Weapon Sprites Enhanced - v1.14b​ Rexal​  ​ Intro - Tired of the limitations MV puts on the images you use? Be tired no more!
Weapon Sprites Enhanced - v1.14b
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Rexal
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Intro - Tired of the limitations MV puts on the images you use? Be tired no more!
Using Yanfly's plugins?
Consider this instead.
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What's new:
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- Enemies should respect their equipment and no longer only use a dagger.
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- Added Weapon Index tag for enemies that lets you equip a weapon onto said enemy.
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Download - Here
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Demo(for all of my plugins) - Here
Features -
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- set the file name for weapon sprites
- change the sprite's hue
- define how many frames of animation the weapon has
- set the sprite's index
- have the actor play a specified animation when attacking with the weapon
- have the weapon play a sound whenever you attack
- have the weapon's image be whatever size you want.
- have the weapon be positioned wherever you want.
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Note Tags -
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Spoiler
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[Enemies]-----------------------------------------------------------------------------------------------------
Weapon Index: id
 Equips the enemy with this weapon.
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[Weapons]---------------------------------------------------------------------------------------------------
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[Enhanced Sprite]
 Enables the use of the Tags. Implemented to ensure compatibility with other scripts that modify Sprite_Weapon, and to allow you to also use regular weaponType sprite functionality.
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 Weapon Image: img
 Sets the weapon's image.
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Ex: WeaponImage: weapons1
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 Weapon Index: id
 Sets the weapon ID. Do not use zero.
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Ex: WeaponID: 1
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 Weapon Hue: hue
 Shifts the weapon's hue.
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Ex: WeaponHue: 46
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 Weapon Motion: motion
 Plays the specified SV motion. This isn't limited to the basic attack motions in the System Database.
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Ex: WeaponMotion: swing
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 Weapon Frames: frames
 Sets the amount of frames the weapon image uses.
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Ex: WeaponFrames: 3
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 Weapon Size: widthxheight
Defines how big the weapon image's frame is. does not scale the weapons themselves, you have to do that manually.
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Ex: WeaponSize: 96x64
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 Weapon Sound: se, pan, pitch, volume
Plays a sound whenever the actor attacks.
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Ex: WeaponSound: wind7, 0, 150, 100
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 Weapon Offset: x,y
Offsets the weapon position by the specified amount.
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Ex: WeaponOffset: -30,200
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Weapon Speed: frames
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The amount of frames the weapon takes to move to the next animation frame. If this isn't used, it'll use 36/frames instead.
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Ex: WeaponSpeed: 12
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Terms of Use - Free for commercial and non-commercial use.
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Future Plans -
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- Allow states to change weapon image...or allow weapons to change their image depending on the state.
- Let you set the weapon to be in front of the actor instead of behind them.
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Change Log -
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Spoiler
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 v1 -
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 Initial Release
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 v1.01 -
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 -Fixed error when using barehanded.
 -Fixed the weapon not showing an animation when its Weapon Type's SV motion is undefined.
 -Removed the Sprite_Weapon.prototype.initMembers overwrite function as there was no point to it
 and it made certain plugins incompatible.
 -WeaponSize is integrated but most likely not in working condition.
 Use at your discretion.
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 v1.1 -
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 - Added WeaponSound. It'll have the weapon play a sound whenever the actor attacks.
 - Added WeaponOffset. This allows you to set the position of the weapon.
 - WeaponSize actually works as it's supposed to now.
 - cleaned up the script a bit to make it easier to read.
 - Had no choice but to Overwrite Sprite_Weapon.prototype.update. Fingers crossed that didn't actually do anything negative.
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 v1.11 hotfix -
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 - Fixed the weapon position.
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 v1.12 -
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 - Changed the frame speed of the weapons so they match the default ones.
 - Added WeaponSpeed so you can define your own speed.
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 v1.13 -
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 - Made the weapons stay put when you set the offset.
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 v1.14a -
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 -Works with animated enemies now.
 -Rewrote the tags. Legacy spelling still works.
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v1.14b-
 - Works with anything that equips weapons to enemies now.
Terms of Use - Free for commercial and non-commercial use. Â Future Plans - Â