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Help with minkoff´s battle system plx

tinney

Member

Hi, im usign minkoffs 2d battle system and when im battling, instead of just seeing the once char that moves i see all the move sets of the battlers. Please reply i dont know what to do :(.
Maybe this is kinda noobish but im new to rpgmaker and this forum so... i don´t know how to add
a screenshot:( sorry. If you don´t understand what i mean can you please tell me how to insert a screenshot.  I´m sorry but im kinda a noob. ;) http://C:\Documents and Settings\Användaren\Skrivbord help plx.bmp[/img]
 
This question has been asked several times. Please use the search function next time.

The problem is simply solved by going into the script's confuguration part and changing the part where it says to use defualt sprites for battler 1 (should be line 17) to

Code:
DEFAULT_ACTOR_ID        = []     # Ids of actors using default battlers

It's easy. I figured it out myself, and I am an absolute noob at scripting. (I can store stuff in varables and display it, but that's all)
Minkoff's is very user friendly, so try for yourself. Everything is explained.  ;D

I hope this helped

~Dalton~
 
There's more to clear out than that, make sure to clear out all of the default settings from the demo or you will have more problems as you go on, the demo was not made to be used right away, it's there to show what the system can do, you'll need to change more than that in the configuration so make sure to look around.
 

tinney

Member

Now you can´t see the characters head and he is only standing in one battle stance. im sorry if
im a pain in the ass but i really suck on scripting. And the enemy that you battle you only see the bottom right part of it :/.


Take a look at my configs and please tell whats wrong :)








#==============================================================================
# ** 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        = [1]      # 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              = 30      # Maximum # of poses (stances) in the template
  MNK_FRAMES              = 6      # 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 => 30}  # ID and # of poses for each enemy
  MNK_FRAMES_ENEMY        = nil      # ID and # of frames for each enemy
  MNK_POSES_ACTOR        = {2 => 30}  # ID and # of poses for each actor
  MNK_FRAMES_ACTOR        = {2 => 30}  # 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  =  12  # Sets the 'Ready Pose'  (MNK_POSE1)  #1 in your template
  MNK_POSE2  =  12  # Sets the 'Struck Pose' (MNK_POSE2)  #2 in your template
  MNK_POSE3  =  12  # Sets the 'Woozy Pose'  (MNK_POSE3)  #3 in your template
  MNK_POSE4  =  12  # Sets the 'Block Pose'  (MNK_POSE4)  #4 in your template
  MNK_POSE5  =  12  # Sets the 'Charge Pose' (MNK_POSE5)  #5 in your template
  MNK_POSE6  =  12  # Sets the 'Retreat Pose'(MNK_POSE6)  #6 in your template
  MNK_POSE7  =  12  # Sets the 'Attack Pose' (MNK_POSE7)  #7 in your template
  MNK_POSE8  =  12  # Sets the 'Item Pose'  (MNK_POSE8)  #8 in your template
  MNK_POSE9  =  12  # Sets the 'Skill Pose'  (MNK_POSE9)  #9 in your template
  MNK_POSE10  =  12  # Sets the 'Victory Pose'(MNK_POSE10) #10 in your template
  MNK_POSE11  =  12  # 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      = 12          # Choose animation pose for 'preparation'
  MNK_POSES_SETUP_A    = {2 => 4}
  MNK_POSES_SETUP_E    = {1 => 4}   
  MNK_POSES_CASTPREP    = 12          # 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    = {3 => 12}         
  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 => 12}  # 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  = { 3 => { 7 => 12,8 => 13 }}
  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                ****  #
  #==========================================================================
     
  # * 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      = 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.
 
Are you using a 10 pose battler? Well minkoff at this version uses 11 poses. You have to reconfigure. You can't expect the script to know how many poses you have.

So I was just trying to edit your code, but... Where did you get this from? Why is every pose the same? I mean

Code:
  # Editable Template (Some people wanted to change their template design)
  #--------------------------------------------------------------------------
  MNK_POSE1   =  12  # Sets the 'Ready Pose'  (MNK_POSE1)   #1 in your template
  MNK_POSE2   =  12  # Sets the 'Struck Pose' (MNK_POSE2)   #2 in your template
  MNK_POSE3   =  12  # Sets the 'Woozy Pose'  (MNK_POSE3)   #3 in your template
  MNK_POSE4   =  12  # Sets the 'Block Pose'  (MNK_POSE4)   #4 in your template
  MNK_POSE5   =  12  # Sets the 'Charge Pose' (MNK_POSE5)   #5 in your template
  MNK_POSE6   =  12  # Sets the 'Retreat Pose'(MNK_POSE6)   #6 in your template
  MNK_POSE7   =  12  # Sets the 'Attack Pose' (MNK_POSE7)   #7 in your template
  MNK_POSE8   =  12  # Sets the 'Item Pose'   (MNK_POSE8)   #8 in your template
  MNK_POSE9   =  12  # Sets the 'Skill Pose'  (MNK_POSE9)   #9 in your template
  MNK_POSE10  =  12  # Sets the 'Victory Pose'(MNK_POSE10) #10 in your template
  MNK_POSE11  =  12  # Sets the 'Defeat Pose' (MNK_POSE11) #11 in your template

For a 10 poses battler it should look like that:

Code:
  # 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  =  1  # Sets the 'Victory Pose'(MNK_POSE10) #10 in your template
  MNK_POSE11  =  10  # Sets the 'Defeat Pose' (MNK_POSE11) #11 in your template

Also:

Code:
 # * 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               = 30      # Maximum # of poses (stances) in the template
  MNK_FRAMES              = 6      # 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 => 30}  # ID and # of poses for each enemy
  MNK_FRAMES_ENEMY        = nil       # ID and # of frames for each enemy
  MNK_POSES_ACTOR         = {2 => 30}  # ID and # of poses for each actor
  MNK_FRAMES_ACTOR        = {2 => 30}  # ID and # of frames for each actor.

