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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.