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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>
ParameterDescription
idle / attack / hit / deathAnimation type (required)
0-3Frame range: start-end. Use N-N for a single frame.
loopMakes the animation repeat. Recommended for idle.
speed:NTicks per frame advance. Lower = faster. Default: 6.
img:file1,file2Individual PNG mode. Comma-separated filenames from /img/enemies/.
img:file_1~file_3Range 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: WxHDisplay size override. Accepts pixels (200x300) or percent (50%x75% or 50%).
hue: NHue shift applied to all frames. Range 0-360.
attackzoom: scale:N offsety:N duration:NAttack 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:

IDState
1KO (Dead)
4Poison
5Blind
6Sleep
7Paralysis
8Rage
9Confusion
10Charm
11Silence
12Slow
13Stop
<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_N has the same priority as the normal attack animation.
  • If a skill has no custom animation defined, it falls back to the attack animation.
  • 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>
ParameterDescriptionDefault
scale:NZoom multiplier at the peak of the attack1.3
offsety:NDownward pixel offset at the peak40
duration:NTotal tween duration in frames10

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

  1. Place AG_EnemyAnimatorCore_EN.js or AG_EnemyAnimatorCore_ID.js into your project's js/plugins/ folder.
  2. Enable it in the RPG Maker MV Plugin Manager.
  3. Prepare your sprite sheet or individual PNG files and place them in img/enemies/.
  4. Open Database → Enemies, select an enemy, and add the notetag to the Note field.
  5. Set the enemy's Battler Image to the sprite sheet filename (without extension).
  6. 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
StatusReleased
CategoryOther
Authoranaryx-plugin
ContentNo generative AI was used

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AG EnemyAnimator MV.rar 56 kB

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