Difference between revisions of "Weapon Animation VisuStella MZ"

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(Changelog)
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== Changelog ==
 
== Changelog ==
 +
 +
Version 1.10: July 21, 2022
 +
* Feature Update!
 +
** For those who did not set up their weapon attack motions, this plugin will now default the weapon attack type to "Thrust" and weapon attack image to "Dagger". Update made by Irina.
 +
 +
  
 
Version 1.09: April 7, 2022
 
Version 1.09: April 7, 2022

Revision as of 14:37, 21 July 2022

Welcome to the wiki! This is where you can find resources from Yanfly.moe, Ækashics.moe,
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.



Download

System

This is a plugin created for RPG Maker MZ.

InstallPluginsMz.png

UpdatePlugins.png

Troubleshooting.jpg

Click here for help on how to install plugins and an explanation on the Tier Hierarchy System.

Click here to learn how to update plugins.

Click here for how to troubleshoot plugins if you get an error.


Masterarbeit Writer


WeaponAni Preview1.gif

WeaponAni Preview2.gif

WeaponAni Preview3.gif

Required Plugins

The following plugins are required in order to use this plugin.

Place the following plugins above this plugin located in the Plugin Manager.


VisuStella MZ

This plugin is a part of the VisuStella MZ Plugin Library.

Click here if you want to help support VisuStella on Patreon.

Introduction

Ever wanted to give your swords different images despite being the same sword type? Or how about your axes? Or any weapon? Now you can! On top of that, you can even use custom images to accomplish this.

This plugin allows you to go past the standard weapon images and even using custom images.

Features include all (but not limited to) the following:

  • Select different weapon animation from the weapon sprite sheets.
  • Use custom images for weapon animations.
  • Allow weapons to have their own unique weapon animation sprites.
  • Customize hues and motions for the weapon animations.

Requirements

This plugin is made for RPG Maker MZ. This will not work in other iterations of RPG Maker.

Required Plugin List

This 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.


Tier 3

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.


Major Changes

This plugin adds some new hard-coded features to RPG Maker MZ's functions. The following is a list of them.

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Sprite_Weapon loadBitmap function Change

WeaponAni Preview1.gif

Due to how this plugin works, loading bitmaps for the Sprite_Weapon prototype class is now different. Depending if there is any data found for a custom weapon animation, the bitmap data will be loaded differently to accommodate the differences in file structure.

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Sprite_Weapon updateFrame function Change

WeaponAni Preview2.gif

Due to how this plugin works, updating frames for the Sprite_Weapon prototype class is now different. Depending if there is any data found for a custom weapon animation, the frame data will be setup differently to accommodate the differences in file structure.

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Notetags

RPG Maker MZ's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin.

Here is a list of Notetag(s) that you may use.


The following are notetags that have been added through this plugin. These notetags will not work with your game if this plugin is OFF or not present.

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Weapon Image-Related Notetags

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WeaponAni Preview1.gif

<Weapon Image: x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Changes the weapon image used for the affected battler to a numeric type.
- Replace 'x' with a number representing the weapon image's ID.
- You'll get an image from "img/system/" folder's weapon sheets.
- Each sheet contains 12 weapon images. If you wish to load a weapon from
  the first sheet, it'll be within 1-12.
- If you wish to load a weapon from the second sheet, it'll be within 13-24,
  and so on.
- The weapon sheets increase in increments of 12, which means that if you
  wish to load a weapon from weapon sheet 50, x will be between 589 to 600.

  By default, these are the number values associated with each:

  1 - Dagger   7 - Long Bow  13 - Mace       19 - Slingshot  25 - Book
  2 - Sword    8 - Crossbow  14 - Rod        20 - Shotgun    26 - Custom
  3 - Flail    9 - Gun       15 - Club       21 - Rifle      27 - Custom
  4 - Axe     10 - Claw      16 - Chain      22 - Chainsaw   28 - Custom
  5 - Whip    11 - Glove     17 - Sword#2    23 - Railgun    29 - Custom
  6 - Staff   12 - Spear     18 - Iron Pipe  24 - Stun Rod   30 - Custom

---

WeaponAni BeamSword.png

<Weapon Image: filename>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Changes the weapon image used for the affected battler to a unique file.
- Replace 'filename' with the name of the file found in the "img/weapons/"
  folder (or whichever folder you've set it to in the plugin parameters).
- This is case sensitive.
- Do not include the file extension.

  Example:

  <Weapon Image: Beam Sword>

---

WeaponAni Preview2.gif

<Weapon Motion: thrust>
<Weapon Motion: swing>
<Weapon Motion: missile>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- This notetag requires a <Weapon Image: x> or <Weapon Image: filename>
  notetag on the same trait object.
- Forces the weapon to play a specific motion when attacking.
- If this is not defined, the played motion will be the custom motion
  declared in the plugin parameters.
- You can also replace the motion type with the following:

  walk     wait     chant     guard     damage     evade
  thrust   swing    missile   skill     spell      item
  escape   victory  dying     abnormal  sleep      dead

---

WeaponAni Preview3.gif

<Weapon Hue: x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- This notetag requires a <Weapon Image: x> or <Weapon Image: filename>
  notetag on the same trait object.
- Changes the hue of the custom weapon image.
- Replace 'x' with a hue number between 0 and 255.

