An open library of RPG Maker MV plugins, powered by the community.

PGMV - The Community-Driven Plugin Library for RPG Maker MV

MV plugins

TM Jump Action - TMJumpAction.js

Plugin desc : Make the map scene look like an action game.

License : MIT License

Author : tomoaky

Desc page : https://github.com/munokura/tomoaky-MV-plugins

Download Page : https://raw.githubusercontent.com/munokura/tomoaky-MV-plugins/refs/heads/master/TMJumpAction.js

File name : TMJumpAction.js

Help of plugin :

@plugindesc Make the map scene look like an action game.
@author tomoaky
@url https://github.com/munokura/tomoaky-MV-plugins
@license MIT License

@help
English Help Translator: munokura
This is an unofficial English translation of the plugin help,
created to support global RPG Maker users.
Feedback is welcome to improve translation quality
(see: https://github.com/munokura/tomoaky-MV-plugins ).
Original plugin by tomoaky.
-----
TMPlugin - Jump Action ver. 1.0.4

How to Use:

For details, please refer to the distribution site.

This plugin has been tested with RPG Maker MV Version 1.5.0.

This plugin is distributed under the MIT License. You are free to use it commercially, modify it, redistribute it, and more.

Sample image
https://github.com/munokura/tomoaky-MV-plugins/tree/master/img/system
Sample Project
https://github.com/munokura/tomoaky-MV-plugins/tree/master/zip


Memo Tags (Actor, Equipment, State):

<move_speed:0.05> # Walking Speed
<jump_speed:0.14> # Jumping Power
<swim_speed:0.02> # Swimming Speed
<ladder_speed:0.04> # Ladder Movement Speed
<accele:0.003> # Walking Acceleration
<ladder_accele:0.003> # Ladder Movement Acceleration
<jump_input:0> # Additional Jump Input Time
<swim_jump:0.1> # Underwater Jump Power
<mulch_jump:1> # Number of Consecutive Jumps
<weight:2> # Weight
<gravity:0.0045> # Gravity
<friction:0> # Friction
<wall_jump> # Wall Jump
<dash_speed_x:0.14> # Dash Speed (Horizontal)
<dash_speed_y:0.03> # Dash speed (vertical)
<dash_count:15> # Dash duration
<dash_delay:30> # Post-dash recovery time
<dash_mp_cost:0> # MP required for dash
<fall_guard:50> # Fall damage resistance
<guard_speed:15> # Guard transition speed
<invincible_time:30> # Invincible time after taking damage
<shot_way:1> # Number of shots fired simultaneously
<shot_space:0.2> # Distance between shots (radians)
<shot_speed:0.07> # Shot travel speed
<shot_count:30> # Shot lifespan
<shot_type:1> # Shot type
<shot_index:0> # Shot image index
<shot_skill:1> # Shot skill number
<shot_delay:10> # Post-fire freeze time
<shot_se_name:Attack2> # Bullet firing sound effect filename
<shot_se_volume:90> # Bullet firing sound effect volume
<shot_se_pitch:150> # Bullet firing sound effect pitch

Memo Tag (Event):

<w:0.375> # Hitbox (size from center to left and right edges)
<h:0.75> # Hitbox (size from feet to head)
<enemy:1> # Butler (enemy number)
<dead:A> # Self-switch when Butler is KO'd
<repop:300> # Time until respawn (frames)
<lift> # Lift Elements
<weight:1> # Weight
<gravity:0.004> # Gravity

Memo Tag (Skill):

<bullet_anime:67> # Animation played upon impact
<map_through> # Bullets penetrate terrain regardless of terrain.
<map_Reflection> # Bullets bounce off terrain without disappearing.

<time_bomb:6 0 0.2 45 1 0 1>
Fires a new bullet when the previous one is deleted due to timeout.
Set the parameters from n to skillId of the "nallShot" plugin command.

Plugin Command:

actGainHp -1 -5 # Deals 5 damage to the player.
actGainHp 1 -100 # Deals 100 damage to Event 1.
actHp 1 2 # Assigns Event 1's HP to Game Variable 2.
actForceX -1 0.1 # Forces the player's X velocity to 0.1.
actForceY 1 -0.15 # Forces Event 1's Y velocity to -0.15.
actForceStop -1 # Force the player's speed to 0.
actChangeActor 2 # Change the controlled character to actor number 2.
actHideHpGauge # Hides the HP gauge at your feet
actShowHpGauge # Shows the HP gauge at your feet

actPopup -1 text #ff0000
Pops up red text for the player.

nwayShot eventId n space angle speed count type index skillId
eventId: Number of bullets fired (-1 for player)
n: Number of bullets fired simultaneously
space: Distance between bullets (radians)
angle: Fire direction (radians)
speed: Bullet speed
count: Bullet lifespan
type: Bullet type
index: Bullet image index
skillId: Bullet skill (for damage calculation, optional)

nwayAim eventId n space angle speed count type index skillId
Similar to nway_shot, but the angle automatically adds the player's direction (radians). A value of 0 will aim at the player.

nallShot eventId n angle speed count type index skillId
Fires bullets in all directions. The spacing between bullets is set automatically.

nallAim eventId n space angle speed count type index skillId
This is the player-aiming version of nall_shot.

