How to Make Animated Enemy - theoallen/TSBS GitHub Wiki

Animated enemy is a common demanded thing in any sideview battle system. Some people just can't accept static enemies while the actors are animated. However, due to limited resources for animated enemies in RPG Maker, some people just deal with it. In TSBS, I offer static battler for enemy as the default setting due to the said reason. But you still can make it animated if you want with a few configuration. It's not that hard. Welp, here you go then...

1. Getting started

First, the obvious step would be prepare your animated enemy graphics. Put the graphics into Graphics/Battlers as usual. And The spriteset format should be same as the standard Spriteset Rules that you've setup, include the sprite naming.

The second step is to put this notetag <sideview: filename> into enemy notebox. What is that means? Filename will refers to your enemy graphics base name (without additional number like _1, _2, etc...). Let me explain it by images.

This is how do you put the notetag

Notetag

By using that tag, it will use Vernon_1.png, Vernon_2.png, Vernon_3.png

Battlers

Why I made the notetag in this way? It's to separate the actual enemy graphics in game and in editor to make it easier. When setup enemy position in Troop database, it will not looks so messed up. Here is the comparison.

I usually found that when setup any sideview batte script, the editor usually looked like this.

SBS editor

It looks awful, I don't like it. By using TSBS, you can set any graphics just to be used in Editor

SampleGraphic

Troop Editor

Ok, actually it's done. You can see your enemy animated in battle screen. Cheers!

Animated Enemy

2. Adjusting the Animated Enemy

After finish the simple step, now it's time to make some adjustment.

Flip Graphic

If your animated enemy graphics are facing left by default, you can flip the battle by put <flip> in enemy notebox. It will cause the graphic to be flipped.

fliptagFlipped

Default Moves

By default, enemy animations used same animation as the actors. Both used Default Sequences in the config - 2. That is why when you simply put the notetag <sideview: filename> it will works without any extra setup. However, you may have the idea how can you make the animation for enemy different from the actors, right?

As I already mentioned in Instructions part, you need to expand notetag to be like this.

<sideview: battlername>
idle : key
critical : key
hurt : key
evade : key
return : key
counter : key
collapse : key
</sideview>

It's not necessary to change all the actions. If you want to change the idle sequence, then you can only put the notetag to be like this. And assume that the new idle sequence for the enemy battler is "VernonIdle"

<sideview: Vernon>
idle : VernonIdle
</sideview>

Then, create a new action sequence with "VernonIdle" as the key. Assumed that you sequence would be like this.

  "VernonIdle" => [
  [true,false],
  [:icon, "Clear"],
  [:pose, 1, 0, 30],
  [:pose, 1, 1, 4],
  [:pose, 1, 2, 4],
  [:pose, 1, 1, 4],
  ],

And the idle animation for the enemy will looks different from the actors

AnimatedEnemy

That's all I guess. Cheers!

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