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animated battlers not quite working????

Ok i spose your getting sick of my noobish questions by now by hey everyone has to start out somewhere right, anyways here is my problem, i am using minkoffs side battle script alonge side with 11pose spritesheets, i got it all to work havent had one problem with errors but in my battle i am getting this

http://i38.photobucket.com/albums/e108/ ... titled.jpg[/img]

as you can see, no 1 is perfect is does everything that is suppose to do

no 2 is only one line of the image and it animates all the images

no 3 is just the entire sheet i used the same sheet to show that it isn't the sheet doing it, so im thinking the script somewhere maby

it is only doing it to my team, monster troops are working fine.

if you know what wrong plz help

if you need a demo or something just ask.

please and thanks
 
This has been answered so many times before...

You have to read the instructions on the script, they explain stuff. This happens because you are using the some wrong configuration.
 
i posted something so that i can get help, because if you cant tell i don't know what the frick i am doing, i read the instructions and what i am suppose to change i am unsure of because it doesn't say "hey if your game is doing this, then do this...." so this is why i am asking for help, you can tell that i am new at this and yes i suck at it but i would like someone to at least help me or point me in the right direction. please
 
soz like i said new, dont know how to use spoliers, sorry.

Code:
#==============================================================================
# ** Animated Battlers - Enhanced   ver. 10.5                      (01-20-2007)
#
#------------------------------------------------------------------------------
#  * (1) Configuration:  The Sprite Battler Class (initialize system)
#============================================================================== 

  #==========================================================================
  #   ****                     ARROW CONTROLS                        ****   #
  #==========================================================================
  # * Just moves the targetting arrow around
  #--------------------------------------------------------------------------
  MNK_ARROW_X             = 14      # The x position for your target cursor
  MNK_ARROW_Y             = 10      # The y position for your target cursor
  
  #==========================================================================
  #   ****                    GENERAL CONTROLS                       ****   #
  #==========================================================================

  # * Default Battler Style Switches
  #--------------------------------------------------------------------------        
  DEFAULT_ENEMY           = false   # If true, these switches allows the use
  DEFAULT_ACTOR           = false   # of default battlers for actors/enemies
  DEFAULT_ENEMY_ID        = [3]     # Ids of enemies using default battlers
  DEFAULT_ACTOR_ID        = [1]     # Ids of actors using default battlers
  DEFAULT_COLLAPSE_ACTOR  = false   # If true, restores the old 'red fade'
  DEFAULT_COLLAPSE_ENEMY  = false   #   collapse effect (using spritesheets)

  
  # * Animation Frames and Animation Speed
  #--------------------------------------------------------------------------    
  MNK_SPEED               = 4       # Framerate speed of the battlers
  MNK_RUSH_SPEED          = 1.5     # Melee/Skill/Item motion speed of the battlers
  MNK_POSES               = 11      # Maximum # of poses (stances) in the template
  MNK_FRAMES              = 4       # Maximum # of frames in each pose
  MNK_FRAMES_STANDARD     = 4       # Standard # of frames played in each pose.
  
  # Individual Spritesheet Control Center
  #--------------------------------------------------------------------------        
  MNK_POSES_ENEMY         = {1=> 4}  # ID and # of poses for each enemy
  MNK_FRAMES_ENEMY        = nil       # ID and # of frames for each enemy
  MNK_POSES_ACTOR         = {2 => 4}  # ID and # of poses for each actor
  MNK_FRAMES_ACTOR        = nil       # ID and # of frames for each actor.
      
  # * Wooziness Rates
  #-------------------------------------------------------------------------- 
  MNK_LOW_HP_PERCENTAGE   = 0.25                    # Health% for WOOZY pose.
  MNK_LOW_HP_ACTOR        = {7 => 0.50, 8 => 0.75}  # Ind. health% for actors.
  MNK_LOW_HP_ENEMY        = {1 => 0.50}             # Ind. health% for enemies.
  MNK_LOW_HP_FLAT         = true                    # If true, flat rate hp
  
    
    
  #==========================================================================
  #   ****                   POSE CONTROL CENTER                     ****   #
  #==========================================================================
    
  # Editable Template (Some people wanted to change their template design)
  #--------------------------------------------------------------------------
  MNK_POSE1   =   1   # Sets the 'Ready Pose'  (MNK_POSE1)   #1 in your template
  MNK_POSE2   =   2   # Sets the 'Struck Pose' (MNK_POSE2)   #2 in your template
  MNK_POSE3   =   3   # Sets the 'Woozy Pose'  (MNK_POSE3)   #3 in your template
  MNK_POSE4   =   4   # Sets the 'Block Pose'  (MNK_POSE4)   #4 in your template
  MNK_POSE5   =   5   # Sets the 'Charge Pose' (MNK_POSE5)   #5 in your template
  MNK_POSE6   =   6   # Sets the 'Retreat Pose'(MNK_POSE6)   #6 in your template
  MNK_POSE7   =   7   # Sets the 'Attack Pose' (MNK_POSE7)   #7 in your template
  MNK_POSE8   =   8   # Sets the 'Item Pose'   (MNK_POSE8)   #8 in your template
  MNK_POSE9   =   9   # Sets the 'Skill Pose'  (MNK_POSE9)   #9 in your template
  MNK_POSE10  =  10   # Sets the 'Victory Pose'(MNK_POSE10) #10 in your template
  MNK_POSE11  =  11   # Sets the 'Defeat Pose' (MNK_POSE11) #11 in your template
    
  # Editable Template (for Custom Actor Spritesheets)
  #--------------------------------------------------------------------------
  MNK_APOSE1   =   {2 => 2} 
  MNK_APOSE2   =   {2 => 2}   # Hilda is using a Charset graphic as a battler.
  MNK_APOSE3   =   {2 => 2}   # The battler was copied into the Battler folder.
  MNK_APOSE4   =   {2 => 2}   # This setup allows you to use Charactersets for 
  MNK_APOSE5   =   {2 => 2}   # battlers battlers.
  MNK_APOSE6   =   {2 => 3} 
  MNK_APOSE7   =   {2 => 2} 
  MNK_APOSE8   =   {2 => 2} 
  MNK_APOSE9   =   {2 => 2} 
  MNK_APOSE10  =   {2 => 1} 
  MNK_APOSE11  =   {2 => 4} 
    
  # Editable Template (for Custom Enemy Spritesheets)
  #--------------------------------------------------------------------------
  MNK_EPOSE1   =   {1 => 2} 
  MNK_EPOSE2   =   {1 => 2}   # Did the same to the ghosts.  Note that enemies have
  MNK_EPOSE3   =   {1 => 2}   # no victory pose.
  MNK_EPOSE4   =   {1 => 2}   
  MNK_EPOSE5   =   {1 => 2}   
  MNK_EPOSE6   =   {1 => 3} 
  MNK_EPOSE7   =   {1 => 2} 
  MNK_EPOSE8   =   {1 => 2} 
  MNK_EPOSE9   =   {1 => 2} 
  MNK_EPOSE11  =   {1 => 11}  # Setting the ghost to an invalid pose erases it.
                        
