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LL Standing Picture Battle MV - LL_StandingPictureBattleMV.js

Plugin desc : Automatically displays standing pictures during battle.

License :
・Copyright: Retained
・Commercial Use: Allowed
・Modification: Allowed
・Redistribution: Prohibited (This does not apply to works made using the material.)
・Details: See Download Page / In-plugin documentation

Author : Lulu's Church

Website : https://nine-yusha.com/

Desc page : https://nine-yusha.com/plugin-sbpicture/

File name : LL_StandingPictureBattleMV.js

Help of plugin :

* @target MV
 * @plugindesc Automatically displays standing pictures during battle.
 * @author Lulu's Church
 * @url https://nine-yusha.com/plugin-sbpicture/
 *
 * @help LL_StandingPictureBattleMV.js
 *
 * Standing pictures are automatically displayed during battle at the following timings:
 *   ・At battle start (Fight/Escape selection)
 *   ・When selecting commands
 *   ・When taking damage
 *   ・When evading
 *   ・When winning
 *   ・When attacking, defending, or using a skill
 *   ・When counterattacking or reflecting magic
 *   ・When using items
 *   ・At battle victory
 *
 * You can define multiple standing pictures with conditions such as states, switches, or variables:
 *   ・When Switch 1 is ON and poisoned
 *   ・When Variable 1 ≥ 10 and poisoned
 *   ・When Switch 1 is ON
 *   ・When poisoned
 *   ・No switch/state/variable conditions = default standing picture (required)
 *
 * Switching by remaining HP%:
 *   First, create a standing picture list with "Remaining HP%" set to "100".
 *   Copy it and change "Remaining HP%" to "50".
 *   When HP is 50% or below, the list with "50" will be used.
 *   You can define multiple standing pictures per HP% threshold.
 *
 * Priority of image display:
 *   1. Matches State ID + Switch ID + Variable condition
 *   2. Matches State ID + Switch ID
 *   3. Matches State ID + Variable condition
 *   4. Matches State ID only
 *   5. Matches Switch ID + Variable condition
 *   6. Matches Switch ID only
 *   7. Matches Variable condition only
 *   8. No conditions (State ID, Switch ID, Variable all unset)
 *   (Among these, the standing picture with the lowest Remaining HP% is prioritized)
 *
 * To flip an image:
 *   Set X Scale to "-100" to flip horizontally.
 *   (If origin is Upper Left, X coordinate will shift left by image width)
 *
 * Standing pictures for counter and magic reflection:
 *   Counter: The picture assigned to the attack skill is shown.
 *   Magic Reflection: The picture assigned to the reflected skill is shown.
 *
 * Plugin Commands:
 *   LL_StandingPictureBattleMV setEnabled true   # Enable standing pictures
 *   LL_StandingPictureBattleMV setEnabled false  # Disable standing pictures
 *
 * Terms of use:
 *   ・No copyright notice required.
 *   ・No report needed for use.
 *   ・Free for commercial and non-commercial.
 *   ・No restriction for adult works.
 *   ・You may modify freely for your game.
 *   ・Redistribution as plugin material (incl. modified) prohibited.
 *
 * Author: Lulu's Church
 * Date: 2022/6/3
 *
 * @command setEnabled
 * @text Toggle Standing Pictures
 * @desc Enable/disable standing picture display globally.
 *
 * @arg enabled
 * @text Standing Pictures
 * @desc If OFF, standing pictures will not be displayed.
 * @default true
 * @type boolean
 *
 * @param pictureListSettings
 * @text Standing Picture List
 * @desc *Not used
 *
 * @param sbCommandPictures
 * @text On Command Select
 * @desc Standing pictures shown during command selection.
 * You can define multiple by state, switch, or remaining HP%.
 * @default []
 * @type struct<sbCommandPictures>[]
 * @parent pictureListSettings
 *
 * @param sbDamagePictures
 * @text On Damage
 * @desc Standing pictures shown when taking damage.
 * You can define multiple by state, switch, or remaining HP%.
 * @default []
 * @type struct<sbDamagePictures>[]
 * @parent pictureListSettings
 *
 * @param sbEvasionPictures
 * @text On Evasion
 * @desc Standing pictures shown when evading.
 * You can define multiple by state, switch, or remaining HP%.
 * @default []
 * @type struct<sbEvasionPictures>[]
 * @parent pictureListSettings
 *
 * @param sbWinPictures
 * @text On Victory
 * @desc Standing pictures shown upon battle victory.
 * You can define multiple by state, switch, or remaining HP%.
 * @default []
 * @type struct<sbWinPictures>[]
 * @parent pictureListSettings
 *
 * @param sbActionPictures
 * @text On Action (Attack/Defense/Skill/Counter)
 * @desc Standing pictures shown when attacking, using a skill, or item.
 * You can define multiple by state, switch, or remaining HP%.
 * @default []
 * @type struct<sbActionPictures>[]
 * @parent pictureListSettings
 *
 * @param sbItemPictures
 * @text On Item Use
 * @desc Standing pictures shown when using items.
 * You can define multiple by state, switch, or remaining HP%.
 * @default []
 * @type struct<sbItemPictures>[]
 * @parent pictureListSettings
 *
 * @param counterSettings
 * @text Counter Settings
 * @desc *Not used
 *
 * @param showCounterAttack
 * @text Show on Counter
 * @desc Display standing picture on counterattack.
 * The picture assigned to the attack skill is shown.
 * @default true
 * @type boolean
 * @parent counterSettings
 *
 * @param showMagicReflection
 * @text Show on Magic Reflection
 * @desc Display standing picture on magic reflection.
 * The picture assigned to the reflected skill is shown.
 * @default true
 * @type boolean
 * @parent counterSettings
 *
 * @param startActorType
 * @text Actor Shown at Battle Start
 * @desc Actor to display at Fight/Escape selection.
 * Command picture is shown.
 * @type select
 * @default none
 * @option Do not display
 * @value none
 * @option First Actor
 * @value firstActor
 * @option Random
 * @value randomActor
 *
 * @param winActorType
 * @text Actor Shown at Victory
 * @desc Actor to display at battle victory.
 * @type select
 * @default lastActor
 * @option Do not display
 * @value none
 * @option Last Action Actor
 * @value lastActor
 * @option First Actor
 * @value firstActor
 * @option Random
 * @value randomActor
 *
 * @param hiddenEnemyWindow
 * @text Hide on Enemy Select
 * @desc Hide standing pictures when selecting enemy.
 * @default true
 * @type boolean
 *
 * @param hiddenActorWindow
 * @text Hide on Actor Select
 * @desc Hide standing pictures when selecting actor target.
 * @default false
 * @type boolean
 *
 * @param deathBeforeStates
 * @text Judge State Before Death
 * @desc Judge standing picture based on previous state at death.
 * Turn OFF if you want a dedicated death picture.
 * @default false
 * @type boolean

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