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NRP Shadow And Levitate - NRP_ShadowAndLevitate.js

Plugin desc : v1.121 Setting the battler's shadow & adding the levitation effect

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_ShadowAndLevitate.js

Desc page : http://newrpg.seesaa.net/article/478581866.html

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

File name : NRP_ShadowAndLevitate.js

Help of plugin :

Configure the settings regarding the battler's shadow.
 * You can also make the battler float in the air.
 * 
 * ◆Key Features
 * ・Create a shadow similar to the actor on an enemy.
 * ・Change the size and position of the battler's shadow.
 * ・Also, the size of the shadow will match the image size of the battler
 * ・Floating battler.
 * ・And create a state floating battler.
 * ・This plugin supports DynamicMotion and animatedSVEnemies.js.
 * 
 * -------------------------------------------------------------------
 * [Install]
 * -------------------------------------------------------------------
 * If used in conjunction with the following plugins,
 * please register below them.
 * ・NRP_DynamicMotion.js or NRP_DynamicMotionMZ.js
 * ・animatedSVEnemies.js
 * 
 * -------------------------------------------------------------------
 * [Usage]
 * -------------------------------------------------------------------
 * You set the shadow settings in the plugin parameters.
 * In addition, the shadow of the enemy does not appear
 * just by installing the plugin. "EnemyMakeShadow" must be turned on.
 * 
 * Separate settings are also possible by including the following
 * in the notes for enemy and actor.
 * ※<BattlerFloat> is also valid only for states.
 * 
 * -------------------------------------------------------------------
 * [Note Settings]
 * -------------------------------------------------------------------
 * <MakeShadow> / <MakeShadow:false>
 * Enable / disable shadows.
 * 
 * <ShadowScaleX:?>
 * <ShadowScaleY:?>
 * Change the scale of the shadow in width and height respectively.
 * 1.0 is standard.
 * 
 * <ShadowScale:?>
 * Change the scale of the shadow.
 * This changes both width and height at the same time.
 * 
 * <ShadowX:?>
 * <ShadowY:?>
 * Adjust the position of the shadow.
 * The value will be the difference from the foot of the battler.
 * 
 * <ShadowOpacity:?>
 * Changes the opacity of the shadow; it becomes opaque at 255.
 * 
 * <ShadowImage:?>
 * Change the shadow image.
 * Specify the image name (no extension required) directly
 * under img/system.
 * 
 * <BattlerFloat> / <BattlerFloat:?>
 * The battler will float in the air.
 * The height depends on the settings of the plugin parameters.
 * It is also possible to specify the height numerically and individually.
 * 
 * <FloatAmplitude:?>
 * Changes the amplitude when floating.
 * The position when floating fluctuates by twice this height.
 * 
 * <FloatPeriodicTime:?>
 * Changes the floating period, where 60 corresponds to 1 second.
 * 
 * It is also valid for notes with only three states,
 * <BattlerFloat>, <FloatAmplitude>, and <FloatPeriodicTime>.
 * For example, you can create a state like the FF series Levitate.
 * 
 * -------------------------------------------------------------------
 * [Automatic adjustment of shadow size]
 * -------------------------------------------------------------------
 * By default, "EnemyShadowScaleX", "EnemyShadowScaleY"
 * is set to the following formula.
 * 
 * > a.width / shadow.width * 1.5
 * 
 * This means "(Body width / Shadow width) * 1.5".
 * That is, it automatically enlarges the shadow image
 * to "width of the body image * 1.5 times".
 * If you don't like it, make your own adjustments.
 * 
 * ※The standard shadow image, "Shadow2", contains spaces in the image.
 *   Note that it looks smaller than the number on the settings.
 *   In addition, the size is different between MZ and MV.
 *   The default setting is MV, which may be a bit large.
 * 
 * For more information on other plugins, please see below.
 * http://newrpg.seesaa.net/article/478654833.html
 * 
 * -------------------------------------------------------------------
 * [Terms]
 * -------------------------------------------------------------------
 * There are no restrictions.
 * Modification, redistribution freedom, commercial availability,
 * and rights indication are also optional.
 * The author is not responsible,
 * but we will respond to defects as far as possible.
 * 
 * @param <Enemy Shadow>
 * @desc The setting regarding the shadow of the enemy.
 * 
 * @param EnemyMakeShadow
 * @parent <Enemy Shadow>
 * @type select
 * @option
 * @option Make @value true
 * @option Not Make @value false
