CounterAnimation - 2016/05/18 ver1.1
Creator name: kotonoha*
Overview
Plays an animation when a counterattack was about to happen.
If you have an animation of reflect barrier for physical attack would fit.
Feature
- You can set Animation ID through parameter
- AnimationWait param for animation delay
Note: Animation ID is 0 by default, be sure to change it
Preview
Credit and Thanks: kotonoha*
Terms of Use- Free for commercial and non-commercial use.
License - MIT License: http://opensource.org/licenses/mit-license.php
You can download js file from the thread attachment or Dropbox link: https://www.dropbox.com/s/lhgq4xjdhym93is/CounterAnimation.js?dl=1
Creator name: kotonoha*
Overview
Plays an animation when a counterattack was about to happen.
If you have an animation of reflect barrier for physical attack would fit.
Feature
- You can set Animation ID through parameter
- AnimationWait param for animation delay
Note: Animation ID is 0 by default, be sure to change it
Preview

Credit and Thanks: kotonoha*
Terms of Use- Free for commercial and non-commercial use.
License - MIT License: http://opensource.org/licenses/mit-license.php
JavaScript:
// --------------------------------------------------------------------------
//
// CounterAnimation
//
// Copyright (c) kotonoha*
// This software is released under the MIT License.
// http://opensource.org/licenses/mit-license.php
//
// 2016/05/18 ver1.1 Implemented AnimationWait param
// 2016/04/06 ver1.0 First release
//
// --------------------------------------------------------------------------
/*:
* @plugindesc Plays an animation for counterattack in battle
* @author kotonoha (http://ktnh5108.pw/)
*
* @help
* Animation for battle when counterattacking.
*
* @param AnimationID
* @desc Animation ID set for counterattack.
* @default 0
*
* @param AnimationWait
* @desc Delay time after animation was used.
* @default 60
*
*/
(function() {
var parameters = PluginManager.parameters('CounterAnimation');
var AnimationID = Number(parameters['AnimationID']);
var AnimationWait = Number(parameters['AnimationWait']);
BattleManager.invokeCounterAttack = function(subject, target) {
var action = new Game_Action(target);
if (AnimationID !== 0) {
target.startAnimation(AnimationID, false, 0);
this._logWindow.push('wait');
if (AnimationWait !== 0) {
this._logWindow._waitCount = AnimationWait;
}
action.setAttack();
action.apply(subject);
this._logWindow.displayCounter(target);
this._logWindow.displayActionResults(subject, subject);
}
};
})();
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