//--------------------------------------------------------
// SOUL_MV Awakening Special Skill Cut In.js
//--------------------------------------------------------
/*:
* @plugindesc v3.0 Creates a classic Ougi / Awakening Cut In Image
* @author Soulpour777
*
* @Help
//--------------------------------------------------------
// Description
//--------------------------------------------------------
Current Version: 3.0
Allows special skills and critical hits to play a cutin
animation.
Do you wish to show a cutin image when a special skill is
cast? This plugin allows you to do that, with two different types, the sliding and the classic static image.
//--------------------------------------------------------
// Documentation
//--------------------------------------------------------
Q: So, how can I make a skill appear a cutin?
A: You have to put this on the note tag of the skill:
<anime:awakening>
(no spaces)
Q: I did try that. So the images are determined
which actor / enemy uses it?
A: That's right. if you want the enemy to display
his / her cutin, you need to put the name of the
enemy on the file, for example:
Bat_skillName
Same goes for Actors:
Harold_skillName
where skillName is the name of the skill you are performing.
For example, Harold casts Spark. An image named
Harold_Spark should be on the awakening folder.
This applies both to Actors and Enemies.
The images must be placed under the img / awakening folder.
For the Critical Hits, you need to do a different setup.
The actor's name and _critical should be in the
img / awakening folder. For example, if you want
to display Harold when he hits a critical hit,
he should have an image called
Harold_critical
same goes with an enemy. For example, Minotaur
hits a critical hit, then it should have a
file called:
Minotaur_critical.
Q: My enemy's cutin doesn't appear! What happened?
A: To allow the enemy have the cutin, place this note tag on the enemy notebox:
(note: no spaces)
<enemyAnime:allow>
//--------------------------------------------------------
// Terms of Use:
// You are free to use this script only Commercial / Non Commercial Use.
//--------------------------------------------------------
* @param OriginalX
* @desc The original position of the image horizontally. - value is Left, + value is Right. (Slide Action)
* @Default 400
*
* @param Slide Cutin Image
* @desc The image used when the cutin ensues to slide.
* @Default slide_cutin
*
* @param MotionStyle
* @desc Motion type of cutin appearance.
slide or static.
* @Default slide
*
* @param SlideY
* @desc The y axis of the cutin image during Slide Action only.
* @Default 150
*
* @param StaticX
* @desc The y axis of the cutin image during Static Action only.
* @Default 270
*
* @param StaticY
* @desc The y axis of the cutin image during Static Action only.
* @Default 212
*
* @param OriginalOpacity
* @desc The original opacity of the cutin image.
* @Default 255
*
* @param CutinSliderX
* @desc The original position of the image cutin slider horizontally. - value is Left, + value is Right.
* @Default 0
*
* @param CutinSliderY
* @desc The original position of the image cutin slider horizontally. - value is Left, + value is Right.
* @Default 150
*
* @param CutinSliderWidth
* @desc The width of the image cutin slider.
* @Default 816
*
* @param CutinSliderHeight
* @desc The height of the image cutin slider.
* @Default 278
*
* @param XMoveSpeed
* @desc How fast do you want the image to slide?
* @Default 20
*
* @param FadeSpeed
* @desc How fast do you want the image to fade?
* @Default 20
*
* @param FadeSpeed
* @desc How fast do you want the cutin back image to scroll?
* @Default 30
*/
(function(){
var Imported = Imported || {};
Imported.Awakening = true;
var Soulpour777 = Soulpour777 || {};
Soulpour777.Awakening = {};
Soulpour777.Awakening.params = PluginManager.parameters('SOUL_MV Awakening Special Skill Cut In');
Soulpour777.Awakening.motionStyle = String(Soulpour777.Awakening.params['MotionStyle']);
Soulpour777.Awakening.slideCutinImage = String(Soulpour777.Awakening.params['Slide Cutin Image'] || 'slide_cutin');
Soulpour777.Awakening.battleInitialize = Scene_Battle.prototype.initialize;
Soulpour777.Awakening.battleCreate = Scene_Battle.prototype.create;
Soulpour777.Awakening.battleUpdate = Scene_Battle.prototype.update;
Soulpour777.Awakening.battleperformActionEnd = Window_BattleLog.prototype.performActionEnd;
Soulpour777.Awakening.originalImageX = Number(Soulpour777.Awakening.params['OriginalX'] || 400);
Soulpour777.Awakening.originalOpacity = Number(Soulpour777.Awakening.params['OriginalOpacity'] || 400);
