Welcome to PGMV! My goal is to make it easy for everyone to find and share great plugins for creating amazing games. As a plugin developer myself, I'm excited to grow this community with all of you.
NRP Battle Target Cursor - NRP_BattleTargetCursor.js
Plugin desc : v1.05 Display the cursor when selecting a target in battle.
License :
・Copyright: Retained
・Commercial Use: Allowed
・Modification: Allowed
・Redistribution: Allowed
・Details: See Download Page / In-plugin documentation
Author : Takeshi Sunagawa (http://newrpg.seesaa.net/)
Website : https://github.com/NewRPGProject/MZMV_Plugin/blob/main/NRP_BattleTargetCursor.js
Desc page : http://newrpg.seesaa.net/article/482370647.html
Download Page : https://raw.githubusercontent.com/NewRPGProject/MZMV_Plugin/main/NRP_BattleTargetCursor.js
File name : NRP_BattleTargetCursor.js
Help of plugin :
* @target MV MZ * @plugindesc v1.05 Display the cursor when selecting a target in battle. * @author Takeshi Sunagawa (http://newrpg.seesaa.net/) * @url http://newrpg.seesaa.net/article/482370647.html * * @help The cursor is displayed during battle * and when the target is selected. * Various adjustments can be made accordingly. * * By default, it is designed for side view. * It can also be used in front view by adjusting the settings. * * There are no advanced functions such as referring * to the positional relationship of the target * when the directional key is pressed * to determine the cursor's transition destination. * Pressing a key simply moves the cursor * to the target of the previous or next ID. * * ■Usage * Just introducing it will change the behavior. * The cursor image is not set by default, * so only the target name is displayed. * * A sample cursor is available on the introduction page. * Please refer to it for reference. * * After that, you can adjust the plugin parameters as you wish. * * Note that most of the actor's parameters can be left blank. * In that case, the parameters of the enemy side * will be automatically referenced. * ※The cursor image and X-coordinate adjustments * will be flipped left and right. * * [Terms] * There are no restrictions. * Modification, redistribution freedom, commercial availability, * and rights indication are also optional. * The author is not responsible, * but will deal with defects to the extent possible. * * @param <EnemySide> * * @param HideEnemyNameList * @parent <EnemySide> * @type boolean * @default true * @desc Hides the default enemy name list. * * @param SwitchEnemyUpDown * @parent <EnemySide> * @type boolean * @default true * @desc Enables to switch the selection of enemies up&down. Only available when HideEnemyNameList is on. * * @param SwitchEnemyLeftRight * @parent <EnemySide> * @type select * @option Invalid @value * @option Left to Next @value left * @option Right to Next @value right * @default left * @desc Enables to switch the selection of enemies left&right. Only available when HideEnemyNameList is on. * * @param EnemyTargetCursor * @parent <EnemySide> * @type file * @dir img/pictures * @desc Specify the cursor image when targeting an enemy. * The image should be placed in the picture folder. * * @param EnemyCursorPosition * @parent <EnemySide> * @type select * @option Foot @value foot * @option Center @value center * @option Head @value head * @default center * @desc The reference point for the enemy cursor image. * The name window will also be based on this. * * @param EnemyCursorAdjustX * @parent <EnemySide> * @type number * @min -999 @max 999 * @default 60 * @desc Adjusts the X coordinate of the cursor image when targeting an enemy. * * @param EnemyCursorAdjustY * @parent <EnemySide> * @type number * @min -999 @max 999 * @default 0 * @desc Adjusts the Y coordinate of the cursor image when targeting an enemy. * * @param ShowTargetEnemyName * @parent <EnemySide> * @type boolean * @default true * @desc Displays the name of the currently selected enemy. * * @param EnemyNameWindowHeight * @parent <EnemySide> * @type number * @default 72 * @desc The height of the enemy name window. * Default value is 72. * * @param EnemyNameWindowOpacity * @parent <EnemySide> * @type number * @default 255 * @desc The opacity