                        
  #==========================================================================
  #   ****               EXPANDED POSE CONTROL CENTER                ****   #
  #==========================================================================
  
  # Non-Default Poses (can expand beyond the default 11 poses here)
  # (New system mimics the revised Template system.  Can use 'custom' sheets)
  #--------------------------------------------------------------------------
  # The first value in each set indicates the index number  in a spritesheet.
  # This value is  overrided by a value  in one of the other two accompanying
  # arrays... one for actor battlerss, the other for enemy battlers.
  #
  # To define a pose linked to a specific battler, the syntax is...
  # '' hash array '' = { battler.id => pose# }
  # Where Aluxes and the Ghost (RTP)  would be  the 1st battlers (per array),
  # and the pose# would be the pose in your spritesheet.
  #
  # Combinations in the  hash arrays  are possible,  so if the MNK_POSES_DYING_E
  # array has {1 => 5, 9 => 2},  then the GHOST (enemy #1) would be using the
  # 6th pose (index 5) and the 9th enemy battler would be using the 3rd pose.
  #--------------------------------------------------------------------------
  MNK_POSES_SETUP       = 7          # Choose animation pose for 'preparation'
  MNK_POSES_SETUP_A     = {2 => 4}
  MNK_POSES_SETUP_E     = {1 => 4}    
  MNK_POSES_CASTPREP    = 4          # Set 'casting' pose for skill preparation
  MNK_POSES_CASTPREP_A  = {}          
  MNK_POSES_CASTPREP_E  = {9 => 3}    
  MNK_POSES_DYING       = 6          # Choose animation pose for dying throws.
  MNK_POSES_DYING_a     = {}          
  MNK_POSES_DYING_E     = {9 => 5}    
  MNK_POSES_ESCAPE      = 2          # Set 'coward' pose for fleeing monsters)    
  MNK_POSES_ESCAPE_A    = {}         
  MNK_POSES_ESCAPE_E    = {9 => 5}   
  MNK_POSES_CRITICAL    = nil        # Set pose for BIG hits 
  MNK_POSES_CRIT_A      = {}
  MNK_POSES_CRIT_E      = {9 =>5}
  MNK_POSES_WINNING     = 4          # Set winning (Victory Dance before pose)
  MNK_POSES_WINNING_A   = {}
  MNK_POSES_WINNING_E   = {}         
  
  # Looping Poses
  #--------------------------------------------------------------------------
  # These arrays merely hold the ID  of actors or enemies whose poses loop at
  # the end of combat.  Enemies have no 'winning' animation pose.
  MNK_LOOPS_WINNING         = [7]     # Actor IDs if their victory pose loops
  MNK_LOOPS_DEFEATED_ACTOR  = []      # Actor IDs if their defeat pose loops
  MNK_LOOPS_DEFEATED_ENEMY  = []      # Enemy IDs if their defeat pose loops
    
  # Non-Default Pose Hashes (poses dependant on .id values)
  # (New system mimics the revised Template system.)
  #--------------------------------------------------------------------------
  # The first hash in each set  indicates the id number (be it skill, item or
  # otherwise, and the pose it brings up.   These mimic the 2nd array type in
  # the above Non-Default poses.   As such, a hash value of {1 => 10) for the
  # MNK_POSES_WEAPONS hash would make  the 'Bronze Sword' use the 10th index (or
  # 11th spritesheet) pose... aka the 'Defeat' pose.
  #
  # To define an advanced pose linked to a specific battler, the syntax is...
  #  = { battler.id => { item/skill.id => pose#  } }
  # ...so this gets  more complicated.   But this does allow  each battler to
  # have his or her own unique pose, regardless of spritesheet type.
  #--------------------------------------------------------------------------
  MNK_POSES_CASTED     = {61 => 6}  # Set a specific skill to use a pose
  MNK_POSES_CASTED_A   = {}         
  MNK_POSES_CASTED_E   = {}
  MNK_POSES_STATUS     = {3 => 3}   # Set status values to poses here
  MNK_POSES_STAT_A     = {}  
  MNK_POSES_STAT_E     = {}
  MNK_POSES_SKILLS     = {57 => 7}  # Default: #57(Cross Cut) does 'Attack'
  MNK_POSES_SKILLS_A   = {}  
  MNK_POSES_SKILLS_E   = {}
  MNK_POSES_ITEMS      = {13 => 4}  # Default: #13(Sharp Stone) does 'Block'
  MNK_POSES_ITEMS_A    = {}         
  MNK_POSES_ITEMS_E    = {}         
  MNK_POSES_WEAPONS    = {}         # Didn't set any weapons to any poses
  MNK_POSES_WEAPS_A    = {}
  MNK_POSES_WEAPS_E    = {}         # Non-functional (Enemies don't use 'em.)
  
  # Non-Default Pose Hashes (Hits & Critical Hits)
  # (Just like above, but pertains to specific hits and critical hits)
  #--------------------------------------------------------------------------
  MNK_STRUCK_WEAPS     = {}         # Set a specific 'Struck' to a weapon attack
  MNK_STRUCK_WEAPS_A   = {}         
  MNK_STRUCK_WEAPS_E   = {}         
  MNK_STRUCK_SKILLS    = {}         # Set a specific 'Struck' to a skill
  MNK_STRUCK_SKILLS_A  = { 7 => { 7 => 4 }}
  MNK_STRUCK_SKILLS_E  = {}
  MNK_STRUCK_ITEMS     = {}         # Set a specific 'Struck' to an item attack
  MNK_STRUCK_ITEMS_A   = {}
  MNK_STRUCK_ITEMS_E   = {}
  MNK_CRIT_WEAPS       = {}         # Set a specific 'Critical Hit' to a weapon
  MNK_CRIT_WEAPS_A     = {}
  MNK_CRIT_WEAPS_E     = {}       
  MNK_CRIT_SKILLS      = {}         # Set a specific 'Critical Hit' to a skill
  MNK_CRIT_SKILLS_A    = {7 => {7 => 10 }, 5 => {7 => 7}}
  MNK_CRIT_SKILLS_E    = {}
  MNK_CRIT_ITEMS       = {}         # Set a specific 'Critical Hit' to an item
  MNK_CRIT_ITEMS_A     = {}
  MNK_CRIT_ITEMS_E     = {}

    
  #==========================================================================
  #   ****                   FRAME CONTROL CENTER                    ****   #
  #==========================================================================

  # * Frames Control 
  #--------------------------------------------------------------------------    
  MNK_FRAMES_PER_POSE    = {}               # Set #of frames to pose(by index)

  # Advanced Individual Pose/Frame Hashes   # Advanced Individual Poses  uses
                                            # hashes within hashes. As a demo 
  MNK_POSES_FR_ACTOR = {}                   # you can see that enemy #1 has 2
  MNK_POSES_FR_ENEMY = {}                   # sets of controls:  index 0 (for
                                            # a ready pose is set to 1 frame,
  # while index 3 (block) is set to 'two' frames.   Likewise, for the actor's
  # hash, Actor #7 (Gloria) has only 1 control hash.   It sets index pose '0' 
  # (the ready pose again) to use four frames of animation (even though I had
  # set the ready pose to just use '2' with the MNK_FRAMES_PER_POSE hash earlier.

