Just out of curiosity, is there any way to change the anchor point on an actor's Side View Battler sprite?
I'm currently trying to create a custom battler pack with hand-drawn quality actors (instead of tiny sprites), kind of like what you might see from Aekashic...which I'm not too sure how to go about beyond scaling up the .png in the sv_actors file, but it seemed to work out fine (initially).
However, while testing out the new big-size battlers with a crudely drawn bouncy eyeball guy, I found that the VFX that would usually fall right on top of the standard battlers would appear far above them (ie. in the middle of where a really, really big pixel-style character would be), which looks kind of goofy!
So right now I'm wondering if there's a way to specify anchors on a case-by-case basis, or if there's a plugin that can help accommodate with the new animation sheet size, or any other way I can get the new high-res characters in without too much fuss. Is there any way to handle this (like having high-res sheets be displayed at around the same size as MV's standard ones), or is RPG Maker stuck at a very strict resolution?
(Also here are some images for reference, one with a larger battler and one with a standard one)
Large Battler Support
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I think you can use Yanfly's action sequence plugins to achieve this.
If I recall correctly, you can change the Y coordinates for the attacker to a certain amount.
Though it does look quite intimidating at first to use it, it's quite simple. And there are a lot of templates out there that you can copy-paste and adjust to your own liking. -
Yanfly's battle engine core lets you set custom anchor points for sideview battlers.
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Checked this one out first since it seemed like the simplest answer, but it seems like the <Anchor X> and <Anchor Y> tags are more about changing the location of whatever's on the SV animation sheet than changing where things are "aimed" on it.Yanfly's battle engine core lets you set custom anchor points for sideview battlers.
So, since I've scaled the sheet up, I figured adjusting the Anchor Y would fix things, but it basically just dropped the actor down a bit (while the location of where its VFX were aimed stayed the same).
This might achieve the same effect as the <Anchor Y> solution in the Battle Engine Core (ie. just moving the actor rather than re-establishing the coordinates on each frame that VFX animations are directed to), although I'm pretty sure that Action Sequences can set the coordinates of VFX animations relative to their target.I think you can use Yanfly's action sequence plugins to achieve this.
If I recall correctly, you can change the Y coordinates for the attacker to a certain amount.
Though it does look quite intimidating at first to use it, it's quite simple. And there are a lot of templates out there that you can copy-paste and adjust to your own liking.
I've looked through all 3 Action Sequence plugins and it seems like you can do this kind of stuff with actors (move the attacking actor to X/Y of the target) but there's no obvious way to do this with anything aside from actors, enemies, and the camera - but if there's something I've missed, please let me know!