Doesn't make any sense either...
Are you using a ten poses battler with three frames each? Well then it should read:

Code:
 # * 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               = 10     # Maximum # of poses (stances) in the template
  MNK_FRAMES              = 3      # Maximum # of frames in each pose
  MNK_FRAMES_STANDARD     = 3       # Standard # of frames played in each pose.
  
  # Individual Spritesheet Control Center
  #--------------------------------------------------------------------------        
  MNK_POSES_ENEMY         = {}  # ID and # of poses for each enemy
  MNK_FRAMES_ENEMY        = nil       # ID and # of frames for each enemy
  MNK_POSES_ACTOR         = {}  # ID and # of poses for each actor
  MNK_FRAMES_ACTOR        = {}  # ID and # of frames for each actor.

If this isn't using either, give me the graphics you are using and the character ID for each. Then I will configure it for you...

~Dalton~
 

tinney

Member

thanks for the fast reply, now you see the battler´s full body but he...ah well.he is kinda moving forward all the time without moving hes legs. He is stil at the same place but he is kinda....ah well.I dont really know how to post a screenshot (sorry for being a noob) but can ou tell me how, and i can show you how it looks like and what battler im using :D.          Please Reply im in great need of Help. :(
 
While playing, press the print buutom, then go into a graphic program like paint and press ctrl + v. Save the file and host it at imageshack. Then post it here.

I am rather curious what the problem is... I can't really imagine it...
 
I see... could I have your battler please... Must be some issue with that. I may be able to solve it when you show me your battler...
It must be some configuration issue, so I would need to test myself.
 
There's nothing wrong with your battler, I use the same one in my project (yes the one in my sig) it's your script(I think what you posted may be the eleven pose system but it looked like someone had messed with the settings) you've got a battler that uses the 11 pose system.
Do this:

Go to minkoff topic
download 11 pose system of your choice (you should probably stick with the standard turn based one)
remove the demo settings (read the PDF file in the topic if you're having trouble with this)
test script (should work at this point)
Make a shrine to honour me (optional)
 
Ah, sorry! From the code you posted I thought you were using a 3 frame battler. My bad.

Now search this code (I told you to use)
Code:
# * 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               = 10     # Maximum # of poses (stances) in the template
  MNK_FRAMES              = 3      # Maximum # of frames in each pose
  MNK_FRAMES_STANDARD     = 3       # Standard # of frames played in each pose.
  
  # Individual Spritesheet Control Center
  #--------------------------------------------------------------------------        
  MNK_POSES_ENEMY         = {}  # ID and # of poses for each enemy
  MNK_FRAMES_ENEMY        = nil       # ID and # of frames for each enemy
  MNK_POSES_ACTOR         = {}  # ID and # of poses for each actor
  MNK_FRAMES_ACTOR        = {}  # ID and # of frames for each actor.

And change it to:
Code:
# * 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         = {}  # ID and # of poses for each enemy
  MNK_FRAMES_ENEMY        = nil       # ID and # of frames for each enemy
  MNK_POSES_ACTOR         = {}  # ID and # of poses for each actor
  MNK_FRAMES_ACTOR        = {}  # ID and # of frames for each actor.

That should solve the problem.
Hope that helps.

~Dalton~
 

tinney

Member

YaY, ty :D :D :D btw someoneknow how to make the battlers run closer to the enemy? cause the battler kind isnt moving from its spot when it fights. if it´s not to much of a problem could you help me with that too?
(and the enemeis bottom bart is above them) can u tell me how to do ^^

:D :)
 
Well... what battler do you use for the enemie?

And make sure, that the weapon ID of the equiped weapon is not i the statonary control center....

Code:
  #==========================================================================
  #   ****                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 = [] # (examples are bows & guns)
  MNK_STATIONARY_SKILLS  = []       # (examples are bows & guns)
  MNK_STATIONARY_ITEMS   = []       # (examples are bows & guns)

Try this! It should work.
 
Well, first try this!

Search for:

Code:
  # 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.

and change it to:

Code:
  # Editable Template (for Custom Enemy Spritesheets)
  #--------------------------------------------------------------------------
  MNK_EPOSE1   =   {} 
  MNK_EPOSE2   =   {}   # Did the same to the ghosts.  Note that enemies have
  MNK_EPOSE3   =   {}   # no victory pose.
  MNK_EPOSE4   =   {}   
  MNK_EPOSE5   =   {}   
  MNK_EPOSE6   =   {} 
  MNK_EPOSE7   =   {} 
  MNK_EPOSE8   =   {} 
  MNK_EPOSE9   =   {} 
  MNK_EPOSE11  =   {}  # Setting the ghost to an invalid pose erases it.

Than tell us what happens.
 
Also when you position the battlers (In the editor not the script) you need to move them really far back or else they show up in the middle.
Edit: If you're still having trouble at this point you can send me the project if you want and I'll fix the battle system.
 

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