  
  #==========================================================================
  #   ****                   MOVEMENT CONTROL CENTER                 ****   #
  #==========================================================================
      
  # * Offset / Battler Overlap System
  #--------------------------------------------------------------------------    
  MNK_OFFSET            =        # How much additional space between battlers
  MNK_OFFSET_ACTOR      = {1 => -50}
  MNK_OFFSET_ENEMY      = nil
  
  # * Forward Step System (Final Fantasy-Style)
  #--------------------------------------------------------------------------    
  MNK_STEP_ATTACK       = false   # If true, battler steps forward to attack
  MNK_STEP_SKILL        = true    # If true, battler steps forward to use skill
  MNK_STEP_ITEM         = true    # If true, battler steps forward to use item
    
  # * Movement Arrays (Arrays for skill/weapon/item IDs that affect movement)
  #--------------------------------------------------------------------------    
  MNK_MOVING_ITEM       = [1]     # Examples are items that need to be applied.
  MNK_MOVING_SKILL      = [61]    # Examples are martial-arts and sneak attacks
  MNK_MOVE2CENTER_ATK   = []      # Moves battler to center based on weapon id!
  MNK_MOVE2CENTER_ITEM  = [5]     # Moves battler to center for a big item atk!
  MNK_MOVE2CENTER_SKILL = [7]     # Moves battler to center for a big skill atk!
  #
  # * Remember, do not supply Skill or Item ID#'s that have 'None' scopes into
  #   either the MNK_MOVING_ITEM or MNK_MOVING_SKILL hashes.  These skills &
  #   item attacks have no target and would cause an error when trying to find
  #   an enemy to move towards.
 

    
  #==========================================================================
  #   ****                STATIONARY CONTROL CENTER                  ****   #
  #==========================================================================
  
  # * Stationary Battlers (simple True/False settings)
  #--------------------------------------------------------------------------    
  MNK_STATIONARY_ENEMIES = false    # If the enemies don't move while attacking
  MNK_STATIONARY_ACTORS  = false    # If the actors don't move while attacking
  
  # * Arrays filled with skill/weapon/item IDs that halt movement 
  #--------------------------------------------------------------------------    
  MNK_STATIONARY_ENEMY_IDS = []       # Enemies that don't RUN during melee attacks
  MNK_STATIONARY_WEAPONS = [17,18,19,20,21,22,23,24] # (examples are bows & guns)
  MNK_STATIONARY_SKILLS  = []       # (examples are bows & guns)
  MNK_STATIONARY_ITEMS   = []       # (examples are bows & guns)


    
  #==========================================================================
  #   ****               TRANSPARENCY CONTROL CENTER                 ****   #
  #==========================================================================
  MNK_TRANSLUCENCY      = 127      # Degree of transparency
  MNK_TRANSLUCENT_ACTOR = []       # ID of actor at translucency settings
  MNK_TRANSLUCENT_ENEMY = [1, 9]   # ID of enemy at translucency settings
  MNK_PHASING           = true     # If battlers fade in/out while charging
  MNK_PHASING_ACTOR     = [1, 2]   # IDs of actors that fade in/out if charging
  MNK_PHASING_ENEMY     = [9]      # IDs of enemies that fade in/out if charging

  MNK_FADE_IN           = true     # Battler fades in if replaced or transparent

    
    
  #==========================================================================
  #   ****                CUSTOM FEATURE CENTER                      ****   #
  #==========================================================================
        
  MNK_MIRROR_ENEMIES    = true     # Enemy battlers use reversed image
  MNK_CALC_SPEED        = false    # System calculates a mean/average speed
  MNK_AT_DELAY          = true     # Pauses battlesystem until animation done.
  MNK_ADV_OFF_TURN      = 1        # Number of turns before enemies turn around.

khmp: Please put code inside code tags. That's the "#" button when making a post. You can delete this when you see it.
 
Try this, instead of the one you posted and tell me what happens. I hope this solves your problem  :grin:

Code:
#==============================================================================
# ** Animated Battlers - Enhanced   ver. 10.5                      (01-20-2007)
#
#------------------------------------------------------------------------------
#  * (1) Configuration:  The Sprite Battler Class (initialize system)
#============================================================================== 

  #==========================================================================
  #   ****                     ARROW CONTROLS                        ****   #
  #==========================================================================
  # * Just moves the targetting arrow around
  #--------------------------------------------------------------------------
  MNK_ARROW_X             = 14      # The x position for your target cursor
  MNK_ARROW_Y             = 10      # The y position for your target cursor
  
  #==========================================================================
  #   ****                    GENERAL CONTROLS                       ****   #
  #==========================================================================

  # * Default Battler Style Switches
  #--------------------------------------------------------------------------        
  DEFAULT_ENEMY           = false   # If true, these switches allows the use
  DEFAULT_ACTOR           = false   # of default battlers for actors/enemies
  DEFAULT_ENEMY_ID        = [3]     # Ids of enemies using default battlers
  DEFAULT_ACTOR_ID        = []     # Ids of actors using default battlers
  DEFAULT_COLLAPSE_ACTOR  = false   # If true, restores the old 'red fade'
  DEFAULT_COLLAPSE_ENEMY  = false   #   collapse effect (using spritesheets)

  
  # * Animation Frames and Animation Speed
  #--------------------------------------------------------------------------    
  MNK_SPEED               = 4       # Framerate speed of the battlers
  MNK_RUSH_SPEED          = 1.5     # Melee/Skill/Item motion speed of the battlers
  MNK_POSES               = 11      # Maximum # of poses (stances) in the template
  MNK_FRAMES              = 4       # Maximum # of frames in each pose
  MNK_FRAMES_STANDARD     = 4       # Standard # of frames played in each pose.
  
  # Individual Spritesheet Control Center
  #--------------------------------------------------------------------------        
  MNK_POSES_ENEMY         = {1=> 4}  # ID and # of poses for each enemy
  MNK_FRAMES_ENEMY        = nil       # ID and # of frames for each enemy
  MNK_POSES_ACTOR         = {}  # ID and # of poses for each actor
  MNK_FRAMES_ACTOR        = nil       # ID and # of frames for each actor.
      
