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DRQ Event Motions - DRQ_EventMotions.js

Plugin desc : Allows you to create "motions" for events

License :
・Copyright: Retained
・Commercial Use: Allowed
・Modification: Allowed
・Redistribution: Allowed
・Details: See Download Page / In-plugin documentation

Author : Dr. Q

Website : https://github.com/NewRPGProject/MZMV_Plugin/blob/main/DRQ_EventMotions.js

Desc page : https://newrpg.seesaa.net/

Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/DRQ_EventMotions.js

File name : DRQ_EventMotions.js

Help of plugin :

* @target MV MZ
 * @plugindesc Allows you to create "motions" for events
 * @author Dr. Q
 *
 * @param Motions
 * @type struct<MotionData>[]
 * @desc List of standard motions available for events
 *
 * @param Compatability Mode
 * @type boolean
 * @desc Enable if another plugin changes how character animations loop
 * @on YES
 * @off NO
 * @default false
 *
 * @help
 * Creates a system of "motions" for use with on-map events and players, similar
 * to the one available in side-view battles. It was initially created for use
 * with SRPG_Core.js to animate the battlers, but can also be used to make
 * reusable animations for cutscenes, map events, or other battle systems.
 *
 * By default, the index points to the event's current file, from 0 to 7. If you 
 * need more than 8 motions, you can make use of the suffix- for example, if the
 * event normally uses hero.png, a motion with the suffix _dead would use
 * hero_dead.png. If you called the same animation on an event using villain.png,
 * it would instead use villain_dead.png.
 * 
 *
 * Script calls:
 *
 * event.playMotion('motion') starts the event playing the specified motion
 * event.clearMotion()        stops any motions in progress
 * event.motion()             returns the current motion, or null if there isn't one
 * event.hasLoopingMotion()   returns True if the event is playing a looping motion
 * event.hasSingleMotion()    returns True if the event is playing a non-looping motion
 * event.waitForMotion()      in move routes, waits for the current (non-looping) motion
 * 
 * You can also make a new motion on the fly with playCustomMotion:
 * event.playCustomMotion({index: X, loop: true, wait: Y})
 * If omitted, loop defaults to "false", and wait defaults to 0. Index is required.

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