@param gravity
@desc Gravity strength. Default: 0.004
@default 0.004
@type string

@param friction
@desc Strength of normal terrain and event friction. Default: 0.001
@default 0.001
@type string

@param tileMarginTop
@desc How much to shift the coordinates used to detect contact with the terrain upwards. Default: 0.5
@default 0.5
@type string

@param stepsForTurn
@desc How many squares does it take to move one turn? Default: 20
@default 20
@type number

@param allDeadEvent
@desc Common event number to be triggered when all enemies are wiped out. Default: 0
@default 0
@type number

@param guardState
@desc State number to treat as defensive state Initial value: 2
@default 2
@type state

@param guardMoveRate
@desc Defensive Movement Speed Correction (%) Default: 25
@default 25
@type number

@param jumpRule
@desc This is the jump rule setting. This rule is only applied when there is one jump.
@default 1
@type select
@option You can jump even if your feet are not on the ground
@value 1
@option You can only jump when your feet are on the ground
@value 2

@param eventCollapse
@desc Use the collapse effect when the event is defeated. Default: ON (false = OFF disabled / true = ON enabled)
@default true
@type boolean

@param hpGauge
@desc Uses the function to display the HP gauge at your feet. Default: ON (false = OFF disabled / true = ON enabled)
@default true
@type boolean

@param floorDamage
@desc Damage received from floors. Default: 10
@default 10
@type number

@param damageFallRate
@desc Fall damage multiplier. Default: 10
@default 10
@type number

@param damageFallHeight
@desc Height at which fall damage is taken. Default: 5
@default 5
@type number

@param flickWeight
@desc The difference in weight that can be repelled. Default: 1 (0 means the same weight can be repelled)
@default 1
@type number

@param flickSkill
@desc Skill number used to calculate knockback damage. Default: 1 (0 means no damage).
@default 1
@type skill

@param stageRegion
@desc Region number to treat as a base. Default: 60
@default 60
@type number

@param wallRegion
@desc Region number to treat as wall. Default: 61
@default 61
@type number

@param slipWallRegion
@desc Region number that cannot be used for wall jumping. Default: 62
@default 62
@type number

@param slipFloorRegion
@desc Region number to treat as slippery floor. Default: 63
@default 63
@type number

@param roughFloorRegion
@desc Region number to treat as floor where movement speed is halved. Default: 64
@default 64
@type number

@param marshFloorRegion
@desc Region number to treat as immovable floor. Default: 65
@default 65
@type number

@param waterTerrainTag
@desc Terrain tag number to treat as underwater. Default: 1
@default 1
@type number

@param levelupPopup
@desc Pop-up displayed when leveling up. Default: LEVEL UP!!
@default LEVEL UP!!
@type string

@param levelupAnimationId
@desc Animation number displayed when leveling up. Default: 46
@default 46
@type animation
@require 1

@param attackToOk
@desc Whether to use the attack button as the menu confirm button. Default: ON ( false = OFF - disabled / true = ON - enabled )
@default true
@type boolean

@param jumpToCancel
@desc Whether to use the jump button as a cancel button for the menu. Default: ON ( false = OFF - disabled / true = ON - enabled )
@default true
@type boolean

@param useEventSeSwim
@desc Apply the sound effect when entering water to the event. Default: ON ( false = OFF disabled / true = ON enabled )
@default true
@type boolean

@param jumpSe
@desc Jump sound effect filename. Default: Crossbow
@default Crossbow
@type file
@require 1
@dir audio/se/

@param jumpSeParam
@desc Jump sound effect parameters. Default: {"volume":90, "pitch":100, "pan":0}
@default {"volume":90, "pitch":100, "pan":0}
@type string

@param dashSe
@desc Dash sound effect file name. Default: Wind4
@default Wind4
@type file
@require 1
@dir audio/se/

@param dashSeParam
@desc Parameters for dash sound effect. Default: {"volume":90, "pitch":50, "pan":0}
@default {"volume":90, "pitch":50, "pan":0}
@type string

