(要 YEP_BattleEngineCore.js・YEP_TargetCore.js)味方または敵を対象とするための効果範囲スコープを追加するプラグイン – YEP_X_AreaOfEffect.js

タイトル
(Requires YEP_BattleEngineCore & YEP_TargetCore)Adds Area of Effect scopes for targeting allies or enemies.
作者名
ヘルプ
============================================================================
Introduction
============================================================================

This plugin requires YEP_BattleEngineCore and YEP_TargetCore. Make sure this
plugin is located under YEP_BattleEngineCore and YEP_TargetCore in the
plugin list.

Sometimes, targeting one foe isn't enough and targeting all foes is too
many. The right mix in between would be area of effects to target only a
certain area of foes. This plugins enables area of effect targeting to come
in the forms of circular areas, column areas, row areas, and even the whole
screen.

============================================================================
Instructions - Understanding Area of Effect
============================================================================

Area of effect scopes don't necessarily select just one target but instead,
a group of targets that are close together. Any targets outside of range
from the area of effect zone will be added to the scope of targets for the
skill or item being used.

Whether or not the targets will be struck is relative to the target's hitbox
settings. Normally, this is dependent on the target's graphic, but you can
set individual hitbox settings for the target using notetags as well.

============================================================================
Notetags
============================================================================

You can use the following notetags to apply area of effect scopes for your
skills and items!

Skill and Item Notetags:

--- AOE Circle Scope ---

<AOE Radius: x>
Turns the skill into having a target scope with a circular AOE. x is the
amount of pixels of the radius for the AOE Circle.

<AOE Height Rate: x%>
Changes the height to be x% of the diameter of the AOE Circle.

<AOE Graphic: filename>
If you wish to use a different image for the AOE circle for this skill or
item, replace 'filename' with the filename of the graphic found within the
img/pictures/ folder. Do not include the file extension. For example, the
graphic 'aoeblue.png' will result in notetag <AOE Graphic: aoeblue>.

<AOE Hue: x>
This will change the hue of the AOE circle to x. By default, the hue value
is 0. This will alter the color of it.

<AOE Blend: x>
This is the blend mode used for the AOE graphic. 0 is normal with no blend
modes applied. 1 is additive. 2 is multiply. 3 is screen.

--- AOE Rectangle Scope ---

<Rect Column: x>
This will make a rectangular area of effect scope that is x pixels wide.
The area of effect zone is vertical and all targets within this zone will
become targets for the action.

<Rect Row: x>
This will make a rectangular area of effect scope that is x pixels tall.
The area of effect zone is horizontal and all targets within this zone
will become targets for the action.

<Rect Screen>
This will target all units within the entirity of the screen. While it is
the same as an all enemies/all allies scope, this can be used to give a
visual representation of which units are selected as a target.

<Rect Graphic: filename>
If you wish to use a different image for the AOE rectangle for this skill
or item, replace 'filename' with the filename of the graphic found within
the img/pictures/ folder. Do not include the file extension. For example,
the graphic 'rectblue.png' will result in notetag <AOE Graphic: rectblue>.

<Rect Hue: x>
This will change the hue of the AOE rectangle to x. By default, the hue
value is 0. This will alter the color of it.

<Rect Blend: x>
This is the blend mode used for the AOE graphic. 0 is normal with no blend
modes applied. 1 is additive. 2 is multiply. 3 is screen.

--- Animation Settings ---

<AOE Center Animation>
This will cause the animation for an AOE skill to be played to center on
the first target of the AOE group, which is usually the center of the
AOE targets.

<AOE Group Animation>
This will cause the animation for an AOE skill to be played on all of the
targets within the AOE group as if normally done.

Actor and Enemy Notetags:

--- AOE Hitbox Settings ---

<AOE Buffer X: +x>
<AOE Buffer X: -x>

<AOE Buffer Y: +x>
<AOE Buffer Y: -x>
Changes the buffer x/y of the battler when an AOE image is placed on the
battler. This is also the offset from the center location at which the
AOE targets will be calculated, too. If this notetag isn't used, the
buffer value used will be from the plugin parameters.

<AOE Hitbox Width: x>
<AOE Hitbox Height: x>
This will adjust the hitbox of the battler to have an AOE hitbox width of
x or an AOE hitbox height of x.
パラメータ
param ---Buffer---
default
param Buffer X
desc The default offset coordinate buffer for battlers.
default 0

param Buffer Y
desc The default offset coordinate buffer for battlers.
default 0

param Center Animation
desc Plays battle animation only on central target?
NO - false YES - true
default true

param ---Circle---
default
param Circle Graphic
desc Default graphic used for AoE Circles.
Place this image inside img/pictures/
default AoE_Circle

param Circle Blend
desc Blend mode used for AoE Circles.
0: Normal, 1: Additive, 2: Multiply, 3: Screen
default 3

param Circle Height Rate
desc Default height rate of AoE Circle.
default 0.33

param ---Rectangle---
default
param Rect Graphic
desc Default graphic used for AoE Rectangles.
Place this image inside img/pictures/
default AoE_Rect

param Rect Blend
desc Blend mode used for AoE Rectangles.
0: Normal, 1: Additive, 2: Multiply, 3: Screen
default 3

ライセンス表記

紹介ページ https://github.com/suppayami/yami-engine-delta/blob/master/demo/js/plugins/YEP_X_AreaOfEffect.js