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Animated Battlers question

Hi in new to RPG maker and im using the script " Animated Battlers - Enhanced   ver. 10.5 "
was wondering if any1 knows how i could alter this to have the enemies non animated (To use the Default non animated 2d battlers) but at the same time use the animated Hero battlers. If theres a topic already about this please could i have the link

*Edit*
I got the animations working fine btw i would just like to know how to turn them off and use static ones instead
 
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           = true   # If true, these switches allows the use
  DEFAULT_ACTOR           = true   # 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  = true   # If true, restores the old 'red fade'
  DEFAULT_COLLAPSE_ENEMY  = true   #   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            = 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 = [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.

Code:
#==============================================================================
# ** Animated Battlers - Enhanced   ver. 10.5                      (01-20-2007)
#
#------------------------------------------------------------------------------
#  * (2) Sprite System:  The Sprite Battler Class
#============================================================================== 

#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
#  This sprite is used to display the battler.It observes the Game_Character
#  class and automatically changes sprite conditions.
#==============================================================================

class Sprite_Battler < RPG::Sprite  
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :battler_offset         # Degree of action forcing  
  attr_accessor :skill_used             # Degree of action forcing  
  attr_accessor :item_used              # Degree of action forcing  
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias mnk_init initialize 
  def initialize(viewport, battler = nil)
    # --Initialize poses
    @frame, @pose, @last_time, @last_move_time  = 0, 0, 0, 0
    # --Initialize Battler placement and pose types
    @battler_offset, @skill_used, @item_used    = 0, 0, 0
    # --Initialize Boolean values
    @statusd              = false
    @dying                = true
    @s_pose               = false
    $game_system.victory  = false
    $game_system.defeat   = false
    @winning              = true
    # ORIGINAL Initialize call
    mnk_init(viewport, battler)
    # EVENT VALUE CALLS
    # --Obtain the Sideview switch
    $game_system.sv_angle = $sideview_mirror
    $game_system.sv_angle = 0 if $sideview_mirror == nil
    # -- Obtain the max party size
    $game_system.max_member = $formation_max_member
    $game_system.max_member = 4 if $formation_max_member == nil
    # --Obtain the highest position for the formation
    $game_system.form_top = $formation_max_height
    $game_system.form_top = 220 if $formation_max_height == nil
    # --Obtain the formation's width
    $game_system.form_wd = $formation_max_width
    $game_system.form_wd = 128 if $formation_max_width == nil
    # --Obtain the height of the Battlestatus Window
    $game_system.bstat_ht = $battlestatus_height
    $game_system.bstat_ht = 160 if $battlestatus_height == nil
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias mnk_update update
  def update

    # Only perform sprite edit for valid battlers
    return unless @battler
    if @battler.battler_name != @battler_name
      @started = false
    end    

    # Regular Update
    mnk_update

    # Set Translucency  
    if @battler.is_a?(Game_Enemy)
      battler_translucency(@battler, MNK_TRANSLUCENT_ENEMY)
    else
      battler_translucency(@battler, MNK_TRANSLUCENT_ACTOR)
    end
    # Reset hash for Advanced Pose/Frames
    pose_temp = {}
    
    # Start Routine (Performed at startup for each battler)
    unless @started
      # Set the pose based on battler's state
      @pose = state
      # Turn off Casting pose
      @battler.casted  = false
      @battler.casting = false
      # Configure Enemy Spritesheet
      if @battler.is_a?(Game_Enemy) 
        # Use spritesheet unless specified
        unless DEFAULT_ENEMY or DEFAULT_ENEMY_ID.include?(@battler.id)
          @width  = @width  / cell_divider(MNK_FRAMES_ENEMY,  MNK_FRAMES) 
          @height = @height / cell_divider(MNK_POSES_ENEMY,   MNK_POSES)
        end
      # Or Configure Actor Spritesheet
      else  
        # Use spritesheet unless specified
        unless DEFAULT_ACTOR or DEFAULT_ACTOR_ID.include?(@battler.id)
          @width  = @width  / cell_divider(MNK_FRAMES_ACTOR,  MNK_FRAMES)
          @height = @height / cell_divider(MNK_POSES_ACTOR,   MNK_POSES)
        end
      end
      # Distance the battlers
      @battler_offset = @width * 0.75
      # Obtain battler position (simulating 3-Dness)
      @display_x = @battler.screen_x
      @display_y = @battler.screen_y
      @display_z = @battler.screen_z
      @destination_x = @display_x
      @destination_y = @display_y
      @destination_z = @display_z
      # Opacity fadein feature
      self.opacity = 0 if MNK_FADE_IN
      # Make invisible if dead at battle start
      self.visible = false if @battler.dead?
      # Set the started flag
      @started = true
    # End of Start Routine (for each battler)  
    end
    
    # Again, ensure a pose is set
    @pose = state if @pose == nil
 
    # Obtain animation cell/frame from Enemy
    if @battler.is_a?(Game_Enemy)
      # Use spritesheet cell unless specified
      unless DEFAULT_ENEMY or DEFAULT_ENEMY_ID.include?(@battler.id)
        cell_obtain
      else
        self.src_rect.set(0, 0, @width, @height)
      end
    # Or get it from an actor  
    else
      # Use spritesheet cell unless specified
      unless DEFAULT_ACTOR or DEFAULT_ACTOR_ID.include?(@battler.id)
        cell_obtain
      else
        self.src_rect.set(0, 0, @width, @height)
      end
    end
    
    # Position Sprite 
    self.x = @display_x
    self.y = @display_y
    self.z = @display_z
    self.ox = @width / 2
    self.oy = @height
    
    #  Party Turned Around
    #  $game_temp.advantage_set == 6
    
    # Adjust sprite direction if facing the other way...
    if $game_system.sv_angle == 1
      if @battler.is_a?(Game_Actor)
        mirror_pose_unless(6)
      else
        if MNK_MIRROR_ENEMIES
          mirror_pose_if(5)
        else
          mirror_pose_unless(5)
        end
      end
    else
      if @battler.is_a?(Game_Actor)
        mirror_pose_if(6)
      else
        if MNK_MIRROR_ENEMIES
          mirror_pose_unless(5)
        else
          mirror_pose_if(5)
        end
      end
    end
    
    # Setup Frames per Pose
    poseframe = MNK_FRAMES_STANDARD
    if @battler.is_a?(Game_Actor)
      poseframe = cell_divider(MNK_FRAMES_ACTOR,  MNK_FRAMES_STANDARD) if cell_divider(MNK_FRAMES_ACTOR,  MNK_FRAMES_STANDARD) != nil
    else
      poseframe = cell_divider(MNK_FRAMES_ENEMY,  MNK_FRAMES_STANDARD) if cell_divider(MNK_FRAMES_ENEMY,  MNK_FRAMES_STANDARD) != nil
    end 
    pose_chk = 0
    pose_chk = @pose+1 if @pose != nil
    poseframe = MNK_FRAMES_PER_POSE[pose_chk] if MNK_FRAMES_PER_POSE.include?(pose_chk)
    # Set Advanced Poses for Actors
    if @battler.is_a?(Game_Actor)
      pose_temp = MNK_POSES_FR_ACTOR[@battler.id] if MNK_POSES_FR_ACTOR.include?(@battler.id)
      poseframe = pose_temp[pose_chk] if pose_temp.include?(pose_chk)
    end    
    # Set Advanced Poses for Enemies
    if @battler.is_a?(Game_Enemy)
      pose_temp = MNK_POSES_FR_ENEMY[@battler.id] if MNK_POSES_FR_ENEMY.include?(@battler.id)
      poseframe = pose_temp[pose_chk] if pose_temp.include?(pose_chk)
    end
    
