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NRP Visual Turn - NRP_VisualTurn.js

Plugin desc : v2.041 The order of actions is displayed on the battle screen.

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_VisualTurn.js

Desc page : http://newrpg.seesaa.net/article/472840225.html

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

File name : NRP_VisualTurn.js

Help of plugin :

This plugin performs the same screen display process as CTB and CTTB.
 * Be sure to place this plugin below the plugins that control those turns.
 *
 * -------------------------------------------------------------------
 * [Note (Actor, Enemy)]
 * -------------------------------------------------------------------
 * You can specify individual images
 * by writing the following in the actor and enemy's note.
 * 
 * <CtbFace:[FileName],[Index],[SwitchNo]>
 * <CtbCharacter:[FileName],[Index],[SwitchNo]>
 * <CtbSvActor:[FileName],[SwitchNo]>
 * <CtbPicture:[FileName],[SwitchNo]>
 * <CtbEnemy:[FileName],[SwitchNo]>
 *
 * If the specified switch is ON,
 * it will take precedence over the plugin parameter specification.
 * Note that, as usual, the index starts at 0.
 * Note that the switch number can be omitted.
 * If it is omitted, the switch number is displayed from the beginning.
 * 
 * <CtbPicture:boss>
 * Displays the images in the "pictures/boss.png" file.
 * When you want to change the display only for boss enemies.
 * This is probably the most orthodox usage.
 * 
 * <CtbFace:Monster,2>
 * Display the third image in "faces/Monster.png".
 *
 * <CtbCharacter:Monster,5,10>
 * The sixth image in "characters/Monster.png"
 * will be displayed when switch No. 10 is ON.
 *
 * You can specify multiple settings if you want
 * to change the display of the actor many times as the story progresses.
 *
 * <CtbPicture:aaa>
 * <CtbPicture1:bbb,11>
 * <CtbPicture2:ccc,12>
 *
 * Sequential numbering as shown above.
 * In the example above, when switch 11 is turned on,
 * the display changes to image bbb,
 * and when switch 12 is turned on, it changes to image ccc.
 * The order of up and down is not important,
 * but the one with the larger number has priority.
 * Note that the order is unmarked -> 1 -> 2...
 * If you make a mistake, it will not work.
 *
 * ◆Adjust image crop position
 * You can adjust the crop position of the image
 * by the specified value by doing the following.
 * For example, if a face is misaligned and does not fit
 * in the image, you can use this function.
 * 
 * <CtbCutAdjustX:10>
 * <CtbCutAdjustY:10>
 * 
 * -------------------------------------------------------------------
 * [Note (Skill, Item)]
 * -------------------------------------------------------------------
 * The following can be specified in the notes for skills and items.
 * 
 * <CtbHide>
 *
 * Temporarily hides the action order window
 * when activating a skill (item).
 * This is useful when you want to create an effect
 * that covers the entire screen.
 * 
 * -------------------------------------------------------------------
 * [Note (State)]
 * -------------------------------------------------------------------
 * You can change the color of the symbol image in a state
 * by specifying the following in the note field of the state
 * Intended for applications
 * such as visualization of action constraint states.
 * ※However, "useSprite" must be turned on.
 * 
 * For states whose "Auto-removal Timing" is "Action End",
 * the timing of the end of the state is also taken into account.
 * ※"Turn End" is not supported.
 * 
 * <CtbBlendColor:[255,255,255,255]>
 * Blends color into the symbol image.
 * 0~255 are valid values.
 * Set in the order of Red, Green, Blue, Strength.
 * 
 * <CtbColorTone:[255,255,255,255]>
 * Changes the color tone of the symbol image.
 * The calculation method is different from <CtbBlendColor>.
 * Also, values from -255~255 are valid here.
 * 
 * -------------------------------------------------------------------
 * For more information, please see below.
 * http://newrpg.seesaa.net/article/472840225.html
 * 
 * -------------------------------------------------------------------
 * [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.
 *
 * @------------------------------------------------------------------
 * @ [Plugin Parameters]
