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NRP Damage Timing - NRP_DamageTiming.js

Plugin desc : v1.08 Adjusts the timing of damage display and enemy defeats.

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_DamageTiming.js

Desc page : http://newrpg.seesaa.net/article/475196493.html

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

File name : NRP_DamageTiming.js

Help of plugin :

Adjusts the timing of damage display and enemy defeats.
 * When used in conjunction with SimpleMsgSideView,
 * it is possible to display damage at the same time.
 * - If the message is displayed, various things will go wrong.
 * - The ability to show damage at the same time
 *   is a problem that can easily conflict.
 *  Comparatively, we recommend placing it at the top.
 * 
 * For more information, please see below.
 * http://newrpg.seesaa.net/article/475196493.html
 * 
 * [Terms]
 * There are no restrictions.
 * Modification, redistribution freedom, commercial availability,
 * and rights indication are also optional.
 * The author is not responsible,
 * but we will respond to defects as far as possible.
 * 
 * @param <Damage Same Time>
 * 
 * @param damageSameTime
 * @parent <Damage Same Time>
 * @type boolean
 * @default true
 * @desc Enables damage to be displayed at the same time.
 * It is recommended to use it with SimpleMsgSideView.
 * 
 * @param sameTimeCondition
 * @parent <Damage Same Time>
 * @type string[]
 * @default ["methodName.startsWith(¥"popup¥")","methodName == ¥"performDamage¥"","methodName == ¥"performRecovery¥"","methodName == ¥"performMiss¥"","methodName == ¥"performEvasion¥"","methodName == ¥"performMagicEvasion¥"","methodName == ¥"performCollapse¥""]
 * @desc If the condition is met, the damage is displayed at the same time.
 * Basically, no changes are needed.
 * 
 * @param <Damage Wait>
 * 
 * @param damageInterval
 * @parent <Damage Wait>
 * @type number
 * @default 16
 * @desc The interval between the damage (including recovery and misses).
 * The damage will be displayed at this interval if you hit continuously.
 * 
 * @param damageWait
 * @parent <Damage Wait>
 * @type number @min 1
 * @default 16
 * @desc It's a wait after damage (including recovery and misses).
 * This will be the wait for the last hit.
 * 
 * @param normalWait
 * @parent <Damage Wait>
 * @type number
 * @desc The wait time used to display messages, etc.
 * It works even if the message is hidden. (default: 16)
 * 
 * @param stateWaitFlg
 * @parent <Damage Wait>
 * @type boolean
 * @default false
 * @desc Apply the same wait as damage to the state.
 * Buffs and debuffs are included in the list.
 * 
 * @param <Enemy Collapse>
 * 
 * @param collapseWaitType
 * @parent <Enemy Collapse>
 * @type select
 * @option Wait(MV standard) @value
 * @option No Wait @value off
 * @option Wait Boss Only @value boss
 * @default boss
 * @desc Set the wait method when the enemy is defeated.

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