Soulpour777.Awakening.slideActionY = Number(Soulpour777.Awakening.params['SlideY'] || 150);
Soulpour777.Awakening.cutinSliderOriginalX = Number(Soulpour777.Awakening.params['CutinSliderX'] || 0);
Soulpour777.Awakening.cutinSliderOriginalY = Number(Soulpour777.Awakening.params['CutinSliderY'] || 150);
Soulpour777.Awakening.sliderWidth = Number(Soulpour777.Awakening.params['CutinSliderWidth'] || 816);
Soulpour777.Awakening.sliderHeight = Number(Soulpour777.Awakening.params['CutinSliderHeight'] || 278);
Soulpour777.Awakening.staticActionX = Number(Soulpour777.Awakening.params['StaticX'] || 270);
Soulpour777.Awakening.staticActionY = Number(Soulpour777.Awakening.params['StaticY'] || 212);
Soulpour777.Awakening.slideXMove = Number(Soulpour777.Awakening.params['XMoveSpeed'] || 20);
Soulpour777.Awakening.slideFadeMove = Number(Soulpour777.Awakening.params['FadeSpeed'] || 20);
Soulpour777.Awakening.slideScroll = Number(Soulpour777.Awakening.params['ScrollSpeed'] || 30);
ImageManager.loadAwakening = function(filename, hue) {
return this.loadBitmap('img/awakening/', filename, hue, true);
};
Window_BattleLog.prototype.performActionStart = function(subject, action) {
var item = action.item();
if (item.meta.anime && item.meta.anime === 'awakening') {
if (subject instanceof Game_Actor) {
SceneManager._scene.showAwakening(subject._name+ "_" + action.item().name);
SceneManager._scene.updateAwakening = true;
} else {
if ($dataEnemies[subject._enemyId].meta.enemyAnime === "allow") {
SceneManager._scene.showAwakening($dataEnemies[subject._enemyId].name + "_" + action.item().name);
}
SceneManager._scene.updateAwakening = true;
}
}
subject.performActionStart(action);
};
Soulpour777.Awakening._battleLogInitialize = Window_BattleLog.prototype.initialize;
Window_BattleLog.prototype.initialize = function() {
Soulpour777.Awakening._battleLogInitialize.call(this);
this._currentSubject = null;
};
Window_BattleLog.prototype.displayActionResults = function(subject, target) {
this._currentSubject = subject;
if (target.result().used) {
this.push('pushBaseLine');
this.displayCritical(target);
this.push('popupDamage', target);
this.push('popupDamage', subject);
this.displayDamage(target);
this.displayAffectedStatus(target);
this.displayFailure(target);
this.push('waitForNewLine');
this.push('popBaseLine');
}
};
Window_BattleLog.prototype.displayCritical = function(target) {
if (target.result().critical) {
if (target.isActor()) {
this.push('addText', TextManager.criticalToActor);
SceneManager._scene.showAwakening($dataEnemies[this._currentSubject._enemyId].name + "_critical");
SceneManager._scene.updateAwakening = true;
} else {
SceneManager._scene.showAwakening(this._currentSubject._name+ "_critical");
this.push('addText', TextManager.criticalToEnemy);
SceneManager._scene.updateAwakening = true;
}
}
};
Window_BattleLog.prototype.performActionEnd = function(subject) {
Soulpour777.Awakening.battleperformActionEnd.call(this, subject);
SceneManager._scene.updateAwakening = false;
};
Scene_Battle.prototype.initialize = function() {
Soulpour777.Awakening.battleInitialize.call(this);
this._awakeningSprite = null;
this._awakeningSlider = null;
this.updateAwakening = false;
};
Scene_Battle.prototype.create = function() {
Soulpour777.Awakening.battleCreate.call(this);
this.createAwakening();
};
Scene_Battle.prototype.createAwakening = function(){
this._awakeningSprite = new Sprite();
this._awakeningSlider = new TilingSprite();
this._awakeningSlider.move(Soulpour777.Awakening.cutinSliderOriginalX, Soulpour777.Awakening.cutinSliderOriginalY, Soulpour777.Awakening.sliderWidth, Soulpour777.Awakening.sliderHeight);
this.addChildAt(this._awakeningSprite, 1);
this.addChildAt(this._awakeningSlider, 1);
};
Scene_Battle.prototype.showAwakening = function(awakeningName){
if (Soulpour777.Awakening.motionStyle === "slide") {
this._awakeningSprite.x = Soulpour777.Awakening.originalImageX;
this._awakeningSprite.y = Soulpour777.Awakening.slideActionY;
this._awakeningSprite.opacity = Soulpour777.Awakening.originalOpacity;
this._awakeningSlider.opacity = Soulpour777.Awakening.originalOpacity;
this._awakeningSlider.bitmap = ImageManager.loadAwakening(Soulpour777.Awakening.slideCutinImage);
}
if (Soulpour777.Awakening.motionStyle === "static") {
this._awakeningSprite.x = Soulpour777.Awakening.staticActionX;
this._awakeningSprite.y = Soulpour777.Awakening.staticActionY;
this._awakeningSlider.bitmap = ImageManager.loadAwakening(Soulpour777.Awakening.slideCutinImage);
this._awakeningSlider.move(Soulpour777.Awakening.staticActionX, Soulpour777.Awakening.staticActionY, Soulpour777.Awakening.sliderWidth, Soulpour777.Awakening.sliderHeight);