    # Make visible if returned to life
    unless @battler.dead?
      self.visible = true if @pose == pose_obtain(MNK_POSE1, MNK_APOSE1, MNK_EPOSE1)
      @freeze = false unless $game_system.victory
    end

    # Setup Animation 
    time = Graphics.frame_count / (Graphics.frame_rate / MNK_SPEED)
    if @last_time < time
      @frame = (@frame + 1) % poseframe
      if @frame == 0
        if @freeze
          @frame = poseframe - 1
          return
        end
        @pose = state
      end
    end
    @last_time = time
    
    # Setup Dying Animation
    if @battler.dead?
      if @dying == true
        @pose = state
        @dying = false
      end
    # Otherwise, all non-dead actions...  
    else
      # Setup/Ready for Battle (Let's get ready to RUMBLE!)
      if @s_pose == false
        tmp_pose = pose_obtain(MNK_POSES_SETUP, MNK_POSES_SETUP_A, MNK_POSES_SETUP_E)
        if tmp_pose != nil
          @pose = tmp_pose
          @s_pose = true            
        end
      end
      # If Victory pose (Who's your daddy?) 
      if @battler.is_a?(Game_Actor)
        if $game_system.victory == true
          if @winning == true
            @pose = state
            @winning = false
          end
        end
      end
    end
    
    # Move It
    move if moving
  end
  
  #-------------------------------------------------------------------------- 
  # * Current State
  #--------------------------------------------------------------------------
  def state
    # Reset Statusd Flag    
    @statusd = false
    
    # Set Translucency if not dead
    unless @battler.dead?
      if @battler.is_a?(Game_Actor)
        battler_translucency(@battler, MNK_TRANSLUCENT_ACTOR)
      else
        battler_translucency(@battler, MNK_TRANSLUCENT_ENEMY)
      end
    end
    
    # Damage State
    if [nil,{}].include?(@battler.damage)
      # Battler Fine
      state = pose_obtain(MNK_POSE1, MNK_APOSE1, MNK_EPOSE1)
      # Battler Wounded
      temp_woozy = MNK_LOW_HP_PERCENTAGE
      if @battler.is_a?(Game_Actor)
        temp_woozy = MNK_LOW_HP_ACTOR[@battler.id] if MNK_LOW_HP_ACTOR[@battler.id] != nil
      end
      if @battler.is_a?(Game_Enemy)
        temp_woozy = MNK_LOW_HP_ENEMY[@battler.id] if MNK_LOW_HP_ENEMY[@battler.id] != nil
      end
      # If Set to Flat Rate
      if MNK_LOW_HP_FLAT
        if @battler.hp < temp_woozy
          state = pose_obtain(MNK_POSE3, MNK_APOSE3, MNK_EPOSE3)
          @statusd = true
        end
      # Otherwise, use percentage of battler's health
      else
        if @battler.hp < @battler.maxhp * temp_woozy
          state = pose_obtain(MNK_POSE3, MNK_APOSE3, MNK_EPOSE3)
          @statusd = true
        end
      end
      # Battler Status-Effect
      for i in @battler.states
        tmp_pose2 = pose_array_obtain(MNK_POSES_STATUS, MNK_POSES_STAT_A, MNK_POSES_STAT_E, i)
        state = tmp_pose2 if tmp_pose2 != nil
        @statusd = true if tmp_pose2 != nil
      end
      # If Battler Dead
      if @battler.dead? 
        # If using default battlers or default collapse
        if (DEFAULT_COLLAPSE_ACTOR and @battler.is_a?(Game_Actor)) or
          (DEFAULT_COLLAPSE_ENEMY and @battler.is_a?(Game_Enemy)) or
          (DEFAULT_ACTOR and @battler.is_a?(Game_Actor)) or
          (DEFAULT_ENEMY and @battler.is_a?(Game_Enemy)) or
          (DEFAULT_ENEMY_ID.include?(@battler.id) and @battler.is_a?(Game_Enemy)) or
          (DEFAULT_ACTOR_ID.include?(@battler.id) and @battler.is_a?(Game_Actor))
          # Do absolutely nothing :)
        else
          # Dying Animation pose
          if @dying == true
            tmp_pose = pose_obtain(MNK_POSES_DYING, MNK_POSES_DYING_a, MNK_POSES_DYING_E)
            if tmp_pose != nil
              state = tmp_pose
            else
              state = dying_pose
            end  
          else
            state = dying_pose
          end
          
          # Fix Opacity
          if @battler.is_a?(Game_Enemy) 
            if MNK_TRANSLUCENT_ENEMY.include?(@battler.id)
              set_translucency(@battler, MNK_TRANSLUCENCY)
            else
              set_translucency(@battler, 255)
            end
          else
            if MNK_TRANSLUCENT_ACTOR.include?(@battler.id)
              set_translucency(@battler, MNK_TRANSLUCENCY)
            else
              set_translucency(@battler, 255)
            end
          end
        end
      end
    end
   
    # Casting State 
    if @battler.casted
      state = casting_pose if $game_system.mnk_det_para_spell and @battler.spelling?
      state = casting_pose if $game_system.mnk_det_sd_casting and @battler.sd_casting
      state = casting_pose if $game_system.mnk_det_rtab_systm and @battler.rtp != 0
    end
    
    # Victory State
    if @battler.is_a?(Game_Actor)
      if $game_system.victory
        if not @battler.dead?
          if @winning == true
            # A Pre-Winning Pose display
            if MNK_POSES_WINNING != nil
              tmp_pose = pose_obtain(MNK_POSES_WINNING, MNK_POSES_WINNING_A, MNK_POSES_WINNING_E)
              state = tmp_pose if tmp_pose != nil
            end
          else
            # Final Pose
            state = victory_pose
          end
        else
          # Final Pose
          state = victory_pose
        end        
      end
    # Perform check for Enemies  
    else
      if $game_system.defeat
        if not @battler.dead?
          if @winning == true
            if MNK_POSES_WINNING != nil
              tmp_pose = pose_obtain(MNK_POSES_WINNING, MNK_POSES_WINNING_A, MNK_POSES_WINNING_E)
              state = tmp_pose if tmp_pose != nil
            end
          else
            # Final Pose
            state = victory_pose
          end
        else
          # Final Pose
          state = victory_pose
        end        
      end
    end
    
    # Guarding State (not if dead OR in victory)
    if not @battler.dead?
      if not $game_system.victory
        if @statusd == false 
          state = pose_obtain(MNK_POSE4, MNK_APOSE4, MNK_EPOSE4) if @battler.guarding?
        end
      end
    end
    # Moving State 
    if moving
    # Adjust sprite direction if facing the other way...
      if $game_system.sv_angle == 1
        # If enemy battler moving
        if @battler.is_a?(Game_Enemy) 
          # Battler Moving Left
          state = pose_obtain(MNK_POSE5, MNK_APOSE5, MNK_EPOSE5) if moving.eql?(0)
          # Battler Moving Right
          state = pose_obtain(MNK_POSE6, MNK_APOSE6, MNK_EPOSE6) if moving.eql?(1)
        # Else actor battler moving
        else
          # Battler Moving Left
          state = pose_obtain(MNK_POSE6, MNK_APOSE6, MNK_EPOSE6) if moving.eql?(0)
          # Battler Moving Right
          state = pose_obtain(MNK_POSE5, MNK_APOSE5, MNK_EPOSE5) if moving.eql?(1)
        end
      else      
        # If enemy battler moving
        if @battler.is_a?(Game_Enemy) 
          # Battler Moving Left
          state = pose_obtain(MNK_POSE6, MNK_APOSE6, MNK_EPOSE6) if moving.eql?(0)
          # Battler Moving Right
          state = pose_obtain(MNK_POSE5, MNK_APOSE5, MNK_EPOSE5) if moving.eql?(1)
        # Else actor battler moving
        else
          # Battler Moving Left
          state = pose_obtain(MNK_POSE5, MNK_APOSE5, MNK_EPOSE5) if moving.eql?(0)
          # Battler Moving Right
          state = pose_obtain(MNK_POSE6, MNK_APOSE6, MNK_EPOSE6) if moving.eql?(1)
        end
      end
    end
    # Return State
    return state
  end
  
  #-------------------------------------------------------------------------- 
  # * Move
  #--------------------------------------------------------------------------
  def move
    time = Graphics.frame_count / (Graphics.frame_rate.to_f / (MNK_SPEED * 5))
    
    if @last_move_time < time
      # Pause for Animation
      return if @pose != state
        # The standard 'full' opacity
        opa = 255
        if @battler.is_a?(Game_Enemy) and MNK_TRANSLUCENT_ENEMY.include?(@battler.id)
          opa = MNK_TRANSLUCENCY
        end
        if @battler.is_a?(Game_Actor) and MNK_TRANSLUCENT_ACTOR.include?(@battler.id)
          opa = MNK_TRANSLUCENCY
        end
  
      # Phasing
      self.opacity = phasing(opa)   if MNK_PHASING
      if @battler.is_a?(Game_Actor)
        self.opacity = phasing(opa) if MNK_PHASING_ACTOR.include?(@battler.id)
      else      
        self.opacity = phasing(opa) if MNK_PHASING_ENEMY.include?(@battler.id)
      end
      
      # Calculate Difference
      difference_x = (@display_x - @destination_x).abs
      difference_y = (@display_y - @destination_y).abs
      difference_z = (@display_z - @destination_z).abs  
      # Done? Reset, Stop
      if [difference_x, difference_y].max.between?(0, 8)
        @display_x = @destination_x
        @display_y = @destination_y
        @display_z = @destination_z
        @pose = state
        return
      end
      
      # Calculate Movement Increments
      increment_x = increment_y = 1
      if difference_x < difference_y
        increment_x = 1.0 / (difference_y.to_f / difference_x)
      elsif difference_y < difference_x
        increment_y = 1.0 / (difference_x.to_f / difference_y)
      end
      increment_z = increment_y
  
      # Calculate Movement Speed 
      if MNK_CALC_SPEED
        total = 0; $game_party.actors.each{ |actor| total += actor.agi }
        speed = @battler.agi.to_f / (total / $game_party.actors.size)
        increment_x *= speed
        increment_y *= speed
        increment_z *= speed
      end
      
      # Multiply and Move
      multiplier_x = MNK_RUSH_SPEED * (@destination_x - @display_x > 0 ? 8 : -8)
      multiplier_y = MNK_RUSH_SPEED * (@destination_y - @display_y > 0 ? 8 : -8)
      multiplier_z = MNK_RUSH_SPEED * (@destination_z - @display_z > 0 ? 8 : -8)      
      @display_x += (increment_x * multiplier_x).to_i
      @display_y += (increment_y * multiplier_y).to_i
      @display_z += (increment_z * multiplier_z).to_i
      
    end
    @last_move_time = time
  end
  
  #--------------------------------------------------------------------------
  # * Set Movement
  #--------------------------------------------------------------------------
  def setmove(destination_x, destination_y, destination_z)
    unless (@battler.is_a?(Game_Enemy) and MNK_STATIONARY_ENEMIES) or
           (@battler.is_a?(Game_Actor) and MNK_STATIONARY_ACTORS)
      unless MNK_STATIONARY_WEAPONS.include?(@battler.weapon_id) or
             MNK_STATIONARY_SKILLS.include?(@skill_used) or
             MNK_STATIONARY_ITEMS.include?(@item_used)
        @original_x = @display_x
        @original_y = @display_y
        @original_z = @display_z          
        @destination_x = destination_x
        @destination_y = destination_y
        @destination_z = destination_z
      end
    end
  end
  
  #-------------------------------------------------------------------------- 
  # * Movement Check
  #--------------------------------------------------------------------------
  def moving
    if (@display_x != @destination_x and @display_y != @destination_y and !@battler.dead?)
      return (@display_x > @destination_x ? 0 : 1)
    end
  end
  
  #--------------------------------------------------------------------------
  # * Set Pose
  #--------------------------------------------------------------------------
  def pose=(pose)
    @pose = pose
    @frame = 0
  end
  
  #--------------------------------------------------------------------------
  # * Freeze
  #--------------------------------------------------------------------------
  def freeze
    @freeze = true
  end
  
  #-------------------------------------------------------------------------- 
  # * Fallen Pose
  #--------------------------------------------------------------------------
  if @derv_anim_bat_stack.nil?
    @derv_anim_bat_stack = true
    alias mnk_collapse collapse
    def collapse
      if @battler.is_a?(Game_Actor)
        mnk_collapse if DEFAULT_ACTOR
        mnk_collapse if DEFAULT_COLLAPSE_ACTOR
        if DEFAULT_ACTOR_ID != nil
          mnk_collapse if DEFAULT_ACTOR_ID.include?(@battler.id)
        end
      else
        mnk_collapse if DEFAULT_ENEMY
        mnk_collapse if DEFAULT_COLLAPSE_ENEMY
        if DEFAULT_ENEMY_ID != nil
          mnk_collapse if DEFAULT_ENEMY_ID.include?(@battler.id)
        end
      end
    end
  end

  #-------------------------------------------------------------------------- 
  # * Phasing / Vanishing
  #--------------------------------------------------------------------------
  def phasing(opa)
    d1 = (@display_x - @original_x).abs
    d2 = (@display_y - @original_y).abs
    d3 = (@display_x - @destination_x).abs
    d4 = (@display_y - @destination_y).abs
    return [opa - ([d1 + d2, d3 + d4].min * 1.75).to_i, 0].max
  end
  
  #-------------------------------------------------------------------------- 
  # * Mirror Pose If...
  #--------------------------------------------------------------------------
  def mirror_pose_if(adv_value)
    if $game_temp.advantage_set == adv_value
      self.mirror = true
    else
      self.mirror = false
    end
  end

  #-------------------------------------------------------------------------- 
  # * Mirror Pose Unless...
  #--------------------------------------------------------------------------
  def mirror_pose_unless(adv_value)
    unless $game_temp.advantage_set == adv_value
      self.mirror = true
    else
      self.mirror = false
    end
  end
  
  #-------------------------------------------------------------------------- 
  # * Casting Pose
  #--------------------------------------------------------------------------
  def casting_pose
    tmp_pose = pose_obtain(MNK_POSES_CASTPREP, MNK_POSES_CASTPREP_A, MNK_POSES_CASTPREP_E)
    tmp_pose2 = pose_array_obtain(MNK_POSES_CASTED, MNK_POSES_CASTED_A, MNK_POSES_CASTED_E, @battler.skill_casted)
    tmp_pose = tmp_pose2 if tmp_pose2 != nil
    state = tmp_pose if tmp_pose != nil
    return state
  end

  #-------------------------------------------------------------------------- 
  # * Final Victory Pose
  #--------------------------------------------------------------------------
  def victory_pose
    tmp_pose = MNK_POSE10-1
    tmp_pose = MNK_APOSE10[@battler.id]-1 if MNK_APOSE10[@battler.id] != nil
    if not MNK_LOOPS_WINNING.include?(@battler.id)
      @freeze = true
    end
    return tmp_pose
  end
  #-------------------------------------------------------------------------- 
  # * Final Victory Pose
  #--------------------------------------------------------------------------
  def dying_pose
    state = pose_obtain(MNK_POSE11, MNK_APOSE11, MNK_EPOSE11)
    if @battler.is_a?(Game_Actor)
      @freeze = true if not MNK_LOOPS_DEFEATED_ACTOR.include?(@battler.id)
    else
      @freeze = true if not MNK_LOOPS_DEFEATED_ENEMY.include?(@battler.id)
    end
    return state
  end  
  
  #--------------------------------------------------------------------------
  # * Battler Translucency
  #     battler            : actor or enemy battler
  #     battler_trans      : translucency array for battler
  #--------------------------------------------------------------------------
  def battler_translucency(battler, battler_trans)
    tcheck = {}
    tcheck = battler_trans
    set_translucency(battler, MNK_TRANSLUCENCY) if tcheck.include?(battler.id)
  end
  
  #--------------------------------------------------------------------------
  # * Set Translucency
  #     battler            : actor or enemy battler
  #     trans_level        : translucency level
  #--------------------------------------------------------------------------
  def set_translucency(battler, trans_level)
    if battler.hidden
      self.opacity  = 0
    else
      self.opacity  = MNK_TRANSLUCENCY
    end
  end
    
  #--------------------------------------------------------------------------
  # * Cell Divider
  #     divider_check      : array to divide cells by custom actor or enemy
  #     divider_standard   : standard number to divide by
  #--------------------------------------------------------------------------
  def cell_divider(divider_check, divider_standard)
    dcheck = {}
    divided_cell = divider_standard
    dcheck = divider_check
    if dcheck != nil
      if dcheck.include?(@battler.id)
        divided_cell = dcheck[@battler.id] if dcheck[@battler.id] != nil
      end
    end
    return divided_cell        
  end
  
  #--------------------------------------------------------------------------
  # * Obtain Individual Cell
  #--------------------------------------------------------------------------
  def cell_obtain
    # Only permit for valid poses & frames
    if @pose != nil
      if @frame != nil
        self.src_rect.set(@width * @frame, @height * @pose, @width, @height)
      end
    end
  end
  
  #--------------------------------------------------------------------------
  # * Obtain Pose
  #     pose_base   : default pose to return
  #     pose_actor  : list of poses for actors
  #     pose_enemy  : list of poses for enemies
  #--------------------------------------------------------------------------
  def pose_obtain(pose_base, pose_actor, pose_enemy)
    # create Arrays
    pos_a = {}
    pos_e = {}
    # fill created Arrays & Set pose
    pos_a = pose_actor
    pos_e = pose_enemy
    pose_now = pose_base
    # Obtain pose if not a standard pose
    if @battler.is_a?(Game_Actor)
      pose_now = pos_a[@battler.id] if pos_a[@battler.id] != nil
    else
      pose_now = pos_e[@battler.id] if pos_e[@battler.id] != nil
    end
    # Return the final pose (minus 1 for neceties)
    pose_now -= 1 if pose_now != nil
    return pose_now
  end
  
  #--------------------------------------------------------------------------
  # * Obtain Pose from hashes
  #     hash_base   : hash with default poses
  #     hash_actor  : advanced list of poses for actors
  #     hash_enemy  : advanced list of poses for enemies
  #     condition   : value determining where to get the final pose
  #--------------------------------------------------------------------------
  def pose_array_obtain(hash_base, hash_actor, hash_enemy, condition)
    # create Arrays
    hash_b    = {}
    hash_a    = {}
    hash_e    = {}
    pose_temp = {}
    # fill created Arrays & Set pose
    hash_b = hash_base
    hash_a = hash_actor
    hash_e = hash_enemy
    # Setup the temp Array
    if @battler.is_a?(Game_Actor)
      pose_temp = hash_a[@battler.id] if hash_a.include?(@battler.id)
    else
      pose_temp = hash_e[@battler.id] if hash_e.include?(@battler.id)
    end
    # Obtain the base pose based on condition (or nil)
    pose_now = hash_b[condition] if hash_b.include?(condition)
    # Obtain the optional actor/enemy pose based on condition (unless nil)
    pose_now = pose_temp[condition] if pose_temp.include?(condition)
    # Return the final pose (minus 1 for neceties)
    pose_now -= 1 if pose_now != nil
    return pose_now
  end
end
 
Part 2

Code:
#==============================================================================
# ** Animated Battlers - Enhanced   ver. 10.5                      (01-20-2007)
#
#------------------------------------------------------------------------------
#  * (3) Battle System:  The Scene Battle class
#==============================================================================    

#==============================================================================
# ** Scene_Battle 
#------------------------------------------------------------------------------ 
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  alias mnkmain main
  def main
    # Initialize wait count
    @delay_count = 0
    # Obtain the formation style
    # Only once per battle start
    $game_system.formation = $formation_style
    $game_system.formation = 0 if $formation_style == nil
    # if Formation is random 
    if $game_system.formation == 8 then
      $game_system.formation = rand(8).to_i
    end
    # Perform the original call
    mnkmain
  end

  #--------------------------------------------------------------------------
  # * Frame Update (main phase)
  #--------------------------------------------------------------------------
  alias mnk_anim_sp3 start_phase3
  def start_phase3
    # Remove flag after set number of turns
    if $game_temp.battle_turn >= MNK_ADV_OFF_TURN
      # Turn sideview advantage mirror flag off
      $game_temp.advantage_set = 0
    end
    # Perform the original call
    mnk_anim_sp3
  end
  
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 1 : action preparation)
  #--------------------------------------------------------------------------
  alias mkf_up4s1 update_phase4_step1
  def update_phase4_step1(battler = @active_battler)
    if $game_system.mnk_det_rtab_systm == true
      mkf_up4s1(battler)
    else
      mkf_up4s1
    end
    if battler != nil
      if $game_system.mnk_det_sd_casting == true
        if battler.sd_casting
          battler.casted = true
        end
      end
    end
  end
  
  #--------------------------------------------------------------------------
  # *  End Skill Selection
  #--------------------------------------------------------------------------  
  alias mkf_endss end_skill_select
  def end_skill_select
    mkf_endss
    if $game_system.mnk_det_rtab_systm
      @active_actor.skill_casted = @skill.id
    else
      @active_battler.skill_casted = @skill.id
    end
  end
  
  #--------------------------------------------------------------------------
  # * Make Skill Action Results (alias used to determine skill used)
  #--------------------------------------------------------------------------
  alias make_skill_action_result_anim make_skill_action_result
  def make_skill_action_result(battler = @active_battler, plus_id = 0)
    @rtab = !@target_battlers
    if $game_system.mnk_det_rtab_attck
      make_skill_action_result_anim(battler, plus_id)
    else
      @rtab ? make_skill_action_result_anim(battler) : make_skill_action_result_anim
    end
    @skill_used = @skill.id
    battler.strike_skill   = @skill.id
    if $game_system.mnk_det_para_spell == true
      #if battler.spelling?
        battler.casted = true
      #end
    end       
    for target in (@rtab ? battler.target : @target_battlers)
      target.struck_skill = @skill.id
    end
  end
  
  #--------------------------------------------------------------------------
  # * Make Item Action Results (alias used to determine item used)
  #--------------------------------------------------------------------------
  alias make_item_action_result_anim make_item_action_result
  def make_item_action_result(battler = @active_battler)
    @rtab = !@target_battlers
    @rtab ? make_item_action_result_anim(battler) : make_item_action_result_anim
    @item_used = @item.id
    @item_usage = @item.scope
    battler.strike_item = @item.id
    for target in (@rtab ? battler.target : @target_battlers)
      target.struck_item = @item.id
    end
  end
  
  #-------------------------------------------------------------------------- 
  # * Frame Update (main phase step 1 : action preparation) (Casting Routine)
  #--------------------------------------------------------------------------
  alias update_phase4_step1_anim update_phase4_step1
  def update_phase4_step1(battler = @active_battler) 
    @rtab = !@target_battlers
    if $game_system.mnk_det_rtab_systm == true
      update_phase4_step1_anim(battler)
      if battler.current_action.kind == 1 and
        (not battler.current_action.forcing or @force != 2)
        if battler.rtp != 0    
          battler.casted = true
        end
      end
    else
      update_phase4_step1_anim
    end
  end
  
