AG ENEMY ANIMATOR CORE
A downloadable project
Custom Front Battler Enemy Animation for RPG Maker
Replace the default static enemy battler system with a fully custom frame-based animation system. Supports sprite sheets and individual PNG files. Animate enemies with idle, attack, hit, death, per-state, and per-skill animations -- all configured directly from the enemy notetag. No scripting required.
Features
- Sprite Sheet Mode -- Frames arranged horizontally in a single image. Automatic frame slicing based on total frame count.
- Individual PNG Mode -- Each animation frame is a separate PNG file loaded from
/img/enemies/. - Mix Both Modes -- Sprite sheet and PNG modes can be combined freely in the same enemy notetag.
- State Animations -- Define a different idle animation for each status condition (Poison, Sleep, Paralysis, etc.) using
state_N. - Auto State Support -- States assigned via enemy Traits (Auto State) are detected automatically from the start of battle.
- Skill Animations -- Assign a unique animation to each skill using
skill_N. Falls back to the default attack animation if no skill animation is defined. - Display Size Override -- Set the display size in absolute pixels or percentage of the original bitmap.
- Hue Shift -- Apply a hue rotation to all enemy frames without editing the image.
- Attack Zoom Tween -- Optional scale and position tween during attack for a dynamic lunge effect.
- Animation Priority System -- Higher-priority animations correctly interrupt lower ones. Death cannot be cancelled.
- Notetag Based -- All configuration is done inside the enemy Database note field. No plugin commands needed.
Animation Modes
Mode 1 -- Sprite Sheet
Place the sprite sheet in /img/enemies/ with the same filename as the enemy battler image.
Frames must be arranged horizontally from left to right with equal width.
Frame width = total image width ÷ number of frames. Frame index starts at 0.
Mode 2 -- Individual PNG
Each frame is a separate file in /img/enemies/.
List the filenames (without .png) separated by commas, or use the ~ range shorthand.
Notetag Reference
All configuration goes inside the enemy note field in the Database.
<AG_EnemyAnim>
idle: 0-3 loop speed:5
attack: 4-7 speed:4
hit: 8-10 speed:6
death: 11-15 speed:8
</AG_EnemyAnim>
| Parameter | Description |
|---|---|
idle / attack / hit / death | Animation type (required) |
0-3 | Frame range: start-end. Use N-N for a single frame. |
loop | Makes the animation repeat. Recommended for idle. |
speed:N | Ticks per frame advance. Lower = faster. Default: 6. |
img:file1,file2 | Individual PNG mode. Comma-separated filenames from /img/enemies/. |
img:file_1~file_3 | Range shorthand. Expands to file_1, file_2, file_3. |
state_N: | Animation played when the enemy is affected by state ID N. |
skill_N: | Animation played when the enemy uses skill ID N. |
size: WxH | Display size override. Accepts pixels (200x300) or percent (50%x75% or 50%). |
hue: N | Hue shift applied to all frames. Range 0-360. |
attackzoom: scale:N offsety:N duration:N | Attack lunge tween. scale = zoom multiplier, offsety = pixels down, duration = frames. |
State Animations
Assign a unique idle animation for any status condition using state_N where N is the State ID from the Database.
Open Database → States to find the ID of each state.
Default RPG Maker MV State IDs:
| ID | State |
|---|---|
| 1 | KO (Dead) |
| 4 | Poison |
| 5 | Blind |
| 6 | Sleep |
| 7 | Paralysis |
| 8 | Rage |
| 9 | Confusion |
| 10 | Charm |
| 11 | Silence |
| 12 | Slow |
| 13 | Stop |
<AG_EnemyAnim>
idle: 0-1 loop speed:5
state_4: 6-7 loop speed:3
state_6: 8-8 loop speed:8
state_7: 8-8 loop speed:10
attack: 2-4 speed:4
hit: 5-5 speed:6
death: 9-9 speed:8
</AG_EnemyAnim>
Rules:
- State animations are only active during idle -- they do not interrupt attack, hit, or death.
- If the enemy has multiple active states, the state with the highest ID wins.
- When the state expires, the animation automatically returns to normal idle.
- Auto States assigned via enemy Traits are detected from the very start of battle.
To assign an Auto State: Database → Enemies → select enemy → Features tab → Add Feature → State → States → select state
Skill Animations
Assign a different animation for each skill using skill_N where N is the Skill ID from the Database.
Open Database → Skills to find the ID.
