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[转载发布] TSR_SpriteEnemy

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    2026-7-12 04:10
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    灌水之王

    发表于 7 天前 | 显示全部楼层 |阅读模式




    download:
    TSR_SpriteEnemy
    Author:
    TSR

    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:       
    1. * ====================================================================
    2. * == About this Plugin ===============================================
    3. * ====================================================================
    4. * The plugin provide 4 battle motions for enemies:
    5. *
    6. *        Idle motion: When the enemy battler is in 'wait' mode.
    7. *
    8. *      Attack motion: When the enemy battler make a regular attack.
    9. *
    10. *       Skill motion: When the enemy battler execute a skill
    11. *
    12. *      Damage motion: When the enemy battler receive damages.
    13. *
    14. *
    15. * In addition, the plugin revamp some of the battle effects for enemy
    16. * battlers behaviors:
    17. *
    18. *     Attack and skill: the enemy battler will step forward, tilt a bit
    19. *                       while executing the action, and step back. This
    20. *                       replace the default 'whiten' effect.
    21. *
    22. *               Damage: the enemy battler will step back, tilt a bit
    23. *                       with a red flashing effect, and move back to
    24. *                       its position. This replace the default 'blink'
    25. *                       effect.
    26. *
    27. *                Evade: the enemy battler will step back as it evades an
    28. *                       attack, then move back to its position.
    29. *
    30. *               States: the plugin provide the option of using the state
    31. *                       overlays animation over enemy battlers when they
    32. *                       are affected by a state. You can choose to show
    33. *                       either the default state icons or the animated
    34. *                       overlays, or both. Overlays requires to be set
    35. *                       with enemies notetags (see bellow).
    36. *
    37. *          Restriction: the animated enemy battlers will freeze whenever
    38. *                       they are affected by a state that have the 'cannot
    39. *                       move' restriction.
    40. *
    41. *             *step forward and backward directions depends on wether
    42. *              side or front view is in use.
    43. *
    44. *
    45. * HOW TO USE:
    46. *
    47. *    The motions frames must be arranged in a sprite sheet with 4 rows.
    48. *    Each row represent one of the 4 battle motions, 'Idle', 'Attack',
    49. *    'Skill' and 'Damage', in that order.
    50. *
    51. *    The motions animations can have any number of frames, down to a
    52. *    minimum of 3. Each motion on a sprite sheet must have the same
    53. *    number of frames.
    54. *
    55. *    The 'Idle' motion is a back and forth loop. The other motions
    56. *    stops once the last frame is reached.
    57. *
    58. *    Use the following Enemy Notetag to assign a sprite sheet to an
    59. *    enemy in the database.
    60. *
    61. *      ENEMY NOTETAG:
    62. *                      <ENEMY IMAGE: filename, frames>
    63. *
    64. *              filename: the file name of the sprite sheet without
    65. *                        extension. The sprite sheet must be stored
    66. *                        in /img/sv_enemies (if using side-view) or
    67. *                        /img/enemies (if using front-view).
    68. *
    69. *                frames: the number of frame per motions of the
    70. *                        sprite sheet.
    71. *
    72. *     
    73. *                   EXAMPLE:  <ENEMY IMAGE: GobelinSheet, 3>
    74. *
    75. *
    76. *                   The enemy battler having this notetag will be
    77. *                   assigned with the sprite sheet 'GobelinSheet'
    78. *                   which have 4 rows of 3 frames motions.
    79. *
    80. *         
    81. *          Use this notetag to assign a specific animation to the
    82. *          normal attack of an enemy.
    83. *
    84. *                          <ATTACK ANIMATION: Id>
    85. *
    86. *                    Id: the id of the animation that will play when
    87. *                        the enemy execute a normal attack.
    88. *
    89. *
    90. *
    91. *      NOTES:
    92. *
    93. *         *The sprite sheets are splitted by the plugin into 4 rows and
    94. *          a number of columns defined by the notetag 'frames' argument.
    95. *          This mean you can use sprite sheets of any size. The enemy
    96. *          images will appear at their actual size on the battlefield.
    97. *
