open the plugin using notepad++ or anything that can open .js files and find this lines.
Sprite_OTBTurnOrder.prototype.updateSelectionEffect = function() {
if (this._battler.isSelected()) {
this._selectionEffectCount++
if (this._selectionEffectCount % 30 < 15) {
this._battlerSprite.setBlendColor([255, 255, 255, 64]);
} else {
this._battlerSprite.setBlendColor([0, 0, 0, 0]);
}
this._battlerSprite.scale.x = this._largeScale;
this._battlerSprite.scale.y = this._largeScale;
this._background2Sprite.opacity = 255;
this._background1Sprite.opacity = 0;
} else if (this._bigAppearance && this.x === this._targetX) {
this._battlerSprite.setBlendColor([0, 0, 0, 0]);
this._battlerSprite.scale.x = Math.min(this._largeScale, this._battlerSprite.scale.x + 0.9);
this._battlerSprite.scale.y = Math.min(this._largeScale, this._battlerSprite.scale.y + 0.9);
this._background2Sprite.opacity = 255;
this._background1Sprite.opacity = 0;
} else {
this._battlerSprite.setBlendColor([0, 0, 0, 0]);
this._battlerSprite.scale.x = 1.9 * this._baseScale;
this._battlerSprite.scale.y = 1.9 * this._baseScale;
this._background1Sprite.opacity = 255;
this._background2Sprite.opacity = 0;
For your situation i think you only need to make it big. So edit this lines,
this._battlerSprite.scale.x = Math.min(this._largeScale, this._battlerSprite.scale.x + 0.9);
this._battlerSprite.scale.y = Math.min(this._largeScale, this._battlerSprite.scale.y + 0.9);
And this,
this._battlerSprite.scale.x = 1.9 * this._baseScale;
this._battlerSprite.scale.y = 1.9 * this._baseScale;
Just edit the numbers(for me of course is 0.9 and 1.9) until you get your sprite big.
It's for the enemies and actors. Nice battler anyway.
EDIT: Oh and tell me if you did it.
EDIT 2: Oh hey
@Low i think this too will do. I forgot. Sorry.
Sprite_OTBTurnOrder.prototype.setupBattlerBitmapScale = function() {
var lh = this.lineHeight();
var largerDimension = Math.max(this._battlerSprite.width, this._battlerSprite.height);
if (largerDimension > lh) {
var rate = lh / largerDimension;
this._battlerSprite.scale.x = rate;
this._battlerSprite.scale.y = rate;
}
this._baseScale = rate;
this._largeScale = Math.min(2, 3.5(change this) * this._baseScale);