  # * Wooziness Rates
  #-------------------------------------------------------------------------- 
  MNK_LOW_HP_PERCENTAGE   = 0.25                    # Health% for WOOZY pose.
  MNK_LOW_HP_ACTOR        = {7 => 0.50, 8 => 0.75}  # Ind. health% for actors.
  MNK_LOW_HP_ENEMY        = {1 => 0.50}             # Ind. health% for enemies.
  MNK_LOW_HP_FLAT         = true                    # If true, flat rate hp
  
    
    
  #==========================================================================
  #   ****                   POSE CONTROL CENTER                     ****   #
  #==========================================================================
    
  # Editable Template (Some people wanted to change their template design)
  #--------------------------------------------------------------------------
  MNK_POSE1   =   1   # Sets the 'Ready Pose'  (MNK_POSE1)   #1 in your template
  MNK_POSE2   =   2   # Sets the 'Struck Pose' (MNK_POSE2)   #2 in your template
  MNK_POSE3   =   3   # Sets the 'Woozy Pose'  (MNK_POSE3)   #3 in your template
  MNK_POSE4   =   4   # Sets the 'Block Pose'  (MNK_POSE4)   #4 in your template
  MNK_POSE5   =   5   # Sets the 'Charge Pose' (MNK_POSE5)   #5 in your template
  MNK_POSE6   =   6   # Sets the 'Retreat Pose'(MNK_POSE6)   #6 in your template
  MNK_POSE7   =   7   # Sets the 'Attack Pose' (MNK_POSE7)   #7 in your template
  MNK_POSE8   =   8   # Sets the 'Item Pose'   (MNK_POSE8)   #8 in your template
  MNK_POSE9   =   9   # Sets the 'Skill Pose'  (MNK_POSE9)   #9 in your template
  MNK_POSE10  =  10   # Sets the 'Victory Pose'(MNK_POSE10) #10 in your template
  MNK_POSE11  =  11   # Sets the 'Defeat Pose' (MNK_POSE11) #11 in your template
    
  # Editable Template (for Custom Actor Spritesheets)
  #--------------------------------------------------------------------------
  MNK_APOSE1   =   {} 
  MNK_APOSE2   =   {}   # Hilda is using a Charset graphic as a battler.
  MNK_APOSE3   =   {}   # The battler was copied into the Battler folder.
  MNK_APOSE4   =   {}   # This setup allows you to use Charactersets for 
  MNK_APOSE5   =   {}   # battlers battlers.
  MNK_APOSE6   =   {} 
  MNK_APOSE7   =   {} 
  MNK_APOSE8   =   {} 
  MNK_APOSE9   =   {} 
  MNK_APOSE10  =   {} 
  MNK_APOSE11  =   {} 
    
  # Editable Template (for Custom Enemy Spritesheets)
  #--------------------------------------------------------------------------
  MNK_EPOSE1   =   {1 => 2} 
  MNK_EPOSE2   =   {1 => 2}   # Did the same to the ghosts.  Note that enemies have
  MNK_EPOSE3   =   {1 => 2}   # no victory pose.
  MNK_EPOSE4   =   {1 => 2}   
  MNK_EPOSE5   =   {1 => 2}   
  MNK_EPOSE6   =   {1 => 3} 
  MNK_EPOSE7   =   {1 => 2} 
  MNK_EPOSE8   =   {1 => 2} 
  MNK_EPOSE9   =   {1 => 2} 
  MNK_EPOSE11  =   {1 => 11}  # Setting the ghost to an invalid pose erases it.
                        
                        
  #==========================================================================
  #   ****               EXPANDED POSE CONTROL CENTER                ****   #
  #==========================================================================
  
  # Non-Default Poses (can expand beyond the default 11 poses here)
  # (New system mimics the revised Template system.  Can use 'custom' sheets)
  #--------------------------------------------------------------------------
  # The first value in each set indicates the index number  in a spritesheet.
  # This value is  overrided by a value  in one of the other two accompanying
  # arrays... one for actor battlerss, the other for enemy battlers.
  #
  # To define a pose linked to a specific battler, the syntax is...
  # '' hash array '' = { battler.id => pose# }
  # Where Aluxes and the Ghost (RTP)  would be  the 1st battlers (per array),
  # and the pose# would be the pose in your spritesheet.
  #
  # Combinations in the  hash arrays  are possible,  so if the MNK_POSES_DYING_E
  # array has {1 => 5, 9 => 2},  then the GHOST (enemy #1) would be using the
  # 6th pose (index 5) and the 9th enemy battler would be using the 3rd pose.
  #--------------------------------------------------------------------------
  MNK_POSES_SETUP       = 7          # Choose animation pose for 'preparation'
  MNK_POSES_SETUP_A     = {2 => 4}
  MNK_POSES_SETUP_E     = {1 => 4}    
  MNK_POSES_CASTPREP    = 4          # Set 'casting' pose for skill preparation
  MNK_POSES_CASTPREP_A  = {}          
  MNK_POSES_CASTPREP_E  = {9 => 3}    
  MNK_POSES_DYING       = 6          # Choose animation pose for dying throws.
  MNK_POSES_DYING_a     = {}          
  MNK_POSES_DYING_E     = {9 => 5}    
  MNK_POSES_ESCAPE      = 2          # Set 'coward' pose for fleeing monsters)    
  MNK_POSES_ESCAPE_A    = {}         
  MNK_POSES_ESCAPE_E    = {9 => 5}   
  MNK_POSES_CRITICAL    = nil        # Set pose for BIG hits 
  MNK_POSES_CRIT_A      = {}
  MNK_POSES_CRIT_E      = {9 =>5}
  MNK_POSES_WINNING     = 4          # Set winning (Victory Dance before pose)
  MNK_POSES_WINNING_A   = {}
  MNK_POSES_WINNING_E   = {}         
  
  # Looping Poses
  #--------------------------------------------------------------------------
  # These arrays merely hold the ID  of actors or enemies whose poses loop at
  # the end of combat.  Enemies have no 'winning' animation pose.
  MNK_LOOPS_WINNING         = [7]     # Actor IDs if their victory pose loops
  MNK_LOOPS_DEFEATED_ACTOR  = []      # Actor IDs if their defeat pose loops
  MNK_LOOPS_DEFEATED_ENEMY  = []      # Enemy IDs if their defeat pose loops
    
  # Non-Default Pose Hashes (poses dependant on .id values)
  # (New system mimics the revised Template system.)
  #--------------------------------------------------------------------------
  # The first hash in each set  indicates the id number (be it skill, item or
  # otherwise, and the pose it brings up.   These mimic the 2nd array type in
  # the above Non-Default poses.   As such, a hash value of {1 => 10) for the
  # MNK_POSES_WEAPONS hash would make  the 'Bronze Sword' use the 10th index (or
  # 11th spritesheet) pose... aka the 'Defeat' pose.
  #
  # To define an advanced pose linked to a specific battler, the syntax is...
  #  = { battler.id => { item/skill.id => pose#  } }
  # ...so this gets  more complicated.   But this does allow  each battler to
  # have his or her own unique pose, regardless of spritesheet type.
  #--------------------------------------------------------------------------
  MNK_POSES_CASTED     = {61 => 6}  # Set a specific skill to use a pose
  MNK_POSES_CASTED_A   = {}         
  MNK_POSES_CASTED_E   = {}
  MNK_POSES_STATUS     = {3 => 3}   # Set status values to poses here
  MNK_POSES_STAT_A     = {}  
  MNK_POSES_STAT_E     = {}
  MNK_POSES_SKILLS     = {57 => 7}  # Default: #57(Cross Cut) does 'Attack'
  MNK_POSES_SKILLS_A   = {}  
  MNK_POSES_SKILLS_E   = {}
  MNK_POSES_ITEMS      = {13 => 4}  # Default: #13(Sharp Stone) does 'Block'
  MNK_POSES_ITEMS_A    = {}         
  MNK_POSES_ITEMS_E    = {}         
  MNK_POSES_WEAPONS    = {}         # Didn't set any weapons to any poses
  MNK_POSES_WEAPS_A    = {}
  MNK_POSES_WEAPS_E    = {}         # Non-functional (Enemies don't use 'em.)
  
  # Non-Default Pose Hashes (Hits & Critical Hits)
  # (Just like above, but pertains to specific hits and critical hits)
  #--------------------------------------------------------------------------
  MNK_STRUCK_WEAPS     = {}         # Set a specific 'Struck' to a weapon attack
  MNK_STRUCK_WEAPS_A   = {}         
  MNK_STRUCK_WEAPS_E   = {}         
  MNK_STRUCK_SKILLS    = {}         # Set a specific 'Struck' to a skill
  MNK_STRUCK_SKILLS_A  = { 7 => { 7 => 4 }}
  MNK_STRUCK_SKILLS_E  = {}
  MNK_STRUCK_ITEMS     = {}         # Set a specific 'Struck' to an item attack
  MNK_STRUCK_ITEMS_A   = {}
  MNK_STRUCK_ITEMS_E   = {}
  MNK_CRIT_WEAPS       = {}         # Set a specific 'Critical Hit' to a weapon
  MNK_CRIT_WEAPS_A     = {}
  MNK_CRIT_WEAPS_E     = {}       
  MNK_CRIT_SKILLS      = {}         # Set a specific 'Critical Hit' to a skill
  MNK_CRIT_SKILLS_A    = {7 => {7 => 10 }, 5 => {7 => 7}}
  MNK_CRIT_SKILLS_E    = {}
  MNK_CRIT_ITEMS       = {}         # Set a specific 'Critical Hit' to an item
  MNK_CRIT_ITEMS_A     = {}
  MNK_CRIT_ITEMS_E     = {}

    
  #==========================================================================
  #   ****                   FRAME CONTROL CENTER                    ****   #
  #==========================================================================

  # * Frames Control 
  #--------------------------------------------------------------------------    
  MNK_FRAMES_PER_POSE    = {}               # Set #of frames to pose(by index)

  # Advanced Individual Pose/Frame Hashes   # Advanced Individual Poses  uses
                                            # hashes within hashes. As a demo 
  MNK_POSES_FR_ACTOR = {}                   # you can see that enemy #1 has 2
  MNK_POSES_FR_ENEMY = {}                   # sets of controls:  index 0 (for
                                            # a ready pose is set to 1 frame,
  # while index 3 (block) is set to 'two' frames.   Likewise, for the actor's
  # hash, Actor #7 (Gloria) has only 1 control hash.   It sets index pose '0' 
  # (the ready pose again) to use four frames of animation (even though I had
  # set the ready pose to just use '2' with the MNK_FRAMES_PER_POSE hash earlier.

  
  #==========================================================================
  #   ****                   MOVEMENT CONTROL CENTER                 ****   #
  #==========================================================================
      
  # * Offset / Battler Overlap System
  #--------------------------------------------------------------------------    
  MNK_OFFSET            =        # How much additional space between battlers
  MNK_OFFSET_ACTOR      = {1 => -50}
  MNK_OFFSET_ENEMY      = nil
  
  # * Forward Step System (Final Fantasy-Style)
  #--------------------------------------------------------------------------    
  MNK_STEP_ATTACK       = false   # If true, battler steps forward to attack
  MNK_STEP_SKILL        = true    # If true, battler steps forward to use skill
  MNK_STEP_ITEM         = true    # If true, battler steps forward to use item
    
  # * Movement Arrays (Arrays for skill/weapon/item IDs that affect movement)
  #--------------------------------------------------------------------------    
  MNK_MOVING_ITEM       = [1]     # Examples are items that need to be applied.
  MNK_MOVING_SKILL      = [61]    # Examples are martial-arts and sneak attacks
  MNK_MOVE2CENTER_ATK   = []      # Moves battler to center based on weapon id!
  MNK_MOVE2CENTER_ITEM  = [5]     # Moves battler to center for a big item atk!
  MNK_MOVE2CENTER_SKILL = [7]     # Moves battler to center for a big skill atk!
  #
  # * Remember, do not supply Skill or Item ID#'s that have 'None' scopes into
  #   either the MNK_MOVING_ITEM or MNK_MOVING_SKILL hashes.  These skills &
  #   item attacks have no target and would cause an error when trying to find
  #   an enemy to move towards.
 

    
  #==========================================================================
  #   ****                STATIONARY CONTROL CENTER                  ****   #
  #==========================================================================
  
  # * Stationary Battlers (simple True/False settings)
  #--------------------------------------------------------------------------    
  MNK_STATIONARY_ENEMIES = false    # If the enemies don't move while attacking
  MNK_STATIONARY_ACTORS  = false    # If the actors don't move while attacking
  
  # * Arrays filled with skill/weapon/item IDs that halt movement 
  #--------------------------------------------------------------------------    
  MNK_STATIONARY_ENEMY_IDS = []       # Enemies that don't RUN during melee attacks
  MNK_STATIONARY_WEAPONS = [17,18,19,20,21,22,23,24] # (examples are bows & guns)
  MNK_STATIONARY_SKILLS  = []       # (examples are bows & guns)
  MNK_STATIONARY_ITEMS   = []       # (examples are bows & guns)


    
  #==========================================================================
  #   ****               TRANSPARENCY CONTROL CENTER                 ****   #
  #==========================================================================
  MNK_TRANSLUCENCY      = 127      # Degree of transparency
  MNK_TRANSLUCENT_ACTOR = []       # ID of actor at translucency settings
  MNK_TRANSLUCENT_ENEMY = [1, 9]   # ID of enemy at translucency settings
  MNK_PHASING           = true     # If battlers fade in/out while charging
  MNK_PHASING_ACTOR     = [1, 2]   # IDs of actors that fade in/out if charging
  MNK_PHASING_ENEMY     = [9]      # IDs of enemies that fade in/out if charging

  MNK_FADE_IN           = true     # Battler fades in if replaced or transparent

    
    
  #==========================================================================
  #   ****                CUSTOM FEATURE CENTER                      ****   #
  #==========================================================================
        
  MNK_MIRROR_ENEMIES    = true     # Enemy battlers use reversed image
  MNK_CALC_SPEED        = false    # System calculates a mean/average speed
  MNK_AT_DELAY          = true     # Pauses battlesystem until animation done.
  MNK_ADV_OFF_TURN      = 1        # Number of turns before enemies turn around.
 
fixed it, it was all set up for his demo which was to show the use of diffrent sheets seeing as i am using 11 poses only i just had to change everything that wasnt for that, if that made sence but hey fixed it, this is resolved now, thank you
 
And what do you know I have a new problem, I got the characters to be right but now they don't animate they flash to attack and take damage but don't move towards the enemy or don't animate when using magic, I haven't looked into it too much as of yet but if you know where I should be looking a heads up would be sweet as, thanks again.
 
Search for:

Code:
 # * Forward Step System (Final Fantasy-Style)
  #--------------------------------------------------------------------------    
  MNK_STEP_ATTACK       = false   # If true, battler steps forward to attack
  MNK_STEP_SKILL        = true    # If true, battler steps forward to use skill
  MNK_STEP_ITEM         = true    # If true, battler steps forward to use item

Change it to:
Code:
 # * Forward Step System (Final Fantasy-Style)
  #--------------------------------------------------------------------------    
  MNK_STEP_ATTACK       = true   # If true, battler steps forward to attack
  MNK_STEP_SKILL        = true    # If true, battler steps forward to use skill
  MNK_STEP_ITEM         = true    # If true, battler steps forward to use item

That should do the attack problem.
 
nope, after player for a while there defend, defeat, victory poses are all working but the struck, attack, skill or any other ones arnt i had alook to see if the order of my sprite sheets were messed up but there not so i duuno whats going hey.
 

Fusty

Sponsor

Replace this one with the configure part.
Hope it works.

#==============================================================================
# ** Animated Battlers - Enhanced  ver. 10.5                      (01-20-2007)
#
#------------------------------------------------------------------------------
#  * (1) Configuration:  The Sprite Battler Class (initialize system)
#==============================================================================

  #==========================================================================
  #  ****                    ARROW CONTROLS                        ****  #
  #==========================================================================
  # * Just moves the targetting arrow around
  #--------------------------------------------------------------------------
  MNK_ARROW_X            = 14      # The x position for your target cursor
  MNK_ARROW_Y            = 10      # The y position for your target cursor
 
  #==========================================================================
  #  ****                    GENERAL CONTROLS                      ****  #
  #==========================================================================

  # * Default Battler Style Switches
  #--------------------------------------------------------------------------       
  DEFAULT_ENEMY          = false  # If true, these switches allows the use
  DEFAULT_ACTOR          = false  # of default battlers for actors/enemies
  DEFAULT_ENEMY_ID        = []    # Ids of enemies using default battlers
  DEFAULT_ACTOR_ID        = []    # Ids of actors using default battlers
  DEFAULT_COLLAPSE_ACTOR  = false  # If true, restores the old 'red fade'
  DEFAULT_COLLAPSE_ENEMY  = false  #  collapse effect (using spritesheets)

 
  # * Animation Frames and Animation Speed
  #--------------------------------------------------------------------------   
  MNK_SPEED              = 4      # Framerate speed of the battlers
  MNK_RUSH_SPEED          = 1.5    # Melee/Skill/Item motion speed of the battlers
  MNK_POSES              = 11      # Maximum # of poses (stances) in the template
  MNK_FRAMES              = 4      # Maximum # of frames in each pose
  MNK_FRAMES_STANDARD    = 4      # Standard # of frames played in each pose.
 
  # Individual Spritesheet Control Center
  #--------------------------------------------------------------------------       
  MNK_POSES_ENEMY        = {1 => 11}  # ID and # of poses for each enemy
  MNK_FRAMES_ENEMY        = nil      # ID and # of frames for each enemy
  MNK_POSES_ACTOR        = {1 => 11}  # ID and # of poses for each actor
  MNK_FRAMES_ACTOR        = nil      # ID and # of frames for each actor.
     
  # * Wooziness Rates
  #--------------------------------------------------------------------------
  MNK_LOW_HP_PERCENTAGE  = 0.25                    # Health% for WOOZY pose.
  MNK_LOW_HP_ACTOR        = {7 => 0.50, 8 => 0.75}  # Ind. health% for actors.
  MNK_LOW_HP_ENEMY        = {1 => 0.50}            # Ind. health% for enemies.
  MNK_LOW_HP_FLAT        = true                    # If true, flat rate hp
 
   
   
  #==========================================================================
  #  ****                  POSE CONTROL CENTER                    ****  #
  #==========================================================================
   
  # Editable Template (Some people wanted to change their template design)
  #--------------------------------------------------------------------------
  MNK_POSE1  =  1  # Sets the 'Ready Pose'  (MNK_POSE1)  #1 in your template
  MNK_POSE2  =  2  # Sets the 'Struck Pose' (MNK_POSE2)  #2 in your template
  MNK_POSE3  =  3  # Sets the 'Woozy Pose'  (MNK_POSE3)  #3 in your template
  MNK_POSE4  =  4  # Sets the 'Block Pose'  (MNK_POSE4)  #4 in your template
  MNK_POSE5  =  5  # Sets the 'Charge Pose' (MNK_POSE5)  #5 in your template
  MNK_POSE6  =  6  # Sets the 'Retreat Pose'(MNK_POSE6)  #6 in your template
  MNK_POSE7  =  7  # Sets the 'Attack Pose' (MNK_POSE7)  #7 in your template
  MNK_POSE8  =  8  # Sets the 'Item Pose'  (MNK_POSE8)  #8 in your template
  MNK_POSE9  =  9  # Sets the 'Skill Pose'  (MNK_POSE9)  #9 in your template
  MNK_POSE10  =  10  # Sets the 'Victory Pose'(MNK_POSE10) #10 in your template
  MNK_POSE11  =  11  # Sets the 'Defeat Pose' (MNK_POSE11) #11 in your template
   
  # Editable Template (for Custom Actor Spritesheets)
  #--------------------------------------------------------------------------
  MNK_APOSE1  =  {2 => 2}
  MNK_APOSE2  =  {2 => 2}  # Hilda is using a Charset graphic as a battler.
  MNK_APOSE3  =  {2 => 2}  # The battler was copied into the Battler folder.
  MNK_APOSE4  =  {2 => 2}  # This setup allows you to use Charactersets for
  MNK_APOSE5  =  {2 => 2}  # battlers battlers.
  MNK_APOSE6  =  {2 => 2}
  MNK_APOSE7  =  {2 => 2}
  MNK_APOSE8  =  {2 => 2}
  MNK_APOSE9  =  {2 => 2}
  MNK_APOSE10  =  {2 => 1}
  MNK_APOSE11  =  {2 => 4}
   
  # Editable Template (for Custom Enemy Spritesheets)
  #--------------------------------------------------------------------------
  MNK_EPOSE1  =  {2 => 2}
  MNK_EPOSE2  =  {2 => 2}  # Did the same to the ghosts.  Note that enemies have
  MNK_EPOSE3  =  {2 => 2}  # no victory pose.
  MNK_EPOSE4  =  {2 => 2} 
  MNK_EPOSE5  =  {2 => 2} 
  MNK_EPOSE6  =  {2 => 3}
  MNK_EPOSE7  =  {2 => 2}
  MNK_EPOSE8  =  {2 => 2}
  MNK_EPOSE9  =  {2 => 2}
  MNK_EPOSE11  =  {2 => 11}  # Setting the ghost to an invalid pose erases it.
                       
