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Picture Animation - PictureAnimation.js
Plugin desc : Picture Animation 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/PictureAnimation.js
File name : PictureAnimation.js
Help of plugin :
@url https://triacontane.blogspot.com/ @plugindesc Picture Animation 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 ----- This animates a picture at a specified frame interval. Prepare the cel image(s) you want to animate (*), then enter the following command. 1. Prepare picture animation (plugin command) 2. Display picture (standard event command) 3. Start picture animation (plugin command) 4. End picture animation (plugin command) *There are three placement methods: Vertical: Arrange cells vertically to create a single file. Horizontal: Arrange cells horizontally to create a single file. Sequential: Prepare multiple cel images with sequential numbers. (The "original" part is an arbitrary string.) original00.png (original file specified for picture display) original01.png original02.png... Caution! When using the sequential placement method, files may be excluded as unused files during deployment. In this case, you will need to take appropriate measures, such as replacing deleted files. In addition to simple animation, you can also specify cel numbers directly from the plugin command, or link variable values to cel numbers. This is useful for creating picture-theater-like effects or changing the display state of character images depending on conditions. Plugin Command Details Execute from the "Plugin Command" event command. (Separate parameters with a space.) PA_INIT or [Number of Cells] [Number of Frames] [CelArrangement Method] [Fade Time] Prepare the picture for animation. Execute immediately before "Show Picture." Number of Cells: - Number of cels to animate (maximum 200) Number of Frames: - Number of frames between animations (set at least 1) Cel Arrangement Direction: - Cell arrangement (V:vertical or H:horizontal or N:Number) Fade Time: - Number of frames required for image switching (set to 0 for no fade) Example: PA_INIT 4 10 N 20 PA_START [Picture Number] [Animation Type] [Custom Pattern Array] Starts the animation of the picture with the specified picture number. The animation will automatically stop after one full cycle. There are three animation types: Example: If the number of cells is 4 Type 1: 1→2→3→4→1→2→3→4... Type 2: 1→2→3→4→3→2→1→2... Type 3: Specify your desired order using an array (the minimum number of cells is 1). Usage example: PA_START 1 2 PA_START 1 3 [1,2,1,3,1,4] PA_START_LOOP [Picture number] [Animation type] [Custom pattern array] Starts the animation of the picture with the specified picture number. The animation will continue until explicitly stopped. Example: PA_START_LOOP 1 2 PA_START_LOOP 1 3 [1,2,1,3,1,4] PA_STOP [Picture Number] Ends the animation of the picture with the specified picture number. The animation stops when it returns to the top cell. Example: PA_STOP 1 PA_STOP_FORCE [Picture Number] Ends the animation of the picture with the specified picture number. The animation stops at the currently displayed cell. Example: PA_STOP_FORCE 1 PA_SET_CELL [Picture Number] [Cell Number] [With Wait] Directly set the animation cell. (The minimum cell value is 1.) Useful for custom animation timing. Setting with wait will wait for the event to execute during the crossfade. Example: PA_SET_CELL 1 3 WAIT PA_PROG_CELL [Picture Number] [With Wait] Advance the animation cell one cell. This is useful for custom timing animation. Setting "With Wait" will wait for the event to execute during the crossfade. Example: PA_PROG_CELL 1 WAIT PA_SET_VARIABLE [Picture Number] [Variable Number] Links the animation cell to the specified variable. When the variable value changes, the displayed cell automatically changes. Example: PA_SET_VARIABLE 1 2 PA_SOUND [Cell Number] Plays a sound effect when the animation cell switches. If you execute the "Play Sound Effect" event command immediately after this command, the sound effect will not play immediately, but will play at the specified timing after the picture animation begins. Be sure to execute this before the picture animation begins. PA_WAIT [Picture Number] Waits until the animation of the specified picture number finishes. Script Details Gets the current cell number for the animated picture. Can be used in the "Variable Operation" and "Conditional Branch" event commands. An error will occur if executed when no picture is displayed. $gameScreen.picture(1).cell; // Get the cell for picture number [1] 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 最初のセルに戻る @text Return to the first cell @desc If not looped, the animation will return to the first cell after it finishes. If disabled, it will stop at the last cell. @type boolean @default true