  #-------------------------------------------------------------------------- 
  # * Action Animation, Movement
  #--------------------------------------------------------------------------
  alias mnk_update_phase4_step3 update_phase4_step3
  def update_phase4_step3(battler = @active_battler)
    @rtab = !@target_battlers
    target = (@rtab ? battler.target : @target_battlers)[0]
    # Battle Delay System
    if MNK_AT_DELAY    
      # Fomar's Action Cost Detection
      if $game_system.mnk_det_acb_detect
        for actor in $game_party.actors
          actor.vitality= 0
        end
        for enemy in $game_troop.enemies
          enemy.vitality= 0
        end
      end
      # Trickster's AT Detection
      if $game_system.mnk_det_abs_detect
        for actor in $game_party.actors
          actor.at_bonus= [0,0]
        end
        for enemy in $game_troop.enemies
          enemy.at_bonus= [0,0]
        end
      end
      # Cogwheel RTAB Detection
      if $game_system.mnk_det_rtab_systm
        @rtab_wait_flag = true
      end
    end

    # If enemy is a default battler
    if battler.is_a?(Game_Enemy)
      if DEFAULT_ENEMY
        if @rtab then battler.white_flash = true end
        if @rtab then battler.wait = 10 end
      end
      if DEFAULT_ENEMY_ID != nil
        if DEFAULT_ENEMY_ID.include?(battler.id)
          if @rtab then battler.white_flash = true end
          if @rtab then battler.wait = 10 end
        end 
      end        
    end
    # If actor is a default battler
    if battler.is_a?(Game_Actor)
      if DEFAULT_ACTOR
        if @rtab then battler.white_flash = true end
        if @rtab then battler.wait = 10 end
      end
      if DEFAULT_ACTOR_ID != nil
        if DEFAULT_ACTOR_ID.include?(battler.id)
          if @rtab then battler.white_flash = true end
          if @rtab then battler.wait = 10 end
        end 
      end                
    end
    # Reset the 'Do Nothing' flag
    dn_flag = false
    # Set values and poses based on Action 
    case battler.current_action.kind
    when 0  # Attack
      # if Do Nothing, just return
      if battler.current_action.basic == 3
        dn_flag = true
      end
      if dn_flag != true
        rush_type = MNK_STEP_ATTACK
        full_moving = true ; if rush_type; full_moving = false; end
        if MNK_MOVE2CENTER_ATK.include?(battler.weapon_id); center_move=true ; end
        if MNK_STATIONARY_ENEMY_IDS.include?(battler.id) and battler.is_a?(Game_Enemy)
          full_moving = false
          center_move = false
          rush_type = false
        end
        base_pose = pose_obtain(battler, MNK_POSE7, MNK_APOSE7, MNK_EPOSE7)
        base_pose2 = pose_array_obtain(battler, MNK_POSES_WEAPONS, MNK_POSES_WEAPS_A, MNK_POSES_WEAPS_E, battler.weapon_id)
        base_pose = base_pose2 if base_pose2 != nil        
        if battler.current_action.basic == 2
          # If escaping, disable all movement
          full_moving = false
          center_move = false
          rush_type = false    
          # Set the graphics
          temp_pose = pose_obtain(battler, MNK_POSES_ESCAPE, MNK_POSES_ESCAPE_A, MNK_POSES_ESCAPE_E)
          base_pose = temp_pose if temp_pose != nil
        end
      end
    when 1  # Skill
      rush_type = MNK_STEP_SKILL
      if MNK_MOVING_SKILL.include?(@skill_used) ; full_moving = true ; end
      if MNK_MOVE2CENTER_SKILL.include?(@skill_used) ; center_move = true ; end        
      base_pose = pose_obtain(battler, MNK_POSE9, MNK_APOSE9, MNK_EPOSE9)
      base_pose2 = pose_array_obtain(battler, MNK_POSES_SKILLS, MNK_POSES_SKILLS_A, MNK_POSES_SKILLS_E, @skill_used)
      base_pose = base_pose2 if base_pose2 != nil
    when 2  # Item
      rush_type = MNK_STEP_ITEM
      if MNK_MOVING_ITEM.include?(@item_used) or @item_scope == 1..2 ; full_moving = true ; end
      if MNK_MOVE2CENTER_ITEM.include?(@item_used); center_move = true; end
      base_pose = pose_obtain(battler, MNK_POSE8, MNK_APOSE8, MNK_EPOSE8)
      base_pose2 = pose_array_obtain(battler, MNK_POSES_ITEMS, MNK_POSES_ITEMS_A, MNK_POSES_ITEMS_E, @item_used)
      base_pose = base_pose2 if base_pose2 != nil
    end

    # Only perform action if 'Do Nothing' flag is off, ie... doing something...
    if dn_flag != true
      # Control Movement and use current pose 
      @moved = {} unless @moved
      return if @spriteset.battler(battler).moving
      if not (@moved[battler] or battler.guarding?)
        offset = offset_value(target, battler)
        if rush_type        # Steps forward
          @spriteset.battler(battler).setmove(battler.screen_x - offset, battler.screen_y + 1, battler.screen_z)
        end
        if full_moving      # Runs to target
          @spriteset.battler(battler).setmove(target.screen_x + offset, target.screen_y - 1, target.screen_z + 10)
        end
        if center_move      # Runs to center
          @spriteset.battler(battler).setmove(320+(offset/4), battler.screen_y-1, battler.screen_z)
        end
        @moved[battler] = true
        return
        @spriteset.battler(battler).pose = base_pose
      elsif not battler.guarding?
        @spriteset.battler(battler).pose = base_pose
        @spriteset.battler(battler).setmove(battler.screen_x, battler.screen_y, battler.screen_z)
      end
     
      # Finish Up Skill and Item Use
      case battler.current_action.kind
      when 1
        # Flag system that skill was used
        battler.casted = false
        battler.casting = false
        @spriteset.battler(battler).skill_used = 0
      when 2
        # Flag system that item was used
        @spriteset.battler(battler).item_used = 0
      end
      