                       
  #==========================================================================
  #  ****              EXPANDED POSE CONTROL CENTER                ****  #
  #==========================================================================
 
  # Non-Default Poses (can expand beyond the default 11 poses here)
  # (New system mimics the revised Template system.  Can use 'custom' sheets)
  #--------------------------------------------------------------------------
  # The first value in each set indicates the index number  in a spritesheet.
  # This value is  overrided by a value  in one of the other two accompanying
  # arrays... one for actor battlerss, the other for enemy battlers.
  #
  # To define a pose linked to a specific battler, the syntax is...
  # '' hash array '' = { battler.id => pose# }
  # Where Aluxes and the Ghost (RTP)  would be  the 1st battlers (per array),
  # and the pose# would be the pose in your spritesheet.
  #
  # Combinations in the  hash arrays  are possible,  so if the MNK_POSES_DYING_E
  # array has {1 => 5, 9 => 2},  then the GHOST (enemy #1) would be using the
  # 6th pose (index 5) and the 9th enemy battler would be using the 3rd pose.
  #--------------------------------------------------------------------------
  MNK_POSES_SETUP      = 7          # Choose animation pose for 'preparation'
  MNK_POSES_SETUP_A    = {2 => 4}
  MNK_POSES_SETUP_E    = {1 => 4}   
  MNK_POSES_CASTPREP    = 4          # Set 'casting' pose for skill preparation
  MNK_POSES_CASTPREP_A  = {}         
  MNK_POSES_CASTPREP_E  = {9 => 3}   
  MNK_POSES_DYING      = 6          # Choose animation pose for dying throws.
  MNK_POSES_DYING_a    = {}         
  MNK_POSES_DYING_E    = {9 => 5}   
  MNK_POSES_ESCAPE      = 2          # Set 'coward' pose for fleeing monsters)   
  MNK_POSES_ESCAPE_A    = {}       
  MNK_POSES_ESCAPE_E    = {9 => 5} 
  MNK_POSES_CRITICAL    = nil        # Set pose for BIG hits
  MNK_POSES_CRIT_A      = {}
  MNK_POSES_CRIT_E      = {9 =>5}
  MNK_POSES_WINNING    = 4          # Set winning (Victory Dance before pose)
  MNK_POSES_WINNING_A  = {}
  MNK_POSES_WINNING_E  = {}       
 
  # Looping Poses
  #--------------------------------------------------------------------------
  # These arrays merely hold the ID  of actors or enemies whose poses loop at
  # the end of combat.  Enemies have no 'winning' animation pose.
  MNK_LOOPS_WINNING        = [7]    # Actor IDs if their victory pose loops
  MNK_LOOPS_DEFEATED_ACTOR  = []      # Actor IDs if their defeat pose loops
  MNK_LOOPS_DEFEATED_ENEMY  = []      # Enemy IDs if their defeat pose loops
   
  # Non-Default Pose Hashes (poses dependant on .id values)
  # (New system mimics the revised Template system.)
  #--------------------------------------------------------------------------
  # The first hash in each set  indicates the id number (be it skill, item or
  # otherwise, and the pose it brings up.  These mimic the 2nd array type in
  # the above Non-Default poses.  As such, a hash value of {1 => 10) for the
  # MNK_POSES_WEAPONS hash would make  the 'Bronze Sword' use the 10th index (or
  # 11th spritesheet) pose... aka the 'Defeat' pose.
  #
  # To define an advanced pose linked to a specific battler, the syntax is...
  #  = { battler.id => { item/skill.id => pose#  } }
  # ...so this gets  more complicated.  But this does allow  each battler to
  # have his or her own unique pose, regardless of spritesheet type.
  #--------------------------------------------------------------------------
  MNK_POSES_CASTED    = {61 => 6}  # Set a specific skill to use a pose
  MNK_POSES_CASTED_A  = {}       
  MNK_POSES_CASTED_E  = {}
  MNK_POSES_STATUS    = {3 => 3}  # Set status values to poses here
  MNK_POSES_STAT_A    = {} 
  MNK_POSES_STAT_E    = {}
  MNK_POSES_SKILLS    = {57 => 7}  # Default: #57(Cross Cut) does 'Attack'
  MNK_POSES_SKILLS_A  = {} 
  MNK_POSES_SKILLS_E  = {}
  MNK_POSES_ITEMS      = {13 => 4}  # Default: #13(Sharp Stone) does 'Block'
  MNK_POSES_ITEMS_A    = {}       
  MNK_POSES_ITEMS_E    = {}       
  MNK_POSES_WEAPONS    = {}        # Didn't set any weapons to any poses
  MNK_POSES_WEAPS_A    = {}
  MNK_POSES_WEAPS_E    = {}        # Non-functional (Enemies don't use 'em.)
 
  # Non-Default Pose Hashes (Hits & Critical Hits)
  # (Just like above, but pertains to specific hits and critical hits)
  #--------------------------------------------------------------------------
  MNK_STRUCK_WEAPS    = {}        # Set a specific 'Struck' to a weapon attack
  MNK_STRUCK_WEAPS_A  = {}       
  MNK_STRUCK_WEAPS_E  = {}       
  MNK_STRUCK_SKILLS    = {}        # Set a specific 'Struck' to a skill
  MNK_STRUCK_SKILLS_A  = { 7 => { 7 => 4 }}
  MNK_STRUCK_SKILLS_E  = {}
  MNK_STRUCK_ITEMS    = {}        # Set a specific 'Struck' to an item attack
  MNK_STRUCK_ITEMS_A  = {}
  MNK_STRUCK_ITEMS_E  = {}
  MNK_CRIT_WEAPS      = {}        # Set a specific 'Critical Hit' to a weapon
  MNK_CRIT_WEAPS_A    = {}
  MNK_CRIT_WEAPS_E    = {}     
  MNK_CRIT_SKILLS      = {}        # Set a specific 'Critical Hit' to a skill
  MNK_CRIT_SKILLS_A    = {7 => {7 => 10 }, 5 => {7 => 7}}
  MNK_CRIT_SKILLS_E    = {}
  MNK_CRIT_ITEMS      = {}        # Set a specific 'Critical Hit' to an item
  MNK_CRIT_ITEMS_A    = {}
  MNK_CRIT_ITEMS_E    = {}

