Animated Enemies - v1.15.51 / v1.16.3a​Rexal​ ​Intro - Tired of boring static enemies? Mix it up with some ANIMATED ENEMIES.​ ​ { "lightbox_close": "Close", "lightbox_next": "Next",
Animated Enemies - v1.15.51 / v1.16.3a​
Rexal​
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Intro - Tired of boring static enemies? Mix it up with some ANIMATED ENEMIES.​
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What's new:​
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- Added the SV Sprite tag which lets you specify the image you want to use, removing the admittedly silly requirement where you had to have a matching sprite.
- Potentially fixed issues with sprite flipping.​
- Enemies are no longer synchronized when they breathe or float.​
- Enemies are able to actually properly equip weapons now.​
- Enemies without weapons will now be barehanded instead of using the first weapon in the database.​
- Caused a weird bug with my Visual Equipment plugin where EVERYTHING is flipped, though I'm pretty sure that's not this plugin's fault.​
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Github Repository - Here​
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Wiki - Here​
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Previous Stable Release(v1.15)Â -
Here​
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Latest Release (1.16a) -
Here​
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Demo(for all my plugins) - Here​
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Features ​
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- Works in both Front and Side views.
- Enemies are animated and can use SV actor sprites.
- Define what enemy isn't animated.
- SV Battlers are automatically flipped so they're facing the heroes.
- SV Battlers obey your hue settings.
- SV Battlers can use weapons.
- Static Battlers have a customizable breathing effect.
- Static Battlers can have floating animation similar to rm2k3.
- Enemies can be scaled.
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Note: Even though it's called SV, it'll still work in the front view. That's just what MV calls that type of battle sprite, so that's what I call it since I don't have a better name for it.
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Parameters ​
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Debug - Will write to the console if true. This is so that you can see if everything's working correctly.
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No Movement - If set to true, this prevents enemies from moving whenever they perform an action. Can potentially be overridden by another plugin.
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Enemies Celebrate - If set to true, SV enemies will play their victory animation when you're defeated.
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Static Enemies Breathe - If set to true, regular enemies have a breathing effect.
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AGI Effects Breathing - If set to true, enemies that have a higher agi stat will breathe faster.
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Scale Statics by Distance - If set to true, this will shrink enemies by how far they are from the bottom of the screen.
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SV Enemies Collapse - If set to true, SV enemies will always play the default collapse animations.
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Damage Slows Down Breathing - If set to true, enemies will breathe slower the more damage they take.
Note tags ​
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General Enemy Tags
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 Enemy Scale: amount
 multiplies the size of the enemy by this amount.
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 Example: Enemy Scale: 1.5
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SV Battler Tags
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[sV Animated] - LEGACY
Makes the enemy use an SV Actor. You must have an image in img/sv_actors that matches the name of the one you used for the enemy in the database!
 SV Sprite: sprite
Makes the enemy use the specified SV Battler. You do NOT need to have a matching image with this tag.
 [Collapse]
 Lets the SV Enemy use collapse animations regardless of parameter settings.
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 [No Collapse]
 Prevents the SV Enemy from using collapse animations regardless of parameter settings.
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In other words, if you set the enemy's image to Bat, the sv_actors folder needs to have an image named Bat inside it, otherwise it throws an error.
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SV Motion: motion
Specifies the SV Motion an enemy uses when attacking. If this tag isn't used, it uses thrust.
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Example: SV Motion: swing
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SV Weapon: id
 Equips the enemy with this weapon.
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Example: SV Weapon: 4
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Static Battler Tags
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[breathless]
Prevents the enemy from playing the breathing animation.
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Breath Control: speedScale,xScale,yScale
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Sets the speed of the sine wave(for the breathing effect) and how much it's
 allowed to stretch width-wise and height-wise.
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You'll have to play around with the values a bit until it looks right. The
 example below is the default settings.
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Example: Breath Control: 50,5,25
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 [Float]
 Makes enemies have a floating effect similar to rm2k3's.
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Future Plans -
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- Extend the note tags to allow further customization.- Segmented Battlers
- Some way or another create a proper hybrid of Sprite_Actor and Sprite_Enemy...
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Terms of Use - Free for commercial and non-commercial use.
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Change Log​
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v1.16a
- General Improvements.
- Added the SV Sprite tag which lets you specify the image you want to use.
- Potentially fixed any issues with sprite flipping.
- Enemies no longer synchronously breathe.
- Changed the way weapons are handled to improve compatibility.
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v1.15.5
   -Added some stuff. =m=
v1.15.3
   -Fixed Some stuff.
v1.15.1
  -damage popups pop up again.
v1.15
   -Massive rewrite that should fix a lotta issues.
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v1.12.11
   -Fixed the weapon positions. AGAIN
 v1.12.1 -
   -SV Battlers are now recognized as enemies.
   -Changed the version naming scheme.
   -SV Overlays should face the right way.
v1.12 -
  - Note tags are no longer case-sensitive.
  - Fixed the positioning officially.
  - Fixed the floating issue.
  - some other thing I forgot about.
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v1.11.3 -
  Fixed the weapons.
 v1.11.1 -
  - No comment.
v1.11 -
  - Fixed the positioning...
v1.1 - Live and Reloaded
 -Breathing slows down the less hp an enemy has. (orignally they just breathed less)
 - Added an option that lets enemies scale down the further into the background they are.
 - Fixed the weapons!
 - Enemies can celebrate your demise.
 - Fixed the Flash Target bug.
 - SV Enemies can collapse.
 - SV Enemies will properly appear.
 - Enemies have a proper escape animation.
 - Enemies are now properly positioned.
 - You can now scale the enemies however you want.
 - Fixed the mouse clicking completely.
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  v1.08.1 - Exit stage left
 - Floating enemies no longer zip out of the screen if their x position is modified.
v1.08 - Fixed Breathing
 - The breathing notetags work now! Yay!
 - Added [Float], to make enemies have a floating effect.
v1.075
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- Static enemies breathe now.
v1.05 Rollback - Yanfly Engine Patch
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- Did something stupid and broke everything but it's all good now.
- Created a separate plugin for yanfly plugin compatibility.
- Still has the Flash Target bug.
 v1.06 - Yanfly Compatibility Update
 - Makes this more compatible with Yanfly's scripts.
 - Still has the Flash Target bug.
 v1.05b - Many fixes
- Fixed issue with enemies not playing the right animations when more than one enemy is on the screen.
 - Misc. Fixes that I've forgotten about.
 - Added SV Weapon, which lets you play a weapon animation(currently backwards). This is not yet compatible with my other script: Sprite Weapons Enhanced.
 - Added a param that stops enemies from moving when performing an action for those who don't want that.
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 v1 - Initial Version
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Make sure the main plugin is named animatedSVEnemies.js, otherwise the parameters won't be read and it won't animate the statics.​
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If you use Yanfly's scripts, use the YEP Animated Side-View Enemies instead.​
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Due to its nature, I have no idea how compatible this will be with other plugins.​
You'll most likely have to put this at the bottom of the plugin list.​
I'm working on improving compatibility.​
Terms of Use - Free for commercial and non-commercial use.   Change Log​Â