 * @desc Create the shadow of the enemies in the same way as the actors.
 * Blank and use the default settings (usually Not Make).
 * 
 * @param EnemyShadowImage
 * @parent <Enemy Shadow>
 * @type file
 * @dir img/system
 * @default Shadow2
 * @desc The image used to shadow the enemies.
 * 
 * @param EnemyShadowScaleX
 * @parent <Enemy Shadow>
 * @type text
 * @default a.width / shadow.width * 1.5
 * @desc The horizontal scale of the enemy's shadow image.
 * By default, it expands to match the width of the body.
 * 
 * @param EnemyShadowScaleY
 * @parent <Enemy Shadow>
 * @type text
 * @default a.width / shadow.width * 1.5
 * @desc The vertical scale of the enemy's shadow image.
 * By default, it expands to match the width of the body.
 * 
 * @param EnemyShadowX
 * @parent <Enemy Shadow>
 * @type text
 * @default 0
 * @desc Adjust the position of the enemy's shadow in the X coordinate.
 * 
 * @param EnemyShadowY
 * @parent <Enemy Shadow>
 * @type text
 * @default (a.height / 20) * -1
 * @desc Adjust the position of the enemy's shadow in the Y coordinate.
 * Initially displace the "body height / 20" only up.
 * 
 * @param EnemyShadowZ
 * @parent <Enemy Shadow>
 * @type number
 * @decimals 1
 * @default 2
 * @desc Value of the Z (priority) of the enemy's shadow.
 * It is only valid when used in conjunction with DynamicMotion.
 * 
 * @param EnemyShadowOpacity
 * @parent <Enemy Shadow>
 * @type number
 * @max 255
 * @min 0
 * @default 255
 * @desc The opacity of the enemy's shadow. 255 makes it opaque.
 * 
 * @param EnemyFloatHeight
 * @parent <Enemy Shadow>
 * @type text
 * @default 48
 * @desc The height at which the enemy floats. The formula is valid.
 * It is valid if you write <BattlerFloat> in note.
 * 
 * @param EnemyFloatAmplitude
 * @parent <Enemy Shadow>
 * @type text
 * @default 5
 * @desc The amplitude of the enemy floating effect.
 * Mathematical formula is acceptable.
 * 
 * @param EnemyFloatPeriodicTime
 * @parent <Enemy Shadow>
 * @type text
 * @default 120
 * @desc The period of the amplitude of the enemy floating effect. Formulae allowed. 60 equals 1 second.
 * 
 * @param <Actor Shadow>
 * @desc The setting regarding the shadow of the actor.
 * 
 * @param ActorShadowImage
 * @parent <Actor Shadow>
 * @type file
 * @dir img/system
 * @desc The image used to shadow the enemies.
 * If blank, use the Maker's default settings (Shadow2).
 * 
 * @param ActorShadowScaleX
 * @parent <Actor Shadow>
 * @type text
 * @desc The rate of horizontal scaling of the actor's shadow image.
 * If blank, use the Maker's default settings (1).
 * 
 * @param ActorShadowScaleY
 * @parent <Actor Shadow>
 * @type text
 * @desc The rate of vertical scaling of the actor's shadow image.
 * If blank, use the Maker's default settings (1).
 * 
 * @param ActorShadowX
 * @parent <Actor Shadow>
 * @type text
 * @desc Adjust the position of the actor's shadow in the X coordinate.
 * If blank, use the Maker's default settings (0).
 * 
 * @param ActorShadowY
 * @parent <Actor Shadow>
 * @type text
 * @desc Adjust the position of the actor's shadow in the Y coordinate.
 * If blank, use the Maker's default settings (-2).
 * 
 * @param ActorShadowZ
 * @parent <Actor Shadow>
 * @type number
 * @decimals 1
 * @desc Value of the Z (priority) of the actor's shadow.
 * ※Usually unused. The shadow always appears below the actor.
 * 
 * @param ActorShadowOpacity
 * @parent <Actor Shadow>
 * @type number
 * @max 255
 * @min 0
 * @default 255
 * @desc The opacity of the actor's shadow. 255 makes it opaque.
 * 
 * @param ActorFloatHeight
 * @parent <Actor Shadow>
 * @type text
 * @default 24
 * @desc The height at which the actor floats. The formula is valid.
 * It is valid if you write <BattlerFloat> in note.
 * 
 * @param ActorFloatAmplitude
 * @parent <Actor Shadow>
 * @type text
 * @default 5
 * @desc The amplitude of the actor floating effect.
 * Mathematical formula is acceptable.
 * 
 * @param ActorFloatPeriodicTime
 * @parent <Actor Shadow>
 * @type text
 * @default 120
 * @desc The period of the amplitude of the actor floating effect. Formulae allowed. 60 equals 1 second.
 * 
 * @param ActorShadowDeadHide
 * @parent <Actor Shadow>
 * @type boolean
 * @default false
 * @desc If the actor is in dead motion, hide the shadow.
 * 
 * @param RandomStartFloatHeight
 * @type boolean
 * @default true
 * @desc Randomize the height at the start of floating and make it naturally uneven.
 * 
 * @param TransparencyJumpHeight
 * @type number
 * @default 500
 * @desc When the jump height reaches the specified value, the shadow becomes transparent. Invalid if blank.

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