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Original Source

  • Original title: Animated Enemies
  • Original author: Rexal
  • Original date: October 28, 2015
  • Source thread: https://forums.rpgmakerweb.com/threads/animated-enemies.47991/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Releases (RMMV)

Summary

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",

Archived First Post

Animated Enemies - v1.15.51 / v1.16.3a
Rexal
 ​
Intro - Tired of boring static enemies? Mix it up with some ANIMATED ENEMIES.​
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Excite_zps4nlxm5vt.gif
 ​
What's new:
- 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)  - 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
 
- 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.
 
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.
 
 

Parameters
 
Debug - Will write to the console if true. This is so that you can see if everything's working correctly.
 
No Movement - If set to true, this prevents enemies from moving whenever they perform an action. Can potentially be overridden by another plugin.
 
Enemies Celebrate - If set to true, SV enemies will play their victory animation when you're defeated.
 
Static Enemies Breathe - If set to true, regular enemies have a breathing effect.
 
AGI Effects Breathing - If set to true, enemies that have a higher agi stat will breathe faster.
 
Scale Statics by Distance - If set to true, this will shrink enemies by how far they are from the bottom of the screen.
 
SV Enemies Collapse - If set to true, SV enemies will always play the default collapse animations.
 
Damage Slows Down Breathing - If set to true, enemies will breathe slower the more damage they take.
Note tags

 
General Enemy Tags
 
 
 Enemy Scale: amount
 
multiplies the size of the enemy by this amount.
 
 Example: Enemy Scale: 1.5
 
SV Battler Tags
 
[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.
 
 [No Collapse]
 
Prevents the SV Enemy from using collapse animations regardless of parameter settings.
 
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.
 
SV Motion: motion
Specifies the SV Motion an enemy uses when attacking. If this tag isn't used, it uses thrust.
 
Example: SV Motion: swing
 
SV Weapon: id
 Equips the enemy with this weapon.
 
Example: SV Weapon: 4
 
Static Battler Tags
 
[breathless]
Prevents the enemy from playing the breathing animation.
 
Breath Control: speedScale,xScale,yScale
 
Sets the speed of the sine wave(for the breathing effect) and how much it's
  allowed to stretch width-wise and height-wise.
 
You'll have to play around with the values a bit until it looks right. The
  example below is the default settings.
 
Example: Breath Control: 50,5,25
 
 [Float]
 Makes enemies have a floating effect similar to rm2k3's.
 
 
 
 
Future Plans -
 
- Extend the note tags to allow further customization.- Segmented Battlers

- Some way or another create a proper hybrid of Sprite_Actor and Sprite_Enemy...
 
 
Terms of Use - Free for commercial and non-commercial use.
 
 

Change Log
 




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.

    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.

  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.
 

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.
 

 
   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
 

- Static enemies breathe now.

v1.05 Rollback - Yanfly Engine Patch
 

- 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.
 
 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.

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License / Terms Note

Terms of Use - Free for commercial and non-commercial use.     Change Log​ 

Referenced Images / Attachments

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