Так и в чем проблема? Открой SD и посмотри внутре,
незашифровано же; все есть там анимации шага как раз и не только они. Что там непонятно?
Ах, таки нет. Мы зашифровали. Не помню почему.
Тебе нужно поставить адд-он скрипт к янфлаю:
#==============================================================================
#
# ¥ Yami Engine Symphony - Add-on: Enemy Character Set
# -- Last Updated: 2012.10.20
# -- Level: Nothing
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["BattleSymphony-EnemyCharset"] = true
#==============================================================================
# ¥ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.10.20 - Finished Script.
# 2012.07.01 - Started Script.
#
#==============================================================================
# ¥ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
# Remember to put this script under Battle Symphony.
#
#==============================================================================
#==============================================================================
# ¡ Regular Expression
#==============================================================================
module REGEXP
module SYMPHONY
CHARSET = /<(?:BATTLER_SET|battler set):[ ]*(.*)>/i
WEAPON1 = /<(?:WEAPON_1|weapon 1):[ ]*(\d+)>/i
WEAPON2 = /<(?:WEAPON_2|weapon 2):[ ]*(\d+)>/i
SHIELD = /<(?:SHIELD):[ ]*(\d+)>/i
end
end
#==============================================================================
# ¡ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_bes_ec load_database; end
def self.load_database
load_database_bes_ec
load_notetags_bes_ec
end
#--------------------------------------------------------------------------
# new method: load_notetags_bes_ec
#--------------------------------------------------------------------------
def self.load_notetags_bes_ec
groups = [$data_enemies]
groups.each { |group|
group.each { |obj|
next if obj.nil?
obj.battle_symphony_enemy_charset
}
}
end
end # DataManager
#==============================================================================
# ¡ RPG::BaseItem
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :character_name
attr_accessor :character_index
attr_accessor :eweapon_1
attr_accessor :eweapon_2
attr_accessor :eshield
#--------------------------------------------------------------------------
# new method: battle_symphony_enemy_charset
#--------------------------------------------------------------------------
def battle_symphony_enemy_charset
self.note.split(/[\r\n]+/).each { |line|
case line
when REGEXP::SYMPHONY::CHARSET
str_scan = $1.scan(/[^,]+/i)
@character_name = str_scan[0]
@character_index = str_scan[1].to_i
when REGEXP::SYMPHONY::WEAPON1
@eweapon_1 = $1.to_i
when REGEXP::SYMPHONY::WEAPON2
@eweapon_2 = $1.to_i
when REGEXP::SYMPHONY::SHIELD
@eshield = $1.to_i
end
}
end
end # RPG::BaseItem
#==============================================================================
# ¡ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :character_name
attr_reader :character_index
#--------------------------------------------------------------------------
# alias method: initialize
#--------------------------------------------------------------------------
alias bes_ec_initialize initialize
def initialize(index, enemy_id)
bes_ec_initialize(index, enemy_id)
@character_name = enemy.character_name
@character_index = enemy.character_index
end
#--------------------------------------------------------------------------
# alias method: use_charset?
#--------------------------------------------------------------------------
alias bes_ec_use_charset? use_charset?
def use_charset?
flag = @character_name.nil? && @character_index.nil?
return true if !flag
return bes_ec_use_charset?
end
#--------------------------------------------------------------------------
# new method: use_8d?
#--------------------------------------------------------------------------
def use_8d?
return @character_name =~ /(_8D)/i if use_charset?
end
#--------------------------------------------------------------------------
# new method: dual_wield?
#--------------------------------------------------------------------------
def dual_wield?
self.enemy.eweapon_1 && self.enemy.eweapon_2
end
#--------------------------------------------------------------------------
# new method: weapons
#--------------------------------------------------------------------------
def weapons
result = []
result.push($data_weapons[self.enemy.eweapon_1]) if self.enemy.eweapon_1
result.push($data_weapons[self.enemy.eweapon_2]) if self.enemy.eweapon_2
result
end
#--------------------------------------------------------------------------
# new method: equips
#--------------------------------------------------------------------------
def equips
result = []
result.push($data_armors[self.enemy.eshield]) if self.enemy.eshield
end
end # Game_Enemy
#===============================================================================
#
# END OF FILE
#
#===============================================================================
Потом открываешь датабазу, вкладку enemy и в окне notes прописываешь
<battler set: названиефайлабезрасширения, 0>
где названиефайлабезрасширения - это название файла спрайт-листа врага, без расширения
0 - это дефолтный параметр спрайта который нужно взять, те есть левый верхний в спрайт-листе, обычное движение там рисуется
ps. На всякий случай напомню что для полных спрайт-листов в стиле кадуки в конце названия файла добавляется
_8D