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NRP Enemy Action Flash - NRP_EnemyActionFlash.js

Plugin desc : v1.01 Adjust the flash when the enemy acts.

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_EnemyActionFlash.js

Desc page : https://newrpg.seesaa.net/article/500973022.html

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

File name : NRP_EnemyActionFlash.js

Help of plugin :

Adjust the flash when the enemy acts.
 * Flash strength, duration, delay (wait), etc. can be set.
 * 
 * -------------------------------------------------------------------
 * [Note of Skills]
 * -------------------------------------------------------------------
 * When executing a skill, it does not perform a flash of the enemy.
 * 
 * -------------------------------------------------------------------
 * [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 FlashStrong
 * @type number
 * @default 128
 * @desc The strength of the enemy's flash.
 * Enter 255 as the maximum.
 * 
 * @param FlashDuration
 * @type number
 * @default 16
 * @desc The length of the enemy's flash.
 * 1 corresponds to 1/60 second.
 * 
 * @param EnemyAnimationBaseDelay
 * @type number
 * @default 8
 * @desc This is the basic delay when the enemy acts.
 * This value is the waiting time for the flash.
 * 
 * @param ActorAnimationBaseDelay
 * @type number
 * @desc This is the basic delay when the actor acts.
 * Basically, it is not necessary and should be 0.

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