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Picture Animation - PictureAnimation.js
Plugin desc : Picture Animation
License : MIT License
Author : Triacontane
Desc page : *
Download Page : https://raw.githubusercontent.com/triacontane/RPGMakerMV/refs/heads/mz_master/PictureAnimation.js
File name : PictureAnimation.js
Help of plugin :
* @target MZ * @plugindesc Picture Animation * @author Triacontane * @base PluginCommonBase * @orderAfter PluginCommonBase * @url * * @param returnToFirstCell * @text Return to the first cell * @desc Return to the first cell after the end of the non-looping animation. If disabled, it will stop at the last cell. * @default true * @type boolean * * @command INIT * @text Animation Preparation * @desc Prepare the picture to be animated.Do it just before "Show Picture". * * @arg cellNumber * @text Number of cells * @desc The number of cells to be animated * @type number * @default 1 * @max 200 * @min 1 * * @arg frameNumber * @text Number of frames * @desc Number of frames in the animation interval * @type number * @default 1 * @min 1 * * @arg direction * @text Cell Placement Method * @desc How to place a cell image * @type select * @default vertical * @option Vertical * @value vertical * @option horizon * @value horizon * @option Sequential Numbering * @value number * * @arg fade * @text Fade time * @desc The number of frames to change images (if set to 0, it will not fade) * @type number * @default 0 * * @command START * @text Start Animation * @desc Start to animate the picture of the specified picture number. * * @arg pictureNumber * @text Picture ID * @desc Picture ID. * @type number * @default 1 * @min 1 * * @arg loop * @text With or without a loop * @desc The presence of loop playback. * @type boolean * @default false * * @arg wait * @text Wait fot Completion * @desc If set to true, wait for the event to progress until the animation is complete. * @type boolean * @default false * * @arg animationType * @text Animation Type * @desc Animation Type. * @type select * @default 1 * @option 1->2->3->4->1->2->3->4... (If the number of cells is 4.) * @value 1 * @option 1->2->3->4->3->2->1->2... (If the number of cells is 4.) * @value 2 * @option Custom Patterns * @value 3 * * @arg customPattern * @text Custom Patterns * @desc The pattern if the animation type is set to "Custom Pattern". * @type number[] * @default ["1"] * * @command STOP * @text End of Animation * @desc Finish animating a picture of the specified picture number. * * @arg pictureNumber * @text Picture ID * @desc Picture ID. * @type number * @default 1 * @min 1 * * @arg force * @text Forced Exit * @desc If enabled, the animation will stop the moment it is executed. If disabled, it will stop after a cycle. * @type boolean * @default false * * @command SET_CELL * @text Animation Cell Settings * @desc Set the animation cells directly. This is useful if you want to animate at any time. * * @arg pictureNumber * @text Picture ID * @desc Picture ID. * @type number * @default 1 * @min 1 * * @arg cellNumber * @text Cell Number * @desc The cell number to be specified. The starting number is 1, and a value of 0 will advance the current cell by one. * @type number * @default 0 * * @arg wait * @text Wait fot Completion * @desc If set to true, it will wait for the event to run during the crossfade. * @type boolean * @default false * * @command LINK_VARIABLE * @text Cell Variables Links * @desc Synchronize the animated cells with the specified variables. As the value of the variable changes, the displayed cell will also change automatically. * * @arg pictureNumber * @text Picture ID * @desc Picture ID. * @type number * @default 1 * @min 1 * * @arg variableId * @text Variable Number * @desc The variable number of the link target. * @type variable * @default 1 * * @command LINK_SOUND * @text SE Settings * @desc Play SE at the time the animation cell switches. * * @arg cellNumber * @text Cell Number * @desc The cell number to be specified. * @type number * @default 1 * @min 1 * * @arg se * @text Sound Effect * @desc Sound Effect * @type struct<SE> * @default * * @help Animate the picture at the specified frame interval. * Prepare the cell images you want to animate (*) and enter the following commands. * * 1. Animation Preparation (Plugin Command) * 2. Show Picture (Event Command) * 3. Start Animation (Plugin Command) * 4. End of animation (Plugin Command) * * There are three ways of placement * vertical: arrange the cells vertically to make the whole into one file. * horizon: Cells are lined up horizontally to make the whole into a single file. * number: Prepare multiple cell images with sequential numbers. (The original part is an arbitrary string of characters) * original00.png(The original file specified in the picture display) * original01.png * original02.png... * * attention! If you use "Exclude unused files" of the deployment method, * it may be excluded as unused files at deployment time. * * In addition to simply animating cells, * you can also specify cell numbers directly from the plugin command or link the value of a variable to a cell number. * In addition to simply animating cells, * you can also specify cell numbers directly from the plugin command or link the value of a variable to a cell number. * It is useful for productions such as picture-story shows or to change the display state of standing pictures depending on the conditions. * * Script details * * Get the current cell number for the picture being animated. * It can be used in the event commands "variable manipulation" and "conditional branching". * Running it while not viewing the picture will result in an error. * $gameScreen.picture(1).cell; // Get a cell with picture ID [1]. * * User Agreement: * You may alter or redistribute the plugin without permission. There are no restrictions on usage format * (such as adult- or commercial-use only). * This plugin is now all yours.