this._awakeningSprite.opacity = Soulpour777.Awakening.originalOpacity;
}
this._awakeningSprite.bitmap = ImageManager.loadAwakening(awakeningName);
this.moveAwakening();
};
Scene_Battle.prototype.moveAwakening = function(){
//slide sprite
if (Soulpour777.Awakening.motionStyle === 'slide') {
if (this.updateAwakening) {
if(this._awakeningSprite.x != 0){
this._awakeningSprite.x -= Soulpour777.Awakening.slideXMove;
} else {
this._awakeningSprite.x = 0;
this._awakeningSlider.opacity = 0;
this._awakeningSprite.opacity -= Soulpour777.Awakening.slideFadeMove;
}
this._awakeningSlider.origin.x += Soulpour777.Awakening.slideScroll;
} else {
}
}
if (Soulpour777.Awakening.motionStyle === 'static') {
if (this.updateAwakening){
this._awakeningSprite.opacity = Soulpour777.Awakening.originalOpacity;
this._awakeningSlider.opacity = Soulpour777.Awakening.originalOpacity;
this._awakeningSprite.x = Soulpour777.Awakening.staticActionX;
this._awakeningSprite.y = Soulpour777.Awakening.staticActionY;
this._awakeningSlider.x = 0;
this._awakeningSlider.y = Soulpour777.Awakening.staticActionY;
} else {
this._awakeningSprite.opacity = 0;
this._awakeningSlider.opacity = 0;
}
}
};
Scene_Battle.prototype.update = function() {
Soulpour777.Awakening.battleUpdate.call(this);
this.moveAwakening();
};
})();
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Javascript(JS) is a object-oriented programming language which adhere to ECMA Script Standards. Javascript is required to design the behaviour of the web pages.
var readline = require('readline');
var rl = readline.createInterface({
input: process.stdin,
output: process.stdout,
terminal: false
});
rl.on('line', function(line){
console.log("Hello, " + line);
});
| Keyword | Description | Scope |
|---|---|---|
| var | Var is used to declare variables(old way of declaring variables) | Function or global scope |
| let | let is also used to declare variables(new way) | Global or block Scope |
| const | const is used to declare const values. Once the value is assigned, it can not be modified | Global or block Scope |
let greetings = `Hello ${name}`
const msg = `
hello
world!
`
An array is a collection of items or values.
let arrayName = [value1, value2,..etc];
// or
let arrayName = new Array("value1","value2",..etc);
let mobiles = ["iPhone", "Samsung", "Pixel"];
// accessing an array
console.log(mobiles[0]);
// changing an array element
mobiles[3] = "Nokia";
Arrow Functions helps developers to write code in concise way, it’s introduced in ES6.
Arrow functions can be written in multiple ways. Below are couple of ways to use arrow function but it can be written in many other ways as well.
() => expression
const numbers = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
const squaresOfEvenNumbers = numbers.filter(ele => ele % 2 == 0)
.map(ele => ele ** 2);
console.log(squaresOfEvenNumbers);
let [firstName, lastName] = ['Foo', 'Bar']
let {firstName, lastName} = {
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lastName: 'Bar'
}
const {
title,
firstName,
lastName,
...rest
} = record;
//Object spread
const post = {
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type: "new"
}
//array spread
const users = [
...adminUsers,
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]
function greetings({ name = 'Foo' } = {}) { //Defaulting name to Foo
console.log(`Hello ${name}!`);
}
greet() // Hello Foo
greet({ name: 'Bar' }) // Hi Bar
IF is used to execute a block of code based on a condition.
if(condition){
// code
}
Else part is used to execute the block of code when the condition fails.
if(condition){
// code
} else {
// code
}
Switch is used to replace nested If-Else statements.
switch(condition){
case 'value1' :
//code
[break;]
case 'value2' :
//code
[break;]
.......
default :
//code
[break;]
}
For loop is used to iterate a set of statements based on a condition.
for(Initialization; Condition; Increment/decrement){
//code
}
While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.
while (condition) {
// code
}
Do-while is also used to iterate a set of statements based on a condition. It is mostly used when you need to execute the statements atleast once.
do {
// code
} while (condition);
ES6 introduced classes along with OOPS concepts in JS. Class is similar to a function which you can think like kind of template which will get called when ever you initialize class.
class className {
constructor() { ... } //Mandatory Class method
method1() { ... }
method2() { ... }
...
}
class Mobile {
constructor(model) {
this.name = model;
}
}
mbl = new Mobile("iPhone");