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.