- Joined
- May 22, 2018
- Messages
- 3,174
- Reaction score
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- First Language
- Portuguese - Br
- Primarily Uses
- RMMZ

Author: Hakuen Studio
Introduction
This plugin is designed to make the player allow you to jump forward when you press a button.
Features
- Add a jump button!
- Can choose a sound to play when jumping.
- Can use a variable value to define how far the player will jump.
- Can set up the conditions that allow the player to jump or not, through a list of possible ones in plugin parameters.
- Add impulse feature that changes the jump distance if the player is walking or dashing!
- Can block Jump with the region, event note tag, or switch!
- Can use a variable value to define a plus value to the jump height/peak.
- Turn on a switch when the player is jumping.
- Script calls to Jump Forward, Jump into coordinates and jump on a character
- Works with normal directions and diagonals!
Most parameters are self-explanatory, but the Jump Check needs an explanation.
♦ Jump Check ♦
● There is a Jump Check function that will check if the character can land on his jump destination, otherwise, it will jump in the closest destination possible or in the same place.
This is necessary for the character not to jump outside the screen or in places where he cannot move.
But you still can choose some restrictions about this jumping behavior:
• Can Jump - The character will only be able to jump if the following conditions are true:
- It is not inside a vehicle.
- The X and Y land coordinates are valid map coordinate.
- The X and Y land coordinates are passable through the direction it is facing.
- There is no event on the X and Y land coordinates that is Normal priority(Same as characters).
• The others below, all include these conditions above, but also, plus ones:
- Can jump only to the same regions
- Can jump only to higher regions
- Can jump only to lower regions
- Can jump only to the same terrain tag
- Can jump only to higher terrain tag
- Can jump only to lower terrain tag
It will check the current region/terrain tag that the character has, and if it matches the condition of being equal, higher, or lower, it will be able to jump.
♦ Impulse ♦
● There is also the Impulse parameter. Once it is enabled, the jump value is changed by a value you chose when the player is walking or dashing.
This only works for the player.
♦ Block/Prevent Jump ♦
• You can prevent the character from jumping over things with a region id or using the event note tag(not case sensitive):
<BlockJump>
• You can disable the jump feature for the player using the block switch specified on the plugin parameter.
♦ Jump Height ♦
You can change the jump height of the player by changing the variable value with the ID defined on the plugin parameter.
You can also change the Event jump peak/height with the following script call:
$gameMap.event(ID).setPlusJumpPeak(value)
The value will be added to the current and static jump peak value from the player/event (10) defined by the engine.
♦ Activate Player touch events by jump ♦
If you have an event with the trigger Player Touch, you can simulate an effect that will only trigger this event when the player jumps on it.
By default, if you use a conditional branch in this event with the script call:
"$gamePlayer.isJumping()"
to check if the player is jumping at the moment he touches the event will always return false.
But with the Jumping Switch, I provided a feature that allows you to check if the player touches the event by walking on it or jumping on it.
You just need to put a conditional branch using the jumping switch. If it is ON, then the event will notice that it was activated by jumping.
♦ Script Calls ♦
Replace character with:
$gamePlayer - Player
$gameMap.event(ID) - Map event
$gamePlayer.followers()._data[ID] - 0 is the first follower, 1 is the second, etc.
$gameMap.vehicles()[ID] - 0 for boat, 1 for ship, 2 for airship.
● Jump to a specific coordinate¹:
character.jumpTo(x, y)
● Jump to a character coordinate¹:
character.jumpToCharacter(charId)
Replace charId with:
-1 = Player
-2 = Follower 1 (etc)
1, 2, 3 - Event Id
"ship", "boat", "airship" - Vehicle
● Jump forward
character.jumpForward(value)
Replace "value" with a number.
You can use these scripts on the move route too. And there is also an equivalent in plugin commands for MZ.
Here is a list of the default keys of RPG Maker(Keyboard/Gamepad):
NOTE 1: These two commands work like the default jump command(from the move route). Meaning that they will not follow the jump check conditions. Only the jump forward will follow the jump check plugin parameter.
♦ Jump Check ♦
● There is a Jump Check function that will check if the character can land on his jump destination, otherwise, it will jump in the closest destination possible or in the same place.
