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NRP Event Test - NRP_EventTest.js
Plugin desc : v1.01 Extends event acceleration feature.
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_EventTest.js
Desc page : http://newrpg.seesaa.net/article/484313722.html
Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_EventTest.js
File name : NRP_EventTest.js
Help of plugin :
Extends the functionality of event test. * * RPG Maker MV/MZ has a feature to test the event * you are editing on the event editor. * (This can be done by selecting the range > right click > Test) * * However, this feature has a major limitation and is not very useful. * * Because it runs without loading any map data, * it does not display the map, nor the images of events. * Therefore, you can only test very limited elements, * such as the timing of messages. * * Also, if you want to adjust the state of member subscriptions, * switches, etc., when testing, there is no mechanism to set them. * * And because it runs without loading the map data, * plugins that don't take that into account will fail across the board. * * Therefore, I will make the following improvements * so that you can check the display and behavior of maps and events. * * - Load an appropriate map at the start of the test to avoid errors. * ※This is a dummy to avoid errors, so it can be really appropriate. * * - Enable to set the initialization process * to be executed only at the time of the event test, * so that the state of the members and switches can be adjusted. * * - In the initial setup process, the required map and event data * can be loaded by specifying the Transfer Player. * ※Normally, when you move the map with the Transfer Player, * commands to subsequent events are ignored, * but I will improve this so that commands are accepted. * * ------------------------------------------ * [Usage] * ------------------------------------------ * Open the event you want to test in an editor * and make the initial settings for event testing. * * If you use "TestSwitch" to make a conditional branch, * you can set up a special process for event test execution. * ※"TestSwitch" is specified by a plugin parameter. * * If you run Transfer Player in the branch, * the map data will be loaded and each image will be displayed. * ※If the event originally calls Transfer Player * at the beginning, it can be omitted. * * Make other changes to the status of members joining, * switches, etc. as needed. * * Also, commands targeted at "This Event" will be ignored by default. * It is necessary to set the ID * in the plugin parameter "ThisEventIdVariable". * ※Be sure to set it before Transfer Player. * * Now you can select a range of commands in the event editor * and right-click to Test (or Ctrl+R). * If the event is executed as expected, you have succeeded. * * ------------------------------------------ * [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 DefaultMapId * @type number * @default 1 * @desc This is the initial map ID at the start of the event test. * Please set an appropriate map. * * @param TestSwitch * @type switch * @desc This is the switch that is turned on during event testing. * Same as DataManager.isEventTest() in the script. * * @param ThisEventIdVariable * @type variable * @desc This variable is used to set the event ID for "this event. * * @param StartCommonEvent * @type common_event * @desc This is a common event that is called when the event test starts. * * @param OmitBattleSwitch * @type switch * @desc This switch is used to omit combat for testing purposes. * It does not support victory or defeat branches. * * @param ShowBattleEffect * @parent OmitBattleSwitch * @type boolean * @default false * @desc The start of battle is also displayed during battle omission.