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Hi, I'm new to rmxp and I feel completely lost. Right now, I'm trying to set up an animated side view battle system and I'm using Minkoff's script. My issue is that I don't know what to do aside from copying and pasting the script into my game and that's not really working out.
I started by downloading the demo to see how the database is set up. First of all, when I try to add new characters into the battle using a battler animation from one of the default characters, the graphic on the new character is glitchy. This leads to believe that somewhere in the script, I have to modify to content to match each character I create.
Also, when I copied the script directly into my game, it did not work for my characters or monsters. In fact, every graphic appeared as the actual battler image file as in there are multiple frames arranged in rows and columns instead of being animated.
One last thing I was curious about is why the characters seem to fade out and fade back in as they walk toward the enemy. Is there any way to fix this?
Thanks in advance for any help you guys may be willing to offer. I greatly appreciate it.
There is an EXTENSIVE... MASSIVE...configuration section that you gotta use.
I've been updating a few of the demos (so you can pick n choose what system you want ). It's pretty compatible with lots of frontview battlesystems so go for it. But you should also know that the demos are set up to show that the system can be configured for MULTIPLE battler types. The newest demos show Basil the Lancer as a characterset graphic and Aluxes the Fighter as a generic RTP battler. The enemies? Depends on the demo. Some are charactersets, some RTP and some are using the Minkoff Standard spritesheet. The RTAB demo even uses a Cybersam 7-pose spritesheet for the Kurea enemy. A spritesheet is what we call the battler graphic that holds all the graphics for an individual battler. The Minkoff.v2 spritesheet uses 11 poses and 4 frames while the older Minkoff.v1 sheet used only 10 poses and 4 frames.
Attempting to use regular RTP monsters in the system with it set to use Spritesheet graphics will result in your battlers appearing rather 'diced' on the screen. Granted... they can be used by setting the DEFAULT_ENEMY and DEFAULT_ACTOR values to 'true' in the config system. Yep... you can use default battlers to give an old-school FFI to FFIII feel to it. But if you set these values to 'false' allows it to use the spritesheet system.
Also, you can use the DEFAULT_ACTOR_ID and DEFAULT_ENEMY_ID values to include the ID of your characters or enemies. It's like this... DEFAULT_ACTOR_ID = [1] tells the system that Aluxes (actor #1) is going to use an RTP battler. Remove the '1' from the brackets makes Aluxes use spritesheets.
The ability to use MULTIPLE types of spritesheets (Minkoff, Cybersam, RM2K3, etc) is goverened by the three 'Editable Templates'. You can set up what pose in your spritesheet is shown for what event or action in the system. I know it sounds complex, but... um... well... it is. While you look at the first template, it looks like each value (MNK_POSE1 to MNK_POSE11) is a value of 1 to 11, but the layout was based 'on' Minkoff's 11-pose sheets. The layout for charactersets are different and if you look at the demos, you'll see the values are merely numbers from 1 to 4 in these same poses.
Aw, if you want a purely MINKOFF setup, copy/paste this in place of the first part of your config:
(Don't delete the config. Some of your config is still used.)
Code:
#==========================================================================
# **** 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 # Determines health% of battler for WOOZY pose.
MNK_LOW_HP_ACTOR = {7 => 0.50, 8 => 0.75} # Individual health% for actors.
MNK_LOW_HP_ENEMY = {1 => 0.50} # Individual 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 = {}
Note that only a few sections were edited. Take a look at the differences between the two to see not just what was done, but why it was done.
Fun part is the bottom section. Below the templates, you get to add even more poses for things like preparing spells, casting spells, custom attack poses based on the weapons you use and the like.
But even more, you get to control how they attack an enemy. Do they take a step forward or run to hit the enemy dead on? Do they run into the center of the field to use an item or spell? HECK... do they phase in or out as they attack or are they already semi-transparent (great for ghosts).
There's lots more to configure, but there's lots more you can do. :yes: