Two neat, but possibly important tricks.
-Using
Galv's Character Animations, you should set a common event like this:
Set Movement Route: Player
Image: JoeSchmoe%(8)(0)
Script: PATTERN UNLOCK
Replacing
JoeSchmoe with whatever the sprite is called for the player character and selecting the idle animation which would be the second 0.
A common event isn't necessary but makes the events look less cumbersome. Plus you'll have to do it all the time. The script uses
Yanfly's Move Route Core which I will cover briefly soon.
Why do this? When a message box is open, your player's sprite will be locked in the last action they took (as in running or walking.) Just apply this common event before every message or anything that stops player control so they're not jogging in place or whatever.
-
Yanfly's Move Route Core is a great help for the poses. Here's an example of what you can do with this plugin:
Set Movement Route: Player
Script: PATTERN LOCK: 0
Turn Up
Image: JoeSchmoe Poses 1 (x)
Script: PATTERN LOCK: 0
Wait: 5 Frames
Script: PATTERN UNLOCK
Stepping Animation ON
Wait: 30 Frames
Script: PATTERN LOCK: 2
X is the index of the pose, starting from 0. In my case I used 1 which makes the player kneel. Don't forget to have them turn to the correct direction.
After this you should call the Common Event to reset the character sprite. This is why in the common event you added the script should you use this plugin.
This sequence makes my character kneel at a chest. Modify it to your desires.
Keep in mind that with the animations your character sprites may often flicker as a result of them resetting to the neutral standing position in the poses. I did this when I made the player character kneel to open a chest.
Edit: To remove the flicker, I'd put "Script: PATTERN LOCK: 0" before changing the image in the move event sequence. This forces them into the neutral standing position. I modified my code for use in a common event. Again to reduce clutter.