      # Battle_Charge value for BattleCry script
      $battle_charge = true
    end
  
    # Battle Delay System
    if MNK_AT_DELAY    
      # Fomar's Action Cost Detection
      if $game_system.mnk_det_acb_detect
        for actor in $game_party.actors
          actor.vitality = 1
        end
        for enemy in $game_troop.enemies
          enemy.vitality = 1
        end
      end
      # Trickster's AT Detection
      if $game_system.mnk_det_abs_detect
        for actor in $game_party.actors
          actor.at_bonus = [1,0]
        end
        for enemy in $game_troop.enemies
          enemy.at_bonus = [1,0]
        end
      end
      # Cogwheel RTAB Detection
      if $game_system.mnk_det_rtab_systm
        @rtab_wait_flag = false
      end
    end
    # Prevent 'removed battler' moved state
    unless @moved == nil
      @moved[battler] = false
    end
    # Start attack, do not move from spot
    battler.attacking = true
    # Perform the original call
    @rtab ? mnk_update_phase4_step3(battler) : mnk_update_phase4_step3
  end
  #--------------------------------------------------------------------------
  # * Offset Calculation
  #--------------------------------------------------------------------------
  def offset_value(target, battler = @active_battler)
    offst = @spriteset.battler(battler).battler_offset
    offst += MNK_OFFSET
    # Oversized or special Battler offsets
    if target.is_a?(Game_Enemy) && battler.is_a?(Game_Actor)
      unless MNK_OFFSET_ACTOR == nil
        offst += MNK_OFFSET_ACTOR[battler.id] if MNK_OFFSET_ACTOR.include?(battler.id)
      end
      unless MNK_OFFSET_ENEMY == nil
        offst += MNK_OFFSET_ENEMY[target.id] if MNK_OFFSET_ENEMY.include?(target.id)
      end
    end
    if target.is_a?(Game_Actor) && battler.is_a?(Game_Enemy)
      unless MNK_OFFSET_ENEMY == nil
        offst += MNK_OFFSET_ENEMY[battler.id] if MNK_OFFSET_ENEMY.include?(battler.id)
      end
      unless MNK_OFFSET_ACTOR == nil
        offst += MNK_OFFSET_ACTOR[target.id] if MNK_OFFSET_ACTOR.include?(target.id)
      end
    end
    # Offset calc dependant on sideview
    if $game_system.sv_angle == 1
      offset = (battler.is_a?(Game_Actor) ? -(offst) : offst)
    else
      offset = (battler.is_a?(Game_Actor) ? offst : -(offst))
    end
    return offset
  end
  #--------------------------------------------------------------------------
  # * Hit Animation
  #--------------------------------------------------------------------------
  alias mnk_update_phase4_step4 update_phase4_step4
  def update_phase4_step4(battler = @active_battler)
    # Cycle through the targets
    for target in (@rtab ? battler.target : @target_battlers)
      damage = (@rtab ? target.damage[battler] : target.damage)
      critical = (@rtab ? target.critical[battler] : target.critical)
      if damage.is_a?(Numeric) and damage > 0
        base_pose = pose_obtain(target, MNK_POSE2, MNK_APOSE2, MNK_EPOSE2)
        weapon_used = battler.weapon_id
        weapon_used = 0 if weapon_used == nil
        base_pose2 = pose_array_obtain(target, MNK_STRUCK_WEAPS, MNK_STRUCK_WEAPS_A, MNK_STRUCK_WEAPS_E, weapon_used)
        base_pose = base_pose2 if base_pose2 != nil
        if battler.strike_skill != 0
          if battler.strike_skill == target.struck_skill
            base_pose2 = pose_array_obtain(target, MNK_STRUCK_SKILLS, MNK_STRUCK_SKILLS_A, MNK_STRUCK_SKILLS_E, target.struck_skill)
            base_pose = base_pose2 if base_pose2 != nil
          end
        end
        if battler.strike_item != 0
          if battler.strike_item == target.struck_item
            base_pose2 = pose_array_obtain(target, MNK_STRUCK_ITEMS, MNK_STRUCK_ITEMS_A, MNK_STRUCK_ITEMS_E, target.struck_item)
            base_pose = base_pose2 if base_pose2 != nil
          end
        end
        @spriteset.battler(target).pose = base_pose
        if critical == true
          temp_pose = pose_obtain(target, MNK_POSES_CRITICAL, MNK_POSES_CRIT_A, MNK_POSES_CRIT_E)
          weapon_used = battler.weapon_id
          weapon_used = 0 if weapon_used == nil
          base_pose2 = pose_array_obtain(target, MNK_CRIT_WEAPS, MNK_CRIT_WEAPS_A, MNK_CRIT_WEAPS_E, weapon_used)
          base_pose = base_pose2 if base_pose2 != nil
          if @skill_used != 0
            if @skill_used == target.struck_skill
              base_pose2 = pose_array_obtain(target, MNK_CRIT_SKILLS, MNK_CRIT_SKILLS_A, MNK_CRIT_SKILLS_E, target.struck_skill)
              base_pose = base_pose2 if base_pose2 != nil
            end
          end
          if @item_used != 0
            if @item_used == target.struck_item
              base_pose2 = pose_array_obtain(target, MNK_CRIT_ITEMS, MNK_CRIT_ITEMS_A, MNK_CRIT_ITEMS_E, target.struck_item)
              base_pose = base_pose2 if base_pose2 != nil
            end
          end
          @spriteset.battler(target).pose = temp_pose if temp_pose != nil
        end
      end
    end
    # Reset/zero out the battler's skill & item
    battler.strike_skill  = 0
    battler.strike_item   = 0
    # Perform the original call
    @rtab ? mnk_update_phase4_step4(battler) : mnk_update_phase4_step4
    # Finish attack n battle animation, free to move
    battler.attacking = false
  end
  
  #-------------------------------------------------------------------------- 
  # * Victory Animation
  #--------------------------------------------------------------------------
  alias mnk_start_phase5 start_phase5
  def start_phase5
    for actor in $game_party.actors
      return if @spriteset.battler(actor).moving
    end
    # See if an actor remains alive
    for actor in $game_party.actors
      unless actor.dead?
        $game_system.victory = true
      end
    end
    # See if an enemy remains alive
    for enemy in $game_troop.enemies.reverse
      unless enemy.dead?
        $game_system.defeat = true
      end
    end    
    # Perform the original call    
    mnk_start_phase5
  end
  #--------------------------------------------------------------------------
  # * Change Arrow Viewport
  #--------------------------------------------------------------------------
  alias mnk_start_enemy_select start_enemy_select
  def start_enemy_select
    # Perform the original call
    mnk_start_enemy_select
    # Arrow manipulation
    @enemy_arrow.dispose
    @enemy_arrow = Arrow_Enemy.new(@spriteset.viewport2)
    @enemy_arrow.help_window = @help_window
  end
  #--------------------------------------------------------------------------
  # * Obtain Pose (Scene Battle version)
  #     battler     : battler performing attack
  #     pose_base   : default pose to return
  #     pose_actor  : list of poses for actors
  #     pose_enemy  : list of poses for enemies
  #--------------------------------------------------------------------------
  def pose_obtain(battler, pose_base, pose_actor, pose_enemy)
    # create Arrays
    pos_a = {}
    pos_e = {}
    # fill created Arrays & Set pose
    pos_a = pose_actor
    pos_e = pose_enemy
    pose_now = pose_base
    # Obtain pose if not a standard pose
    if battler.is_a?(Game_Actor)
      pose_now = pos_a[battler.id] if pos_a[battler.id] != nil
    else
      pose_now = pos_e[battler.id] if pos_e[battler.id] != nil
    end
    # Return the final pose (minus 1 for niceties)
    pose_now -= 1 if pose_now != nil
    return pose_now
  end

  #--------------------------------------------------------------------------
  # * Obtain Pose from hashes (Scene Battle version)
  #     battler     : battler performing attack
  #     hash_base   : hash with default poses
  #     hash_actor  : advanced list of poses for actors
  #     hash_enemy  : advanced list of poses for enemies
  #     condition   : value determining where to get the final pose
  #--------------------------------------------------------------------------
  def pose_array_obtain(battler, hash_base, hash_actor, hash_enemy, condition)
    # create Arrays
    # create Arrays
    hash_b    = {}
    hash_a    = {}
    hash_e    = {}
    pose_temp = {}
    # fill created Arrays & Set pose
    hash_b = hash_base
    hash_a = hash_actor
    hash_e = hash_enemy
    # Setup the temp Array
    if battler.is_a?(Game_Actor)
      pose_temp = hash_a[battler.id] if hash_a.include?(battler.id)
    else
      pose_temp = hash_e[battler.id] if hash_e.include?(battler.id)
    end
    # Obtain the base pose based on condition (or nil)
    pose_now = hash_b[condition] if hash_b.include?(condition)
    # Obtain the optional actor/enemy pose based on condition (unless nil)
    pose_now = pose_temp[condition] if pose_temp.include?(condition)
    # Return the final pose (minus 1 for niceties)
    pose_now -= 1 if pose_now != nil
    return pose_now
  end
end

Code:
#==============================================================================
# ** Animated Battlers - Enhanced   ver. 10.5                      (01-20-2007)
#
#------------------------------------------------------------------------------
#  * (4) Miscellaneous:  Formations, Viewport and various Detection routines.
#==============================================================================  
 
#============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
#  This class handles temporary data that is not included with save data.
#  Refer to "$game_temp" for the instance of this class.
#==============================================================================

class Game_Temp
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :advantage_set            # holds value for sideview systems  
end


