Difference between revisions of "Action Sequence Projectiles VisuStella MZ"
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== Changelog == | == Changelog == | ||
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+ | Version 1.08: January 18, 2024 | ||
+ | * Documentation Update! | ||
+ | ** Help file updated for new features. | ||
+ | * New Parameters added for Action Sequences by Olivia: | ||
+ | ** Extra Effects > Effect Emulation | ||
+ | *** Extra Effects > Effect Emulation > Action Effect | ||
+ | *** Extra Effects > Effect Emulation > Item Effect ID | ||
+ | *** Extra Effects > Effect Emulation > Skill Effect ID | ||
+ | **** Emulate current Action Effect, a specific Item Effect, or a specific Skill Effect when projectile reaches target? | ||
+ | **** Only works with start and goal targets. | ||
+ | *** Extra Effects > Effect Emulation > Common Event ID | ||
+ | **** Plays a Once Parallel Common Event upon reaching target. | ||
+ | **** Works regardless of start and goal targets. | ||
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Version 1.07: August 17, 2023 | Version 1.07: August 17, 2023 |
Latest revision as of 11:02, 17 January 2024
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
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SystemThis is a plugin created for RPG Maker MZ. | ||
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Required PluginsThe following plugins are required in order to use this plugin. Place the following plugins above this plugin located in the Plugin Manager.
VisuStella MZThis plugin is a part of the VisuStella MZ Plugin Library. Click here if you want to help support VisuStella on Patreon. IntroductionThis plugin adds projectile control the Battle Core's Action Sequences, allowing you, the game dev, to create entities that fire from one screen location to another screen location. These locations can be either battler targets or exact points on the screen. Projectiles can come in the form of pictures, icons, and animations. Make them spin, make them arc, make them travel at differing speeds across the battlefield! Features include all (but not limited to) the following:
RequirementsThis plugin is made for RPG Maker MZ. This will not work in other iterations of RPG Maker. Required Plugin ListThis plugin requires the above listed plugins to be installed inside your game's Plugin Manager list in order to work. You cannot start your game with this plugin enabled without the listed plugins.
This plugin is a Tier 3 plugin. Place it under other plugins of lower tier value on your Plugin Manager list (ie: 0, 1, 2, 3, 4, 5). This is to ensure that your plugins will have the best compatibility with the rest of the VisuStella MZ Plugin library.
Projectile TypesProjectiles come in three types: pictures, icons, and animations. Each have their own properties, but ultimately, work very similar. --- Picture ProjectilesThese projectiles use images found in the img/pictures/ folder of your game project. Used as static images, they allow you to create projectiles of any size and dimension to your liking. These offer the most flexibility when it comes to options and extra settings. --- Icon ProjectilesFor those who want to save up on resources and utilize the already loaded icon sheet, you can simply select an icon index to pick an icon as the projectile's image. Like pictures, these offer the most flexibility when it comes to options and extra settings. --- Animation ProjectilesThose who want a bit more spice in their projectiles and want something that animates can picture animation projectiles. The animation will play through its frames until it hits its end, after which, the animation restarts. However, because animations are much more complicated than just a static image, some options and extra settings are not available for animations. --- Plugin CommandsPlugin Commands are event commands that are used to call upon functions added by a plugin that aren't inherently a part of RPG Maker MZ. Here is a list of Plugin Command(s) that you may use: --- The following are Action Sequence Plugin Commands that have been added with this plugin. These are accessible from the Battle Core plugin (not this one) in order to keep all the Action Sequences in place. Once again, these plugin commands are only accessible through the Battle Core plugin and not this one! Make sure you have the most update to date version of the Battle Core for them. ---
Action Sequences - ProjectilesCreate projectiles on the screen and fire them off at a target. Requires VisuMZ_3_ActSeqProjectiles! --- PROJECTILE: Animation - Create an animation projectile and fire it at a target. - Requires VisuMZ_3_ActSeqProjectiles! Coordinates: Start Location: - Settings to determine where the projectile(s) start from. Type: - Select where the projectile should start from. - Target - Start from battler target(s) - Point - Start from a point on the screen Target(s): - Select which unit(s) to start the projectile from. Centralize: - Create one projectile at the center of the targets? - Or create a projectile for each target? Target Location: - Select which part of the target to send the projectile from. - front head - front center - front base - middle head - middle center - middle base - back head - back center - back base Point X: Point Y: - Insert the X/Y coordinate to start the projectile at. - You may use JavaScript code. Offset X: Offset Y: - Insert how many pixels to offset the X/Y coordinate by. - You may use JavaScript code. Goal Location: - Settings to determine where the projectile(s) start from. Type: - Select where the projectile should go to. - Target - Goal is battler target(s) - Point - Goal is a point on the screen Target(s): - Select which unit(s) for