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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.

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