Weapon Animation (YEP)

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This is a plugin created for RPG Maker MV.

For help on how to install plugins, click here.

For help on how to update plugins, click here.

Got errors with your RPG Maker MV plugin? Click here.

Yanfly Engine Plugins

This plugin is a part of the Yanfly Engine Plugins library.


Ever wanted to give your swords different images despite being the same
sword type? Or how about your axes? Or any weapon? Now you can! On top of
that, you can even use custom images to accomplish this.

Note: If you are using the YEP_BattleEngineCore, YEP_X_AnimatedSVEnemies, or
any of the Action Sequence Packs, place this plugin under those plugins in
the plugin list within the Plugin Manager for the best compatibility.


Custom Weapon Images
The weapon sheet format will follow RPG Maker MV's weapon sheet format in
individual frame dimensions. However, unlike RPG Maker MV's weapon sheet
format. That said, these custom weapon images will need to be made a certain
way in order to look properly with RPG Maker MV's default battlers.

Here is the weapon sheet format:

  Sheet Width:   288 Minimum
  Sheet Height:  64 Minimum
  Frame Width:   Sheet Width / 3
  Frame Height:  Sheet Height

As long as you make them in that format, the weapon sheets will work with
RPG Maker's default battlers.



RPG Maker MV's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin.

Here is a list of Notetag(s) that you may use.


For those who would like to give their weapons a little bit of a change, you
can make use of these notetags:

Actor, Class, Enemy, Weapon, Armor, and State Notetags:

  <Weapon Image: x>
  Replace x with a number above 0 and you'll get an image from img/system's
  weapon sheets. Each sheet contains 12 weapon images. If you wish to load a
  weapon from the first sheet, it'll be within 1-12. If you wish to load a
  weapon from the second sheet, it'll be within 13-24, and so on. The weapon
  sheets increase in increments of 12, which means that if you wish to load
  a weapon from weapon sheet 50, x will be between 589 to 600.

  By default, these are the number values associated with each:
  1 - Dagger   7 - Long Bow  13 - Mace       19 - Slingshot  25 - Book
  2 - Sword    8 - Crossbow  14 - Rod        20 - Shotgun    26 - Custom
  3 - Flail    9 - Gun       15 - Club       21 - Rifle      27 - Custom
  4 - Axe     10 - Claw      16 - Chain      22 - Chainsaw   28 - Custom
  5 - Whip    11 - Glove     17 - Sword#2    23 - Railgun    29 - Custom
  6 - Staff   12 - Spear     18 - Iron Pipe  24 - Stun Rod   30 - Custom

  <Weapon Image: filename>
  If you have created a custom folder to place unique weapon sheets, you can
  use this notetag to acquire them. The filename is case sensitive. Do not
  include the file extension. If your weapon sheet is called DaggerBlue.png,
  then the notetag you'd use would be <Weapon Image: DaggerBlue> only.

  <Weapon Motion: thrust>
  <Weapon Motion: swing>
  <Weapon Motion: missile>
  This will dictate the motion the battler will use when attacking if you're
  using a custom weapon animation. If nothing is placed here, the motion
  will default to the 'Default Motion' value in the plugin parameters. You
  can use any of the following motions:
  walk     wait     chant     guard     damage     evade
  thrust   swing    missile   skill     spell      item
  escape   victory  dying     abnormal  sleep      dead

  <Weapon Hue: x>
  For those who would like to use different hues with your weapon animation,
  use this notetag in the same notebox as the <Weapon Image: x> notetag to
  change the hue of the weapon animation to x.

  <Weapon Animation: x>
  If you would like to override the attack animation when using this weapon,
  you can use x to dictate which animation will be used for regular attacks.


If you haven't noticed yet, these notetags are made for actors, classes,
enemies, weapons, armors, and also states. What this means is, the weapon
animation changes will behave more like traits. Priorities will occur in the
following order:


This means that if a battler is affected by a state that would modify its
weapon appearance, any other weapon animation changes that the user would
have will be overwritten by the state's weapon animation change until the
state wears off.


Version 1.05:
- Updated for RPG Maker MV version 1.5.0.

Version 1.04:
- Added a new system which loads numeric weapon sheets from the 'system'
folder as the game's database is loaded.

Version 1.03:
- Fixed a bug that caused the <Weapon Animation: x> notetag to not work when
used by enemies.

Version 1.02:
- Updated for RPG Maker MV version 1.1.0.

Version 1.01:
- Fixed a conflict with sideview enemies using no weapon animations.

Version 1.00:
- Finished Plugin!