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NRP Dynamic Animation Map - NRP_DynamicAnimationMap.js
Plugin desc : v1.16 Call DynamicAnimation 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_DynamicAnimationMap.js
Desc page : http://newrpg.seesaa.net/article/477639171.html
Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_DynamicAnimationMap.js
File name : NRP_DynamicAnimationMap.js
Help of plugin :
Call DynamicAnimation on the map. * * Although it says on the map, it can actually be executed during a battle. * In this case, I recommend working with the following plugins * that perform parallel processing during battle. * http://newrpg.seesaa.net/article/477740800.html * * For more information on this plugin, please see below. * http://newrpg.seesaa.net/article/477639171.html * * Here's a sample. * http://newrpg.seesaa.net/article/477704129.html * * [Plugin Command] * > nrp.animation.skill 100 * DynamicAnimation is executed based on the skill with ID=100. * It can be done on a map or in battle. * Before specifying this command, you can specify the options (see below). * * [Example: Map] * nrp.animation.subject 1 * nrp.animation.target 2 * nrp.animation.wait * nrp.animation.skill 100 * * In the example above, we will release an animation * with skill ID=100 from event ID=1 to ID=2. * In doing so, it waits for the animation to end. * * [Example: Battle] * nrp.animation.subjectCondition a._actorId == 1 * nrp.animation.targetCondition a._enemyId == 2 * nrp.animation.wait * nrp.animation.skill 100 * * In the above example, the actor ID = 1 to the enemy ID = 2, * releasing an animation with skill ID = 100. * In doing so, it waits for the animation to end. * * It can also be specified in the item as follows. * The usage is exactly the same as in the case of skills, so I'll skip it. * > nrp.animation.item 100 * * See below for more information on options. * * [Common Option (Plugin Command)] * > nrp.animation.wait * Wait for the animation to finish. * If you use parallel processing, * it waits for the animation to end and then loops. * In this case, the player's operation is not stopped. * * [For Map Option (Plugin Command)] * > nrp.animation.target 1 * Event ID = 1 is the target of the animation. * If you specify 0, this event is targeted, * if you specify -1, the player is targeted. * if you specify -2 or less, the follower is targeted. (-2, -3, -4) * And you can also specify multiple targets. * "1,2,3" to specify one by one." 1 to 5" to specify them all at once. * * Formulas can also be specified. For example, ...... * this._eventId + 1 * The above is the ID+1 event for this event. * * > nrp.animation.subject 1 * Event ID = 1 is the subject (starting point) of the animation. * This is the same as nrp.animation.target, * including the ability to specify multiple targets. * * > nrp.animation.noscroll * The animation is no longer affected by screen scrolling. * * > nrp.animation.range 10 * Animations are only executed * if the distance to parallel processing events is within 10 grids. * * [For Battle Option (Plugin Command)] * > nrp.animation.targetCondition * Specify the conditions under which the animation will be performed. * (Multiple targets are allowed.) * * > nrp.animation.subjectCondition * Specify the conditions that determine who will use the animation. * The point is the same as nrp.animation.targetCondition. * * However, I'm assuming an animation * that basically doesn't require a target. * For example, it is used for background effects. * In this case, these specifications are not necessary. * * [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. * * @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.