@param flickSe
@desc File name of the dash flick sound effect. Default: Damage1
@default Damage1
@type file
@require 1
@dir audio/se/

@param flickSeParam
@desc Parameters for the dash flick sound effect. Default: {"volume":90, "pitch":100, "pan":0}
@default {"volume":90, "pitch":100, "pan":0}
@type string

@param swimSe
@desc File name of water entry sound effect. Default: Water1
@default Water1
@type file
@require 1
@dir audio/se/

@param swimSeParam
@desc Parameters for the water entry sound effect. Default: {"volume":90, "pitch":100, "pan":0}
@default {"volume":90, "pitch":100, "pan":0}
@type string

@param changeSe
@desc The file name of the sound effect when switching between playable characters. Default: Sword1
@default Sword1
@type file
@require 1
@dir audio/se/

@param changeSeParam
@desc Parameters for the sound effect when switching between controlled characters. Default: {"volume":90, "pitch":100, "pan":0}
@default {"volume":90, "pitch":100, "pan":0}
@type string

@param carrySe
@desc Event lift sound effect file name. Default: Cancel1
@default Cancel1
@type file
@require 1
@dir audio/se/

@param carrySeParam
@desc Event lift sound effect parameters. Default: {"volume":90, "pitch":70, "pan":0}
@default {"volume":90, "pitch":70, "pan":0}
@type string

@param hurlSe
@desc Event throw sound effect file name. Default: Evasion1
@default Evasion1
@type file
@require 1
@dir audio/se/

@param hurlSeParam
@desc Event throw sound effect parameters. Default: {"volume":90, "pitch":70, "pan":0}
@default {"volume":90, "pitch":70, "pan":0}
@type string

@param guardSe
@desc Defensive sound effect file name. Default: Equip1
@default Equip1
@type file
@require 1
@dir audio/se/

@param guardSeParam
@desc Defensive sound effect parameters. Default: {"volume":90, "pitch":150, "pan":0}
@default {"volume":90, "pitch":150, "pan":0}
@type string

@param playerBulletsMax
@desc Maximum number of bullets for the player. Default: 32
@default 32
@type number

@param enemyBulletsMax
@desc Maximum number of bullets for the event. Default: 256
@default 256
@type number

@param weaponSprite
@desc Displays the weapon image when firing a bullet. Default: ON ( false = OFF - disabled / true = ON - enabled )
@default true
@type boolean

@param autoDamageSe
@desc Automatically plays a sound effect when a bullet hits the target. Default: ON (false = OFF disabled / true = ON enabled)
@default true
@type boolean

@param bulletTypeName1
@desc Image file name for bullet type 1. Default: Bullet1
@default Bullet1
@type file
@require 1
@dir img/system/

@param bulletTypeName2
@desc Image file name for bullet type 2. Default: Bullet1
@default Bullet1
@type file
@require 1
@dir img/system/

@param bulletTypeName3
@desc Image file name for bullet type 3. Default: Bullet1
@default Bullet1
@type file
@require 1
@dir img/system/

@param bulletTypeName4
@desc Image file name for bullet type 4. Default: Bullet1
@default Bullet1
@type file
@require 1
@dir img/system/

@param bulletTypeSize
@desc Hitbox size for each bullet type. Default: 6,6,6,6
@default 6,6,6,6
@type string

@param attackKey
@desc Key used to fire the player's bullet Default: Z
@default Z
@type string

@param jumpKey
@desc Key used to make the player jump Default: X
@default X
@type string

@param dashKey
@desc Key used to sprint the player Default: C
@default C
@type string

@param padButtons
@desc Pad button code to use Default: ok,cancel,menu,shift,attack,jump,pageup,pagedown
@default ok,cancel,menu,shift,attack,jump,pageup,pagedown
@type string

@param padButtonNames
@desc Pad Button Names Please set the button names in the same order as padButtons
@default ok,cancel,menu,shift,attack,jump,pageup,pagedown
@type string

@param defaultPadButtons
@desc Pad button default layout Default: Please set the code corresponding to buttons 1 to 12
@default cancel,ok,shift,jump,pageup,pagedown,attack,menu,menu,menu,menu,menu
@type string

@param padConfigCommand
@desc Command name of pad button layout (if empty, function is disabled) Default: Pad button layout
@default Pad button layout
@type string

@param stepAnimeConstantA
@desc Stepping speed constant A Initial value: 0.1
@default 0.1
@type string

@param stepAnimeConstantB
@desc Stepping speed constant B Initial value: 300
@default 300
@type string

スポンサードリンク

-MV plugins

Copyright© PGMV - The Community-Driven Plugin Library for RPG Maker MV , 2026 All Rights Reserved.