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NRP Dynamic Animation MV2MZ - NRP_DynamicAnimationMV2MZ.js

Plugin desc : v1.063 It makes MV animations correspond to DynamicAnimationMZ.

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_DynamicAnimationMV2MZ.js

Desc page : http://newrpg.seesaa.net/article/477285411.html

Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_DynamicAnimationMV2MZ.js

File name : NRP_DynamicAnimationMV2MZ.js

Help of plugin :

It makes MV animations correspond to DynamicAnimationMZ.
 * It is a simple 2D animation,
 * which has the advantage of being light in operation.
 * 
 * -------------------------------------------------------------------
 * [Introduction procedure for MV animations]
 * -------------------------------------------------------------------
 * With the update of MZ ver1.4.0,
 * you can now use MV Animation on the MZ Editor.
 *
 * - Copy the images under "img/animations"
 *   in the MV to the same folder in MZ.
 *   Naturally, if there are any sound effects you need,
 *   you will need to copy them.
 * - Right-click on the MZ animation editor
 *   and select "Create MV-compatible data".
 * - Create animations for MV in the MZ editor.
 *
 * This is all you need to do. After that,
 * just call DynamicAnimation in a very normal way to enable it.
 * 
 * In addition, if you want to transfer data already created in MV to MZ,
 * you can do so by directly copying
 * and pasting the contents of "data/Animation.json".
 * ※Make sure to back up Animation.json first, just in case.
 * 
 * -------------------------------------------------------------------
 * [Introduction procedure for MV animations (Old)]
 * -------------------------------------------------------------------
 * ※This step is no longer necessary,
 *   but I'm leaving it in for compatibility.
 *   The function itself is still valid.
 * 
 * Copy the animation data of the MV
 * as follows according to the official AnimationMv.js.
 * 
 * - Create the animation on MV.
 * - Copy the "data/Animation.json" of MV to the "data/mv" folder in MZ.
 *   Please make a new data/mv folder.
 * - Copy the images under "img/animations" in MV to the same folder in MZ.
 * 
 * [How to write skills in the note]
 * If you write the following, all of the animations
 * for the relevant skills will be MV animations.
 * <D-Setting:mv>
 * 
 * You can also set this for each individual animation.
 * <D-Animation:mv/>
 * Or.
 * <D-Animation>
 * mv = true
 * id = XXX
 * </D-Animation>
 * 
 * Write as above.
 * 
 * Unlike AnimationMv.js, it is possible to use the same ID together.
 * Also, just like AnimationMv.js,
 * even if you leave the Particle Effect, Sound Effect
 * and Flash of the animation empty, the MV animation will still play.
 * Choose your preferred method.
 * 
 * This plugin uses the source code of AnimationMv.js (by triacontane).
 * Therefore, you do not need to register AnimationMv.js to make it work.
 * 
 * For more information about DynamicAnimationMZ, please refer to the following
 * http://newrpg.seesaa.net/article/477190310.html
 * 
 * -------------------------------------------------------------------
 * [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 useMvAnimationFile
 * @type boolean
 * @default false
 * @desc Load MV animations from a separate file (mv/Animations.json), Function no longer needed in MZ ver 1.4.
 * 
 * @param sortPriorityByBottom
 * @type boolean
 * @default true
 * @desc The Y coordinate of the bottom edge determines the priority of the animation.

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