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NRP Weapon Setting - NRP_WeaponSetting.js

Plugin desc : v2.064 Extends the weapon display.

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_WeaponSetting.js

Desc page : http://newrpg.seesaa.net/article/484348477.html

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

File name : NRP_WeaponSetting.js

Help of plugin :

Extends the display of weapons in side-view battle.
 * 
 * ◆Features
 * - Adjust the display position of weapons.
 *  ※Can be adapted to battlers of different sizes from the standard.
 * - Adjust the position of each actors.
 * - Change the size of the weapon per pattern.
 * - Support for weapon images after the 31th.
 *  ※By default, only the 6th of Weapons3.png (=30th) can be selected.
 * - Changed the color tone of the weapon.
 * - Changed color tones of weapon animations.
 * - Unique images can be set for each weapon type.
 * - Combined with DynamicMotion,
 *   the same weapon can be swung and thrust.
 * 
 * -------------------------------------------------------------------
 * [For DynamicMotion]
 * -------------------------------------------------------------------
 * Although it takes some effort, when combined with DynamicMotion,
 * complex movements such as swinging and thrusting
 * with the same weapon are possible.
 * 
 * First, modify system/WeaponsX.png to create multiple weapon actions
 * such as "swing" and "thrust" in one image.
 * 
 * Next, register the created image
 * in the "WeaponInfoList" of the Plugin Parameters.
 * The motions that can be set here
 * are the standard ones used for normal attacks.
 * 
 * In addition, define motions for each index in "IndexList".
 * This allows the motion to be called on the DynamicMotion side.
 * 
 * <D-Motion:attack>
 * weaponIndex = 2
 * </D-Motion>
 * 
 * For example, the above description
 * will play the second animation in WeaponsX.png.
 * In addition, it will execute the motion defined above.
 * 
 * Note that you can also specify images
 * and motions directly on the DynamicMotion side.
 * The following is an example of executing a thrust motion
 * by specifying Weapons2.png.
 * 
 * <D-Motion:attack>
 * weaponImage = Weapons2
 * weaponIndex = 2
 * motion = thrust
 * </D-Motion>
 * 
 * Motion can be specified other than the usual
 * "swing", "thrust", and "missile" motions.
 * For example, you can use the "item" motion
 * to raise a sword above the ground.
 * 
 * -------------------------------------------------------------------
 * [More advanced settings (IndexList)]
 * -------------------------------------------------------------------
 * Depending on the IndexList settings,
 * more complex effects are possible.
 * This is also supposed to be used in conjunction with DynamicMotion.
 * 
 * ◆WeaponKey
 * It is possible to set a unique key instead of a WeaponIndex.
 * Utilize this function when you want
 * to set different behavior for the same WeaponIndex.
 * If the value is "test", it can be called as follows.
 * 
 * <D-Motion:attack>
 * weaponKey = test
 * </D-Motion>
 * 
 * ◆WeaponPatterns
 * The pattern of weapons to execute.
 * Specify them in order, separated by commas.
 * The initial value is "0,1,2".
 * For example, setting "2,1,0" will execute weapons in reverse order.
 * 
 * Furthermore, if 3 or more are specified,
 * the next WeaponIndex is referenced.
 * For example, if "0,1,2,3,4" is specified with 1 as the WeaponIndex,
 * the first animation in WeaponsX.png will be played in order,
 * and then the second animation until the second.
 * 
 * This allows more than four patterns of motion,
 * which would normally be impossible.
 * This is assumed to be combined with "Motion2" and "Motion2Patterns".
 * 
 * ◆PriorityPatterns
 * Change the priority of the specified weapon pattern.
 * In other words, it brings it to the front,
 * just like "Above characters" in the event.
 * 
 * For example, if "0,2" is specified, the first
 * and third weapon patterns will be displayed in the front.
 * 
 * It is only the order of the weapon pattern that is specified.
 * If the weapon pattern is "2,1,0" and "0,1" is specified
 * for the priority pattern, it is the "2,1" portion
 * of the weapon pattern that is displayed in the front.
 * Be careful not to confuse the two.
 * 
 * ◆MotionPatterns
 * The motion patterns to be executed.
