() && a.index() == 0 #Enemy index
 * @option a._actorId == 1
 * @option a._enemyId == 1
 * 
 * @------------------------------------------------------------------
 * @ [Plugin Parameters]
 * @------------------------------------------------------------------
 * 
 * @param keepAnimation
 * @type boolean
 * @desc Keep the animation when changing scenes such as menu, battle.
 * As for the animation in MZ format, it is incomplete.
 * @default true
 * 
 * @param eventResetOnLoad
 * @type boolean
 * @desc Resets the processing status of any events that are running DynamicAnimation at load time.
 * @default true
 * 
 * @param targetRangeGrid
 * @type number
 * @desc If the distance to the parallel event falls within this range, the animation is displayed.
 * 
 * @param noteTargetRangeGrid
 * @type number
 * @desc When executed from note, If the distance to the event falls within this range, the animation is displayed.
 * 
 * @param closeAnimationGap
 * @type boolean
 * @default false
 * @desc Slightly speeds up the end of the animation to eliminate gaps in the cyclical animation.
 * 
 * @param actingNoStateAnimation
 * @type boolean
 * @default false
 * @desc The animation specified in the state's note will not be displayed during the action.

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