---

State Attack Animation-Related Notetags

---

WeaponAnimation AniChange.gif

<Attack Animation: x>
<Weapon Animation: x>

- Used for: State Notetags
- When the battler attacks while having a state with this notetag, the
  battler's attack animation will be changed to 'x'.
- This can be used for things like a "Burning Weapon" state that turns the
  attack animation into a flame attack instead of the normal attack.
- This only applies when a skill/item's animation is set to "Normal Attack".
- Replace 'x' with a number representing the animation's ID.
- If a battler is affected by multiple states with these notetags, then the
  state with the highest priority number will have its effect take place.
- There are no differences between the notetags. They both achieve the same
  functionality. <Weapon Animation: x> happens to be a legacy notetag
  carried from YEP's library.

---

Plugin Parameters

General Settings

WeaponAni Preview1.gif

WeaponAni Params1.png

There's a couple of plugin parameters that can be adjusted for this plugin.

---

General

 Image Filepath:
 - The filepath used for custom weapon images folder.
 - This defaults to "img/weapons/"
 Default Motion:
 - Default motion used for custom weapon images.

---


Terms of Use

1. 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.

4. You may NOT redistribute these plugins nor take code from this plugin to use as your own. These plugins and their code are only to be downloaded from VisuStella.com and other official/approved VisuStella sources. A list of official/approved sources can also be found on VisuStella.com.

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.

6. If a compatibility patch needs to be made through a third party that is unaffiliated with VisuStella that involves using code from the VisuStella MZ library, contact must be made with a member from VisuStella and have it approved. The patch would be placed on VisuStella.com as a free download to the public. Such patches cannot be sold for monetary gain, including commissions, crowdfunding, and/or donations.

7. If this VisuStella MZ plugin is a paid product, all project team members must purchase their own individual copies of the paid product if they are to use it. Usage includes working on related game mechanics, managing related code, and/or using related Plugin Commands and features. Redistribution of the plugin and/or its code to other members of the team is NOT allowed unless they own the plugin itself as that conflicts with Article 4.

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。

4. これらのプラグインやプラグイン内のコードを、「自分のもの」として再配布したり使用したりすることはできません。これらのプラグインとそのコードは、VisuStella.comおよび、その他の公式/承認済みVisuStellaソースからのみダウンロードすることができます。公式/承認済みのソースのリストは、VisuStella.comでご確認いただけます。

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。

6. VisuStella MZライブラリのコードを使用した互換性パッチをVisuStellaとは関係のない第三者を通じて作成する必要がある場合は、まずVisuStellaのメンバーと連絡を取り、承認を得る必要があります。パッチはVisuStella.comに公開され、誰でも無料でダウンロードすることができるようになります。このようなパッチを、制作発注やクラウドファンディングの対象にしたり、寄付などの金銭的な利益を得るために販売することはできません。

7. このVisuStella MZプラグインが商用製品である場合、プロジェクトチームのすべてのメンバーは、それを使用するため、それぞれ製品を購入しなければなりません。使用方法には、関連するゲームメカニクスの作業、関連するコードの管理、および/または関連するプラグインコマンドや機能の使用、が含まれます。プラグインそのものやそのコードをチームの他のメンバーに再配布することは第4項に抵触するため、そのメンバーがプラグインそのものを所有していない限りは許可されません。

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。

Credits

If you are using this plugin, credit the following people in your game:

Team VisuStella

Changelog

Version 1.10: July 21, 2022

  • Feature Update!
    • For those who did not set up their weapon attack motions, this plugin will now default the weapon attack type to "Thrust" and weapon attack image to "Dagger". Update made by Irina.


Version 1.09: April 7, 2022

  • Documentation Update!
    • Help file updated for new features.
  • New Features!
    • New state-only notetags added by Arisu:
      • <Attack Animation: x>
      • <Weapon Animation: x>
        • Both notetags do the same thing, just that one is a legacy notetag from the past YEP library.
        • When the battler attacks while having a state with this notetag, the battler's attack animation will be changed to 'x'.
        • This can be used for things like a "Burning Weapon" state that turns the attack animation into a flame attack instead of the normal attack.
        • This only applies when a skill/item's animation is set to "Normal Attack".


Version 1.08: February 17, 2022

  • Bug Fixes!
    • Added a fail safe to prevent freeze motion frames on items trying to use custom weapon sprites, but do not actually have them in the game project. Fix made by Olivia.


Version 1.07: June 11, 2021

  • Bug Fixes!
    • Freeze motion frames for weapon attacks will default to the enforced weapon graphic if there is no custom weapon sprite on the weapon, but on a piece of armor instead. Update made by Olivia.


Version 1.06: June 11, 2021

  • Bug Fixes!
    • Freeze motion frames for weapon attacks will no longer cause crashes if the user does not have a weapon equipped. Fix made by Olivia.


Version 1.05: April 9, 2021

  • Bug Fixes!
    • Freeze Motions should now hide weapons instead of always displaying them when the hide option is enabled. Fix made by Olivia.


Version 1.04: February 12, 2021

  • Bug Fixes!
    • Freeze frame now supports enemy custom weapon images. Fix made by Irina.


Version 1.03: January 29, 2021

  • Bug Fixes!
    • Basic weapon animations should now show the proper weapon image. Fix made by Olivia.
    • Freeze frame now supports custom non-attack animations. Fix by Olivia.


Version 1.02: January 22, 2021

  • Compatibility Update
    • Plugin is now compatible with Battle Core's Freeze Motion.


Version 1.01: November 22, 2020

  • Bug Fixes!
    • If battlers with custom weapon animations perform an Action Sequence with "Show Weapon" set to false, they will no longer force the attack motion. Fix made by Yanfly.


Version 1.00: November 25, 2020

  • Finished Plugin!

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