Difference between revisions of "Weapon Animation VisuStella MZ"
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{{MzPlugin | {{MzPlugin | ||
− | |preview = <youtube> | + | |preview = <youtube>https://www.youtube.com/watch?v=G07ad6HOm9c</youtube> |
− | |link1 = <html> | + | |link1 = <html><iframe frameborder="0" src="https://itch.io/embed/827754" width="552" height="167"><a href="https://visustellamz.itch.io/weapon-animation">Weapon Animation plugin for RPG Maker MZ by VisuStellaMZ</a></iframe></html> |
|link2 = {{VisuStella Wave 5}} | |link2 = {{VisuStella Wave 5}} | ||
|link3 = {{VisuStella All Waves Collection}} | |link3 = {{VisuStella All Waves Collection}} | ||
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<!-- Preview --> | <!-- Preview --> | ||
− | + | [[File:WeaponAni_Preview1.gif]] | |
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− | + | [[File:WeaponAni_Preview2.gif]] | |
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− | + | [[File:WeaponAni_Preview3.gif]] | |
{| style="width: 800px;" cellspacing="0" cellpadding="0" | {| style="width: 800px;" cellspacing="0" cellpadding="0" | ||
| style="width: 100%; vertical-align: top;" | | | style="width: 100%; vertical-align: top;" | | ||
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{{RequiredPluginsMZ}} | {{RequiredPluginsMZ}} | ||
− | * [[ | + | * [[Battle Core VisuStella MZ]] |
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+ | <!-- | ||
{{ExtensionPluginsMZ}} | {{ExtensionPluginsMZ}} | ||
* [[Extension Plugin 1|Name1]] | * [[Extension Plugin 1|Name1]] | ||
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=== Sprite_Weapon loadBitmap function Change === | === Sprite_Weapon loadBitmap function Change === | ||
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+ | [[File:WeaponAni_Preview1.gif]] | ||
Due to how this plugin works, loading bitmaps for the Sprite_Weapon | Due to how this plugin works, loading bitmaps for the Sprite_Weapon | ||
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=== Sprite_Weapon updateFrame function Change === | === Sprite_Weapon updateFrame function Change === | ||
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+ | [[File:WeaponAni_Preview2.gif]] | ||
Due to how this plugin works, updating frames for the Sprite_Weapon | Due to how this plugin works, updating frames for the Sprite_Weapon | ||
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--- | --- | ||
− | == | + | {{Notetags MZ}} |
+ | |||
+ | {{VisuMZ Weapon Animation Notetags}} | ||
+ | |||
+ | == Plugin Parameters == | ||
+ | |||
+ | === General Settings === | ||
+ | |||
+ | [[File:WeaponAni_Preview1.gif]] | ||
− | + | [[File: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. | ||
--- | --- | ||
− | <Weapon Image: x> | + | {{VisuStella MZ Terms of Use}} |
+ | |||
+ | == Credits == | ||
+ | |||
+ | If you are using this plugin, credit the following people in your game: | ||
+ | |||
+ | Team VisuStella | ||
+ | |||
+ | * [[Yanfly]] | ||
+ | * [[Arisu]] | ||
+ | * [[Olivia]] | ||
+ | * [[Irina]] | ||
+ | |||
+ | == Changelog == | ||
+ | |||
+ | Version 1.13: April 18, 2024 | ||
+ | * Feature Update! | ||
+ | ** <Weapon Image: filename> notetag will automatically register sideview weapon type without needing <Sideview Weapon: x> notetag if used by an enemy database object. | ||
+ | ** This does not enforce the motion type. You will need to do that separately. | ||
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− | + | Version 1.12: December 14, 2023 | |
+ | * Bug Fixes! | ||
+ | ** Fixed a bug where attack motions made through Action Sequences while having weapons that have a <Weapon Image: x> notetag will override the attack motion. Fix made by Olivia. | ||
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− | <Weapon | + | Version 1.11: August 18, 2022 |
+ | * Bug Fixes! | ||
+ | ** Fixed a problem that made weapons appear even when Action Sequences would tell it to hide the weapon otherwise. Fix made by Irina. | ||
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+ | 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. | ||
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+ | 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". | ||
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− | + | 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. | ||
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− | + | 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. | |
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− | + | 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. | ||
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− | + | 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. | ||
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− | + | Version 1.04: February 12, 2021 | |
+ | * Bug Fixes! | ||
+ | ** Freeze frame now supports enemy custom weapon images. Fix made by Irina. | ||
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− | + | 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. | ||
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− | + | Version 1.02: January 22, 2021 | |
+ | * Compatibility Update | ||
+ | ** Plugin is now compatible with Battle Core's Freeze Motion. | ||
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− | + | 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. | ||
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Version 1.00: November 25, 2020 | Version 1.00: November 25, 2020 | ||
* Finished Plugin! | * Finished Plugin! | ||
+ | |||
+ | == See Also == | ||
+ | |||
+ | * [[Inspiration Behind Wave 5]] | ||
+ | |||
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== End of File == | == End of File == |
Latest revision as of 03:25, 17 April 2024
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
Download | ||
SystemThis is a plugin created for RPG Maker MZ. | ||
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. |
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. IntroductionEver 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:
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.
Major ChangesThis plugin adds some new hard-coded features to RPG Maker MZ's functions. The following is a list of them. --- Sprite_Weapon loadBitmap function ChangeDue 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. --- Sprite_Weapon updateFrame function ChangeDue 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. --- 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.
--- Weapon Image-Related Notetags--- <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 --- <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> --- <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 --- <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--- <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 ParametersGeneral SettingsThere'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 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 1.13: April 18, 2024
Version 1.12: December 14, 2023
Version 1.11: August 18, 2022
Version 1.10: July 21, 2022
Version 1.09: April 7, 2022
Version 1.08: February 17, 2022
Version 1.07: June 11, 2021
Version 1.06: June 11, 2021
Version 1.05: April 9, 2021
Version 1.04: February 12, 2021
Version 1.03: January 29, 2021
Version 1.02: January 22, 2021
Version 1.01: November 22, 2020
Version 1.00: November 25, 2020
See Also
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