This is necessary for the character not to jump outside the screen or in places where he cannot move.
But you still can choose some restrictions about this jumping behavior:
• Can Jump - The character will only be able to jump if the following conditions are true:
- It is not inside a vehicle.
- The X and Y land coordinates are valid map coordinate.
- The X and Y land coordinates are passable through the direction it is facing.
- There is no event on the X and Y land coordinates that is Normal priority(Same as characters).
• The others below, all include these conditions above, but also, plus ones:
- Can jump only to the same regions
- Can jump only to higher regions
- Can jump only to lower regions
- Can jump only to the same terrain tag
- Can jump only to higher terrain tag
- Can jump only to lower terrain tag
It will check the current region/terrain tag that the character has, and if it matches the condition of being equal, higher, or lower, it will be able to jump.
♦ Impulse ♦
● There is also the Impulse parameter. Once it is enabled, the jump value is changed by a value you chose when the player is walking or dashing.
This only works for the player.
♦ Block/Prevent Jump ♦
• You can prevent the character from jumping over things with a region id or using the event note tag(not case sensitive):
<BlockJump>
• You can disable the jump feature for the player using the block switch specified on the plugin parameter.
♦ Jump Height ♦
You can change the jump height of the player by changing the variable value with the ID defined on the plugin parameter.
You can also change the Event jump peak/height with the following script call:
$gameMap.event(ID).setPlusJumpPeak(value)
The value will be added to the current and static jump peak value from the player/event (10) defined by the engine.
♦ Activate Player touch events by jump ♦
If you have an event with the trigger Player Touch, you can simulate an effect that will only trigger this event when the player jumps on it.
By default, if you use a conditional branch in this event with the script call:
"$gamePlayer.isJumping()"
to check if the player is jumping at the moment he touches the event will always return false.
But with the Jumping Switch, I provided a feature that allows you to check if the player touches the event by walking on it or jumping on it.
You just need to put a conditional branch using the jumping switch. If it is ON, then the event will notice that it was activated by jumping.
♦ Script Calls ♦
Replace character with:
$gamePlayer - Player
$gameMap.event(ID) - Map event
$gamePlayer.followers()._data[ID] - 0 is the first follower, 1 is the second, etc.
$gameMap.vehicles()[ID] - 0 for boat, 1 for ship, 2 for airship.
● Jump to a specific coordinate¹:
character.jumpTo(x, y)
● Jump to a character coordinate¹:
character.jumpToCharacter(charId)
Replace charId with:
-1 = Player
-2 = Follower 1 (etc)
1, 2, 3 - Event Id
"ship", "boat", "airship" - Vehicle
● Jump forward
character.jumpForward(value)
Replace "value" with a number.
You can use these scripts on the move route too. And there is also an equivalent in plugin commands for MZ.
Here is a list of the default keys of RPG Maker(Keyboard/Gamepad):
- "tab", ■ Keyboard: tab
- "ok", ■ Keyboard: enter, space, Z ■ Gamepad: A
- "shift", ■ Keyboard: shift ■ Gamepad: X
- "control", ■ Keyboard: control, alt
- "escape", ■ Keyboard: escape, numpad0, insert, x
- "pageup", ■ Keyboard: Q, pageup ■ Gamepad: LB
- "pagedown", ■ Keyboard: W, pagedown ■ Gamepad: RB
- "left", ■ Keyboard: left arrow, numpad4 ■ Gamepad: D-pad left
- "up", ■ Keyboard: up arrow, numpad8 ■ Gamepad: D-pad up
- "right", ■ Keyboard: right arrow, numpad6 ■ Gamepad: D-pad right
- "down", ■ Keyboard: down arrow, numpad2 ■ Gamepad: D-pad down
- "debug" ■ Keyboard: F9
- "cancel" ■ Gamepad: B
- "menu" ■ Gamepad: Y
NOTE 1: These two commands work like the default jump command(from the move route). Meaning that they will not follow the jump check conditions. Only the jump forward will follow the jump check plugin parameter.
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Hakuen Studio Jump System for RPG Maker MV MZ by Hakuen Studio
A jump system with flexible conditions for enable/disable the jump!

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