    98. *         *Enemies without the notetag will be treated as the default
    99. *          static enemies.
    100. *
    101. *         *You can use a mix of animated enemies and static enemies.
    102. *
    103. *         *Static enemies will still behave according to the battle
    104. *          effects provided by the plugin.
    105. *
    106. *         *It is suggested to assign a static enemy image to enemies
    107. *          in the database even if they have a sprite sheet notetag.
    108. *          You can use the same image for all animated enemies, it
    109. *          will serve as a placeholder for building the troops.
    110. *
    111. *         *Be sure your sprite sheets are stored in the correct folder
    112. *          wether you're using side-view or front-view battles.
    113. *
    114. *
    115. * ENEMIES STATE OVERLAYS
    116. *
    117. *      Plugin parameters:
    118. *
    119. *           -Enable State Icons:
    120. *                  Display or not the default state icons above enemy
    121. *                  battlers head.
    122. *
    123. *           -Enable State Overlays:
    124. *                  Display or not the animated state overlays over enemy
    125. *                  battlers.
    126. *
    127. *      Animated state overlays are binded to the state affected battler,
    128. *      and appears at the center of the battler sprite, similar to the
    129. *      Actor battlers animated state overlays.
    130. *
    131. *      While actor battlers are all the same size, enemy battlers can
    132. *      have various size and forms. This means that the state overlays
    133. *      might not appears correctly over the enemy battlers without proper
    134. *      settings.
    135. *
    136. *      Example: the 'Sleep' animated state overlay should be displayed
    137. *               above the battler's head, while the 'Blind' overlay should
    138. *               cover the battler's eyes. The 'Paralysis' state, on the
    139. *               other hand, should encompass the whole battler's sprite.
    140. *
    141. *
    142. *      To achieve specific settings for each enemies, another Enemy Notetag
    143. *      is provided:
    144. *
    145. *          ENEMY NOTETAG:
    146. *                        <STATE OVERLAY DATA>
    147. *                            overlay INDEX: x, y, scale
    148. *                            overlay INDEX: x, y, scale
    149. *                            overlay INDEX: x, y, scale
    150. *                        </STATE OVERLAY DATA>
    151. *
    152. *              INDEX: the overlay index, starting at 1 for 'Poison'.
    153. *                  x: the horizontal offset of the overlay.
    154. *                  y: the vertical offset of the overlay.
    155. *              scale: the scaling of the overlay.
    156. *
    157. *
    158. *           EXAMPLE:     <STATE OVERLAY DATA>
    159. *                            overlay 2: 0, -48, 1
    160. *                            overlay 7: 12, -36, 0.8
    161. *                            overlay 8: -24, 0, 1.5
    162. *                        </STATE OVERLAY DATA>
    163. *
    164. *           An enemy battler having the above notetag will have specific
    165. *           state animated overlay settings for the 'Blind' (overlay 2),
    166. *           the 'Sleep' (overlay 7) and the 'Paralysis' (overlay 8) states.
    167. *           Note that the 'Blind' overlay is slightly downscaled so it just
    168. *           cover the enemy eyes; while the 'Paralysis' overlay is enlarged
    169. *           so it cover the whole enemy sprite.
    170. *
    171. *
    复制代码


    Spoiler: Terms
                    Code:       
    1. * ==========================================================================
    2. * == Term of Usage =========================================================
    3. * ==========================================================================
    4. *
    5. * Use in any independant RPG Maker MZ and MV projects, including commercials.
    6. *
    7. * Credit is required for using this Plugin.
    8. * For crediting, use 'TSR' along with one of
    9. * the following terms:
    10. *      'The Northern Frog' or 'A frog from the north'
    11. *
    12. * Do not change the Header or the Terms of usage.
    13. *
    14. * Do not change the main Object name.
    15. *
    16. * Editing of the script is allowed for your personal use for your project.
    17. * If you wish to upgrade the plugin and share it with the RPG Maker
    18. * community, contact me on discord to ask permission. I'll be glad
    19. * to provide some guidance with the script too, if needed.
    20. *
    21. * DO NOT REDISTRIBUTE!
    22. * If you want to share it, share the link to my itch.io account:
    23. * https://the-northern-frog.itch.io/
    24. *
    复制代码

    *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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