(要 YEP_BattleEngineCore.js) Battle Engine Core’s にカメラ制御を追加 – YEP_X_ActSeqPack3.js

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タイトル
(Requires YEP_BattleEngineCore.js) Camera control isadded to the Battle Engine Core's action sequences.
作者名
ヘルプ
============================================================================
Introduction
============================================================================

The Action Sequence Pack 3 plugin is an extension plugin for Yanfly Engine
Plugins' Battle Engine Core. This extension plugin will not work without the
main plugin.

This extension plugin contains the more basic functions used for customized
action sequences on a visual scale. This plugin focuses on camera control
and screen zooming.

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Action Sequences - ala Melody
============================================================================

Battle Engine Core includes Yanfly Engine Melody's Battle Engine system,
where each individual aspect of the skill and item effects can be controlled
to a degree. These are called Action Sequences, where each command in the
action sequence causes the game to perform a distinct individual action.

Each skill and item consists of five different action sequences. They are as
follows:

1. Setup Actions
They prepare the active battler before carrying out the bulk of the action
and its individual effects. Usually what you see here are things such as the
active battler moving forward a bit, unsheathing their weapon, etc. This step
will occur before the active battler expends their skill or item costs.

2. Whole Actions
These actions will affect all of the targets simultaneously. Although this
section does not need to be used, most actions will use this for displaying
animations upon all enemies. This step occurs after skill and item costs.

3. Target Actions
This section will affect all of the targets individually. Used primarily
for physical attacks that will deliver more personal forms of damage. Actions
that occur here will not affect other targets unless specifically ordered to
do so otherwise.

4. Follow Actions
This section will dedicate towards cleanup work after the individual
targeting actions. Here, it'll do things such as removing immortal flags,
start up common events, and more.

5. Finish Actions
This section will have the active battler close up the action sequence.
Usually stuff like running waits and holds at the last minute for skills and
items, moving back to place, and others.

Now that you know each of the five steps each action sequence goes through,
here's the tags you can insert inside of skills and items. Pay attention to
each tag name.

1. <setup action> 5. <finish action>
action list action list
action list action list
</setup action> </finish action>

2. <whole action> 3. <target action> 4. <follow action>
action list action list action list
action list action list action list
</whole action> </target action> </follow action>

They will do their own respective action sets. The methods to insert for the
action list can be found below in the core of the Help Manual.

Furthermore, to prevent overflooding every single one of your database item's
noteboxes with action sequence lists, there's a shortcut you can take to copy
all of the setup actions, whole actions, target actions, follow actions, and
finish actions with just one line.

<action copy: x:y>

Replace x with "item" or "skill" to set the type for the action list code to
directly copy. The integer y is then the ID assigned for that particular
object type. For example, to copy 45th skill's action sequences, the code
would be <action copy: skill:45> for anything that will accept these action
codes. If you do use this notetag, it will take priority over any custom
that you've placed in the notebox.

============================================================================
Target Typing
============================================================================

You may notice that in some of the actions below will say "refer to target
typing" which is this section right here. Here's a quick run down on the
various targets you may select.

user; This will select the active battler.
target, targets; These will select the active targets in question.
actors, existing actors; These will select all living actors.
all actors; This will select all actors including dead ones.
dead actors: This will select only dead actors.
actors not user; This will select all living actors except for the user.
actor x; This will select the actor in slot x.
character x; This will select the specific character with actor ID x.
enemies, existing enemies; This will select all living enemies.
all enemies; This will select all enemies, even dead.
dead enemies: This will select only dead enemies.
enemies not user; This will select all enemies except for the user.
enemy x; This will select the enemy in slot x.
friends; This will select the battler's alive allies.
all friends; This will select the all of battler's allies, even dead.
dead friends; This will select the battler's dead allies.
friends not user; This will select the battler's allies except itself.
friend x: This will select the battler's ally in slot x.
opponents; This will select the battler's alive opponents.
all opponents; This will select the all of the battler's opponents.
dead opponents; This will select the battler's dead opponents.
opponent x: This will select the battler's opponent in slot x.
all alive; Selects all living actors and enemies.
all members; Selects all living and dead actors and enemies.
all dead; Selects all dead actors and enemies.
all not user; This will select all living battlers except user.
focus; Selects the active battler and its targets.
not focus; Selects everything but the active battler and its targets.

