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MZTAA_EventOffset v1.0.3

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: TAA_EventOffset v1.0.3
  • Original author: taaspider
  • Original date: October 19, 2020
  • Source thread: https://forums.rpgmakerweb.com/threads/taa_eventoffset-v1-0-3.128904/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Releases (RMMZ)

Summary

TAA_EventOffset - v1.0.3 Created by taaspider This plugin is compatible with both MV and MZ. Terms of Use

Archived First Post

TAA_EventOffset - v1.0.3
Created by taaspider

This plugin is compatible with both MV and MZ.

Terms of Use

Any plugins developed by taaspider are free for use for both commercial and noncommercial RPG Maker games, unless specified otherwise. Just remember to credit "taaspider".

Redistribution of parts or the whole of taaspider plugins is forbidden (which also includes reposting), unless it comes from the official website (linked within the post). You are allowed to edit and change the plugin code for your own use, but you're definitely not allowed to sell or reuse any part of the code as your own. Although not required to use my plugins, a free copy of your game would be nice!

Introduction

This is a simple utility plugin that allows you to have more control over the event position in a tile, so that it can have a perfect placement in the scene. For example, it can be used to place the event a few pixels up and make it fit better like it is sitting on a chair, or a few pixels to the right, to hide behind a tree or an ornamental plant.

Screenshots
View attachment 164475

How to Use

WARNING: This plugin requires RPG Maker MV 1.5.0 or above! Please make sure your RPG Maker MV software is up to date before using this plugin.

First of, download the plugin here.

The plugin has no parameters and all usage is done through event notes or comment tags. It's important to know that comment tags have precedence over note tags. That means that if you setup an event page with a different offset value then its note field, whenever that page becomes active it will overwrite the note settings.

Both tagging methods use the same syntax:
<TAA_EO: x={op}{n}; y={op}{m}>​
<TAA_EO: x={op}{n}.{w}; y={op}{m}.{k}>​

{op} can be replaced by one of the following operands: + (sum), - (subtraction), * (multiplication), / (division). You can also omit it entirely, which means the exact coordinate will be used.

{n} and {m} are integers, while {w} and {k} are used for precision placement inside the tile itself. If {w} and {k} is omitted or set as zero, it would represent the tile center coordinates, while any value greater than zero (along an operand, like + or -) would describe coordinates inside the same tile.

Let's say, for example, that you want the event to be placed above its central coordinates, but halfway from the tile upper border:
<TAA_EO: y=-0.5>​
or even make it also halfway from the tile left border:
<TAA_EO: x=-0.5; y=-0.5>​

You can also replace any of the numeric parameters ({m}, {n}, {w} or {k}) with a variable value. To do that, use the tag v[{var num}]. For example, to use variables one and two to fine tune the event position, considering that their value hold the event position inside the tile:
<TAA_EO: x=-0.v[1]; y=-0.v[2]>​

In another example, the event can also be moved to coordinates specified by the same said variables, without the use of operands:
<TAA_EO: x=v[1]; y=v[2]>​

Or even use four variables to control every aspect of the event's position:
<TAA_EO: x=v[1].v[2]; y=v[3].v[4]>​

If using variables, keep in mind that values must be positive and it is more limited. For example, setting a variable to 1, 10 or 100 and using it as your decimal value (the value after the dot) will provide the same result: in either case it will translate to .1. I might consider changing this behavior in the future if the need arises.

  • Version 1.0.3:
    • Fixed an issue that could cause offsetted events to have no collision with characters;
  • Version 1.0.2:
    • Fixed an issue that would cause game crash if none of the event pages conditions are met (for example, have an event with a single page to load only when switch 1 is ON. If it is OFF, the game would crash);
  • Version 1.0.1:
    • Fixed an issue which would crash the game if using a "Erase Event" command;
  • Version 1.0.0:
    • Initial release;

Downloads / Referenced Files

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License / Terms Note

Terms of Use Any plugins developed by taaspider are free for use for both commercial and noncommercial RPG Maker games, unless specified otherwise. Just remember to credit "taaspider". Redistribution of parts or the whole of taaspider plugins is forbidden (which also includes reposting), unless it comes from the official website (linked within the post). You are allowed to edit and change the plugin code for your own use, but you're definitely not allowed to sell or reuse any part of...

Creator Claims / Removal

If you are the original creator and want this listing reassigned, edited, or removed, join BMMPlay and contact the moderators with proof that matches the original RPG Maker Web profile, linked GitHub, itch.io page, or another public creator identity.

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