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NRP Weapon Setting - NRP_WeaponSetting.js
Plugin desc : v2.064 Extends the weapon display.
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_WeaponSetting.js
Desc page : http://newrpg.seesaa.net/article/484348477.html
Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_WeaponSetting.js
File name : NRP_WeaponSetting.js
Help of plugin :
Extends the display of weapons in side-view battle. * * ◆Features * - Adjust the display position of weapons. * ※Can be adapted to battlers of different sizes from the standard. * - Adjust the position of each actors. * - Change the size of the weapon per pattern. * - Support for weapon images after the 31th. * ※By default, only the 6th of Weapons3.png (=30th) can be selected. * - Changed the color tone of the weapon. * - Changed color tones of weapon animations. * - Unique images can be set for each weapon type. * - Combined with DynamicMotion, * the same weapon can be swung and thrust. * * ------------------------------------------------------------------- * [For DynamicMotion] * ------------------------------------------------------------------- * Although it takes some effort, when combined with DynamicMotion, * complex movements such as swinging and thrusting * with the same weapon are possible. * * First, modify system/WeaponsX.png to create multiple weapon actions * such as "swing" and "thrust" in one image. * * Next, register the created image * in the "WeaponInfoList" of the Plugin Parameters. * The motions that can be set here * are the standard ones used for normal attacks. * * In addition, define motions for each index in "IndexList". * This allows the motion to be called on the DynamicMotion side. * * <D-Motion:attack> * weaponIndex = 2 * </D-Motion> * * For example, the above description * will play the second animation in WeaponsX.png. * In addition, it will execute the motion defined above. * * Note that you can also specify images * and motions directly on the DynamicMotion side. * The following is an example of executing a thrust motion * by specifying Weapons2.png. * * <D-Motion:attack> * weaponImage = Weapons2 * weaponIndex = 2 * motion = thrust * </D-Motion> * * Motion can be specified other than the usual * "swing", "thrust", and "missile" motions. * For example, you can use the "item" motion * to raise a sword above the ground. * * ------------------------------------------------------------------- * [More advanced settings (IndexList)] * ------------------------------------------------------------------- * Depending on the IndexList settings, * more complex effects are possible. * This is also supposed to be used in conjunction with DynamicMotion. * * ◆WeaponKey * It is possible to set a unique key instead of a WeaponIndex. * Utilize this function when you want * to set different behavior for the same WeaponIndex. * If the value is "test", it can be called as follows. * * <D-Motion:attack> * weaponKey = test * </D-Motion> * * ◆WeaponPatterns * The pattern of weapons to execute. * Specify them in order, separated by commas. * The initial value is "0,1,2". * For example, setting "2,1,0" will execute weapons in reverse order. * * Furthermore, if 3 or more are specified, * the next WeaponIndex is referenced. * For example, if "0,1,2,3,4" is specified with 1 as the WeaponIndex, * the first animation in WeaponsX.png will be played in order, * and then the second animation until the second. * * This allows more than four patterns of motion, * which would normally be impossible. * This is assumed to be combined with "Motion2" and "Motion2Patterns". * * ◆PriorityPatterns * Change the priority of the specified weapon pattern. * In other words, it brings it to the front, * just like "Above characters" in the event. * * For example, if "0,2" is specified, the first * and third weapon patterns will be displayed in the front. * * It is only the order of the weapon pattern that is specified. * If the weapon pattern is "2,1,0" and "0,1" is specified * for the priority pattern, it is the "2,1" portion * of the weapon pattern that is displayed in the front. * Be careful not to confuse the two. * * ◆MotionPatterns * The motion patterns to be executed. * Specify in order, separated by commas. * * The same as for the weapon pattern, * but specifying a value of 3 or more will invalidate the pattern. * * ◆Motion2 * ◆Motion2Patterns * Additional motions and their patterns to be executed. * To be executed after the MotionPatterns above. * * ------------------------------------------------------------------- * [Note of Actors] * ------------------------------------------------------------------- * <WeaponX:?> * Adjusts the X coordinate of the weapon. Formulae allowed. * If the value is negative, it moves left. * * <WeaponY:?> * Adjusts the Y coordinate of the weapon. Formulae allowed. * If the value is negative, it moves up. * * ------------------------------------------------------------------- * [Note of Weapons] * ------------------------------------------------------------------- * <WeaponImage:Weapons5> * Set Weapons5.png as the weapon image. * ※As with normal weapon images, the system folder is the target. * * <WeaponIndex:2> * The second image among those specified * in WeaponImage is set as the weapon image. * If omitted, the first image will be used. * * <AttackMotion:swing> * "swing" the motion when attacking. * Refer to the following for the type of motion. * * - thrust * - swing * - missile * - walk * - wait * - chant * - guard * - damage * - evade * - skill * - spell * - item * - escape * - victory * - dying * - abnormal * - sleep * - dead * * ※For more information, please refer to * "Documentation > Side-View Character Standards" * in the help section of Maker. * * <BlendColor:[255,255,255,255]> * Blends color into the weapon. * 0~255 are valid values. * Set in the order of Red, Green, Blue, Strength. * * <ColorTone:[255,255,255,255]> * Changes the color tone of the weapon. * The calculation method is different from <BlendColor>. * Also, values from -255~255 are valid here. * * <BlendMode:1> * Change the blending method of the weapon. * ※0:Normal, 1:Add, 2:Multiply, 3:Screen * * <Opacity:255> * Changes the opacity of the weapon. * 0~255 are valid values. * * ------------------------------------------------------------------- * [Note of Weapons, Actors, and Enemies] * ------------------------------------------------------------------- * <AnimationColor:[255,255,255,255]> * Blends color into the normal attack animation. * 0~255 are valid values. * Set in the order of Red, Green, Blue, Strength. * ※Only the animation for MV is valid. * ※Plugins such as NRP_EnemyAttackAnimation.js * are required for the enemy's normal attack animation. * * <AnimationTone:[255,255,255,255]> * Changes the color tone of the normal attack animation. * The calculation method is different from <AnimationColor>. * Also, values from -255~255 are valid here. * * <AnimationBlendMode:1> * Change the blending method of the normal attack animation. * ※0:Normal, 1:Add, 2:Multiply, 3:Screen * * ------------------------------------------------------------------- * [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. * * @----------------------------------------------------- * @ Plugin Parameters * @----------------------------------------------------- * * @param WeaponInfoList * @type struct<WeaponInfo>[] * @desc List of settings for each weapon type. * * @param WeaponX * @type number * @min -999 @max 999 * @default -16 * @desc Adjusts the X coordinate of the weapon. * Default value is -16. * * @param WeaponY * @min -999 @max 999 * @type number * @default 0 * @desc Adjusts the Y coordinate of the weapon. * Default value is 0. * * @param WeaponWidth * @type string * @desc Adjusts the width of the weapon (one pattern). * Default value is 96. Formulas available. * * @param WeaponHeight * @type string * @desc Adjusts the height of the weapon (one pattern). * Default value is 64. Formulas available. * * @param SupportOver30Image * @type boolean * @default true * @desc For example, if the weapon type is the 31st, the 31st image will be selected. No image should be set. * * @param SyncActorMotion * @type boolean * @default true * @desc Synchronize the weapon with the actor's motion as much as possible.