
Turn of the stepping animation and add items/message what-have-you-not. Then you use another move route to turn on stepping so the action cycles through the cells. (Facing down for example.) Next You change the sprite sheet to the one with the desired action. The first part sets the player in the correct direction. The sprite just doesn't want to switch for me when I test it out. In theory this should change the actor to do an action then change them back after the event is over. Will edit this if I can get it working or figure out what I am doing wrong.) But trying to change a character's sprite into another isn't going so well. Having trouble getting the player's sprite to change during an event properly. (Reaching into your pocket from all four directions for example.) How to get it to actually work. Take a look how $BigMonster1 and $BigMonster2 are laid out.You would want one sheet per action (as seen from all four views) unless an action is only done from a certain facing. This is a big waste of sprite sheet space, but you can put multiple big sprites on the same sheet and reuse those. Then in the Options pane (directly below the Graphics) you must uncheck ‘Walking Animation’ and check "Direction Fix’ so the sprite cannot move. In the little ‘Graphics’ pane it should show your sprite.


You then place an event, and in the event editor window, select the image in your sprite sheet.

The way we make large events that don’t move, like doors, or ‘$BigMonster1’s is by placing our image in 1/12th the space of a sprite sheet. This is where the limitations of the engine start to creep up… The $ flag on a file name only makes RPG Maker VX Ace use each approximate 1/3x1/4 of the file at a time, animating it like a character when it moves.

If I want to make a very large sprite as an event, and display the whole thing at once, how would I go about that?
