Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Help with Minkoff's animated battlers script...

Hey guys, I'm new at all this, and I was just wondering if anyone knew exactly how to configure the script to allow Rpg maker 2003's battlers, because now it just shows the all the different poses of the battler, instead of just showing one animated battler. People have told me how to actually do the configuring, but unfortunatley, I'm kinda slow,lol, so if I could have the section of the script with the actual changes, that would be great. Help would be very much appreciated, because I know how creative and intelligent the people on this site are...thanks.
 
Actually, I had a previous demo that actually DID that.

I'll see about digging it up (somewhere).  Mostly, it was just setting it to use 3 frames of animation instead of 4... and changing the poses around for a 13-pose system.
 
Thanks man! I didn't think I was actually gonna be answered by the best. I am honored!!

But I really appreciate this, the sooner the better...but take your time. I'll just work on everything else but the battle scenes.

Again man, Thanks!
 
I guess you're using battlers supplied by The Charas Project (http://charas-project.net) which can generate RM2K3 battlers for ya.  I don't have the demo anymore, but I did modify a portion of the config script for ya.

This is only the top portion.  Just do some copy/paste right now.  And yeah... it's up to 10.5.

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

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

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

  
  # * Animation Frames and Animation Speed
  #--------------------------------------------------------------------------    
  MNK_SPEED               = 4       # Framerate speed of the battlers
  MNK_RUSH_SPEED          = 1.5     # Melee/Skill/Item motion speed of the battlers
  MNK_POSES               = 16      # 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         = 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.
  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   =  11   # Sets the 'Ready Pose'  (MNK_POSE1)  #11 in your template
  MNK_POSE2   =   2   # Sets the 'Struck Pose' (MNK_POSE2)   #2 in your template
  MNK_POSE3   =   5   # Sets the 'Woozy Pose'  (MNK_POSE3)   #5 in your template
  MNK_POSE4   =   2   # Sets the 'Block Pose'  (MNK_POSE4)   #2 in your template
  MNK_POSE5   =   7   # Sets the 'Charge Pose' (MNK_POSE5)   #7 in your template
  MNK_POSE6   =   8   # Sets the 'Retreat Pose'(MNK_POSE6)   #8 in your template
  MNK_POSE7   =  10   # Sets the 'Attack Pose' (MNK_POSE7)  #10 in your template
  MNK_POSE8   =   6   # Sets the 'Item Pose'   (MNK_POSE8)   #6 in your template
  MNK_POSE9   =   6   # Sets the 'Skill Pose'  (MNK_POSE9)   #6 in your template
  MNK_POSE10  =   1   # Sets the 'Victory Pose'(MNK_POSE10)  #1 in your template
  MNK_POSE11  =   4   # Sets the 'Defeat Pose' (MNK_POSE11)  #4 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       = nil        # Choose animation pose for 'preparation'
  MNK_POSES_SETUP_A     = {} 
  MNK_POSES_SETUP_E     = {}    
  MNK_POSES_CASTPREP    = nil        # Set 'casting' pose for skill preparation
  MNK_POSES_CASTPREP_A  = {}          
  MNK_POSES_CASTPREP_E  = {}
  MNK_POSES_DYING       = nil        # Choose animation pose for dying throws.
  MNK_POSES_DYING_a     = {}          
  MNK_POSES_DYING_E     = {}
  MNK_POSES_ESCAPE      = nil        # Set 'coward' pose for fleeing monsters)    
  MNK_POSES_ESCAPE_A    = {}         
  MNK_POSES_ESCAPE_E    = {}
  MNK_POSES_CRITICAL    = nil        # Set pose for BIG hits 
  MNK_POSES_CRIT_A      = {}
  MNK_POSES_CRIT_E      = {}
  MNK_POSES_WINNING     = nil        # Set winning (Victory Dance before pose)
  MNK_POSES_WINNING_A   = {}
  MNK_POSES_WINNING_E   = {}
 
Yeah, I'm using that website...lol.
I copied and pasted the the script edit you posted up there, but I'm still getting the same effect. The character battler picture is still allover the screen instead of being just one animated battler.

I don't know whats going on, and I'm lost...help?

Thanks for helping me with this anyways.
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top