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Actor Face R - ActorFaceR.js
Plugin desc : ver1.03/Changes the display of faces on the menu screen, etc.
License : MIT License
Author : Yana
Website : https://w.atwiki.jp/pokotan/pages/3.html
Desc page : https://github.com/munokura/Yana-MV-plugins
Download Page : https://raw.githubusercontent.com/munokura/Yana-MV-plugins/refs/heads/master/Menu/ActorFaceR.js
File name : ActorFaceR.js
Help of plugin :
@plugindesc ver1.03/Changes the display of faces on the menu screen, etc. @author Yana @url https://github.com/munokura/Yana-MV-plugins @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/Yana-MV-plugins ). Original plugin by Yana. ----- Plugin Commands -------------------------------------------------------------------- This plugin does not have any plugin commands. ------------------------------------------------------ Usage ------------------------------------------------------ Install the plugin and set the plugin parameters to operate. By changing the FaceImage, the corresponding image will be used instead of the actor face. ------------------------------------------------------ If you specify "Walk" for FaceImage and the actor's notes specify an image for when the character is KO'd, that image will be used. <DamageGraphic:xxx> Specify the image using one of these, <DamageIndex:x> Specify the index of the image when the character is KO'd. In this case, specify the index as follows: 0 8 16 24 ... 1 9 17 25 ... 2 10 18 26 ... 3 11 19 27 ... 4 12 20 28 ... 5 13 21 29 ... 6 14 22 30 ... 7 15 23 31 ... If no index is specified, index 0 will be used. ------------------------------------------------------ If you specify "Stand" for FaceImage, you will need to specify a standing image in the actor's notes. <StandPicture:xxx> <StatusPicture:xxx> Entering any of these in the actor's notes will specify the standing image for that actor as the xxx image. Prepare this image in img/pictures/. Additionally, by adding one of the following to the actor's notes, you can adjust the display area of the character portrait when it becomes too small due to display area limitations. Adjust X coordinate: <StandPictureX:x> <StatusPictureX:x> Adjust Y coordinate: <StandPictureY:y> <StatusPictureY:y> ------------------------------------------------------ *Added in ver. 1.01 As of ver. 1.01, you can now adjust image names by class and equipment. The image name is generated using the actor's stand picture name + class's stand picture name + equipment's stand picture name. For example, if the actor's stand picture name is 'a1', the class's stand picture name is '-c1', and the body armor's stand picture name is '-b1', the image used will be "a1-c1-b1". Using this Traits, you can change the stand picture for Actor #1 when he's in Class #1 and for Actor #2 when he's in Class #1. ----------------------------------------------------- *Version 1.02 Update As of version 1.02, you can also change the stand picture when dying or in certain states. When dying, you can specify the image name in the actor's notes: <DyingStandPicture:xxx> The "xxx" in this field will be added to the image name specified for the stand picture. *If the actor's stand picture is "a1" and the dying stand picture is "-d," the image "a1-d" will be used. The state change is calculated by adding the actor's stand picture name + the state's stand picture name. The state's stand picture name can be specified by entering one of the following in the state's notes: <StandPicture:xxx> Additional stand picture names for classes and equipment will be added after that. If the standing picture changes for the dying state and the state overlap, the state takes priority. *If an actor is Collapse, the actor standing picture is "a1", the Collapse state standing picture is "-s1", and the class standing picture is "-c1", the image used will be "a1-s1-c1". Also, by adding any of the following to the actor's notes: <ExStandPicture1:xxx> When displaying a picture, the image specified by xxx will be modified with the same class and equipment as the standing picture. To specify multiple 1s, increase the number in the "1" section (1, 2, 3, 4, 5, etc.). Numbers up to 10 will not be considered unused materials. You can specify multiple items by adding the same statement multiple times. (This is intended for cases where you need to change the standing picture due to facial expressions, etc.) *Integration with Picture Display* As of version 1.02, it is now possible to integrate with picture display. If you specify the image name of the character portrait specified for an actor in the Picture Display field, the actual displayed picture will be replaced with an image adjusted for class, equipment, etc. This Traits can be disabled in the plugin parameters. *Integration with Equipment & Shop Status Modifications* As of version 1.02, the character portrait displayed in Equipment & Shop Status Modifications can be replaced with an image adjusted for class, equipment, etc. If a character portrait is specified for the actor, this plugin's FaceImage does not need to be set to stand. ----------------------------------------------------- *Note* If you use image names generated by class, equipment, etc., those images will be deleted during deployment if the "Exclude unused files" option is enabled. After deployment, you will need to take measures such as relocating the images to a folder or installing a material deletion prevention plugin and specifying them as targets for deletion prevention. Material Deletion Avoidance Plugin > https://raw.githubusercontent.com/triacontane/RPGMakerMV/master/ExcludeMaterialGuard.js ------------------------------------------------------ Terms of Use ------------------------------------------------------ This plugin is released under the MIT License. http://opensource.org/licenses/mit-license.php ------------------------------------------------------ Update History: ver1.03: Added parameters for adjusting image position. ver1.021:171018 Updated plugin parameter specifications to 1.5.0. ver1.02: Added a Traits to synchronize character portraits with pictures. Added integration with equipment and shop status mods. Revised some processing. Added a Traits to change character portraits even when in a near-death state or under a state. Added a Traits to bypass non-existent pictures in local environments. ver1.01: Changed character portrait images to include actor notes, class notes, and equipment notes. Changed the display of actors who are unable to fight when viewing walking graphics. ver1.00: Released @param FaceImage @desc This sets what to use for the alter ego. "walk" is walking graphics, "battler" is SV graphics, and "stand" is standing image. @default walk @type select @option Character @value walk @option Character portrait @value stand @option [SV]Buttler @value battler @param Offsets @desc This is the offset value for each class. Please write it as class name,x,y class name,x,y... @default Window_FormationStatus,0,-48 @param PictureSyncActor @desc This setting determines whether the picture display will be synchronized with the actor's standing image. @default true @type boolean @param DamagePictureName @desc The string to add to the dying picture. Leave blank if not used. @param NonSyncDamagePicture @desc This setting determines whether the dying and state portraits are synchronized with the picture. @default false @type boolean @param NoExistFileThroughLocal @desc This setting determines whether to return an image when the image file does not exist in the local environment. @default false @type boolean @param OffsetX @desc The X offset value for the image. @default 0 @param OffsetY @desc The Y offset value for the image. @default 0