============================================================================
Action Sequences - Action List
============================================================================

The following contains a list of the actions you can use inside the five
action sequences. Each action has a unique function and requires certain
formats to operate properly.

=============================================================================
CAMERA CLAMP ON
CAMERA CLAMP OFF
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By default, the camera clamp is on, which forces the camera to never pan
outside of the battlefield's boundaries. However, in the event you wish to
turn this off, use 'camera clamp off' to shut off the clamp. The clamp,
however, will be turned back on at the end of each 'perform finish' action.
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Usage Example: camera clamp on
camera clamp off
=============================================================================

=============================================================================
CAMERA FOCUS: target, (location), (frames)
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CAMERA FOCUS: target, FRONT BASE, (frames)
CAMERA FOCUS: target, BASE, (frames)
CAMERA FOCUS: target, BACK BASE, (frames)
CAMERA FOCUS: target, FRONT CENTER, (frames)
CAMERA FOCUS: target, CENTER, (frames)
CAMERA FOCUS: target, BACK CENTER, (frames)
CAMERA FOCUS: target, FRONT HEAD, (frames)
CAMERA FOCUS: target, HEAD, (frames)
CAMERA FOCUS: target, BACK HEAD, (frames)
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This will focus on a target(s) (refer to target typing) and a location. If
the location is omitted, the camera will focus on the target(s)'s center.
Note: The camera will not shift past screen boundaries.
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Usage Example: camera focus: user
camera focus: target, front, 40
camera focus: enemies, center, 30
=============================================================================

=============================================================================
CAMERA OFFSET: DIRECTION, DISTANCE
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CAMERA OFFSET: LEFT, distance
CAMERA OFFSET: RIGHT, distance
CAMERA OFFSET: UP, distance
CAMERA OFFSET: DOWN, distance
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Offsets the camera a direction by (distance) amount.
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Usage Example: camera offset: left, 200
camera offset: right, Graphics.boxWidth / 4
camera offset: up, 300
camera offset: down, $gameVariables.value(3);
=============================================================================

=============================================================================
CAMERA PAN
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CAMERA PAN: LEFT, distance, (frames)
CAMERA PAN: RIGHT, distance, (frames)
CAMERA PAN: UP, distance, (frames)
CAMERA PAN: DOWN, distance, (frames)
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Pans the camera a direction a certain distance in pixels. You can use a
combination of left/right and up/down to perform a diagonal camera pan.
Using 'frames' will allow you to adjust the duration of the camera pan.
Omitting 'frames' will set the camera pan duration to 30 frames.
Note: The camera will not shift past screen boundaries.
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Usage Example: camera pan: left, 200
camera pan: up, 250
camera pan: right, 500, 60
camera pan: down: 300, 60
=============================================================================

=============================================================================
CAMERA SCREEN
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CAMERA SCREEN: TOP LEFT, (frames)
CAMERA SCREEN: FAR LEFT, (frames)
CAMERA SCREEN: BOTTOM LEFT, (frames)
CAMERA SCREEN: TOP CENTER, (frames)
CAMERA SCREEN: CENTER, (frames)
CAMERA SCREEN: BOTTOM CENTER, (frames)
CAMERA SCREEN: TOP RIGHT, (frames)
CAMERA SCREEN: FAR RIGHT, (frames)
CAMERA SCREEN: BOTTOM RIGHT, (frames)
CAMERA SCREEN: POINT, x, y, (frames)
CAMERA SCREEN: target, FRONT, (frames)
CAMERA SCREEN: target, BASE, (frames)
CAMERA SCREEN: target, BACK, (frames)
CAMERA SCREEN: target, FRONT CENTER, (frames)
CAMERA SCREEN: target, CENTER, (frames)
CAMERA SCREEN: target, BACK CENTER, (frames)
CAMERA SCREEN: target, FRONT TOP, (frames)
CAMERA SCREEN: target, TOP, (frames)
CAMERA SCREEN: target, BACK TOP, (frames)
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Moves the camera to a certain part of the screen. If you choose a target,
the camera will lock to that part of the target. Using (frames) will
determine the duration of the time the camera will move over to the target
location. Omitting (frames) will set the camera pan duration to 30 frames.
Note: The camera will not shift past screen boundaries.
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Usage Example: camera screen: top left
camera screen: far right, 30
camera screen: point, 400, 300, 60
camera screen: user, base
camera screen: targets, base, 60
=============================================================================

