OZZ Battler Animations
A new animation format for both actors and enemies in combat.
Link: RMXPVXA-Scripts/MZ/OZZ_BattlerAnimation.js at master · orochii/RMXPVXA-Scripts · GitHub
License: MIT
Features:
- Customizable animation format.
- Set up animations frame-by-frame, with each frame having its own delay.
- Unlimited everything.
- Set a new animation configuration based on the sv_actor’s name.
- Any file without a proper configuration will stay using the default behaviour (both enemies and actors).
- Set an enemy to use an animated sv_actor graphic instead if the filename is registered (it will only use the custom animation, this doesn’t add support for enemies using default sv_actor animations, unless you manually redo the animations to mimick it).
- Battlers can move towards the enemy if wanted. Can be set by battler (actor/enemy), weapons can override actor’s setting, and skills can either use the walkToTarget:battler setting or to always force it.
The animation names use the default naming.
walk: character walking left
wait: character waiting for action (standby, idle)
chant: casting animation
guard: defense stance
damage: animation shown when hurt
evade: shown when evading an attack
thrust: thrust attack animation (i.e. spears)
swing: swing attack animation (i.e. swords)
missile: shoot attack animations (i.e. bows)
skill: using non-magic skill animation
spell: using magic animation
item: using items
escape: character walking right
victory: …victory animation
dying: low-hp or weakened animation
abnormal: when suffering from a bad altered status
sleep: bad status, for sleep and sleep-adjacent stuff
dead: death status animation
Only the wait should be necessary, but this means that everything will default to your “wait” animation. Besides that you can create new animations and use them in your own code using the default requestMotion function.
Example Media
Example assets
The following will depend on you entirely setting these up. This is meant to be completely free-form.


