* ====================================================================
* == About this Plugin ===============================================
* ====================================================================
* The plugin provide 4 battle motions for enemies:
*
* Idle motion: When the enemy battler is in 'wait' mode.
*
* Attack motion: When the enemy battler make a regular attack.
*
* Skill motion: When the enemy battler execute a skill
*
* Damage motion: When the enemy battler receive damages.
*
*
* In addition, the plugin revamp some of the battle effects for enemy
* battlers behaviors:
*
* Attack and skill: the enemy battler will step forward, tilt a bit
* while executing the action, and step back. This
* replace the default 'whiten' effect.
*
* Damage: the enemy battler will step back, tilt a bit
* with a red flashing effect, and move back to
* its position. This replace the default 'blink'
* effect.
*
* Evade: the enemy battler will step back as it evades an
* attack, then move back to its position.
*
* States: the plugin provide the option of using the state
* overlays animation over enemy battlers when they
* are affected by a state. You can choose to show
* either the default state icons or the animated
* overlays, or both. Overlays requires to be set
* with enemies notetags (see bellow).
*
* Restriction: the animated enemy battlers will freeze whenever
* they are affected by a state that have the 'cannot
* move' restriction.
*
* *step forward and backward directions depends on wether
* side or front view is in use.
*
*
* HOW TO USE:
*
* The motions frames must be arranged in a sprite sheet with 4 rows.
* Each row represent one of the 4 battle motions, 'Idle', 'Attack',
* 'Skill' and 'Damage', in that order.
*
* The motions animations can have any number of frames, down to a
* minimum of 3. Each motion on a sprite sheet must have the same
* number of frames.
*
* The 'Idle' motion is a back and forth loop. The other motions
* stops once the last frame is reached.
*
* Use the following Enemy Notetag to assign a sprite sheet to an
* enemy in the database.
*
* ENEMY NOTETAG:
* <ENEMY IMAGE: filename, frames>
*
* filename: the file name of the sprite sheet without
* extension. The sprite sheet must be stored
* in /img/sv_enemies (if using side-view) or
* /img/enemies (if using front-view).
*
* frames: the number of frame per motions of the
* sprite sheet.
*
*
* EXAMPLE: <ENEMY IMAGE: GobelinSheet, 3>
*
*
* The enemy battler having this notetag will be
* assigned with the sprite sheet 'GobelinSheet'
* which have 4 rows of 3 frames motions.
*
*
* Use this notetag to assign a specific animation to the
* normal attack of an enemy.
*
* <ATTACK ANIMATION: Id>
*
* Id: the id of the animation that will play when
* the enemy execute a normal attack.
*
*
*
* NOTES:
*
* *The sprite sheets are splitted by the plugin into 4 rows and
* a number of columns defined by the notetag 'frames' argument.
* This mean you can use sprite sheets of any size. The enemy
* images will appear at their actual size on the battlefield.
*
* *Enemies without the notetag will be treated as the default
* static enemies.
*
* *You can use a mix of animated enemies and static enemies.
*
* *Static enemies will still behave according to the battle
* effects provided by the plugin.
*
* *It is suggested to assign a static enemy image to enemies
* in the database even if they have a sprite sheet notetag.
* You can use the same image for all animated enemies, it
* will serve as a placeholder for building the troops.
*
* *Be sure your sprite sheets are stored in the correct folder
* wether you're using side-view or front-view battles.
*
*
* ENEMIES STATE OVERLAYS
*
* Plugin parameters:
*
* -Enable State Icons:
* Display or not the default state icons above enemy
* battlers head.
*
* -Enable State Overlays:
* Display or not the animated state overlays over enemy
* battlers.
*
* Animated state overlays are binded to the state affected battler,
* and appears at the center of the battler sprite, similar to the
* Actor battlers animated state overlays.
*
* While actor battlers are all the same size, enemy battlers can
* have various size and forms. This means that the state overlays
* might not appears correctly over the enemy battlers without proper
* settings.
*
* Example: the 'Sleep' animated state overlay should be displayed
* above the battler's head, while the 'Blind' overlay should
* cover the battler's eyes. The 'Paralysis' state, on the
* other hand, should encompass the whole battler's sprite.
*
*
* To achieve specific settings for each enemies, another Enemy Notetag
* is provided:
*
* ENEMY NOTETAG:
* <STATE OVERLAY DATA>
* overlay INDEX: x, y, scale
* overlay INDEX: x, y, scale
* overlay INDEX: x, y, scale
* </STATE OVERLAY DATA>
*
* INDEX: the overlay index, starting at 1 for 'Poison'.
* x: the horizontal offset of the overlay.
* y: the vertical offset of the overlay.
* scale: the scaling of the overlay.
*
*
* EXAMPLE: <STATE OVERLAY DATA>
* overlay 2: 0, -48, 1
* overlay 7: 12, -36, 0.8
* overlay 8: -24, 0, 1.5
* </STATE OVERLAY DATA>
*
* An enemy battler having the above notetag will have specific
* state animated overlay settings for the 'Blind' (overlay 2),
* the 'Sleep' (overlay 7) and the 'Paralysis' (overlay 8) states.
* Note that the 'Blind' overlay is slightly downscaled so it just
* cover the enemy eyes; while the 'Paralysis' overlay is enlarged
* so it cover the whole enemy sprite.
*
*