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I would like to use RTP standard 4X4 charactersets in Minkoffs battle system

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Can someone help me with this?

I am using Minkoff's sideview battle system

and since there are not enough kaizer sprites out there
and I am not good enough to make them yet

I wish to use the standard rtp spritesheets

but I know nothing about script..it actually gives me a headache looking at it

I really would like to learn about it so I could write my own scripts but...:-/

I would just like to know how to incorprate these 4x4 spritesheets in Thank you!!
 
In the configuration part of the script you'll have to add your characters to a few spots

the 1st is:
>MNK_POSES_ACTOR        = {2 => 4, 1 =>4}  # ID and # of poses for each actor
the 1st # is the characters number in the data base and the second is the number of the  row in the spiretsheet (which would be 4). To add more characters you just put a comma and then [n => r] like above

the 2nd thing to change is:
the "# Editable Template (for Custom Actor Spritesheets)" section
once again you going to add all your characters to each pose and the row you want to use for that pose like so...
>MNK_APOSE1  =  {2 => 2, 1 => 2, 3 => 2...etc}
>MNK_APOSE2  =  {2 => 2, 1 => 2, 3 => 2...etc}
....etc

the 3rd thing is:
>MNK_POSES_SETUP_A    = {2 => 4, 1=>4}
in the " EXPANDED POSE CONTROL CENTER"
you do the same thing again, this one will just setup the pose to use at the start of a battle

other then that the only thing you might have to do is go through and take out the points that are getting the other characters to use other spritesheet layouts (ex: DEFAULT_ACTOR_ID        = []  should be blank)
 
hmm alright
well if your mainly going to use the 4x4 sets then I can give you an easier way to do it, if not you'll have to edit a bit more, I'll put up both ways for you just incase:

For this case the main things you have to edit are:
A]  MNK_POSES 
B]  Editable Template
      MNK_POSE1, MNK_POSE2, ....etc
C]  MNK_POSES_SETUP
=============================================
A]  MNK_POSES 
(sets the MAX number of poses)
-if your only using 4x4 charactersets or less you can change this to =4
~~~MNK_POSES              = 4

(note changing this will mess up any character/enemy with more then 4 rows of poses)

B] Editable Template
(this sets the default poses for different situations)
-this going to depend on what the layout of the characterset
if its the normal layout then you'll probably want
MNK_POSE1 to 5 & 7 to 9 to        = 2
MNK_POSE6                              = 3
MNK_POSE10                            = 1
MNK_POSE11                            = 4

C]  MNK_POSES_SETUP
(sets what pose to use when the battle starts)
-depends what you want way you want to be facing
MNK_POSE_SETUP    = 4
would be facing up (i think 2 is left, 1 right and 3 down **when using the normal spriteset layout)

This is the long way but it lest you keep using set bigger the 4x4

in the configuration script you gonna see a bunch of things like
MNK_POSES_ENEMY        = {1 => 4}

The 1st number refers to number of the character in the database
The 2nd number is the pose its going to use

Theres going to be three main things your going to have to edit:
A]    MNK_POSES_ACTOR        = {}
B]    Editable Template (for Custom Actor Spritesheets) section
C]    MNK_POSES_SETUP =

A] MN_POSE_ACTOR
-this just makes it so the scripts know which characters aren't going to be using the preset amount of poses and how many poses they're using
so for example if I wanted character numbers 001 (Alexus) and 003 (Cyrus) to use the 4x4 sets is put
      MNK_POSES_ACTOR        = {1 => 4, 3 =>4}  (comma separates the characters)

B] Editable Template (for Custom Actor Spritesheets) section
-sets what character should which pose when
    :continuing the example from A]:
    MNK_APOSE1    = {1 => 2, 3 => 2....etc}             
    MNK_APOSE2    = {1 => 2, 3 => 2....etc}
    if your using the normal 4x4 layout you'll want the numbers after the => to be the same as in easyway

C] MNK_POSES_SETUP_A = {}
-sets pose for when battle starts
works the same as A] except this time the number after => is the pose you want

ex: MNK_POSES_SETUP_A = {1 => 4, 3 => 4}

Either way you'll may have to look threw the rest of the config script to fix any preset exceptions that might already be set up

Hope this helps
 
Still having a problem with the battler

it's showing all for sprites

the enemy sprite sheet seems to be working fine it's just the
character sprite sheet not so much
 
I looked at it,

if its just the character 001 messing up then its probably this line
25:>                  DEFAULT_ACTOR_ID        = [1]
right now its set to use a  regular battler for character 001, so its probably showing the full sprite sheet.
removing the 1 should fix it (>  DEFAULT_ACTOR_ID        = [] )

you may want to change
> MNK_PHASING_ACTOR    = [1, 2]  # IDs of actors that fade in/out if charging
as well depending if/who you want to fade in and out when they attack

if it doesn't fix it just let me know
 
Here's a portion to make note of:

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        = [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               = 4       # 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                    # 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   =   2   # 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   =   2   # Sets the 'Woozy Pose'  (MNK_POSE3)   #3 in your template
  MNK_POSE4   =   2   # Sets the 'Block Pose'  (MNK_POSE4)   #4 in your template
  MNK_POSE5   =   2   # Sets the 'Charge Pose' (MNK_POSE5)   #5 in your template
  MNK_POSE6   =   3   # Sets the 'Retreat Pose'(MNK_POSE6)   #6 in your template
  MNK_POSE7   =   2   # Sets the 'Attack Pose' (MNK_POSE7)   #7 in your template
  MNK_POSE8   =   2   # Sets the 'Item Pose'   (MNK_POSE8)   #8 in your template
  MNK_POSE9   =   2   # 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  =   4   # Sets the 'Defeat Pose' (MNK_POSE11) #11 in your template

The rest can be emptied (not deleted/cut) as described in the .pdf.
 

Jason

Awesome Bro

Der\/\/ulfman, does this mean if I just put that into the script, I can use Minkoffs with normal character sprites ? can someone make a demo of this once it's done please ?
 
Well, I left two battlers in the config to use RTP battlers
Code:
  DEFAULT_ENEMY_ID        = [3]     # Ids of enemies using default battlers
  DEFAULT_ACTOR_ID        = [1] 
My bad.  Just remove the 3 and 1.

After that, just remove the stuff in the {  } brackets for the other EDITABLE TEMPLATES and make 'em empty.  That should do it.

Really.

Note:  You would need to have copies of the charactersets in your Graphics\Battler folder.  It doesn't know to look in the Graphics\Characterset folder.
 
I have minkoffs battle system up and working just fine, but the only problem I am having at the moment is my 3 character and on doesn't appear during battle scenes no matter what I do and I can't see to fix it. Plz help.

khmp - Please don't necropost. If you have a support question. Please create a new topic with an in depth explanation of your problem. Thank you.
 
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