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NRP Dynamic Animation Map MZ - NRP_DynamicAnimationMapMZ.js
Plugin desc : v1.161 Call DynamicAnimationMZ on the map.
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_DynamicAnimationMapMZ.js
Desc page : http://newrpg.seesaa.net/article/477639171.html
Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_DynamicAnimationMapMZ.js
File name : NRP_DynamicAnimationMapMZ.js
Help of plugin :
Call DynamicAnimationMZ on the map. * * It's heavy when you show a lot of animations in MZ format. * If anything, we recommend an animation in the form of MV. * * For more information, please see below. * http://newrpg.seesaa.net/article/477639171.html * * Here's a sample. * http://newrpg.seesaa.net/article/477704129.html * * ------------------------------------------------------------------- * [Plugin Command] * ------------------------------------------------------------------- * >showAnimation * Specify the skill and target, and call DynamicAnimation. * Animations, such as shot, move from the startPoint to the target. * In the options, you can set the wait * and screen scrolling to work or not. * * If you enter a numerical value for the target or startPoint, * it will be specified as an event ID. * You can also specify multiple targets. * "1,2,3" specifies one by one, and "1~5" specifies a batch. * * >removeAnimation * Remove the currently running DynamicAnimation. * Specify the conditions (AND) for removal. * * For example, if only "target" is specified. * Remove all animations currently displayed for the target. * * If both "skillId" and "target" are specified, * only animations for which both match will be removed. * * >showAnimationBattle * You can use DynamicAnimation during the battle. * Basically, the background of the battle is assumed to be used. * I recommend working with the following plugin * that run parallel processing during battle. * http://newrpg.seesaa.net/article/477740800.html * * If necessary, you can also select the subject or target. * In that case, please set the condition * with reference to the candidate of the combo box. * * >removeAnimationBattle * During battle, remove the DynamicAnimation that is running. * The gist is the same as in "removeAnimation", * but The method of specifying the conditions * is the same as in "showAnimation(Battle)". * * ------------------------------------------------------------------- * [Call from note] * ------------------------------------------------------------------- * <D-Skill:1> * As mentioned above, * if you specify a skill ID for a map event * or actor or enemy or state note, * its animation will be executed automatically. * * Also fill in the tag in the note at the top of the event page. * You can switch the status of this one for each of the current pages. * * ------------------------------------------------------------------- * [Play from the middle] (ver1.09~) * ------------------------------------------------------------------- * <D-StartTiming:?> * You can play the animation from an advanced state * by adding the above to the note field of the skill. * If ? =30 will start the animation with 30 frames advanced. * ※The standard value is 1 frame = 1/15 second. * * This is useful when you want the animation * to start immediately after switching maps. * * ------------------------------------------------------------------- * [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 Commands * @------------------------------------------------------------------ * * @command showAnimation * @desc Show the DynamicAnimation. * * @arg skillId * @desc Select the skill to be used. * @type skill * * @arg target * @desc Specify the target (endpoint) for the animation. * If you enter a number, it will target the event with that number. * @type combo * @default 0 #this event * @option 0 #this event * @option -1 #player * @option -2 #follower * @option this._eventId + 1 * @option 1,2,3 #multiple * @option 1~3 #range * @option -1~-4 #party * * @arg startPoint * @text startPoint(subject) * @desc Specify the start point(subject) for the animation. * If you enter a number, it will target the event with that number. * @type combo * @default -1 #player * @option 0 #this event * @option -1 #player * @option -2 #follower * @option this._eventId + 1 * @option 1,2,3 #multiple * @option 1~3 #range * @option -1~-4 #party * * @arg option * @type struct<Option> * * @------------------------------------------------------------------ * * @command removeAnimation * @desc Remove the currently running DynamicAnimation. * Specify the condition (AND) for removal. * * @arg skillId * @desc Select the skills to be removed. * @type skill * * @arg target * @desc Specifies the target (endpoint) of the animation to be removed. * @type combo * @default -1 #player * @option 0 #this event * @option -1 #player * @option -2 #follower * @option this._eventId + 1 * @option 1,2,3 #multiple * @option 1~3 #range * @option -1~-4 #party * * @arg startPoint * @text startPoint(subject) * @desc Specify the starting point(subject) of the animation to be removed. * @type combo * @default -1 #player * @option 0 #this event * @option -1 #player * @option -2 #follower * @option this._eventId + 1 * @option 1,2,3 #multiple * @option 1~3 #range * @option -1~-4 #party * * @------------------------------------------------------------------ * * @command showAnimationBattle * @desc Show the DynamicAnimation for the battle. * * @arg skillId * @desc Select the skill to be used. * @type skill * * @arg targetCondition * @desc Specify the conditions that determine the target of the animation. You can specify multiple targets. * @type combo * @option a.isActor() && a.index() == 0 #Actor index * @option a.isEnemy() && a.index() == 0 #Enemy index * @option a._actorId == 1 * @option a._enemyId == 1 * @option a.isActor() #All actor * @option a.isEnemy() #All enemy * * @arg subjectCondition * @desc Specifies the conditions for determining the subject of the animation. * @type combo * @option a.isActor() && a.index() == 0 #Actor index * @option a.isEnemy() && a.index() == 0 #Enemy index * @option a._actorId == 1 * @option a._enemyId == 1 * * @arg option * @type struct<BattleOption> * * @------------------------------------------------------------------ * * @command removeAnimationBattle * @desc Removes the DynamicAnimation that is running during battle. * Specify the condition (AND) for removal. * * @arg skillId * @desc Select the skills to be removed. * @type skill * * @arg targetCondition * @desc Specifies the target conditions for animation removal. * @type combo * @option a.isActor() && a.index() == 0 #Actor index * @option a.isEnemy() && a.index() == 0 #Enemy index * @option a._actorId == 1 * @option a._enemyId == 1 * @option a.isActor() #All actor * @option a.isEnemy() #All enemy * * @arg subjectCondition * @desc Specifies the subject condition for animation removal. * @type combo * @option a.isActor() && a.index() == 0 #Actor index * @option a.isEnemy() && a.index() == 0 #Enemy index * @option a._actorId == 1 * @option a._enemyId == 1 * * @------------------------------------------------------------------ * @ [Plugin Parameters] * @------------------------------------------------------------------ * * @param keepAnimation * @type boolean * @desc Keep the animation when changing scenes such as menu, battle. * As for the animation in MZ format, it is incomplete. * @default true * * @param eventResetOnLoad * @type boolean * @desc Resets the processing status of any events that are running DynamicAnimation at load time. * @default true * * @param targetRangeGrid * @type number * @desc If the distance to the parallel event falls within this range, the animation is displayed. * * @param noteTargetRangeGrid * @type number * @desc When executed from note, If the distance to the event falls within this range, the animation is displayed. * * @param closeAnimationGap * @type boolean * @default false * @desc Slightly speeds up the end of the animation to eliminate gaps in the cyclical animation. * * @param actingNoStateAnimation * @type boolean * @default false * @desc The animation specified in the state's note will not be displayed during the action.