[MV] Change Player Character GFX when Standing Still / Walking / Dashing
BMM Archive · July 15, 2026
Original Source
- Original title: [MV] Change Player Character GFX when Standing Still / Walking / Dashing
- Original author: MikeMakes
- Original date: November 3, 2015
- Source thread: https://forums.rpgmakerweb.com/threads/mv-change-player-character-gfx-when-standing-still-walking-dashing.49106/
- Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Requests
Summary
Nature of Request Hello, I'm looking for a plugin that allows player graphic change during the following animation sequences: Standing Still, Walking, and Dashing. It would add a sense of lively polish. It needs to be compatible with Shaz's "More Character Frames" plugin or any similar plugin to account for custom character spritesheets that have more than three default frames in an animation cycle. Notes - By default, MV incorporate the character sprite's [standing Still] frame as part of its walking animation cycle.
Archived First Post
Hello, I'm looking for a plugin that allows player graphic change during the following animation sequences: Standing Still, Walking, and Dashing. It would add a sense of lively polish. It needs to be compatible with Shaz's "More Character Frames" plugin or any similar plugin to account for custom character spritesheets that have more than three default frames in an animation cycle.
Notes
- By default, MV incorporate the character sprite's [standing Still] frame as part of its walking animation cycle.
- This causes animation problem for custom character spritesheets whose [standing Still] frame is not part of the walking cycle.
- This is why I'm requesting for Standing Still graphic change as well.
Possible Method (Suggestion only, Scripter is free to use whatever method to make this plugin convenient to script and to use)
- Due to MV's animation cycle configuration and "More Character Frames" plugin requiring the actor spritesheet to be renamed such as $Actor [5 5 5 5] (where is 5 the number of frames of each direction - down, left, right, up) to take effect, the Plugin to be scripted might have to call for different spritesheets of the character depending on the movement:
- If character is walking: change graphic to use Walking(Default?) spritesheet.
- If character is dashing: change graphic to use Dashing spritesheet.
- If character has no movement: change graphic to use Standing Still spritesheet.
- (for those who use RTP style 3 frame walking animation cycle, this could also be used for idling animation or different standing animation.)
Considerations
- Change of lead character
- Mouse movement
References
Shaz's "More Character Frames"
MV's Animation Cycle configurations
(js folder -> rpg_objects.js -> around line 6558 on "pattern"
Idea of How was done in VXA (thank you MaxLionheart for the links):
Victor Charaset Animation Control
Victor Multi Frames
Placeholder Templates
$Actor_Still [4 4 4 4]
$Actor_Walk [4 4 4 4]
$Actor_Dash [4 4 4 4]
Thank you.
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