<AG_EnemyAnim>
idle: 0-1 loop speed:5
attack: 2-4 speed:4
skill_45: 10-13 speed:3
skill_46: img:boss_special1,boss_special2,boss_special3 speed:3
hit: 5-5 speed:6
death: 9-9 speed:8
</AG_EnemyAnim>
Rules:
skill_Nhas the same priority as the normal attack animation.- If a skill has no custom animation defined, it falls back to the
attackanimation. - After the animation finishes, the system automatically returns to idle or the active state animation.
Individual PNG Mode
<AG_EnemyAnim>
idle: img:boss_idle1,boss_idle2,boss_idle3 loop speed:5
attack: img:boss_atk1,boss_atk2,boss_atk3,boss_atk4 speed:4
hit: img:boss_hit1 speed:6
death: img:boss_death1,boss_death2,boss_death3 speed:8
</AG_EnemyAnim>
Range shorthand using ~:
idle: img:boss_idle_1~boss_idle_3 loop speed:5
This expands to boss_idle_1, boss_idle_2, boss_idle_3. The base name and number suffix must follow the pattern name_N.
Attack Zoom Tween
Adds a scale and position tween during the attack animation to simulate the enemy lunging forward.
<AG_EnemyAnim>
attackzoom: scale:1.4 offsety:60 duration:12
idle: 0-1 loop speed:5
attack: 2-4 speed:4
hit: 5-5 speed:6
death: 9-9 speed:8
</AG_EnemyAnim>
| Parameter | Description | Default |
|---|---|---|
scale:N | Zoom multiplier at the peak of the attack | 1.3 |
offsety:N | Downward pixel offset at the peak | 40 |
duration:N | Total tween duration in frames | 10 |
The sprite automatically returns to its original position and scale after the tween completes.
Animation Priority
death (5) > hit (4) > attack / skill_N (3) > state_N (2) > idle (1)
Higher priority animations interrupt lower priority ones. The death animation cannot be cancelled by any other animation once it starts playing.
Full Example Notetag
<AG_EnemyAnim>
size: 200x300
hue: 0
attackzoom: scale:1.3 offsety:40 duration:10
idle: 0-1 loop speed:6
attack: 2-4 speed:4
skill_45: 10-13 speed:3
skill_46: img:boss_special1,boss_special2 speed:3
state_4: 6-7 loop speed:3
state_6: 8-8 loop speed:8
hit: 5-5 speed:6
death: 9-9 speed:8
</AG_EnemyAnim>
Setup
- Place
AG_EnemyAnimatorCore_EN.jsorAG_EnemyAnimatorCore_ID.jsinto your project'sjs/plugins/folder. - Enable it in the RPG Maker MV Plugin Manager.
- Prepare your sprite sheet or individual PNG files and place them in
img/enemies/. - Open Database → Enemies, select an enemy, and add the notetag to the Note field.
- Set the enemy's Battler Image to the sprite sheet filename (without extension).
- Playtest and check the browser console (F8) for log output if something does not appear correctly.
Important: Sprite sheet filenames must not contain spaces.
If the enemy name has spaces (e.g. "Boss II"), rename the file to Boss_II.png and select it as the battler image.
The enemy name in the Database can still use spaces.
Compatibility
- Engine: RPG Maker MV only
- Battle System: Default front-view
- Other Plugins: Compatible with MOG Battle plugins. Place AG_EnemyAnimatorCore above MOG plugins in the plugin list.
Terms of Use
- Free to use in personal and commercial RPG Maker MV projects
- Credit is required: Anaryx Plugin
- Do not redistribute or reupload the plugin file
- Do not remove or alter the author signature inside the plugin
- Do not claim as your own or sell the plugin itself
Feedback, Bug Reports and Support
If you experience issues, encounter bugs, or have suggestions, leave a comment on this page or contact directly.
Contact: anaryxproject@gmail.com
AG_EnemyAnimatorCore.js -- part of the Anaryx Plugin ecosystem.
Built for RPG Maker MV developers who want animated enemy battlers without external tools.
Every plugin carries an integrity signature -- do not remove or alter it.
anaryx-plugin.itch.io
| Published | 18 days ago |
| Status | Released |
| Category | Other |
| Author | anaryx-plugin |
| Content | No generative AI was used |
Download
Click download now to get access to the following files:
Development log
- FREE PLUGIN ANIMATION FRONTVIEW BATTLER18 days ago
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