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NRP Replace Map - NRP_ReplaceMap.js

Plugin desc : v1.00 Replace map tiles by range.

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_ReplaceMap.js

Desc page : http://newrpg.seesaa.net/article/484742174.html

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

File name : NRP_ReplaceMap.js

Help of plugin :

Replace map tiles by range.
 * 
 * Perform range replacement of tiles by copying
 * the specified tiles from another map (or the current map).
 * 
 * Useful for maps that change as the story progresses,
 * or when you want to create a gimmick for a dungeon.
 * 
 * ------------------------------------------
 * [Usage]
 * ------------------------------------------
 * Specify the map information to be replaced
 * by the plugin command, and execute the replacement.
 * 
 * Specify the map ID, X, Y-coordinate,
 * width, and height of the replacement source,
 * and also specify the X, Y-coordinate of the replacement destination.
 * You can select whether each layer (+shadow, region)
 * is to be replaced or not.
 * 
 * All input fields are formulaic.
 * For example, $gameVariables.value(1) can refer to
 * the variable with the specified number.
 * 
 * The replaced tiles will be initialized
 * when the player transfers the map.
 * If you want to maintain the tile state, use parallel processing
 * to replace each tile as soon as the map starts to be displayed.
 * 
 * ------------------------------------------
 * [Notice]
 * ------------------------------------------
 * There will be a momentary load time as the information
 * from another map is loaded and replaced based on it.
 * Therefore, when a player transfers to the map,
 * for example, in an instant display,
 * the state before the replacement may be displayed instantaneously.
 * 
 * If there are multiple maps to replace, the load time will be longer.
 * I recommend that you limit yourself to one map as much as possible.
 * 
 * If the current map is used as the replacement source,
 * there will be no load time.
 * 
 * ------------------------------------------
 * [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 DefaultLayers
 * @type struct<TargetLayer>
 * @default {"Layer1":"true","Layer2":"true","Layer3":"true","Layer4":"true","Shadow":"true","Region":"false"}
 * @desc The layer to target for replacement by default.
 * You can also target shadows and regions.
 * 
 * 
 * @command ReplaceMap
 * @desc Replaces the map in the specified range.
 * 
 * @arg FromMapId
 * @desc Specifies the map ID to be replaced from.
 * If omitted, it will be the current map ID.
 * 
 * @arg FromX
 * @desc Specify the starting X coordinate of the replacement source.
 * 
 * @arg FromY
 * @desc Specify the starting Y coordinate of the replacement source.
 * 
 * @arg Width
 * @desc Specifies the width to be replaced.
 * @default 1
 * 
 * @arg Height
 * @desc Specifies the height to be replaced.
 * @default 1
 * 
 * @arg ToX
 * @desc Specify the start X coordinate of the replacement target.
 * If omitted, it is the same as FromX.
 * 
 * @arg ToY
 * @desc Specify the start Y coordinate of the replacement target.
 * If omitted, it is the same as FromY.
 * 
 * @arg Layers
 * @type struct<TargetLayer>
 * @desc The layer and region to be replaced.
 * The default values are used for the parts left blank.

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