 * Specify in order, separated by commas.
 * 
 * The same as for the weapon pattern,
 * but specifying a value of 3 or more will invalidate the pattern.
 * 
 * ◆Motion2
 * ◆Motion2Patterns
 * Additional motions and their patterns to be executed.
 * To be executed after the MotionPatterns above.
 * 
 * -------------------------------------------------------------------
 * [Note of Actors]
 * -------------------------------------------------------------------
 * <WeaponX:?>
 * Adjusts the X coordinate of the weapon. Formulae allowed.
 * If the value is negative, it moves left.
 * 
 * <WeaponY:?>
 * Adjusts the Y coordinate of the weapon. Formulae allowed.
 * If the value is negative, it moves up.
 * 
 * -------------------------------------------------------------------
 * [Note of Weapons]
 * -------------------------------------------------------------------
 * <WeaponImage:Weapons5>
 * Set Weapons5.png as the weapon image.
 * ※As with normal weapon images, the system folder is the target.
 * 
 * <WeaponIndex:2>
 * The second image among those specified
 * in WeaponImage is set as the weapon image.
 * If omitted, the first image will be used.
 * 
 * <AttackMotion:swing>
 * "swing" the motion when attacking.
 * Refer to the following for the type of motion.
 * 
 * - thrust
 * - swing
 * - missile
 * - walk
 * - wait
 * - chant
 * - guard
 * - damage
 * - evade
 * - skill
 * - spell
 * - item
 * - escape
 * - victory
 * - dying
 * - abnormal
 * - sleep
 * - dead
 * 
 * ※For more information, please refer to
 *   "Documentation > Side-View Character Standards"
 *   in the help section of Maker.
 * 
 * <BlendColor:[255,255,255,255]>
 * Blends color into the weapon.
 * 0~255 are valid values.
 * Set in the order of Red, Green, Blue, Strength.
 * 
 * <ColorTone:[255,255,255,255]>
 * Changes the color tone of the weapon.
 * The calculation method is different from <BlendColor>.
 * Also, values from -255~255 are valid here.
 * 
 * <BlendMode:1>
 * Change the blending method of the weapon.
 * ※0:Normal, 1:Add, 2:Multiply, 3:Screen
 * 
 * <Opacity:255>
 * Changes the opacity of the weapon.
 * 0~255 are valid values.
 * 
 * -------------------------------------------------------------------
 * [Note of Weapons, Actors, and Enemies]
 * -------------------------------------------------------------------
 * <AnimationColor:[255,255,255,255]>
 * Blends color into the normal attack animation.
 * 0~255 are valid values.
 * Set in the order of Red, Green, Blue, Strength.
 * ※Only the animation for MV is valid.
 * ※Plugins such as NRP_EnemyAttackAnimation.js
 *   are required for the enemy's normal attack animation.
 * 
 * <AnimationTone:[255,255,255,255]>
 * Changes the color tone of the normal attack animation.
 * The calculation method is different from <AnimationColor>.
 * Also, values from -255~255 are valid here.
 * 
 * <AnimationBlendMode:1>
 * Change the blending method of the normal attack animation.
 * ※0:Normal, 1:Add, 2:Multiply, 3:Screen
 * 
 * -------------------------------------------------------------------
 * [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.
 * 
 * @-----------------------------------------------------
 * @ Plugin Parameters
 * @-----------------------------------------------------
 * 
 * @param WeaponInfoList
 * @type struct<WeaponInfo>[]
 * @desc List of settings for each weapon type.
 * 
 * @param WeaponX
 * @type number
 * @min -999 @max 999
 * @default -16
 * @desc Adjusts the X coordinate of the weapon.
 * Default value is -16.
 * 
 * @param WeaponY
 * @min -999 @max 999
 * @type number
 * @default 0
 * @desc Adjusts the Y coordinate of the weapon.
 * Default value is 0.
 * 
 * @param WeaponWidth
 * @type string
 * @desc Adjusts the width of the weapon (one pattern).
 * Default value is 96. Formulas available.
 * 
 * @param WeaponHeight
 * @type string
 * @desc Adjusts the height of the weapon (one pattern).
 * Default value is 64. Formulas available.
 * 
 * @param SupportOver30Image
 * @type boolean
 * @default true
 * @desc For example, if the weapon type is the 31st, the 31st image will be selected. No image should be set.
 * 
 * @param SyncActorMotion
 * @type boolean
 * @default true
 * @desc Synchronize the weapon with the actor's motion as much as possible.

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