   
  #==========================================================================
  #  ****                  FRAME CONTROL CENTER                    ****  #
  #==========================================================================

  # * Frames Control
  #--------------------------------------------------------------------------   
  MNK_FRAMES_PER_POSE    = {}              # Set #of frames to pose(by index)

  # Advanced Individual Pose/Frame Hashes  # Advanced Individual Poses  uses
                                            # hashes within hashes. As a demo
  MNK_POSES_FR_ACTOR = {}                  # you can see that enemy #1 has 2
  MNK_POSES_FR_ENEMY = {}                  # sets of controls:  index 0 (for
                                            # a ready pose is set to 1 frame,
  # while index 3 (block) is set to 'two' frames.  Likewise, for the actor's
  # hash, Actor #7 (Gloria) has only 1 control hash.  It sets index pose '0'
  # (the ready pose again) to use four frames of animation (even though I had
  # set the ready pose to just use '2' with the MNK_FRAMES_PER_POSE hash earlier.

 
  #==========================================================================
  #  ****                  MOVEMENT CONTROL CENTER                ****  #
  #==========================================================================
     
  # * Offset / Battler Overlap System
  #--------------------------------------------------------------------------   
  MNK_OFFSET            = 0      # How much additional space between battlers
  MNK_OFFSET_ACTOR      = {1 => -50}
  MNK_OFFSET_ENEMY      = nil
 
  # * Forward Step System (Final Fantasy-Style)
  #--------------------------------------------------------------------------   
  MNK_STEP_ATTACK      = false  # If true, battler steps forward to attack
  MNK_STEP_SKILL        = true    # If true, battler steps forward to use skill
  MNK_STEP_ITEM        = true    # If true, battler steps forward to use item
   
  # * Movement Arrays (Arrays for skill/weapon/item IDs that affect movement)
  #--------------------------------------------------------------------------   
  MNK_MOVING_ITEM      = [1]    # Examples are items that need to be applied.
  MNK_MOVING_SKILL      = [61]    # Examples are martial-arts and sneak attacks
  MNK_MOVE2CENTER_ATK  = []      # Moves battler to center based on weapon id!
  MNK_MOVE2CENTER_ITEM  = [5]    # Moves battler to center for a big item atk!
  MNK_MOVE2CENTER_SKILL = [7]    # Moves battler to center for a big skill atk!
  #
  # * Remember, do not supply Skill or Item ID#'s that have 'None' scopes into
  #  either the MNK_MOVING_ITEM or MNK_MOVING_SKILL hashes.  These skills &
  #  item attacks have no target and would cause an error when trying to find
  #  an enemy to move towards.


   
  #==========================================================================
  #  ****                STATIONARY CONTROL CENTER                  ****  #
  #==========================================================================
 
  # * Stationary Battlers (simple True/False settings)
  #--------------------------------------------------------------------------   
  MNK_STATIONARY_ENEMIES = false    # If the enemies don't move while attacking
  MNK_STATIONARY_ACTORS  = false    # If the actors don't move while attacking
 
  # * Arrays filled with skill/weapon/item IDs that halt movement
  #--------------------------------------------------------------------------   
  MNK_STATIONARY_ENEMY_IDS = []      # Enemies that don't RUN during melee attacks
  MNK_STATIONARY_WEAPONS = [17,18,19,20,21,22,23,24] # (examples are bows & guns)
  MNK_STATIONARY_SKILLS  = []      # (examples are bows & guns)
  MNK_STATIONARY_ITEMS  = []      # (examples are bows & guns)


   
  #==========================================================================
  #  ****              TRANSPARENCY CONTROL CENTER                ****  #
  #==========================================================================
  MNK_TRANSLUCENCY      = 127      # Degree of transparency
  MNK_TRANSLUCENT_ACTOR = []      # ID of actor at translucency settings
  MNK_TRANSLUCENT_ENEMY = []  # ID of enemy at translucency settings
  MNK_PHASING          = true    # If battlers fade in/out while charging
  MNK_PHASING_ACTOR    = [1,2]  # IDs of actors that fade in/out if charging
  MNK_PHASING_ENEMY    = [9]      # IDs of enemies that fade in/out if charging

  MNK_FADE_IN          = true    # Battler fades in if replaced or transparent

   
   
  #==========================================================================
  #  ****                CUSTOM FEATURE CENTER                      ****  #
  #==========================================================================
       
  MNK_MIRROR_ENEMIES    = true    # Enemy battlers use reversed image
  MNK_CALC_SPEED        = false    # System calculates a mean/average speed
  MNK_AT_DELAY          = true    # Pauses battlesystem until animation done.
  MNK_ADV_OFF_TURN      = 1        # Number of turns before enemies turn around.
 
nope didnt work, i am using sprites "cough cough" borrowed from from dollmage i beleive there called white ties, not sure if i got that right, if you want maby a demo of whats happening?
 
# Editable Template (Some people wanted to change their template design)
  #--------------------------------------------------------------------------
  MNK_POSE1  =  1  # Sets the 'Ready Pose'  (MNK_POSE1)  #1 in your template
  MNK_POSE2  =  2  # Sets the 'Struck Pose' (MNK_POSE2)  #2 in your template
  MNK_POSE3  =  3  # Sets the 'Woozy Pose'  (MNK_POSE3)  #3 in your template
  MNK_POSE4  =  4  # Sets the 'Block Pose'  (MNK_POSE4)  #4 in your template
  MNK_POSE5  =  5  # Sets the 'Charge Pose' (MNK_POSE5)  #5 in your template
  MNK_POSE6  =  6  # Sets the 'Retreat Pose'(MNK_POSE6)  #6 in your template
  MNK_POSE7  =  7  # Sets the 'Attack Pose' (MNK_POSE7)  #7 in your template
  MNK_POSE8  =  8  # Sets the 'Item Pose'  (MNK_POSE8)  #8 in your template
  MNK_POSE9  =  9  # Sets the 'Skill Pose'  (MNK_POSE9)  #9 in your template
  MNK_POSE10  =  10  # Sets the 'Victory Pose'(MNK_POSE10) #10 in your template
  MNK_POSE11  =  11  # Sets the 'Defeat Pose' (MNK_POSE11) #11 in your template

look at your battler and compare top from bottom with these poses, thats the only thing i can think of, ive never had any problems with this script
 
I know what's wrong. just replace the configuration script with the original and go through the individual settings either delete them or change them to a number you'll never use. because it changes the poses for the id of the actor or enemy you're wanting to use which messes up the display. hope this helps, becuase I was having the same problem but I did it this way and it works fine now hehe.
 

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