 * @------------------------------------------------------------------
 * 
 * @param <Window>
 *
 * @param dispNumber
 * @parent <Window>
 * @type number
 * @desc The number of battler to be displayed in the order. If not specified, the value of the plugin that provides turn control is used.
 * 
 * @param horizon
 * @text horizontal window
 * @parent <Window>
 * @type select
 * @option 0:Vertical @value 0
 * @option 1:Horizontal @value 1
 * @default 0
 * @desc Changes the display direction of the action order window.
 * 0:vertical 1:horizontal
 *
 * @param adjustX
 * @parent <Window>
 * @type text
 * @default Graphics.boxWidth - this.width
 * @desc Move the action order window to the right.
 * "Graphics.boxWidth - this.width" can be used to align it to the right.
 *
 * @param adjustY
 * @parent <Window>
 * @type text
 * @default 0
 * @desc Move the action order window to the bottom. "Graphics.boxHeight - this._statusWindow.height - this.height" can be used to align it to the bottom.
 *
 * @param windowPadding
 * @parent <Window>
 * @type number
 * @desc Action order window margins. Default = 18.
 *
 * @param windowOpacity
 * @parent <Window>
 * @type number
 * @default 255
 * @desc The opacity of the window.
 * 0 for transparent, 255 for opaque.
 *
 * @param windowDark
 * @parent <Window>
 * @type select
 * @option 0:Normal @value 0
 * @option 1:Dark @value 1
 * @default 0
 * @desc If 1, darken the window.
 *
 * @param windowBackImage
 * @parent <Window>
 * @type file
 * @dir img/pictures
 * @desc You can specify a picture as the background of the window.
 * This can be combined with window transparency.
 *
 * @param <Symbol Image>
 *
 * @param graphicMode
 * @parent <Symbol Image>
 * @type select
 * @option 0:Name @value 0
 * @option 1:Face @value 1
 * @option 2:Character @value 2
 * @option 3:SV Battler @value 3
 * @default 1
 * @desc Graphic display mode.
 * 0:Name, 1:Face, 2:Character, 3:SV Battler
 *
 * @param width
 * @parent <Symbol Image>
 * @type number
 * @default 100
 * @desc The width to display the symbol image.
 *
 * @param height
 * @parent <Symbol Image>
 * @type number
 * @default 32
 * @desc The height to display the symbol image.
 *
 * @param zoom
 * @parent <Symbol Image>
 * @type number
 * @default 100
 * @desc Magnification of the symbol image.
 * Set it to 100 as the standard.
 *
 * @param characterDirection
 * @parent <Symbol Image>
 * @type select
 * @default down
 * @option @value down
 * @option @value left
 * @option @value right
 * @option @value up
 * @desc Direction for displaying the character image.
 * It is meaningless in any mode other than character display.
 *
 * @param actorBackImage
 * @parent <Symbol Image>
 * @type file
 * @dir img/pictures
 * @desc Specify a picture as a background for each actor.
 *
 * @param selectedHighlightType
 * @parent <Symbol Image>
 * @type select
 * @default image
 * @option @value image
 * @option @value square
 * @desc How to highlight the symbol in the target selection.
 * Whitewash the image or cover it with a white rectangle.
 * 
 * @param cutAdjustX
 * @parent <Symbol Image>
 * @type number @min -999 @max 999
 * @desc Adjust the X coordinate to crop the image.
 *
 * @param cutAdjustY
 * @parent <Symbol Image>
 * @type number @min -999 @max 999
 * @desc Adjust the Y coordinate to crop the image.
 * 
 * @param useSprite
 * @parent <Symbol Image>
 * @type boolean
 * @default false
 * @desc Changes the display method of the image to a sprite.
 * The window will no longer be displayed.
 * 
 * @param actorMaskImage
 * @parent useSprite
 * @type file
 * @dir img/pictures
 * @desc Mask image to hide the symbol.
 * 
 * @param intervalX
 * @parent useSprite
 * @type number
 * @desc The horizontal spacing between images.
 * If omitted, the width of the image is used as is.
 * 
 * @param intervalY
 * @parent useSprite
 * @type number
 * @desc The vertical spacing between images.
 * If omitted, the height of the image is used as is.
 * 
 * @param symbolAdjustX
 * @parent useSprite
 * @type string
 * @desc Adjusts X of the image. Formula is possible.
 * e.g.: index == 0 ? -50 : 0
 *
 * @param symbolAdjustY
 * @parent useSprite
 * @type string
 * @desc Adjusts Y of the image. Formula is possible.
 * e.g.: index == 0 ? -50 : 0
 * 
 * @param imageShiftX
