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NRP Visual Turn - NRP_VisualTurn.js
Plugin desc : v2.041 The order of actions is displayed on the battle screen.
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_VisualTurn.js
Desc page : http://newrpg.seesaa.net/article/472840225.html
Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_VisualTurn.js
File name : NRP_VisualTurn.js
Help of plugin :
This plugin performs the same screen display process as CTB and CTTB. * Be sure to place this plugin below the plugins that control those turns. * * ------------------------------------------------------------------- * [Note (Actor, Enemy)] * ------------------------------------------------------------------- * You can specify individual images * by writing the following in the actor and enemy's note. * * <CtbFace:[FileName],[Index],[SwitchNo]> * <CtbCharacter:[FileName],[Index],[SwitchNo]> * <CtbSvActor:[FileName],[SwitchNo]> * <CtbPicture:[FileName],[SwitchNo]> * <CtbEnemy:[FileName],[SwitchNo]> * * If the specified switch is ON, * it will take precedence over the plugin parameter specification. * Note that, as usual, the index starts at 0. * Note that the switch number can be omitted. * If it is omitted, the switch number is displayed from the beginning. * * <CtbPicture:boss> * Displays the images in the "pictures/boss.png" file. * When you want to change the display only for boss enemies. * This is probably the most orthodox usage. * * <CtbFace:Monster,2> * Display the third image in "faces/Monster.png". * * <CtbCharacter:Monster,5,10> * The sixth image in "characters/Monster.png" * will be displayed when switch No. 10 is ON. * * You can specify multiple settings if you want * to change the display of the actor many times as the story progresses. * * <CtbPicture:aaa> * <CtbPicture1:bbb,11> * <CtbPicture2:ccc,12> * * Sequential numbering as shown above. * In the example above, when switch 11 is turned on, * the display changes to image bbb, * and when switch 12 is turned on, it changes to image ccc. * The order of up and down is not important, * but the one with the larger number has priority. * Note that the order is unmarked -> 1 -> 2... * If you make a mistake, it will not work. * * ◆Adjust image crop position * You can adjust the crop position of the image * by the specified value by doing the following. * For example, if a face is misaligned and does not fit * in the image, you can use this function. * * <CtbCutAdjustX:10> * <CtbCutAdjustY:10> * * ------------------------------------------------------------------- * [Note (Skill, Item)] * ------------------------------------------------------------------- * The following can be specified in the notes for skills and items. * * <CtbHide> * * Temporarily hides the action order window * when activating a skill (item). * This is useful when you want to create an effect * that covers the entire screen. * * ------------------------------------------------------------------- * [Note (State)] * ------------------------------------------------------------------- * You can change the color of the symbol image in a state * by specifying the following in the note field of the state * Intended for applications * such as visualization of action constraint states. * ※However, "useSprite" must be turned on. * * For states whose "Auto-removal Timing" is "Action End", * the timing of the end of the state is also taken into account. * ※"Turn End" is not supported. * * <CtbBlendColor:[255,255,255,255]> * Blends color into the symbol image. * 0~255 are valid values. * Set in the order of Red, Green, Blue, Strength. * * <CtbColorTone:[255,255,255,255]> * Changes the color tone of the symbol image. * The calculation method is different from <CtbBlendColor>. * Also, values from -255~255 are valid here. * * ------------------------------------------------------------------- * For more information, please see below. * http://newrpg.seesaa.net/article/472840225.html * * ------------------------------------------------------------------- * [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 Parameters] * @------------------------------------------------------------------ * * @param <Window> * * @param dispNumber * @parent <Window> * @type number * @desc The number of battler to be displayed in the order. If not specified, the value of the plugin that provides turn control is used. * * @param horizon * @text horizontal window * @parent <Window> * @type select * @option 0:Vertical @value 0 * @option 1:Horizontal @value 1 * @default 0 * @desc Changes the display direction of the action order window. * 0:vertical 1:horizontal * * @param adjustX * @parent <Window> * @type text * @default Graphics.boxWidth - this.width * @desc Move the action order window to the right. * "Graphics.boxWidth - this.width" can be used to align it to the right. * * @param adjustY * @parent <Window> * @type text * @default 0 * @desc Move the action order window to the bottom. "Graphics.boxHeight - this._statusWindow.height - this.height" can be used to align it to the bottom. * * @param windowPadding * @parent <Window> * @type number * @desc Action order window margins. Default = 18. * * @param windowOpacity * @parent <Window> * @type number * @default 255 * @desc The opacity of the window. * 0 for transparent, 255 for opaque. * * @param windowDark * @parent <Window> * @type select * @option 0:Normal @value 0 * @option 1:Dark @value 1 * @default 0 * @desc If 1, darken the window. * * @param windowBackImage * @parent <Window> * @type file * @dir img/pictures * @desc You can specify a picture as the background of the window. * This can be combined with window transparency. * * @param <Symbol Image> * * @param graphicMode * @parent <Symbol Image> * @type select * @option 0:Name @value 0 * @option 1:Face @value 1 * @option 2:Character @value 2 * @option 3:SV Battler @value 3 * @default 1 * @desc Graphic display mode. * 0:Name, 1:Face, 2:Character, 3:SV Battler * * @param width * @parent <Symbol Image> * @type number * @default 100 * @desc The width to display the symbol image. * * @param height * @parent <Symbol Image> * @type number * @default 32 * @desc The height to display the symbol image. * * @param zoom * @parent <Symbol Image> * @type number * @default 100 * @desc Magnification of the symbol image. * Set it to 100 as the standard. * * @param characterDirection * @parent <Symbol Image> * @type select * @default down * @option @value down * @option @value left * @option @value right * @option @value up * @desc Direction for displaying the character image. * It is meaningless in any mode other than character display. * * @param actorBackImage * @parent <Symbol Image> * @type file * @dir img/pictures * @desc Specify a picture as a background for each actor. * * @param selectedHighlightType * @parent <Symbol Image> * @type select * @default image * @option @value image * @option @value square * @desc How to highlight the symbol in the target selection. * Whitewash the image or cover it with a white rectangle. * * @param cutAdjustX * @parent <Symbol Image> * @type number @min -999 @max 999 * @desc Adjust the X coordinate to crop the image. * * @param cutAdjustY * @parent <Symbol Image> * @type number @min -999 @max 999 * @desc Adjust the Y coordinate to crop the image. * * @param useSprite * @parent <Symbol Image> * @type boolean * @default false * @desc Changes the display method of the image to a sprite. * The window will no longer be displayed. * * @param actorMaskImage * @parent useSprite * @type file * @dir img/pictures * @desc Mask image to hide the symbol. * * @param intervalX * @parent useSprite * @type number * @desc The horizontal spacing between images. * If omitted, the width of the image is used as is. * * @param intervalY * @parent useSprite * @type number * @desc The vertical spacing between images. * If omitted, the height of the image is used as is. * * @param symbolAdjustX * @parent useSprite * @type string * @desc Adjusts X of the image. Formula is possible. * e.g.: index == 0 ? -50 : 0 * * @param symbolAdjustY * @parent useSprite * @type string * @desc Adjusts Y of the image. Formula is possible. * e.g.: index == 0 ? -50 : 0 * * @param imageShiftX * @parent useSprite * @type string * @desc Shifts the X of the image. Formula is possible. * e.g.: a.isActor() ? 20 : -20 * * @param imageShiftY * @parent useSprite * @type string * @desc Shifts the Y of the image. Formula is possible. * e.g.: a.isActor() ? 20 : -20 * * @param adjustZoom * @parent useSprite * @type string * @default 100 * @desc Correct scale. Formula is possible. * e.g.: index == 0 ? 100 : 50 * * @param <Enemy Symbol Image> * * @param enemyGraphicMode * @parent <Enemy Symbol Image> * @type select * @option None @value * @option 0:Name @value 0 * @option 1:Face @value 1 * @option 2:Character @value 2 * @option 3:SV Battler @value 3 * @option 4:Picture @value 4 * @option 5:Enemy @value 5 * @desc Enemy graphic mode, same as Actors when played with None. * * @param enemyZoom * @parent <Enemy Symbol Image> * @type number * @desc Magnification of the symbol image. Set it to 100 as the standard. When omitted, same as Actor. * * @param enemyFileName * @parent <Enemy Symbol Image> * @type string * @default Monster * @desc Default file name of the enemy symbol. The target folder depends on the graphic mode. If not specified, it is "Monster". * * @param enemyFileIndex * @parent <Enemy Symbol Image> * @type number * @default 6 * @desc Specify the index of the image specified by enemyFileName. * Note that this starts at 0. If you don't specify it, it's 6. * * @param enemyBackImage * @parent <Enemy Symbol Image> * @type file * @dir img/pictures * @desc Specify a picture for the background of each enemy. * * @param enemyCutAdjustX * @parent <Enemy Symbol Image> * @type number @min -999 @max 999 * @desc Adjust the X coordinate to crop the enemy image. * When omitted, same as Actor. * * @param enemyCutAdjustY * @parent <Enemy Symbol Image> * @type number @min -999 @max 999 * @desc Adjust the Y coordinate to crop the enemy image. * When omitted, same as Actor. * * @param enemyMaskImage * @parent <Enemy Symbol Image> * @type file * @dir img/pictures * @desc Mask image to hide the symbol. * When omitted, same as Actor. * * @param <Enemy Visual ID> * * @param useVisualId * @parent <Enemy Visual ID> * @type boolean * @default false * @desc Displays the identifier(A,B,C..) above the enemy symbol. * Also, Change the notation on the enemy selection window. * * @param visualIdSize * @parent <Enemy Visual ID> * @type number * @default 28 * @desc The font size of the identifier. * If not specified, it is 28. * * @param visualIdColor * @parent <Enemy Visual ID> * @type number * @default 0 * @desc The number of the character color used for the identifier. * The number corresponds to the system image. * * @param visualIdArray * @parent <Enemy Visual ID> * @type text * @default ABCDEFGHIJKLMNOPQRSTUVWXYZ * @desc An array of identifiers to use. * * @param visualIdAdjustX * @parent <Enemy Visual ID> * @type number * @desc Adjust the X coordinate of the identifier. * * @param visualIdAdjustY * @parent <Enemy Visual ID> * @type number * @desc Adjust the Y coordinate of the identifier. * * @param <DisplayEachWindow> * * @param overlapWindows * @parent <DisplayEachWindow> * @type boolean * @default true * @desc When windows overlap, the display is superimposed by translucent processing. * * @param autoHidden * @parent <DisplayEachWindow> * @type boolean * @default false * @desc If true, it will automatically hide the action order when executing the action. * * @param displayForSkillSelect * @text Order displayed selecting skills * @parent <DisplayEachWindow> * @type boolean * @default true * @desc The order of actions is also displayed when selecting skills (items). If off, hide it. * * @param keepCommandWindow * @parent <DisplayEachWindow> * @type boolean * @default true * @desc Doesn't hide the command window after the input is completed. * If you don't want the window at the bottom of the screen to be busy. * * @param hideTargetingHelp * @text [MZ]hideTargetingHelp * @parent <DisplayEachWindow> * @type boolean * @default true * @desc Hides the help when the target is selected. * This is the standard specification in MV.