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NRP Shadow And Levitate - NRP_ShadowAndLevitate.js
Plugin desc : v1.121 Setting the battler's shadow & adding the levitation effect
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_ShadowAndLevitate.js
Desc page : http://newrpg.seesaa.net/article/478581866.html
Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_ShadowAndLevitate.js
File name : NRP_ShadowAndLevitate.js
Help of plugin :
Configure the settings regarding the battler's shadow. * You can also make the battler float in the air. * * ◆Key Features * ・Create a shadow similar to the actor on an enemy. * ・Change the size and position of the battler's shadow. * ・Also, the size of the shadow will match the image size of the battler * ・Floating battler. * ・And create a state floating battler. * ・This plugin supports DynamicMotion and animatedSVEnemies.js. * * ------------------------------------------------------------------- * [Install] * ------------------------------------------------------------------- * If used in conjunction with the following plugins, * please register below them. * ・NRP_DynamicMotion.js or NRP_DynamicMotionMZ.js * ・animatedSVEnemies.js * * ------------------------------------------------------------------- * [Usage] * ------------------------------------------------------------------- * You set the shadow settings in the plugin parameters. * In addition, the shadow of the enemy does not appear * just by installing the plugin. "EnemyMakeShadow" must be turned on. * * Separate settings are also possible by including the following * in the notes for enemy and actor. * ※<BattlerFloat> is also valid only for states. * * ------------------------------------------------------------------- * [Note Settings] * ------------------------------------------------------------------- * <MakeShadow> / <MakeShadow:false> * Enable / disable shadows. * * <ShadowScaleX:?> * <ShadowScaleY:?> * Change the scale of the shadow in width and height respectively. * 1.0 is standard. * * <ShadowScale:?> * Change the scale of the shadow. * This changes both width and height at the same time. * * <ShadowX:?> * <ShadowY:?> * Adjust the position of the shadow. * The value will be the difference from the foot of the battler. * * <ShadowOpacity:?> * Changes the opacity of the shadow; it becomes opaque at 255. * * <ShadowImage:?> * Change the shadow image. * Specify the image name (no extension required) directly * under img/system. * * <BattlerFloat> / <BattlerFloat:?> * The battler will float in the air. * The height depends on the settings of the plugin parameters. * It is also possible to specify the height numerically and individually. * * <FloatAmplitude:?> * Changes the amplitude when floating. * The position when floating fluctuates by twice this height. * * <FloatPeriodicTime:?> * Changes the floating period, where 60 corresponds to 1 second. * * It is also valid for notes with only three states, * <BattlerFloat>, <FloatAmplitude>, and <FloatPeriodicTime>. * For example, you can create a state like the FF series Levitate. * * ------------------------------------------------------------------- * [Automatic adjustment of shadow size] * ------------------------------------------------------------------- * By default, "EnemyShadowScaleX", "EnemyShadowScaleY" * is set to the following formula. * * > a.width / shadow.width * 1.5 * * This means "(Body width / Shadow width) * 1.5". * That is, it automatically enlarges the shadow image * to "width of the body image * 1.5 times". * If you don't like it, make your own adjustments. * * ※The standard shadow image, "Shadow2", contains spaces in the image. * Note that it looks smaller than the number on the settings. * In addition, the size is different between MZ and MV. * The default setting is MV, which may be a bit large. * * For more information on other plugins, please see below. * http://newrpg.seesaa.net/article/478654833.html * * ------------------------------------------------------------------- * [Terms] * ------------------------------------------------------------------- * There are no restrictions. * Modification, redistribution freedom, commercial availability, * and rights indication are also optional. * The author is not responsible, * but we will respond to defects as far as possible. * * @param <Enemy Shadow> * @desc The setting regarding the shadow of the enemy. * * @param EnemyMakeShadow * @parent <Enemy Shadow> * @type select * @option * @option Make @value true * @option Not Make @value false * @desc Create the shadow of the enemies in the same way as the actors. * Blank and use the default settings (usually Not Make). * * @param EnemyShadowImage * @parent <Enemy Shadow> * @type file * @dir img/system * @default Shadow2 * @desc The image used to shadow the enemies. * * @param EnemyShadowScaleX * @parent <Enemy Shadow> * @type text * @default a.width / shadow.width * 1.5 * @desc The horizontal scale of the enemy's shadow image. * By default, it expands to match the width of the body. * * @param EnemyShadowScaleY * @parent <Enemy Shadow> * @type text * @default a.width / shadow.width * 1.5 * @desc The vertical scale of the enemy's shadow image. * By default, it expands to match the width of the body. * * @param EnemyShadowX * @parent <Enemy Shadow> * @type text * @default 0 * @desc Adjust the position of the enemy's shadow in the X coordinate. * * @param EnemyShadowY * @parent <Enemy Shadow> * @type text * @default (a.height / 20) * -1 * @desc Adjust the position of the enemy's shadow in the Y coordinate. * Initially displace the "body height / 20" only up. * * @param EnemyShadowZ * @parent <Enemy Shadow> * @type number * @decimals 1 * @default 2 * @desc Value of the Z (priority) of the enemy's shadow. * It is only valid when used in conjunction with DynamicMotion. * * @param EnemyShadowOpacity * @parent <Enemy Shadow> * @type number * @max 255 * @min 0 * @default 255 * @desc The opacity of the enemy's shadow. 255 makes it opaque. * * @param EnemyFloatHeight * @parent <Enemy Shadow> * @type text * @default 48 * @desc The height at which the enemy floats. The formula is valid. * It is valid if you write <BattlerFloat> in note. * * @param EnemyFloatAmplitude * @parent <Enemy Shadow> * @type text * @default 5 * @desc The amplitude of the enemy floating effect. * Mathematical formula is acceptable. * * @param EnemyFloatPeriodicTime * @parent <Enemy Shadow> * @type text * @default 120 * @desc The period of the amplitude of the enemy floating effect. Formulae allowed. 60 equals 1 second. * * @param <Actor Shadow> * @desc The setting regarding the shadow of the actor. * * @param ActorShadowImage * @parent <Actor Shadow> * @type file * @dir img/system * @desc The image used to shadow the enemies. * If blank, use the Maker's default settings (Shadow2). * * @param ActorShadowScaleX * @parent <Actor Shadow> * @type text * @desc The rate of horizontal scaling of the actor's shadow image. * If blank, use the Maker's default settings (1). * * @param ActorShadowScaleY * @parent <Actor Shadow> * @type text * @desc The rate of vertical scaling of the actor's shadow image. * If blank, use the Maker's default settings (1). * * @param ActorShadowX * @parent <Actor Shadow> * @type text * @desc Adjust the position of the actor's shadow in the X coordinate. * If blank, use the Maker's default settings (0). * * @param ActorShadowY * @parent <Actor Shadow> * @type text * @desc Adjust the position of the actor's shadow in the Y coordinate. * If blank, use the Maker's default settings (-2). * * @param ActorShadowZ * @parent <Actor Shadow> * @type number * @decimals 1 * @desc Value of the Z (priority) of the actor's shadow. * ※Usually unused. The shadow always appears below the actor. * * @param ActorShadowOpacity * @parent <Actor Shadow> * @type number * @max 255 * @min 0 * @default 255 * @desc The opacity of the actor's shadow. 255 makes it opaque. * * @param ActorFloatHeight * @parent <Actor Shadow> * @type text * @default 24 * @desc The height at which the actor floats. The formula is valid. * It is valid if you write <BattlerFloat> in note. * * @param ActorFloatAmplitude * @parent <Actor Shadow> * @type text * @default 5 * @desc The amplitude of the actor floating effect. * Mathematical formula is acceptable. * * @param ActorFloatPeriodicTime * @parent <Actor Shadow> * @type text * @default 120 * @desc The period of the amplitude of the actor floating effect. Formulae allowed. 60 equals 1 second. * * @param ActorShadowDeadHide * @parent <Actor Shadow> * @type boolean * @default false * @desc If the actor is in dead motion, hide the shadow. * * @param RandomStartFloatHeight * @type boolean * @default true * @desc Randomize the height at the start of floating and make it naturally uneven. * * @param TransparencyJumpHeight * @type number * @default 500 * @desc When the jump height reaches the specified value, the shadow becomes transparent. Invalid if blank.