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Help with Minkoffs system

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In Minkoffs sideview battle system you can set which frames you want to use for a skill (for example instead of the skill usage animation you could set the item use animation for a particular skill) what I want to know is, is there a way I could create side view battler with a lot of extra frames and set them only to be used in minkoffs system, like creating a normal sideview battler and putting more poses below it so that I can set different poses for different skills?
 
So, you want more 'poses' so each skill can have a different attack pose.

First, I can assume that you've cleared out the custom 'demo' setup that sets the #1 actor to an RTP and actor #2 and the ghost to be charsets...

Okay... Let's assume that the setup you want allows every battler to have a 12th pose for now. I'm only saying a '12th' pose which adds 1 more, but the details are the same if you want to add a 13th, 15, 27th...

FIRST:
You have to set up the system to use 12 poses. You will be changing the MNK_POSES value in the config to this...
MNK_POSES = 12

NEXT:
You can now add that 12th pose (and I'm assuming you have a spritesheet that has 12 poses :D ) to some type of pose or stance. Examples:
MNK_POSES_SETUP = 12
MNK_POSES_CASTPREP = 12
MNK_POSES_CASTED = {61 => 12}


The first example starts a little 'flashy' pose before the battle starts...

The second example sets the 12th pose to show when a battler is 'preparing' to use a skill... like for a skill-delay system...

The third example sets the 61st skill (Leg Sweep) to use the 12th pose instead of the regular one...


* - * - * - * - *


Now... Let's assume that you only want ONE battler to have two extra poses while everyone uses the same old number of poses... This means that a battler has 13 poses... not the standard 11.

FIRST:
You have to set up the single battler (be it actor or enemy) to use 13 poses. You will be changing the MNK_POSES_ACTOR value for this example to this...
MNK_POSES_ACTOR = {3 => 13}
I chose actor #3 for this example...

NEXT:
You can now add that 12th and 13th pose (and I'm assuming you have a spritesheet that has 13 poses ^_^ ) to their poses or stances. Examples:

MNK_POSES_DYING_A = {3 => 12}
MNK_STRUCK_SKILLS_A = { 3 => { 7 => 12, 8 => 13 }}


In the first example, battler #3 (and only battler #3) uses the 12th pose when he's dying... but not dead. This pose is used for an animation of the guy's 'death throws' before he is literally lying dead. Kinda a request for a guy to fall to his knees, a vampire to get 'dusted' or a skeleton to get knocked to bones.

The second example sets up the 3rd actor to show a special 'I've been hit' pose (being pose #12) if struck by skill #7 (fire) and another 'hit' pose (#13) if struck by skill #8 (Greater fire).

The first example starts a little 'flashy' pose before the battle starts...
The second example sets the 12th pose to show when a battler is 'preparing' to use a skill... like for a skill-delay system...
The third example sets the 61st skill (Leg Sweep) to use the 12th pose instead of the regular one...



* - * - * - * - *


NOTE: You can mix n match so you can have your battlers have 15 poses, and have a couple actors and enemies have 15, 18, 12, 11 or whatever poses. Just takes a little planning.
 
Thanks DerVVulfman, you're awesome:thumb:

And yeah all my spritesheets are custom made, each character has a different amount of frames.

EDIT:So can I use two frames for one skill? (total of 8 poses)
Also if I'm using the TRTAB version is there any way to change battlers in battle? since usually it requires you wait until next turn but there are no turns in an RTAB system? at the moment I'm trying to do it through a common event activated by a skill and then have the battler change back at the end of battle.
 
EDIT:So can I use two frames for one skill? (total of 8 poses)

Frames are handled differently... sort of. In a general spritesheet, most everyone has 4 frames of animation per pose.

But I think you're talking Poses anyway.

You could have each battler have a different pose for the same skill... like actor #1 uses pose 12 (in his sheet) for the crosscut skill while actor #7 uses pose #8 (in her sheet) for her crosscut skill.

As for TRTAB, you won't be able to use the newest versions with it. I don't know (or understand) why but only an 8.something version works fine with it. The values I've given you in the examples are correct, but are spelled differently in the older version of AnimBat that's in the TRTAB/AnimBat demo I have available.

Changing battlers... the TROOPS database can be used to make a common event... but that 'could' entail you to make options in every 'TROOP' in your database... sucks. But, I've done it. The demo does show how a battler can be brought into the party (Estelle) with a properly formatted battler.
 
Oh yeah, I mixed up frames and poses.

Anyway I meant to say is there a way to use two poses for one skill?

And I'm not talking about changing battlers like in the demo I meant changing the battler of an actor who is already in battle whenever a specific state is active or skill is used with the TRTAB (although it seems that's not possible)
 
I do have a section in the config where you can change the 'pose' of a battler depending on a state such as Venom, Dizzy, Black-Eye (ouch) or whatever...

Code:
  MNK_POSES_STATUS     = {3 => 3}   # Set status values to poses here
  MNK_POSES_STAT_A     = {}  
  MNK_POSES_STAT_E     = {}
The MNK_POSES_STATUS example sets the 3rd status effect (Venom) to use the 3rd pose (Woozy). 'Course, you have the ones for individual sets per actor as well...
 
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