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Directly Attack Effect - DirectlyAttackEffect.js

Plugin desc : Direct attack effect plugin

License : MIT License

Author : Triacontane

Website : https://triacontane.blogspot.com/

Desc page : https://triacontane.blogspot.com/

Download Page : https://raw.githubusercontent.com/munokura/triacontane-MV-plugins/refs/heads/main/DirectlyAttackEffect.js

File name : DirectlyAttackEffect.js

Help of plugin :

@url https://triacontane.blogspot.com/
@plugindesc Direct attack effect plugin
@author Triacontane
@license MIT License

@help
English Help Translator: munokura
This is an unofficial English translation of the plugin help,
created to support global RPG Maker users.
Feedback is welcome to improve translation quality
(see: https://github.com/munokura/triacontane-MV-plugins ).
Original plugin by Triacontane.
Please check the latest official version at:
https://triacontane.blogspot.com
-----

The skill will be executed after approaching the target.
The following additional features have been implemented:

- Parabolic movement
- Direct coordinate movement
- Combat animation display
- Afterimage display

This is primarily for those who do not use the YEP action sequence due to
conflicts or other reasons.

Please specify the following in the skill's Note field.

<DAEAttack: 12, 10, 0, 0, 0>
 # Move to the target in 12 frames at an altitude of 10
<DAEReturn: 18, 25>
 # Return to original position in 18 frames at an altitude of 25
<DAEHidden> # Hides the butler when moving.
<DAEAfterimage> # Displays an afterimage of the butler when moving.
<DAENoReturn>
 # Prevents the user from returning to their original position after
  activation.
<DAEAnimation:1>
 # Plays the ID[1] animation on the user who activated the effect.
<DAEAttackAnimation:1>
 # Plays the ID[1] animation on the user who activated the effect at the
  moment of attack.
<DAETargetAnimation:1> # Plays the ID[1] animation on the target user.
<DAEAbsolutePos:320,240> # Moves to coordinates [320, 240].
<DAERelativePos:30,10> # Moves to position [30, 10] from the target user.
<DAESelfRelativePos:5,0> # Moves you to position [5, 0] from yourself.
<DAETeleport:320,240> # Teleports you to coordinates [320, 240].
<DAEActorOnly> # This effect is only active when executed by an actor.
<DAEEnemyOnly> # This effect is only active when executed by an enemy.
<DAEWeapon:1> # The attack motion becomes "Attack: Weapon Type [1]."
<DAEMotion:dead> # The attack motion becomes "Incapacitated."
<DAEStartMotion:dead>
 # The motion at the start of the attack will be "Dead."
<DAEEndMotion:dead> # The motion at the end of the attack will be "Dead."
<DAEVanish> # The butler will be hidden during the attack.

*Motion types are described below.

Details in the Memo section
<DAEAttack:[Frames],[Altitude],[Z Coordinate],[X Center Movement],[Y Centerovement]>
Moves to the target within the specified number of frames and then
executes the skill.
Setting altitude will result in parabolic movement.
Specifying the Z coordinate will move the target higher than the original
position.
Setting Center Movement to [1] will move the target to the center rather
than directly in front of the opponent.

<DAEReturn: [Frames], [Altitude], [Z Coordinate]>
Returns to original position after skill execution.
If not specified, returns at the same frame count and altitude as the
attack.
If a Z coordinate is specified for the attack, specify 0 or the character
will remain suspended in mid-air.

<DAENoReturn>
Does not return to base after skill execution.
Since the character will remain in position indefinitely, this is only
useful for special skills.

<DAEAnimation: [Animation ID]>
Plays the animation with ID [1] on the target.
It plays immediately before the character begins moving.
You can play any sound effect by specifying an animation with sound
effects only.

<DAEAbsolutePos: [X Coordinate], [Y Coordinate]>
The destination will be the specified coordinates on the screen,
regardless of the target.
When used by an enemy character, the X coordinate will be inverted.

<DAERelativePos: [X Coordinate], [Y Coordinate]>
The destination will be offset from the front of the target by the
specified coordinates.

<DAESelfRelativePos: [X Coordinate], [Y Coordinate]>
The destination will be offset from the player's own coordinates by the
specified coordinates.

<DAETeleport: [X Coordinate], [Y Coordinate]>
Instantly move to the specified location, then begin moving toward the
target.

<DAEWeapon: [Weapon Type ID]>
Performs the skill with the specified weapon type ID regardless of the
equipped weapon.
If no weapon type ID is specified (<DAE Weapon>), the skill will be
performed with the equipped weapon.

<DAEMotion: [Motion Name]>
Changes the motion used when the skill is executed to the specified one.
Motion names are as follows: (Based on "[SV] Combat Characters")

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

<DAEStartMotion: [Motion Name]>
Changes the movement motion at the start of the skill to the specified one.

<DAEEndMotion: [Motion Name]>
Changes the movement motion at the end of the skill to the specified one.

This plugin does not have any plugin commands.

Terms of Use:
You may modify and redistribute this plugin without permission from the
author, and there are no restrictions on its use (commercial, 18+, etc.).
This plugin is now yours.

@param Duration
@desc This is the default number of frames to wait before moving to the other person. If no value is specified in the Note field, this value will be referenced.
@default 12

@param Altitude
@desc This is the default altitude when moving parabolically to the opponent. If no value is specified in the Note field, this value will be referenced.
@default 10

@param ValidActor
@desc Apply direct attack effects to the actor. If you turn it off, it will not be applied.
@type boolean
@default true

@param ValidEnemy
@desc Apply direct attack effects to enemy characters. If you turn it off, it will not be applied.
@type boolean
@default true

@param NoAfterimage
@desc Turning this on will disable afterimage display, which can help prevent conflicts and performance issues.
@type boolean
@default false

@param AlwaysAfterimage
@desc When turned on, afterimages will always be displayed during battle. This makes it easier to link with other plugins.
@type boolean
@default false

@param ActorAfterimageSwitch
@desc The afterimage will be displayed on the actor only when the switch with the specified number is ON. If not specified, it will always be displayed.
@type switch
@default 0

@param EnemyAfterimageSwitch
@desc The afterimage will be displayed on the enemy character only when the switch with the specified number is ON. If not specified, it will always be displayed.
@type switch
@default 0

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