JRand

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I am using the Medieval PVG spritesheets. Currently, I've been using Yanfly's animated SV enemies, which worked perfectly for the MV-style sheets. But, not the Holder ones, obviously. I've tried Yami's Sideview Battler plugin. It does allow Holder-style sheets to work, but in turn, it breaks my MV sheets and no configuration seems to work.

I was told I didn't need tags for the default style sheets, but not using tags just leaves me with the huge frontview bust, not the sideview battler sprites. The following is an example of the configuration I tried:

<Sideview Battler: Reanimate_1_MVsv>

<Sideview Battler Frames: 3>

<Sideview Battler Speed: 12>


<Sideview Battler Size: 128,128>

<Sideview Battler Motion>
Name: Walk
Index: 0
Loop
Frames: 3
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Wait
Index: 1
Loop
Frames: 3
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Chant
Index: 2
Frames: 3
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Guard
Index: 3
Loop
Frames: 3
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Damage
Index: 4
Frames: 3
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Evade
Index: 5
Frames: 3
Speed: 4
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Thrust
Index: 0
Frames: 3
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Swing
Index: 1
Frames: 3
Speed: 6
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Missile
Index: 2
Frames: 3
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Skill
Index: 3
Frames: 3
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Spell
Index: 4
Frames: 3
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Item
Index: 5
Frames: 3
Speed: 2
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Escape
Index: 0
Frames: 3
Speed: 2
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Victory
Index: 1
Loop
Frames: 3
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Dying
Index: 2
Loop
Frames: 4
Speed: 3
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Abnormal
Index: 3
Loop
Frames: 3
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Sleep
Index: 4
Loop
Frames: 3
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: Dead
Index: 5
Frames: 3
</Sideview Battler Motion>

But, this doesn't work. Some sprites are correctly but ones such as the thrust/attack motion are not.

I've tried indexes 0–5 for that, and nothing.

So, is there a working plugin that will allow Holder-style SV battler sprites in MV without breaking MV-style sprites?
 

Poryg

Dark Lord of the Castle of Javascreeps
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Quxios's plugins.
 

Andar

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I've tried indexes 0–5 for that, and nothing.
without knowing what plugin you've used for that configuration I can't be sure, but it looks like you completely messed up the indizes in your configuration - you're configuring the sheet to use the same battlerpose (pose #5) for Evade, Item and Dead - and that doesn't sound correct, or did you do that intentionally?
 

JRand

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without knowing what plugin you've used for that configuration I can't be sure, but it looks like you completely messed up the indizes in your configuration - you're configuring the sheet to use the same battlerpose (pose #5) for Evade, Item and Dead - and that doesn't sound correct, or did you do that intentionally?

How does one count indexes? Because, if I went above 5 on any of the poses, the sprite disappeared.
 

Andar

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that is why I asked for a link to the plugins you're using - different plugins use different ways to index, and you need to follow the instructions of the plugin (you can't simply guess the numbers).

And the range of available numbers depends on the structure of the spritesheet you're using, again nothing to guess but something that needs to be checked on the sheets.
How many cells are there in your sheet? The old battlers in holders format usually had 6x11 cells iirc, and the important part of the configuration would be to tell the plugin which row of cells stands for which action.
 

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