 * @parent useSprite
 * @type string
 * @desc Shifts the X of the image. Formula is possible.
 * e.g.: a.isActor() ? 20 : -20
 * 
 * @param imageShiftY
 * @parent useSprite
 * @type string
 * @desc Shifts the Y of the image. Formula is possible.
 * e.g.: a.isActor() ? 20 : -20
 * 
 * @param adjustZoom
 * @parent useSprite
 * @type string
 * @default 100
 * @desc Correct scale. Formula is possible.
 * e.g.: index == 0 ? 100 : 50
 * 
 * @param <Enemy Symbol Image>
 *
 * @param enemyGraphicMode
 * @parent <Enemy Symbol Image>
 * @type select
 * @option None @value
 * @option 0:Name @value 0
 * @option 1:Face @value 1
 * @option 2:Character @value 2
 * @option 3:SV Battler @value 3
 * @option 4:Picture @value 4
 * @option 5:Enemy @value 5
 * @desc Enemy graphic mode, same as Actors when played with None.
 *
 * @param enemyZoom
 * @parent <Enemy Symbol Image>
 * @type number
 * @desc Magnification of the symbol image. Set it to 100 as the standard. When omitted, same as Actor.
 * 
 * @param enemyFileName
 * @parent <Enemy Symbol Image>
 * @type string
 * @default Monster
 * @desc Default file name of the enemy symbol. The target folder depends on the graphic mode. If not specified, it is "Monster".
 *
 * @param enemyFileIndex
 * @parent <Enemy Symbol Image>
 * @type number
 * @default 6
 * @desc Specify the index of the image specified by enemyFileName.
 * Note that this starts at 0. If you don't specify it, it's 6.
 *
 * @param enemyBackImage
 * @parent <Enemy Symbol Image>
 * @type file
 * @dir img/pictures
 * @desc Specify a picture for the background of each enemy.
 * 
 * @param enemyCutAdjustX
 * @parent <Enemy Symbol Image>
 * @type number @min -999 @max 999
 * @desc Adjust the X coordinate to crop the enemy image.
 * When omitted, same as Actor.
 *
 * @param enemyCutAdjustY
 * @parent <Enemy Symbol Image>
 * @type number @min -999 @max 999
 * @desc Adjust the Y coordinate to crop the enemy image.
 * When omitted, same as Actor.
 * 
 * @param enemyMaskImage
 * @parent <Enemy Symbol Image>
 * @type file
 * @dir img/pictures
 * @desc Mask image to hide the symbol.
 * When omitted, same as Actor.
 * 
 * @param <Enemy Visual ID>
 * 
 * @param useVisualId
 * @parent <Enemy Visual ID>
 * @type boolean
 * @default false
 * @desc Displays the identifier(A,B,C..) above the enemy symbol.
 * Also, Change the notation on the enemy selection window.
 * 
 * @param visualIdSize
 * @parent <Enemy Visual ID>
 * @type number
 * @default 28
 * @desc The font size of the identifier.
 * If not specified, it is 28.
 * 
 * @param visualIdColor
 * @parent <Enemy Visual ID>
 * @type number
 * @default 0
 * @desc The number of the character color used for the identifier.
 * The number corresponds to the system image.
 * 
 * @param visualIdArray
 * @parent <Enemy Visual ID>
 * @type text
 * @default ABCDEFGHIJKLMNOPQRSTUVWXYZ
 * @desc An array of identifiers to use.
 *
 * @param visualIdAdjustX
 * @parent <Enemy Visual ID>
 * @type number
 * @desc Adjust the X coordinate of the identifier.
 *
 * @param visualIdAdjustY
 * @parent <Enemy Visual ID>
 * @type number
 * @desc Adjust the Y coordinate of the identifier.
 * 
 * @param <DisplayEachWindow>
 *
 * @param overlapWindows
 * @parent <DisplayEachWindow>
 * @type boolean
 * @default true
 * @desc When windows overlap, the display is superimposed by translucent processing.
 * 
 * @param autoHidden
 * @parent <DisplayEachWindow>
 * @type boolean
 * @default false
 * @desc If true, it will automatically hide the action order when executing the action.
 * 
 * @param displayForSkillSelect
 * @text Order displayed selecting skills
 * @parent <DisplayEachWindow>
 * @type boolean
 * @default true
 * @desc The order of actions is also displayed when selecting skills (items). If off, hide it.
 * 
 * @param keepCommandWindow
 * @parent <DisplayEachWindow>
 * @type boolean
 * @default true
 * @desc Doesn't hide the command window after the input is completed.
 * If you don't want the window at the bottom of the screen to be busy.
 * 
 * @param hideTargetingHelp
 * @text [MZ]hideTargetingHelp
 * @parent <DisplayEachWindow>
 * @type boolean
 * @default true
 * @desc Hides the help when the target is selected.
 * This is the standard specification in MV.

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