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TA的每日心情 | 开心 2026-7-12 04:10 |
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Features:
- Add 4 basic motions to enemy battlers (idle, attack, skill and damage)
- Revamp the battle effects of enemy sprites
- Add the option to use State Animated Overlays on enemies
Code: - * ====================================================================
- * == 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.
- *
- *
复制代码
Spoiler: Terms Code: - * ==========================================================================
- * == Term of Usage =========================================================
- * ==========================================================================
- *
- * Use in any independant RPG Maker MZ and MV projects, including commercials.
- *
- * Credit is required for using this Plugin.
- * For crediting, use 'TSR' along with one of
- * the following terms:
- * 'The Northern Frog' or 'A frog from the north'
- *
- * Do not change the Header or the Terms of usage.
- *
- * Do not change the main Object name.
- *
- * Editing of the script is allowed for your personal use for your project.
- * If you wish to upgrade the plugin and share it with the RPG Maker
- * community, contact me on discord to ask permission. I'll be glad
- * to provide some guidance with the script too, if needed.
- *
- * DO NOT REDISTRIBUTE!
- * If you want to share it, share the link to my itch.io account:
- * https://the-northern-frog.itch.io/
- *
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*Battlers in the screen shot are from Redshrike from OpenGameArt.org
Regards,
TSR
本贴来自国际rpgmaker官方论坛作者:TSR处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址: https://forums.rpgmakerweb.com/threads/tsr_spriteenemy.138312/ |
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