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NRP Dynamic Animation Map - NRP_DynamicAnimationMap.js

Plugin desc : v1.16 Call DynamicAnimation on the map.

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_DynamicAnimationMap.js

Desc page : http://newrpg.seesaa.net/article/477639171.html

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

File name : NRP_DynamicAnimationMap.js

Help of plugin :

Call DynamicAnimation on the map.
 * 
 * Although it says on the map, it can actually be executed during a battle.
 * In this case, I recommend working with the following plugins
 * that perform parallel processing during battle.
 * http://newrpg.seesaa.net/article/477740800.html
 * 
 * For more information on this plugin, please see below.
 * http://newrpg.seesaa.net/article/477639171.html
 * 
 * Here's a sample.
 * http://newrpg.seesaa.net/article/477704129.html
 *
 * [Plugin Command]
 * > nrp.animation.skill 100
 * DynamicAnimation is executed based on the skill with ID=100.
 * It can be done on a map or in battle.
 * Before specifying this command, you can specify the options (see below).
 * 
 * [Example: Map]
 * nrp.animation.subject 1
 * nrp.animation.target 2
 * nrp.animation.wait
 * nrp.animation.skill 100
 * 
 * In the example above, we will release an animation
 * with skill ID=100 from event ID=1 to ID=2.
 * In doing so, it waits for the animation to end.
 * 
 * [Example: Battle]
 * nrp.animation.subjectCondition a._actorId == 1
 * nrp.animation.targetCondition a._enemyId == 2
 * nrp.animation.wait
 * nrp.animation.skill 100
 * 
 * In the above example, the actor ID = 1 to the enemy ID = 2,
 * releasing an animation with skill ID = 100.
 * In doing so, it waits for the animation to end.
 * 
 * It can also be specified in the item as follows.
 * The usage is exactly the same as in the case of skills, so I'll skip it.
 * > nrp.animation.item 100
 * 
 * See below for more information on options.
 * 
 * [Common Option (Plugin Command)]
 * > nrp.animation.wait
 * Wait for the animation to finish.
 * If you use parallel processing,
 * it waits for the animation to end and then loops.
 * In this case, the player's operation is not stopped.
 * 
 * [For Map Option (Plugin Command)]
 * > nrp.animation.target 1
 * Event ID = 1 is the target of the animation.
 * If you specify 0, this event is targeted,
 * if you specify -1, the player is targeted.
 * if you specify -2 or less, the follower is targeted. (-2, -3, -4)
 * And you can also specify multiple targets.
 * "1,2,3" to specify one by one." 1 to 5" to specify them all at once.
 * 
 * Formulas can also be specified. For example, ......
 * this._eventId + 1
 * The above is the ID+1 event for this event.
 * 
 * > nrp.animation.subject 1
 * Event ID = 1 is the subject (starting point) of the animation.
 * This is the same as nrp.animation.target,
 * including the ability to specify multiple targets.
 * 
 * > nrp.animation.noscroll
 * The animation is no longer affected by screen scrolling.
 * 
 * > nrp.animation.range 10
 * Animations are only executed
 * if the distance to parallel processing events is within 10 grids.
 * 
 * [For Battle Option (Plugin Command)]
 * > nrp.animation.targetCondition
 * Specify the conditions under which the animation will be performed.
 * (Multiple targets are allowed.)
 * 
 * > nrp.animation.subjectCondition
 * Specify the conditions that determine who will use the animation.
 * The point is the same as nrp.animation.targetCondition.
 * 
 * However, I'm assuming an animation
 * that basically doesn't require a target.
 * For example, it is used for background effects.
 * In this case, these specifications are not necessary.
 * 
 * [Call from note]
 * <D-Skill:1>
 * As mentioned above,
 * if you specify a skill ID for a map event
 * or actor or enemy or state note,
 * its animation will be executed automatically.
 * 
 * Also fill in the tag in the note at the top of the event page.
 * You can switch the status of this one for each of the current pages.
 *
 * [Play from the middle] (ver1.09~)
 * <D-StartTiming:?>
 * You can play the animation from an advanced state
 * by adding the above to the note field of the skill.
 * If ? =30 will start the animation with 30 frames advanced.
 * ※The standard value is 1 frame = 1/15 second.
 * 
 * This is useful when you want the animation
 * to start immediately after switching maps.
 * 
 * [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.
 * 
 * @param keepAnimation
 * @type boolean
 * @desc Keep the animation when changing scenes such as menu, battle.
 * As for the animation in MZ format, it is incomplete.
 * @default true
 * 
 * @param eventResetOnLoad
 * @type boolean
 * @desc Resets the processing status of any events that are running DynamicAnimation at load time.
 * @default true
 * 
 * @param targetRangeGrid
 * @type number
 * @desc If the distance to the parallel event falls within this range, the animation is displayed.
 * 
 * @param noteTargetRangeGrid
 * @type number
 * @desc When executed from note, If the distance to the event falls within this range, the animation is displayed.
 * 
 * @param closeAnimationGap
 * @type boolean
 * @default false
 * @desc Slightly speeds up the end of the animation to eliminate gaps in the cyclical animation.
 * 
 * @param actingNoStateAnimation
 * @type boolean
 * @default false
 * @desc The animation specified in the state's note will not be displayed during the action.

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