Any plugin to make bigger cell for attack anim?

I used plugin like CT_bolt Animation Extended and Coolie Individual Anim Dimension and yet, the attack animation remain the same as in 192x192. making my sprite to be cutted off. Can anyone tell me how to use it because even if i try every step it just won’t do anything. Or maybe an easier plugin to use.

Fuhhhhhh…

I’m not entirely sure if this will solve your problem since I haven’t personally needed to use larger animation cells before, but I took a look at the CTB Animation Extended plugin. It seems like it supports changing the cell size.

For example, you can rename the animation sheet to something like 400!AnimationName.png, which should make the cell size 400×400 instead of the default 192×192. The extended version of the file should then go into the img/animations/extended/ folder.

I haven’t tested this myself though, so I’m not 100% sure if it will work in your specific setup.

Both of those plugins overwrite the same function, Sprite_Animation.prototype.updateCellSprite, so with both turned on only the one lower in the plugin list actually does anything. I’m wondering if that’s the whole problem here. For example the CT_Bolt files are set up right but Coolie sits below it, so Coolie draws the cells and, since the animation name has no tag, it uses 192. I’d turn one of them off and stick with a single method.

If you keep CT_Bolt, the ! has to be in the filename the animation points to in the database, like 400!YourAnim. It looks for img/animations/extended/400!YourAnim.png first and falls back to the normal img/animations/400!YourAnim.png if it can’t find that. Press F8 during a playtest to open the console, it prints a “does not exist” line whenever the extended file isn’t found, so you’ll know right away if the name or folder is off.

If you keep Coolie, the tag goes in the animation’s name in the database, not the filename, like Fireiad:400,400,+0,+0 with no spaces. Both sheets in that animation need the same cell size, and the editor preview won’t reflect it, so it will look wrong in the editor and right in game.

I didn’t use both. I used one after another if it didn’t work. Even so, none of it did.

The one that worked the best as of now is YED_SideViewBattler but for some reason the index doesn’t work??

It remain the same as In index 0 a.k.a the idle no matter what I changed. And idk what to do at this point…

<Sideview Battler Frames: 9>

<Sideview Battler Speed: 20>

<Sideview Battler Size: 646, 677>

<Scale Sprite: 50%>

Name: walk

Index: 1 (<- doesnt do anything???)

Loop

Frames: 3

Speed: 20

</Sideview Battler Motion>

Two things I’m wondering about in that notetag.

There’s a closing </Sideview Battler Motion> but no opening <Sideview Battler Motion> above the Name line. If it sits that way in the note box, the block never gets read at all, so Index has nothing to act on. Each motion needs its own open and close pair.

The bigger one is that walk looks like the only motion you’ve defined. An actor standing there in battle is playing wait, not walk, so if there’s no wait block it falls back to index 0. That matches what you’re seeing pretty closely, the sprite staying on row 0 no matter what you put in Index, because walk only plays when the actor steps toward the target. So I think I’d add a wait block first:

<Sideview Battler Motion>
Name: wait
Index: 0
Loop
Frames: 3
Speed: 20
</Sideview Battler Motion>
<Sideview Battler Motion>
Name: walk
Index: 1
Loop
Frames: 3
Speed: 20
</Sideview Battler Motion>

Index is a row on the sheet, and with Size at 646, 677 each row is 677 tall. So the sheet has to be tall enough to actually have a row 1, meaning 1354 or more. If it’s a single row image then index 1 is pointing past the bottom edge and there’s nothing there to draw.

Worth double checking <Sideview Battler: YourSheetName> is up top too, since the motion blocks don’t do much without it.

There is multiple row within the sprite sheet. Here’s the one that I used

So the idle work out just fine using index 0

but when i want it to show the attack animation using index 1, it doesn’t change to it. And instead, it keep showing index 0 either way…

oh, and i tried fixing it, too.

<Sideview Battler: candy>
<Sideview Battler Frames: 9>
<Sideview Battler Speed: 20>
<Sideview Battler Size: 646, 677>
<Sideview Battler Weapon: false>
<Scale Sprite: 50%>

<Sideview Battler Motion>
Name: wait
Index: 0
Loop
Frames: 3
Speed: 20
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: walk
Index: 0
Loop
Frames: 3
Speed: 20
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: defend (<- for the test of the animation)
Index: 1 (<- still doesnt do anything)
Loop
Frames: 9
Speed: 20
</Sideview Battler Motion>


Hmm, the name Defend isn’t one of the motion names MV asks for, so that block never gets played and the sprite stays on wait. When an actor guards, MV requests guard, so rename it to that. The full set is walk, wait, chant, guard, damage, evade, thrust, swing, missile, skill, spell, item, escape, victory, dying, abnormal, sleep, dead. For a normal attack it’s thrust, swing or missile depending on the weapon type’s setting in System → [SV] Attack Motions, so an attack row would be named one of those, not attack.

The cell size. The forum shows that sheet at 1920×1341. With Size at 646, 677 and Frames at 9, one row would need to be 5814 wide, so most of those frames point past the right edge. 1920 divided by 9 is about 213, and 1341 divided by two rows is about 670, so if the sheet is laid out as 9 across by 2 down I’d try Size: 213, 670 and see if the frames line up.

So… Basically, scaling down the whole individual sprite?

2026-08-17 17-04-59.zip (2.4 MB) I recorded on how it actually is in-game and even if i fixed the name it doesn’t work… is it hopeless, chat? ;-;

Not scaling, no. Size tells the plugin how big each cell is on the sheet so it knows where to cut, and Scale Sprite is the only thing that changes how big it draws in game. With Size at 646 wide on a 1920 wide sheet only three cells fit per row, so any frame past the third is reading blank space to the right of the image. I’m wondering if that’s why the sprite vanishes in your video. The wait motion only uses 3 frames so it stays on the part of the sheet that exists, but the attack runs 9 frames, and by frame 4 it’s drawing nothing, which is what the second screenshot looks like to me.

So I’d try Size: 213, 670 with Frames: 9 left alone. The sprite will draw at its real cell size then, so if it ends up smaller than you want, raise Scale Sprite from 50% instead of touching Size.

Can you paste the attack motion block as it is now, with the new name?

<Sideview Battler: candy>
<Sideview Battler Frames: 9>
<Sideview Battler Speed: 20>
<Sideview Battler Size: 646, 677>
<Sideview Battler Weapon: false>
<Scale Sprite: 50%>

<Sideview Battler Motion>
Name: wait
Index: 0
Loop
Frames: 3
Speed: 20
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: walk
Index: 0
Loop
Frames: 3
Speed: 20
</Sideview Battler Motion>

<Sideview Battler Motion>
Name: guard
Index: 1
Loop
Frames: 9
Speed: 20
</Sideview Battler Motion>


here’s the new one.
also, I don’t think there’s any sprite that vanished? The problem rn is that the sprite didn’t bother to change to what supposedly be index 1?