#============================================================================== 
# ** Game_System
#------------------------------------------------------------------------------
#  This class handles data surrounding the system. Backround music, etc.
#  is managed here as well. Refer to "$game_system" for the instance of 
#  this class.
#==============================================================================

class Game_System
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  # Auto-Detection Values
  attr_accessor :mnk_det_abs_detect       # Trickster's ATB System Detection
  attr_accessor :mnk_det_acb_detect       # Action Cost Battlesystem Detection
  attr_accessor :mnk_det_claihms_ts       # Claihm's Tactical Skills Detection
  attr_accessor :mnk_det_para_spell       # ParaDog Detection
  attr_accessor :mnk_det_rtab_attck       # Connected Attacking Detection
  attr_accessor :mnk_det_rtab_systm       # RTAB Detection
  attr_accessor :mnk_det_sd_casting       # DBS Skill Delay Detection
  # Inter-Class variables
  attr_accessor :max_member               # max members
  attr_accessor :sv_angle                 # sideview system angle
  attr_accessor :formation                # formation
  attr_accessor :form_top                 # formation top
  attr_accessor :form_wd                  # formation height
  attr_accessor :bstat_ht                 # battlestatus height
  attr_accessor :victory                  # victory boolean
  attr_accessor :defeat                   # defeat boolean
  # Additional values for the $global's save/load feature
  attr_accessor :mnk_sm                   # sideview mirror
  attr_accessor :mnk_fmm                  # formation max members
  attr_accessor :mnk_fmh                  # formation max height
  attr_accessor :mnk_fmw                  # formation max width
  attr_accessor :mnk_bh                   # battlestatus height
  attr_accessor :mnk_fs                   # formation style  
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias mnk_init initialize
  def initialize
    # Perform the original call
    mnk_init
    # Create the savable values
    @mnk_sm  = 0
    @mnk_fmm = 4
    @mnk_fmh = 220
    @mnk_fmw = 128
    @mnk_bh  = 160
    @mnk_fs  = 0
  end  
end  


#===================================================\==========================
# ** Scene_Save
#------------------------------------------------------------------------------
#  This class performs save screen processing.
#==============================================================================

class Scene_Save < Scene_File
  #--------------------------------------------------------------------------
  # * Write Save Data
  #     file : write file object (opened)
  #--------------------------------------------------------------------------
  alias mnk_wsd write_save_data
  def write_save_data(file)
    # Store the globals
    $game_system.mnk_sm  = $sideview_mirror
    $game_system.mnk_fmm = $formation_max_member
    $game_system.mnk_fmh = $formation_max_height
    $game_system.mnk_fmw = $formation_max_width
    $game_system.mnk_bh  = $battlestatus_height
    $game_system.mnk_fs  = $formation_style
    # Perform the original call
    mnk_wsd(file)
  end
end


#==============================================================================
# ** Scene_Load
#------------------------------------------------------------------------------
#  This class performs load screen processing.
#==============================================================================

class Scene_Load < Scene_File
  #--------------------------------------------------------------------------
  # * Read Save Data
  #     file : file object for reading (opened)
  #--------------------------------------------------------------------------
  alias mnk_rsd read_save_data
  def read_save_data(file)
    #Perform the original call
    mnk_rsd(file)
    # ReStore the globals
    $sideview_mirror      = $game_system.mnk_sm
    $formation_max_member = $game_system.mnk_fmm
    $formation_max_height = $game_system.mnk_fmh
    $formation_max_width  = $game_system.mnk_fmw
    $battlestatus_height  = $game_system.mnk_bh
    $formation_style      = $game_system.mnk_fs
  end
end


#==============================================================================
# ** Game_Battler
#------------------------------------------------------------------------------
#  This class deals with battlers. It's used as a superclass for the Game_Actor
#  and Game_Enemy classes.
#==============================================================================

class Game_Battler
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :attacking                # if attacking
  attr_accessor :casted                   # if spell is casted
  attr_accessor :casting                  # if currently casting
  attr_accessor :skill_casted             # ID of skill used
  attr_accessor :strike_skill
  attr_accessor :strike_item
  attr_accessor :struck_weapon
  attr_accessor :struck_skill
  attr_accessor :struck_item
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias mnk_init initialize
  def initialize
    @attacking      = false
    @casted         = false 
    @casting        = false
    @skill_casted   = 0
    @strike_skill   = 0
    @strike_item    = 0
    @struck_weapon  = 0
    @struck_skill   = 0
    @struck_item    = 0
    mnk_init
    # ParaDog's Spell Delay Detection
    if defined?(spelling?)
      $game_system.mnk_det_para_spell = true
    end
    # DBS Spell Delay Detection
    if @sd_casting != nil
      $game_system.mnk_det_sd_casting = true
    end
    # Fomar's Action Cost Detection
    if @vitality != nil
      $game_system.mnk_det_acb_detect = true
    end
    # Trickster's AT Detection
    if @at_bonus != nil
      $game_system.mnk_det_abs_detect = true
    end    
  end
end



#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles the actor. It's used within the Game_Actors class
#  ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

class Game_Actor
  alias mnk_ini initialize
  def initialize(actor_id)
    mnk_ini(actor_id)
    if defined?(change_weapon)
      $game_system.mnk_det_rtab_attck = true
    end    
  end    
  #--------------------------------------------------------------------------
  # * Actor X Coordinate
  #--------------------------------------------------------------------------
  def screen_x
    # Determine minimum horizontal space between battlers
    x_spacer = $game_system.form_wd / $game_system.max_member
    if self.index != nil
      case $game_system.formation
      when 0                                    # DIAGONAL PATTERN 1
        if $game_system.sv_angle == 1
          return self.index * -x_spacer + (($game_system.max_member+1)*x_spacer) #202        
        else
          return self.index * x_spacer + (640-(($game_system.max_member+1)*x_spacer))#450
        end          
      when 1                                    # DIAGONAL PATTERN 2   
        if $game_system.sv_angle == 1
          return self.index * x_spacer + x_spacer #64        
        else
          return self.index * -x_spacer + (640-x_spacer*2) #576
        end        
      when 2                                    # 2-ROW SLANT
        if $game_system.sv_angle == 1
          if self.index < ($game_system.max_member/2)
            return self.index + (($game_system.max_member+1)*x_spacer) + (x_spacer * self.index)
          else
            return self.index + (x_spacer * self.index) - x_spacer * 0.5 
          end
        else
          if self.index < ($game_system.max_member/2)
            return self.index + (640-(($game_system.max_member+1)* x_spacer)) + (-x_spacer * self.index)
          else
            return self.index + (640-((x_spacer*0.5)-x_spacer)) + (-x_spacer * self.index)
          end
        end
      when 3                                    # 2 ROW - SLANT
        if $game_system.sv_angle == 1
          if self.index < ($game_system.max_member/2)
            return self.index + (x_spacer/2)+(($game_system.max_member+1)* x_spacer) + (-x_spacer * self.index) 
          else
            return self.index + (($game_system.max_member+1)* x_spacer) + (-x_spacer * self.index)
          end        
        else
          if self.index < ($game_system.max_member/2)
            return self.index + 442 + (x_spacer * self.index) 

