Well im going into the java script then i will dig through the plugin and see what i have to do it looks absolutley amazing and i use those sprites for my game as well. If anybody figures out how please share will be digging through the jave script etc and checking back here as i have nothing else to do today lol.I am fairly certain I can mimic about 90% of the stuff that's going on in that video. From what I could tell, lots of those sequences involve the custom sprites having certain "stances" that the default MV ones don't, such as the dashing one. He might actually be using the sprites themselves IN the Animations Database editor, such as for when the wolf guy is in that lightning ball shooting through the enemy.
Hmmm very creative i never thought about using the sprites in the actual animations hmm let me give that a try. Do you know how i can make my characters sprite stay in spell casting animation until the entire spells animations are complete. Thats what im currently struggling with.@Miseryfactory77: That is currently impossible with the plug-in. The only way you'd be able to do that is with custom-made side-view battler sheets (you can change them mid-sequence I believe), or do your animations all within the actual "Animations" tab of the Database.
For the second one, you'd manually port over sprite sheets into Animation format and then do all the movements, angles, etc there. To accomplish this, you'd have to make sure to set your character's opacity to "0%" within the action sequence.
<whole action>move user: forward, 48, 12wait for movementmotion chant: useraction animationopacity not focus: 0%, 60wait for opacityopacity user: 0%, 60wait for opacityani wait: 20animation 140: enemiesaction effectimmortal: target, falseWait 10</whole action> <follow action>opacity not focus: 100%, 60wait for opacityopacity user: 100%, 60wait for opacity</follow action>