Welcome to PGMZ! My goal is to make it easy for everyone to find and share great plugins for creating amazing games. As a plugin developer myself, I'm excited to grow this community with all of you.
NRP Change Passage - NRP_ChangePassage.js
Plugin desc : v1.022 Change the event's passage determination.
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_ChangePassage.js
Desc page : http://newrpg.seesaa.net/article/486134190.html
Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_ChangePassage.js
File name : NRP_ChangePassage.js
Help of plugin :
Change the event's passage determination.
* You can create birds flying in the sky,
* fish swimming in the water, etc.
*
* Can be fine-tuned for terrain tag, region ID,
* tile ID and autotile type.
*
* It also allows "Below characters" and "Above characters" events
* to collide with the player.
* This allows for the creation of bird-based enemies
* (symbolic encounters), etc., that ignore obstacles
* and come into contact with the player.
*
* -------------------------------------------------------------------
* [Usage]
* -------------------------------------------------------------------
* Set the passage information in the "PassageTypeList" plugin parameter.
* ※For checking tile ID and autotile type,
* NRP_DebugTile.js is useful.
*
* The registered "TypeId" is tied by entering it
* in the event's note field as shown below.
*
* <ChangePassage:[TypeId]>
*
* Passage decisions set in "PassageList" can also be tied to tilesets.
* Please enter "PassageId" in the note field of the tileset.
*
* <ChangePassageTile:[PassageId]>
*
* If "PassageId" is left blank, it is valid for all tilesets.
*
* -------------------------------------------------------------------
* [Sample]
* -------------------------------------------------------------------
* The following settings are initially registered.
* Once set in the note field of events, it can be used immediately.
*
* <ChangePassage:FLY>
* A flying passage type that ignores obstacles.
* It would be more natural to set the priority type to "Above characters".
* Note that the game is designed to collide with
* players (and other events) because it assumes symbolic encounters.
*
* <ChangePassage:FISH>
* This is a passage type that moves only underwater,
* assuming fish and ships.
* The upper left tile in the A1 tileset is treated as underwater.
*
* -------------------------------------------------------------------
* [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 PassageTypeList
* @type struct<PassageType>[]
* @default ["{¥"TypeId¥":¥"FLY¥",¥"PassageList¥":¥"¥",¥"BasePassage¥":¥"on¥",¥"ExtendCollied¥":¥"true¥",¥"IgnoreLadder¥":¥"true¥"}","{¥"TypeId¥":¥"FISH¥",¥"PassageList¥":¥"[¥¥¥"{¥¥¥¥¥¥¥"PassageId¥¥¥¥¥¥¥":¥¥¥¥¥¥¥"¥¥¥¥¥¥¥",¥¥¥¥¥¥¥"Memo¥¥¥¥¥¥¥":¥¥¥¥¥¥¥"¥¥¥¥¥¥¥",¥¥¥¥¥¥¥"<Condition>¥¥¥¥¥¥¥":¥¥¥¥¥¥¥"¥¥¥¥¥¥¥",¥¥¥¥¥¥¥"TerrainTag¥¥¥¥¥¥¥":¥¥¥¥¥¥¥"¥¥¥¥¥¥¥",¥¥¥¥¥¥¥"RegionId¥¥¥¥¥¥¥":¥¥¥¥¥¥¥"¥¥¥¥¥¥¥",¥¥¥¥¥¥¥"AutotileType¥¥¥¥¥¥¥":¥¥¥¥¥¥¥"0¥¥¥¥¥¥¥",¥¥¥¥¥¥¥"TileId¥¥¥¥¥¥¥":¥¥¥¥¥¥¥"¥¥¥¥¥¥¥",¥¥¥¥¥¥¥"<PassageSetting>¥¥¥¥¥¥¥":¥¥¥¥¥¥¥"¥¥¥¥¥¥¥",¥¥¥¥¥¥¥"CanPass¥¥¥¥¥¥¥":¥¥¥¥¥¥¥"true¥¥¥¥¥¥¥"}¥¥¥"]¥",¥"BasePassage¥":¥"off¥",¥"ExtendCollied¥":¥"false¥",¥"IgnoreLadder¥":¥"false¥"}"]
* @desc This is a list to register the passage type settings.