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Original Source
- Original title: Animation Variance v0.4.1 (2020-04-22)
- Original author: dingk
- Original date: July 7, 2019
- Source thread: https://forums.rpgmakerweb.com/threads/animation-variance-v0-4-1-2020-04-22.110787/
- Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugins In Development
Summary
This animation was created at Animation Move Rate: 1 (60 FPS) with 15 FPS animations. (See Plugin Parameters) Animation 87 was modified to be static. Spoiler: Replicating Example #2 Compatibility
Archived First Post
Animation Variance v0.4.1
Author: dingk
RMMV version 1.6.2
Updated April 22, 2020
IntroductionAuthor: dingk
RMMV version 1.6.2
Updated April 22, 2020
Tired of looking at the same animation every time you attack? Or trying to make a multi-hit skill but don't want to spend so much time fiddling with the animations editor? This plugin allows you to make slight variations to your animations, so it looks different every time a skill is executed. You can set the rotation and position to be different every time right in the skills editor using notetags. In addition, you can also make animations move with respect to the target's position.
Plugin is still in development, but I would like some feedback. Thanks.
Download
Itch.io Link
-or-
Right-click > Save As...
How to Use
- Download plugin in the link above.
- Place in your /RPG Maker MV/[YourGameTitle]/js/plugins/ folder.
- Open the Plugin Manager, and create a new entry at the bottom of the list
- Under the Name dropdown, find dingk_AnimationVariance.js near the bottom of the list.
- Customize the plugin parameters to the right and click OK.
- Click OK to exit the Plugin Manager, and save your project.
Plugin Parameters
Animation Move Rate - The frame rate at which the animation moves. Animations run at 15 FPS by default. The higher the FPS, the smoother the animation moves. This doesn't affect how fast an animation moves.
- Default - Same as default animation frame rate. If you used another plugin to change animation frame rate, this option will sync up animation and movement frames.
- The other options allow animation to move independently of the animation frames. 60 FPS is the smoothest.
- You can set animation variance globally. Any time the animation is used, they will follow the variance/move settings defined here.
- Notetags and scripts will override anything you set here.
- Read the Notetags section below to fully understand the mechanics.
Notetags
Enter these notetags under the Note box.
Item and Skill Notetags:
Code:
<Action Animation Variance>
rotation: a to b
position X: a to b
position Y: a to b
</Action Animation Variance>
Rotation - randomize the rotation from a to b in degrees.
Position X - randomize the horizontal position from a to b in pixels
Position Y - randomize the vertical position from a to b in pixels
Code:
<Animation a Variance>
...
</Animation a Variance>
Code:
<Action Animation Move[: frames]>
rotation: a to b
position X: a to b
position Y: a to b
screen X: a to b
screen Y: a to b
</Action Animation Move>
Rotation - Rotate from a to b in degrees.
Position X / Position Y - Move from point a to b in pixels, relative to the target's position.
Screen X / Screen Y - Move from point a to b in pixels anywhere on the screen. Accepts Javascript code. Available variables are a which is the user, and b which is the target. For example, you can grab their positions, using variables a.x, a.y, etc.
Example:
Code:
<Action Animation Move>
position X: 0 to -200
</Action Animation Move>
Code:
<Animation b Move[: a]>
...
</Animation b Move>
Advanced Notetags
In the above notetags, you can define custom formulas for the movement path of the animation. The format is:
Code:
<Action Animation Move>
property: formula from a to b
</Action Animation Move>
Example:
Code:
<Action Animation Move>
position X: Math.pow(n, 3) from 0 to 100
</Action Animation Move>
Note: Do not use complex functions that have bounds like sine or logarithmic functions. For this, refer to the following.
Code:
<Action Animation Move>
position X: advancedFormula
</Action Animation Move>
Map Event Scripts
Place these before you execute Show Animation...
Code:
SetAnimationVariance(id, {
rotation: [0, 0], positionX: [0, 0], positionY: [0, 0]
});
You don't need to include every property if you aren't using it, but if you do, separate each property with commas.
Code:
SetAnimationMove(id, {
rotation: [0, 0], positionX: [0, 0], positionY: [0, 0],
screenX: [0, 0], screenY: [0, 0],
formulaR: 'n', formulaX: 'n', formulaY: 'n',
formulaSX: 'n', formulaSY: 'n'
}, frames);
As with the notetags, you can set a custom movement path using an arithmetic formula with variable n. Each represent rotation, positions X, Y, screen positions X, and Y respectively. You must surround each formula with a pair of quotation marks or apostrophes or you will get an error.
[Optional] Replace frames with the desired number of frames to move the animation.
Code:
ResetAnimations();
This animation was created at Animation Move Rate: 1 (60 FPS) with 15 FPS animations. (See Plugin Parameters)
Animation 87 was modified to be static.
Animation 87 was modified to be static.
Compatibility
Have yet to encounter compatibility issues.
Terms of Use
Free and commerical use and redistribution (under MIT License).
v0.4.1 - Bug fix
- Fixed a bug that caused mirrored animations to not be displayed properly.
v0.4 - Feature update
- New feature: Map animation variance/movement
- New feature: Global animation variance (see plugin parameters)
- Made Animation Move Rate parameter easier to understand.
- Fixed a bug that prevented multiple animation moves from working.
- Fixed a bug that broke the 'Show Animation' command outside of battle.
- Fixed an animation movement notetag bug that assigned screen Y values to position Y.
- Fixed a bug that caused enemy attack animations with custom screen movement to not appear.
- Enemy attack animation variance is now mirrored.
v0.3 - Feature update
- New feature: Animation move rate
- Fixed a bug that failed to read negative values properly when using an advanced action animation move.
- Errors for bad formulas will now display the formula in the console.
v0.2.1 - Bug fix
- Fixed a bug that caused an animation executed by the enemy to come flying offscreen when using screen animation movement.
v0.2 - Feature update
- New feature: Custom movement formulas
- New animation movement properties: Screen X / Y
- Fixed a bug that crashes the game when executing an action with no animation.
v0.1 - Initial
- Development test release
- Fixed a bug that caused mirrored animations to not be displayed properly.
v0.4 - Feature update
- New feature: Map animation variance/movement
- New feature: Global animation variance (see plugin parameters)
- Made Animation Move Rate parameter easier to understand.
- Fixed a bug that prevented multiple animation moves from working.
- Fixed a bug that broke the 'Show Animation' command outside of battle.
- Fixed an animation movement notetag bug that assigned screen Y values to position Y.
- Fixed a bug that caused enemy attack animations with custom screen movement to not appear.
- Enemy attack animation variance is now mirrored.
v0.3 - Feature update
- New feature: Animation move rate
- Fixed a bug that failed to read negative values properly when using an advanced action animation move.
- Errors for bad formulas will now display the formula in the console.
v0.2.1 - Bug fix
- Fixed a bug that caused an animation executed by the enemy to come flying offscreen when using screen animation movement.
v0.2 - Feature update
- New feature: Custom movement formulas
- New animation movement properties: Screen X / Y
- Fixed a bug that crashes the game when executing an action with no animation.
v0.1 - Initial
- Development test release
Downloads / Referenced Files
Log in to download
Log in, then follow the RPG Maker Developers Group to see these download links.
Log in to downloadLicense / Terms Note
Terms of Use Free and commerical use and redistribution (under MIT License). Spoiler: Changelog v0.4.1 - Bug fix
Creator Claims / Removal
If you are the original creator and want this listing reassigned, edited, or removed, join BMMPlay and contact the moderators with proof that matches the original RPG Maker Web profile, linked GitHub, itch.io page, or another public creator identity.
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