=============================================================================
RESET CAMERA: (frames)
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Resets the camera location back to default location, which is the center of
the battlefield. Using (frames) will allow you to adjust the duration in
which the camera resets. Omitting 'frames' will set the camera to reset in
30 frames.
Note: The camera will not shift past screen boundaries.
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Usage Example: reset camera
reset camera: 30
=============================================================================

=============================================================================
RESET ZOOM: (frames)
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Resets the camera zoom back to default zoom, which is 100%. Using (frames)
will allow you to adjust the duration in which the zoom resets. Omitting
'frames' will set the zoom to reset in 30 frames.
Note: The camera will not shift past screen boundaries.
Note: Zooming only works with Sideview.
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Usage Example: reset zoom
reset zoom: 30
=============================================================================

=============================================================================
WAIT FOR CAMERA
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Waits for the camera to finish panning before going on to the next action in
the action sequence.
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Usage Example: wait for camera
=============================================================================

=============================================================================
WAIT FOR ZOOM
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Waits for the zoom to finish changing before going on to the next action in
the action sequence.
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Usage Example: wait for zoom
=============================================================================

=============================================================================
ZOOM: x%, (frames)
ZOOM: x.y, (frames)
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Zooms to x% or x.y rate. Using (frames) will allow you to adjust the
duration in which the zooming occurs. Omitting 'frames' will set the zoom
duration to 30 frames.
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Usage Example: zoom: 200%
zoom: 1.5, 45
=============================================================================

============================================================================
Options Core Settings - Adding the New Options
============================================================================

If you are using YEP_OptionsCore.js, you can add a new Option using this
plugin. Here's the following code/parameter settings you can use with it.

---------
Settings:
---------

Name:
\i[302]Battle Camera

Help Description:
If ON, the camera in battle will move around.
If OFF, the camera in battle will be locked in place.

Symbol:
battleCamera

Show/Hide:
show = Imported.YEP_X_ActSeqPack3;

Enable:
enabled = true;

Ext:
ext = 0;

----------
Functions:
----------

Make Option Code:
this.addCommand(name, symbol, enabled, ext);

Draw Option Code:
var rect = this.itemRectForText(index);
var statusWidth = this.statusWidth();
var titleWidth = rect.width - statusWidth;
this.resetTextColor();
this.changePaintOpacity(this.isCommandEnabled(index));
this.drawOptionsName(index);
this.drawOptionsOnOff(index);

Process OK Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, !value);

Cursor Right Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, true);

Cursor Left Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, false);

Default Config Code:
Empty. Provided by this plugin.

Save Config Code:
Empty. Provided by this plugin.

Load Config Code:
Empty. Provided by this plugin.

============================================================================
Changelog
============================================================================

Version 1.05:
- Compatibility update with YEP_OptionsCore.js.

Version 1.04:
- Updated for RPG Maker MV version 1.5.0.

Version 1.03:
- Restriction on Camera and Zoom action sequences lifted from being Sideview
only. Use them at your own caution.

Version 1.02a:
- Updated the Game_Screen.startZoom() function from beta to newest version.
- Decided to separate the methods as it breaks panning.
- Changed priority of IF action sequences to higher to no longer interfere
other action sequences.

Version 1.01:
- Updated help file to include Character X for target typing.

Version 1.00:
- Finished plugin!
パラメータ
param Camera Option
desc Options text used for Camera movement shown in battle.
default Battle Camera

ライセンス表記

紹介ページ https://tkool.jp/mv/special/plugin.html