projectile to go to. Centralize: - Create one projectile at the center of the targets? - Or create a projectile for each target? Target Location: - Select which part of the target to send the projectile to. - front head - front center - front base - middle head - middle center - middle base - back head - back center - back base Point X: Point Y: - Insert the X/Y coordinate to send the projectile to. - You may use JavaScript code. Offset X: Offset Y: - Insert how many pixels to offset the X/Y coordinate by. - You may use JavaScript code. Settings: Animation ID: - Determine which animation to use as a projectile. Duration: - Duration for the projectile(s) to travel. Wait For Projectile?: - Wait for projectile(s) to reach their destination before going onto the next command? Wait For Animation?: - Wait for animation to finish before going to the next command? Extra Settings: - Add extra settings to the projectile? Auto Angle?: - Automatically angle the projectile to tilt the direction it's moving? Angle Offset: - Alter the projectile's tilt by this many degrees. Arc Peak: - This is the height of the project's trajectory arc in pixels. Easing: - Select which easing type to apply to the projectile's trajectory. Spin Speed: - Determine how much angle the projectile spins per frame. - Does not work well with "Auto Angle". Effect Emulation: Action Effect?: - Emulate current Action Effect when projectile reaches target? - Only works with start and goal targets. Item Effect ID?: - Emulate an Item Effect when projectile reaches target? - Use 0 to not use. - Only works with start and goal targets. Skill Effect ID?: - Emulate a Skill Effect when projectile reaches target? - Use 0 to not use. - Only works with start and goal targets. Common Event ID: - Plays a Once Parallel Common Event upon reaching target. - Use 0 to not use. - Works regardless of start/goal targets. --- PROJECTILE: Icon - Create an icon projectile and fire it at a target. - Requires VisuMZ_3_ActSeqProjectiles! Coordinates: Start Location: - Settings to determine where the projectile(s) start from. Type: - Select where the projectile should start from. - Target - Start from battler target(s) - Point - Start from a point on the screen Target(s): - Select which unit(s) to start the projectile from. Centralize: - Create one projectile at the center of the targets? - Or create a projectile for each target? Target Location: - Select which part of the target to send the projectile from. - front head - front center - front base - middle head - middle center - middle base - back head - back center - back base Point X: Point Y: - Insert the X/Y coordinate to start the projectile at. - You may use JavaScript code. Offset X: Offset Y: - Insert how many pixels to offset the X/Y coordinate by. - You may use JavaScript code. Goal Location: - Settings to determine where the projectile(s) start from. Type: - Select where the projectile should go to. - Target - Goal is battler target(s) - Point - Goal is a point on the screen Target(s): - Select which unit(s) for projectile to go to. Centralize: - Create one projectile at the center of the targets? - Or create a projectile for each target? Target Location: - Select which part of the target to send the projectile to. - front head - front center - front base - middle head - middle center - middle base - back head - back center - back base Point X: Point Y: - Insert the X/Y coordinate to send the projectile to. - You may use JavaScript code. Offset X: Offset Y: - Insert how many pixels to offset the X/Y coordinate by. - You may use JavaScript code. Settings: Icon: - Determine which icon to use as a projectile. - You may use JavaScript code. Duration: - Duration for the projectile(s) to travel. Wait For Projectile?: - Wait for projectile(s) to reach their destination before going onto the next command? Extra Settings: - Add extra settings to the projectile? Auto Angle?: - Automatically angle the projectile to tilt the direction it's moving? Angle Offset: - Alter the projectile's tilt by this many degrees. Arc Peak: - This is the height of the project's trajectory arc in pixels. Blend Mode: - What kind of blend mode do you wish to apply to the projectile? - Normal - Additive - Multiply - Screen Easing: - Select which easing type to apply to the projectile's trajectory. Hue: - Adjust the hue of the projectile. - Insert a number between 0 and 360. Scale: - Adjust the size scaling of the projectile. - Use decimals for exact control. Spin Speed: - Determine how much angle the projectile spins per frame. - Does not work well with "Auto Angle". Effect Emulation: Action Effect?: - Emulate current Action Effect when projectile reaches target? - Only works with start and goal targets. Item Effect ID?: - Emulate an Item Effect when projectile reaches target? - Use 0 to not use. - Only works with start and goal targets. Skill Effect ID?: - Emulate a Skill Effect when projectile reaches target? - Use 0 to not use. - Only works with start and goal targets. Common Event ID: - Plays a Once Parallel Common Event upon reaching target. - Use 0 to not use. - Works regardless of start/goal targets. --- PROJECTILE: Picture - Create a picture projectile and fire it at a target. - Requires VisuMZ_3_ActSeqProjectiles! Coordinates: Start Location: - Settings to determine where the projectile(s) start from. Type: - Select where the projectile should start from. - Target - Start from battler target(s) - Point - Start from a point on the screen Target(s): - Select which unit(s) to start the projectile from. Centralize: - Create one projectile at the center of the targets? - Or create a projectile for each target? Target Location: - Select which part of the target to send the projectile from. - front head - front center - front base - middle head - middle center - middle base - back head - back center - back base Point X: Point Y: - Insert the X/Y coordinate to start the projectile at. - You may use JavaScript code. Offset X: Offset Y: - Insert how many pixels to offset the X/Y coordinate by. - You may use JavaScript code. Goal Location: - Settings to determine where the projectile(s) start from. Type: - Select where the projectile should go to. - Target - Goal is battler target(s) - Point - Goal is a point on the screen Target(s): - Select which unit(s) for projectile to go to. Centralize: - Create one projectile at the center of the targets? - Or create a projectile for each target? Target Location: - Select which part of the target to send the projectile to. - front head - front center - front base - middle head - middle center - middle base - back head - back center - back base Point X: Point Y: - Insert the X/Y coordinate to send the projectile to. - You may use JavaScript code. Offset X: Offset Y: - Insert how many pixels to offset the X/Y coordinate by. - You may use JavaScript code. Settings: Picture Filename: - Determine which picture to use as a projectile. Duration: - Duration for the projectile(s) to travel. Wait For Projectile?: - Wait for projectile(s) to reach their destination before going onto the next command? Extra Settings: - Add extra settings to the projectile? Auto Angle?: - Automatically angle the projectile to tilt the direction it's moving? Angle Offset: - Alter the projectile's tilt by this many degrees. Arc Peak: - This is the height of the project's trajectory arc in pixels. Blend Mode: - What kind of blend mode do you wish to apply to the projectile? - Normal - Additive - Multiply - Screen Easing: - Select which easing type to apply to the projectile's trajectory. Hue: - Adjust the hue of the projectile. - Insert a number between 0 and 360. Scale: - Adjust the size scaling of the projectile. - Use decimals for exact control. Spin Speed: - Determine how much angle the projectile spins per frame. - Does not work well with "Auto Angle". Effect Emulation: Action Effect?: - Emulate current Action Effect when projectile reaches target? - Only works with start and goal targets. Item Effect ID?: - Emulate an Item Effect when projectile reaches target? - Use 0 to not use. - Only works with start and goal targets. Skill Effect ID?: - Emulate a Skill Effect when projectile reaches target? - Use 0 to not use. - Only works with start and goal targets. Common Event ID: - Plays a Once Parallel Common Event upon reaching target. - Use 0 to not use. - Works regardless of start/goal targets. --- Plugin ParametersAngle Adjustment SettingsThese settings are primarily used to automatically adjust the angle of any pictures, icon, and/or animation so that they work with the automatic angling of the projectiles as to always appear aimed at the goal point. --- Angle Adjustments Animation Angle: - Adjust projectile angle for animations by this many degrees. Icon Angle: - Adjust projectile angle for icons by this many degrees. Picture Angle: - Adjust projectile angle for pictures by this many degrees. ---
Terms of Use1. These plugins may be used in free or commercial games provided that they have been acquired through legitimate means at VisuStella.com and/or any other official approved VisuStella sources. Exceptions and special circumstances that may prohibit usage will be listed on VisuStella.com. 2. All of the listed coders found in the Credits section of this plugin must be given credit in your games or credited as a collective under the name: "VisuStella". 3. You may edit the source code to suit your needs, so long as you do not claim the source code belongs to you. VisuStella also does not take responsibility for the plugin if any changes have been made to the plugin's code, nor does VisuStella take responsibility for user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow custom JavaScript code. 5. VisuStella is not responsible for problems found in your game due to unintended usage, incompatibility problems with plugins outside of the VisuStella MZ library, plugin versions that aren't up to date, nor responsible for the proper working of compatibility patches made by any third parties. VisuStella is not responsible for errors caused by any user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow JavaScript code. 8. Any extensions and/or addendums made to this plugin's Terms of Use can be found on VisuStella.com and must be followed. Terms of Use: Japanese『VisuStella MZ』利用規約 1. これらのプラグインは、VisuStella.comおよび/または公式に承認されたVisuStellaのソースから合法的な手段で入手したものである限り、フリーゲームや商用ゲームに使用することができます。例外的に使用が禁止される場合については、VisuStella.comの記載をご確認ください。 2. 本プラグインの「クレジット」部分に記載されているすべてのコーダーの名前は、ゲーム内にクレジット表記を行うか、もしくは「VisuStella」という名前の下にまとめて表記する必要があります。 3. ソースコードを自分のものだと主張しない限りは、必要に応じて編集することが可能です。ただしプラグインのコードに変更が加えられた場合、VisuStellaはそのプラグインに対して一切の責任を負いません。高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードについても、VisuStellaは一切の責任を負いません。 5. VisuStellaは、意図しない使用方法による問題、VisuStella MZライブラリ以外のプラグインとの非互換性の問題、プラグインのバージョンが最新でないことによる問題、第三者による互換性パッチが適切に動作していないことなどが原因でゲーム内で発生した問題については、一切の責任を負いません。VisuStellaは、高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードに起因するエラーについても、一切の責任を負いません。 8. このプラグインの利用規約の追加項目や補足については、VisuStella.comに掲載されていますので、それを参照し従ってください。 CreditsIf you are using this plugin, credit the following people in your game: Team VisuStella ChangelogVersion 1.08: January 18, 2024
Version 1.07: August 17, 2023
Version 1.06: July 13, 2023
Version 1.05: December 30, 2021
Version 1.04: April 30, 2021
Version 1.03: April 23, 2021
Version 1.02: January 22, 2021
Version 1.01: December 25, 2020
Version 1.00: January 13, 2021
See Also
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