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HELP WITH BATTLE SPRITES PLZ

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OK I need someone to help me out step by step on how I go about putting animated sprites in my battle I already have a side view battle system and now I need some sprites to come in and kick butt every time I try to put them in I get the whole sprite sheet instead of an animation help me plz I'm a dummy so explain it to me like a dummy
 
Minkoff's Animated Battlers - Enhanced
This is the side battle system I'm using and the sheets are aligned the sprites come out with the full sprite sheet and sometimes I can get it if I mess around with the script I can get the sprites legs to show and nothing else I have tried messing around with the script but nothing seems to work
 
Did you follow the instructions inside the script?
What sprites are you using? Depending on the number of poses they have the script needs to be configured diffrently.
More information, please  ;D
 
As far as I know I did everything after messing around for a bit I got my battler's head to show but I can't see the rest of his body
http://www.rpgrevolution.com/script/54/
Here is where I got the script from and I've read the instructions from the site I understand alot but it feels like there is just one small thing I'm missing and I'm using the sprites that the site provided they had a link that said sprites ready to use with this system but it ain't workin the sprites I'm using have 40 poses
 
40 poses? You mean ten rows of four poses each, right? If so, there's your problem. In the config part of the script, set the default and maximum row info to 10 (they should both be at 11). Hope this helps.
 
Ok I got a little bit more help but I just can't seem to get the whole character to show can someone check out my config pasted below
#==============================================================================
# ** Animated Battlers - Enhanced  ver. 10.3                      (10-30-2007)
#
#------------------------------------------------------------------------------
#  * (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        = nil  # ID and # of poses for each enemy
  MNK_FRAMES_ENEMY        = nil      # ID and # of frames for each enemy
  MNK_POSES_ACTOR        = nil  # 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.
 
   
   
  #==========================================================================
  #  ****                  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  =  ()
  MNK_APOSE3  =  ()
  MNK_APOSE4  =  ()
  MNK_APOSE5  =  ()
  MNK_APOSE6  =  ()
  MNK_APOSE7  =  ()
  MNK_APOSE8  =  ()
  MNK_APOSE9  =  ()
  MNK_APOSE10  =  {}
  MNK_APOSE11  =  {}
   
  # Editable Template (for Custom Enemy Spritesheets)
  #--------------------------------------------------------------------------
  MNK_EPOSE1  =  {}
  MNK_EPOSE2  =  {} 
  MNK_EPOSE3  =  {} 
  MNK_EPOSE4  =  {} 
  MNK_EPOSE5  =  {} 
  MNK_EPOSE6  =  {}
  MNK_EPOSE7  =  {}
  MNK_EPOSE8  =  {}
  MNK_EPOSE9  =  {}
  MNK_EPOSE11  =  {} 
                       
                       
  #==========================================================================
  #  ****              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    = {4}              # 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                ****  #
  #==========================================================================
     
  # * Forward Step System (Final Fantasy-Style)
  #--------------------------------------------------------------------------   
  MNK_RUSH_OFFSET        = 0        # How much additional space between battlers
  MNK_RUSH_ATTACK        = false    # If true, battler steps forward to attack
  MNK_RUSH_SKILL        = true    # If true, battler steps forward to use skill
  MNK_RUSH_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      = 255      # Degree of transparency
  MNK_TRANSLUCENT_ACTOR = []      # ID of actor at translucency settings
  MNK_TRANSLUCENT_ENEMY = []  # ID of enemy at translucency settings
  MNK_PHASING          = false    # If battlers fade in/out while charging
  MNK_PHASING_ACTOR    = []  # IDs of actors that fade in/out if charging
  MNK_PHASING_ENEMY    = []      # IDs of enemies that fade in/out if charging

  MNK_FADE_IN          = false    # 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.
 

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