アクターがアクティブな入力を使用して敵の攻撃を避けたり対抗することを可能にするシステムを追加するプラグイン – SRD_ActiveDefenseCore.js
- タイトル
- Adds a system that allows the Actors to dodge or counter Enemy attacks through the use of active inputs.
- 作者名
- SumRndmDde様
- ヘルプ
-
Active Defense Core
Version 1.20
SumRndmDde
This plugin adds a new system in side-view battles which allows Players to
have the Actor battler's dodge Enemy attacks.
This system is known as The Active Defense System.
It only works in side-view battles.
In this plugin, the Active Defense that you can use is the "jump".
This Active Defense allows the Actor battlers to jump over the enemy
animations at the press of a button.
==========================================================================
Setting up the Notetags
==========================================================================
If you wish for a Skill to use the Active Defense System, place these
notetags within the Skill's notebox:
<Active Defense: jump>
<End Active Defense>
In this example, the Active Defense being used is the "jump".
==========================================================================
Setting up Properties
==========================================================================
Within the two notetags, you can define speicifc properties per each
Skill.
For example:
<Active Defense: jump>
Jump Speed: 11
<End Active Defense>
If this was within a Skill, it would make it so when the Enemy uses that
Skill the Actor battler's jump speed is 11.
You can a list of all the properties listed under "Defaults" within
the Parameters.
==========================================================================
Setting up Animations
==========================================================================
The times where the Player needs to dodge are based on the animations.
By default, the Actor needs to sufficiently be in a position to dodge the
attack in the exact middle of the animation; however, you can also define
"dodge frame" using the notetag in the Animation name:
<ads: x>
For example, if you wanted it to be the 3rd frame, you would do:
<ads: 3>
You can also set it to be multiple frames:
<ads: 1, 2, 3, etc...>
If the Player fails to dodge during every frame, then the Actor will
receive damage.
==========================================================================
Animation vs. Action
==========================================================================
When using Yanfly's Action Sequences, keep in mind that you need to use an
animation on the Actor battler to set up the dodge. Once an animation
is played, the Action's effect can be used.
Also keep in mind that the Actor will continue to use the same results
from the dodge until a new animation is played.
Also keep in mind if multiple animations are played, the last one will be
the one that influences the results.
==========================================================================
Global Variables
==========================================================================
Here's a list of all the global variables available to be used:
$ActiveDefense.power
Returns 1 for a dodge and 0 for a hit.
$ActiveDefense.type
Returns the current Active Defense type.
For example, it may return 'jump'.
$ActiveDefense.item
Returns the current Active Defense Database Item object.
==========================================================================
End of Help File
==========================================================================
Welcome to the bottom of the Help file.
Thanks for reading!
If you have questions, or if you enjoyed this Plugin, please check
out my YouTube channel!
https://www.youtube.com/c/SumRndmDde
Until next time,
~ SumRndmDde - パラメータ
-
param Reposition Animation desc Set this to true to have the animations repositioned on Actors. default true param Scale Shadows? desc If 'true', then the Actors' shadows will scale themselves to the Actors' height. default true param Hit Condition desc The condition that must be true for the Skill to hit. default $ActiveDefense.power <= 0 param Reset Value Code desc This is the code that will run when the Player doesn't jump over the animation. default $ActiveDefense.power = 0 param Set Value Code desc Variable 'height' = Player's height.
Variable 'required' = required height.default $ActiveDefense.power = 1 param == Defaults == default param Jump Speed desc The initial upward velocity on a battler when they jump.
Input a number or a JavaScript eval using 'actor'.default 9 param Height Required desc How high the battler has to be to dodge the Skill.
Input a positive number or JavaScript eval.default 30 param Gravity desc The gravity that effects the battler's y-speed.
Input a small number or JavaScript eval.default 0.5 param Float desc The amount of frames the Actor will float.
Input a number or JavaScript eval.default 0 param Jump Motion desc The motion of the side-view Actor when jumping.
Input a motion.default victory param Sound Effect desc The sound effect played when the battler jumps.
Input a sound effect filename.default Jump1 param Jump Trigger desc The condition that must be true for a jump to occur.
Input a JavaScript eval.default Input.isTriggered('ok') || TouchInput.isTriggered() param Jump Condition desc A seperate jump condition per each Actor.
Input a JavaScript eval that uses 'actor'.default !actor.isDead() - ライセンス表記
紹介ページ https://github.com/SumRndmDde/RPG-Maker-MV-Plugins/blob/master/SRD_ActiveDefenseCore.js