This script allows you to control the zoom-level for each battle sprite in battle. You can increase or decrease the size of sprites, allowing you to provide a more realistic feel to your battles.
Script: download here
In the script editor, place this script below Materials and above Main
In your troop events, make the script call
zoom_enemy_sprite(enemy_index, zoom_percent) zoom_enemy_sprite(enemy_index, zoom_x, zoom_y)
You can look up the index by selecting one of the “enemy battle” event
commands such as “Change Enemy HP”, showing the dropdown list, and looking at
the index before the enemy name.
zoom_percent is how much that you want to increase or decrease the
sprite’s size by. 1 is original size, 0.5 is half the size, 2 is double size.
You are free to choose any other number in between.
If you choose to specify both the zoom_x and zoom_y separately, they are used
to stretch the sprite horizontally or vertically if that is what you want.
You can run your events on turn 0 to set them before the battle begins.
Double the size of enemy 3 (scaling)
To resize enemy 4 by stretching it horizontally by 2 and compressing it vertically to half, use
zoom_enemy_sprite(4, 2.0, 0.5)
When I use an animated battler, my character sprite is zoomed out of the window while my monster is correctly zoomed. Do you have any knowledge on how to fix my problem?
My assumption is that there is some compatibility issue with the animated battler script you’re using. If you send me a new project with just the animated battlers and this zooming script showing the issue I could look at it.
Is there a way to active the zoom only when I do a critical hit or a super special attack ?
You’d need to use other scripts in order to activate things during critical hits, and maybe use the functionality provided by this script.