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FTKR addon TM Shooting - FTKR_addon_TMShooting.js
Plugin desc : v0.2.1 Extension plugin for tomoaky's shooting plugin (prototype)
License : MIT License
Author : Futokoro
Desc page : https://github.com/munokura/futokoro-MV-plugins
Download Page : https://raw.githubusercontent.com/munokura/futokoro-MV-plugins/refs/heads/master/FTKR_addon_TMShooting.js
File name : FTKR_addon_TMShooting.js
Help of plugin :
@plugindesc v0.2.1 Extension plugin for tomoaky's shooting plugin (prototype) @author Futokoro @url https://github.com/munokura/futokoro-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/futokoro-MV-plugins ). Original plugin by Futokoro. Please check the URL below for the latest version of the plugin. URL https://github.com/futokoro/RPGMaker ----- ----------------------------------------------------------------------------- Overview ----------------------------------------------------------------------------- This is an extension plugin for tomoaky's shooting plugin (TMShooting.js). It adds the following Traits. This plugin is a prototype. Its specifications may change significantly in the future. 1. When a player's bullet hits a specific map tile, that tile is replaced with another tile. <Tile Settings That Can Be Changed> Only tiles on layers B and C can be changed. One-tile styles (e.g., pots) and two-tile styles (e.g., trees) can be set. Specify the tileset and its map ID for settings in the plugin parameters. Furthermore, specify the rows for setting the one-tile and two-tile styles. About Placing Tiles on the Setting Map Tiles before change are placed in alternate columns (0, 2, 4, etc.). Tiles after change are placed in the column immediately to the right of the previous tiles. For example, if the setting row for a 2-mask tile is 2, Place the top of the wooden tile in column 0, row 2, and the bottom in column 0, row 3. Place the new tile in the adjacent column. If erasing, do not place it. To change to a 1-mask tile, place it in column 1, row 3. You can set the number of touches required before a tile changes. Place an event on the old tile and enter <tileHp:n> in the event's Note field. The value n is the number of touches. Example: <tileHp:5> For a 2-mask tile, place it at the top. <How to Set Animations When Changing> There are several ways to set this: 1. Set common settings in plugin parameters 2. Enter <changeAnimeId:n> in the tile event's Note field. n is the animation ID. If both settings are used, the setting from tile event 2 will be used. If not set, no animation will be displayed. 2. When a player's shot hits an impassable tile or event without changing the tile or destroying the event, the animation specified for the actor, equipment, or state will be displayed. Set the following tag in the Note field to display the animation upon contact. The priority of the settings is state > weapon > actor. Actor <shotCollideActor:n> n: Animation ID Weapon <shotCollideWeapon:n> n: Animation ID State <shotCollideState:n> n: Animation ID ----------------------------------------------------------------------------- Setup Method ----------------------------------------------------------------------------- 1. Add this plugin to the "Plugin Manager." 2. The TMShooting.js plugin is required for this plugin to function. Place this plugin below TMShooting.js. ----------------------------------------------------------------------------- License for this plugin ----------------------------------------------------------------------------- This plugin is released under the MIT License. Copyright (c) 2018 Futokoro http://opensource.org/licenses/mit-license.php Plugin source https://github.com/futokoro/RPGMaker/blob/master/README.md ----------------------------------------------------------------------------- Change History ----------------------------------------------------------------------------- v0.2.1 - 2018/05/09: Bug fixes 1. Fixed so that tile contact animation remains on deployment. 2. Changed the tag for setting tile contact animation. v0.2.0 - May 9, 2018: Traits Added 1. Added a Traits that displays animations specified by actors, skills, and weapons when a player's bullet hits an impassable tile or event without changing the tile or destroying the event. 2. Added a Traits to set animations for each tile change. v0.1.0 - May 6, 2018: First version created ----------------------------------------------------------------------------- @param Default Break Animation @desc Sets the animation when erasing tiles. @type animation @require 1 @param MapID For Setting Tile @text Map ID for tile setting @desc Specify the map ID for tile settings. Please specify for each tileset. @type struct<tileset>[]