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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.

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