Weapon Sprites Enhanced - v1.14b
Rexal
Intro - Tired of the limitations MV puts on the images you use? Be tired no more!
Using Yanfly's plugins? Consider this instead.

What's new:
- Enemies should respect their equipment and no longer only use a dagger.
- Added Weapon Index tag for enemies that lets you equip a weapon onto said enemy.
Download - Here
Demo(for all of my plugins) - Here
Features -
- set the file name for weapon sprites
- change the sprite's hue
- define how many frames of animation the weapon has
- set the sprite's index
- have the actor play a specified animation when attacking with the weapon
- have the weapon play a sound whenever you attack
- have the weapon's image be whatever size you want.
- have the weapon be positioned wherever you want.
Note Tags -

Spoiler
Spoiler
[Enemies]-----------------------------------------------------------------------------------------------------
Weapon Index: id
Equips the enemy with this weapon.
[Weapons]---------------------------------------------------------------------------------------------------
[Enhanced Sprite]
Enables the use of the Tags. Implemented to ensure compatibility with other scripts that modify Sprite_Weapon, and to allow you to also use regular weaponType sprite functionality.
Weapon Image: img
Sets the weapon's image.
Ex: WeaponImage: weapons1
Weapon Index: id
Sets the weapon ID. Do not use zero.
Ex: WeaponID: 1
Weapon Hue: hue
Shifts the weapon's hue.
Ex: WeaponHue: 46
Weapon Motion: motion
Plays the specified SV motion. This isn't limited to the basic attack motions in the System Database.
Ex: WeaponMotion: swing
Weapon Frames: frames
Sets the amount of frames the weapon image uses.
Ex: WeaponFrames: 3
Weapon Size: widthxheight
Defines how big the weapon image's frame is. does not scale the weapons themselves, you have to do that manually.
Ex: WeaponSize: 96x64
Weapon Sound: se, pan, pitch, volume
Plays a sound whenever the actor attacks.
Ex: WeaponSound: wind7, 0, 150, 100
Weapon Offset: x,y
Offsets the weapon position by the specified amount.
Ex: WeaponOffset: -30,200
Weapon Speed: frames
The amount of frames the weapon takes to move to the next animation frame. If this isn't used, it'll use 36/frames instead.
Ex: WeaponSpeed: 12
[Enemies]-----------------------------------------------------------------------------------------------------
Weapon Index: id
Equips the enemy with this weapon.
[Weapons]---------------------------------------------------------------------------------------------------
[Enhanced Sprite]
Enables the use of the Tags. Implemented to ensure compatibility with other scripts that modify Sprite_Weapon, and to allow you to also use regular weaponType sprite functionality.
Weapon Image: img
Sets the weapon's image.
Ex: WeaponImage: weapons1
Weapon Index: id
Sets the weapon ID. Do not use zero.
Ex: WeaponID: 1
Weapon Hue: hue
Shifts the weapon's hue.
Ex: WeaponHue: 46
Weapon Motion: motion
Plays the specified SV motion. This isn't limited to the basic attack motions in the System Database.
Ex: WeaponMotion: swing
Weapon Frames: frames
Sets the amount of frames the weapon image uses.
Ex: WeaponFrames: 3
Weapon Size: widthxheight
Defines how big the weapon image's frame is. does not scale the weapons themselves, you have to do that manually.
Ex: WeaponSize: 96x64
Weapon Sound: se, pan, pitch, volume
Plays a sound whenever the actor attacks.
Ex: WeaponSound: wind7, 0, 150, 100
Weapon Offset: x,y
Offsets the weapon position by the specified amount.
Ex: WeaponOffset: -30,200
Weapon Speed: frames
The amount of frames the weapon takes to move to the next animation frame. If this isn't used, it'll use 36/frames instead.
Ex: WeaponSpeed: 12
Terms of Use - Free for commercial and non-commercial use.
Future Plans -
- Allow states to change weapon image...or allow weapons to change their image depending on the state.
- Let you set the weapon to be in front of the actor instead of behind them.
Change Log -
Spoiler
Spoiler
v1 -
Initial Release
v1.01 -
-Fixed error when using barehanded.
-Fixed the weapon not showing an animation when its Weapon Type's SV motion is undefined.
-Removed the Sprite_Weapon.prototype.initMembers overwrite function as there was no point to it
and it made certain plugins incompatible.
-WeaponSize is integrated but most likely not in working condition.
Use at your discretion.
v1.1 -
- Added WeaponSound. It'll have the weapon play a sound whenever the actor attacks.
- Added WeaponOffset. This allows you to set the position of the weapon.
- WeaponSize actually works as it's supposed to now.
- cleaned up the script a bit to make it easier to read.
- Had no choice but to Overwrite Sprite_Weapon.prototype.update. Fingers crossed that didn't actually do anything negative.
v1.11 hotfix -
- Fixed the weapon position.
v1.12 -
- Changed the frame speed of the weapons so they match the default ones.
- Added WeaponSpeed so you can define your own speed.
v1.13 -
- Made the weapons stay put when you set the offset.
v1.14a -
-Works with animated enemies now.
-Rewrote the tags. Legacy spelling still works.
v1.14b-
- Works with anything that equips weapons to enemies now.
v1 -
Initial Release
v1.01 -
-Fixed error when using barehanded.
-Fixed the weapon not showing an animation when its Weapon Type's SV motion is undefined.
-Removed the Sprite_Weapon.prototype.initMembers overwrite function as there was no point to it
and it made certain plugins incompatible.
-WeaponSize is integrated but most likely not in working condition.
Use at your discretion.
v1.1 -
- Added WeaponSound. It'll have the weapon play a sound whenever the actor attacks.
- Added WeaponOffset. This allows you to set the position of the weapon.
- WeaponSize actually works as it's supposed to now.
- cleaned up the script a bit to make it easier to read.
- Had no choice but to Overwrite Sprite_Weapon.prototype.update. Fingers crossed that didn't actually do anything negative.
v1.11 hotfix -
- Fixed the weapon position.
v1.12 -
- Changed the frame speed of the weapons so they match the default ones.
- Added WeaponSpeed so you can define your own speed.
v1.13 -
- Made the weapons stay put when you set the offset.
v1.14a -
-Works with animated enemies now.
-Rewrote the tags. Legacy spelling still works.
v1.14b-
- Works with anything that equips weapons to enemies now.