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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