of the enemy name window (0~255). * * @param EnemyNameWindowAdjustX * @parent <EnemySide> * @type number * @min -999 @max 999 * @default 0 * @desc Adjusts the X coordinate of the enemy name window. * * @param EnemyNameWindowAdjustY * @parent <EnemySide> * @type number * @min -999 @max 999 * @default 60 * @desc Adjusts the Y coordinate of the enemy name window. * * @param EnemyNameFontSize * @parent <EnemySide> * @type number * @desc The font size of the enemy name. * If blank, the system setting is used. * * @param EnemyNameTextAdjustY * @parent <EnemySide> * @type number * @min -999 @max 999 * @default 0 * @desc Adjusts the Y coordinate of the text displayed in the enemy name window. * * @param <ActorSide> * * @param SwitchActorUpDown * @parent <ActorSide> * @type boolean * @default true * @desc Enables to switch the selection of actors up&down. * * @param SwitchActorLeftRight * @parent <ActorSide> * @type boolean * @default true * @desc Enables to switch the selection of actors left&right. * This is the standard behavior of RPG Maker MZ. * * @param ActorTargetCursor * @parent <ActorSide> * @type file * @dir img/pictures * @desc Specify the cursor image when targeting an actor. * If blank, it will flip the enemy's one left or right. * * @param ActorCursorPosition * @parent <ActorSide> * @type select * @option Foot @value foot * @option Center @value center * @option Head @value head * @desc The reference point for the actor cursor image. * If blank, use the same value as the enemy. * * @param ActorCursorAdjustX * @parent <ActorSide> * @type number * @min -999 @max 999 * @desc Adjusts the X coordinate of the cursor when targeting an actor. * If blank, use the enemy's value flipped left or right. * * @param ActorCursorAdjustY * @parent <ActorSide> * @type number * @min -999 @max 999 * @desc Adjusts the Y coordinate of the cursor when targeting an actor. * If blank, use the same value as the enemy. * * @param ShowTargetActorName * @parent <ActorSide> * @type boolean * @desc Displays the name of the currently selected actor. * If blank, use the same value as the enemy. * * @param ActorNameWindowHeight * @parent <ActorSide> * @type number * @desc The height of the actor name window. * If blank, use the same value as the enemy. * * @param ActorNameWindowOpacity * @parent <ActorSide> * @type number * @desc The opacity of the actor name window (0~255). * If blank, use the same value as the enemy. * * @param ActorNameWindowAdjustX * @parent <ActorSide> * @type number * @min -999 @max 999 * @desc Adjusts the X coordinate of the enemy name window. * If blank, use the enemy's value flipped left or right. * * @param ActorNameWindowAdjustY * @parent <ActorSide> * @type number * @min -999 @max 999 * @desc Adjusts the Y coordinate of the enemy name window. * If blank, use the same value as the enemy. * * @param ActorNameFontSize * @parent <ActorSide> * @type number * @desc The font size of the actor name. * If blank, use the same value as the enemy. * * @param ActorNameTextAdjustY * @parent <ActorSide> * @type number * @min -999 @max 999 * @desc Adjusts the Y coordinate of the text in the enemy name window. If blank, use the same value as the enemy. * * @param <Common> * * @param LeftLimitX * @parent <Common> * @type string * @default 0 * @desc The X coordinate that is the left limit of the cursor display. Default: left edge of the screen (0). * * @param RightLimitX * @parent <Common> * @type string * @default Graphics.width * @desc The X coordinate that is the right limit of the cursor display. Default: right end of the screen (Graphics.width). * * @param UpLimitY * @parent <Common> * @type string * @default 0 * @desc The Y coordinate that is the upper limit of the cursor display. Default: upper edge of the screen (0). * * @param DownLimitY * @parent <Common> * @type string * @default Graphics.height * @desc The Y coordinate that is the lower limit of the cursor display. Default: Bottom edge of the screen (Graphics.height). * * @param UpdateCursorPosition * @parent <Common> * @type boolean * @default false * @desc Updates the cursor position every frame. For use with battle systems where the position changes in real time.