          else
            return self.index  + 430 + (x_spacer * self.index)
          end        
        end
      when 4                                    # Column Pattern 1       
        if $game_system.sv_angle == 1
          if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 )
            return self.index + ($game_system.max_member*(x_spacer*1.5)) + (-(x_spacer*1.5) * (self.index-1)) 
          else
            return self.index + ($game_system.max_member*(x_spacer*1.5)) + (-(x_spacer*1.5) * self.index)
          end        
        else
          if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 )
            return self.index + 640-($game_system.max_member*(x_spacer*1.5)) + ((x_spacer*1.5) * (self.index-1))
          else
            return self.index + 640-($game_system.max_member*(x_spacer*1.5)) + ((x_spacer*1.5) * self.index)
          end        
        end
      when 5                                    # Column Pattern 2
        if $game_system.sv_angle == 1
          if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 )
            return self.index + ($game_system.max_member*(x_spacer*1.5)) + (-(x_spacer*1.5) * (self.index-1)) 
          else
            return self.index + ($game_system.max_member*(x_spacer*1.5)) + (-(x_spacer*1.5) * self.index)
          end        
        else
          if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 )
            return self.index + 640-($game_system.max_member*(x_spacer*1.5)) + ((x_spacer*1.5) * (self.index-1))
          else
            return self.index + 640-($game_system.max_member*(x_spacer*1.5)) + ((x_spacer*1.5) * self.index)
          end     
        end
      when 6                                    # Wave Formation 1
        if $game_system.sv_angle == 1
          if self.index < ($game_system.max_member/2)
            return 170
          else
            return  90
          end        
        else
          if self.index < ($game_system.max_member/2)
            return 470
          else
            return 550
          end        
        end
      else                                      # Wave Formation 2
        if $game_system.sv_angle == 1
          if self.index < ($game_system.max_member/2)
            return 170
          else
            return  90
          end        
        else
          if self.index < ($game_system.max_member/2)
            return 470
          else
            return 550
          end        
        end
      end
    else
      return 0
    end
  end
  #-------------------------------------------------------------------------- 
  # * Actor Y Coordinate
  #--------------------------------------------------------------------------
  def screen_y
    # Determine minimum vertical space between battlers
    y_spacer = (480 - $game_system.bstat_ht - $game_system.form_top) / $game_system.max_member
    
    if self.index != nil
      case $game_system.formation
      # DIAGONAL PATTERNS ( 1 & 2 )
      when 0, 1
        return self.index * (y_spacer * 1.25) + $game_system.form_top
      # TWO-ROW SLANTS ( 1 & 2 )
      when 2, 3
        if self.index < ($game_system.max_member / 2)
          return $game_system.form_top + ((y_spacer * 2.5) * self.index)
        else
          return ($game_system.form_top - (y_spacer*($game_system.max_member + 1))) + ((y_spacer*2.5) * self.index) #was 60
        end        
      # COLUMN PATTERNS (1 & 2)        
      when 4
        if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 )           
          return $game_system.form_top + ($game_system.bstat_ht / 2)
        else
          return $game_system.form_top + ($game_system.bstat_ht / 6)
        end
      when 5
        if ((self.index + 1) / 2) >= (((self.index + 1).to_f) / 2 )           
          return $game_system.form_top + ($game_system.bstat_ht / 6)
        else
          return $game_system.form_top + ($game_system.bstat_ht / 2)
        end
      # BOX PATTERN (1 & 2)  
      when 6 
        if self.index < ($game_system.max_member / 2)
          return $game_system.form_top + (y_spacer * 2.5 *  self.index)
        else
          return $game_system.form_top + (y_spacer * 2.5 * ((self.index) - ($game_system.max_member / 2)))
        end  
      else
        if self.index < ($game_system.max_member / 2)
          return $game_system.form_top + (y_spacer * 2.5 * (($game_system.max_member / 2) - 1))+ (y_spacer * 2.5 * -self.index)
        else
          return $game_system.form_top + (y_spacer * 2.5 * (($game_system.max_member / 2) - 1)) + (y_spacer * 2.5 * -((self.index) - ($game_system.max_member / 2)))
        end  
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Actor Z Coordinate
  #--------------------------------------------------------------------------
  def screen_z
    return screen_y
  end
end


#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
#  This class handles enemies. It's used within the Game_Troop class
#  ($game_troop).
#==============================================================================

class Game_Enemy < Game_Battler 
  #--------------------------------------------------------------------------
  # * Get Battle Screen X-Coordinate
  #--------------------------------------------------------------------------
  def screen_x
    if self.index != nil
      if $game_system.sv_angle == 1
        return 640 - $data_troops[@troop_id].members[@member_index].x
      else
        return $data_troops[@troop_id].members[@member_index].x
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Actor Z Coordinate
  #--------------------------------------------------------------------------
  def screen_z
    return screen_y
  end  
end


#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
#  This class handles the party. It includes information on amount of gold 
#  and items. Refer to "$game_party" for the instance of this class.
#==============================================================================

class Game_Party
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :party_size
end


#============================================================================== 
# ** Spriteset_Battle
#------------------------------------------------------------------------------
#  This class brings together battle screen sprites. It's used within
#  the Scene_Battle class.
#==============================================================================

class Spriteset_Battle
  #--------------------------------------------------------------------------
  # * Change Enemy Viewport
  #--------------------------------------------------------------------------
  alias mnk_initialize initialize
  def initialize
    mnk_initialize
    # Determine if RTAB system in use
    if @real_zoom != nil
      $game_system.mnk_det_rtab_systm = true
    end
    @enemy_sprites = []
    for enemy in $game_troop.enemies.reverse
      @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias mnk_update update
  def update
    # Set current number of battlers
    mnkps = 4
    mnkps = $game_party.party_size if $game_party.party_size != nil
    # Added routine to load battlers during combat
    unless @mnk_battlers_reloaded
      @actor_sprites = []
      for i in 0...mnkps
        @actor_sprites.push(Sprite_Battler.new(@viewport1))
      end
      @mnk_battlers_reloaded = true
    end      
    # Perform the original call    
    mnk_update
    # 'Re-'Update actor sprite contents (corresponds with actor switching)
    for i in 0...mnkps
      @actor_sprites[i].battler = $game_party.actors[i]
    end    
  end
  #--------------------------------------------------------------------------
  # * Find Sprite From Battler Handle
  #--------------------------------------------------------------------------
  def battler(handle)
    for sprite in @actor_sprites + @enemy_sprites
      return sprite if sprite.battler == handle
    end
  end
end


#==============================================================================
# ** Arrow_Base
#------------------------------------------------------------------------------
#  This sprite is used as an arrow cursor for the battle screen. This class
#  is used as a superclass for the Arrow_Enemy and Arrow_Actor classes.
#==============================================================================

class Arrow_Base < Sprite
  #--------------------------------------------------------------------------
  # * Reposition Arrows
  #--------------------------------------------------------------------------
  alias mnk_initialize initialize
  def initialize(viewport)
    mnk_initialize(viewport)
    self.ox = MNK_ARROW_X
    self.oy = MNK_ARROW_Y
  end
end
 

Brody

Member

alright il have a look i dont guarantee anything since i dont no much about scripts but i can find out how to lots on my own, im pretty good with editing scripts im in the learning stage
 

Brody

Member

Edit: the below dosnt work i tested it however i found another option and i think what you meant u want the monsters to stay in place while they attack and the battlers dont if thats right, go to line 254 of the first script; let me know how it goes.
Code:
# * 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
replace that with this one
Code:
# * Stationary Battlers (simple True/False settings)
  #--------------------------------------------------------------------------    
  MNK_STATIONARY_ENEMIES = true    # If the enemies don't move while attacking
  MNK_STATIONARY_ACTORS  = false    # If the actors don't move while attacking

thanks let me know if thats not what you wanted
 
If definatly useful but im trying to stop the enemy Battlers from animating all together. so they loose the idle, attacking, dieing animations but without looking all dodge.
But yeah stationary attacks are definatly usefull thanks
 

Brody

Member

Holycow88":2p3dxy2t said:
If definatly useful but im trying to stop the enemy Battlers from animating all together. so they loose the idle, attacking, dieing animations but without looking all dodge.
But yeah stationary attacks are definatly usefull thanks
im not sure if i understand, do you mean like no animation like evan when it uses a spell if u have msn add mine we can talk there, motocrosser_brod@live.com
 

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