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Minkoff's Battler, 2nd Character look like garbage. Help please.

For some reason, every character slot work except for 2nd slot for Basil is, everytime I put a 2nd character in it look like this.  I think it have to do with the configuration setting?


http://img.photobucket.com/albums/v232/TKTDIVISION/2nd.jpg[/img]


This is the Configuration from Minkoff's Sideview Battler that I'm currently using.

#==============================================================================
# ** Animated Battlers - Enhanced  ver. 10.0                      (09-11-2007)
#
#------------------------------------------------------------------------------
#  * (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        = []      # 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        = {9 => 7}  # ID and # of poses for each enemy
  MNK_FRAMES_ENEMY        = nil      # ID and # of frames for each enemy
  MNK_POSES_ACTOR        = {2 => 4}  # 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  =  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  =  {2 => 2}
  MNK_APOSE2  =  {2 => 2}  # Hilda is using a Charset graphic as a battler.
  MNK_APOSE3  =  {2 => 2}  # The battler was copied into the Battler folder.
  MNK_APOSE4  =  {2 => 2}  # This setup allows you to use Charactersets for
  MNK_APOSE5  =  {2 => 2}  # battlers battlers.
  MNK_APOSE6  =  {2 => 3}
  MNK_APOSE7  =  {2 => 2}
  MNK_APOSE8  =  {2 => 2}
  MNK_APOSE9  =  {2 => 2}
  MNK_APOSE10  =  {2 => 1}
  MNK_APOSE11  =  {2 => 4}
   
  # Editable Template (for Custom Enemy Spritesheets)
  #--------------------------------------------------------------------------
  MNK_EPOSE1  =  {9 => 2}  # Battler #9 is set up to use a Cybersam styled
  MNK_EPOSE2  =  {9 => 4}  # battler.
  MNK_EPOSE3  =  {9 => 7}
  MNK_EPOSE4  =  {9 => 3} 
  MNK_EPOSE5  =  {9 => 1} 
  MNK_EPOSE6  =  {9 => 4}
  MNK_EPOSE7  =  {9 => 5}
  MNK_EPOSE8  =  {9 => 6}
  MNK_EPOSE9  =  {9 => 6}
  MNK_EPOSE11  =  {9 => 7}
                       
                       
  #==========================================================================
  #  ****              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      = 7          # Choose animation pose for 'preparation'
  MNK_POSES_SETUP_A    = {}       
  MNK_POSES_SETUP_E    = {9 => 5}   
  MNK_POSES_CASTPREP    = 4          # Set 'casting' pose for skill preparation
  MNK_POSES_CASTPREP_A  = {}         
  MNK_POSES_CASTPREP_E  = {9 => 3}   
  MNK_POSES_DYING      = 6          # Choose animation pose for dying throws.
  MNK_POSES_DYING_a    = {}         
  MNK_POSES_DYING_E    = {9 => 5}   
  MNK_POSES_ESCAPE      = 2          # Set 'coward' pose for fleeing monsters)   
  MNK_POSES_ESCAPE_A    = {}       
  MNK_POSES_ESCAPE_E    = {9 => 5} 
  MNK_POSES_CRITICAL    = nil        # Set pose for BIG hits
  MNK_POSES_CRIT_A      = {}
  MNK_POSES_CRIT_E      = {9 =>5}
  MNK_POSES_WINNING    = 4          # Set winning (Victory Dance before pose)
  MNK_POSES_WINNING_A  = {}
  MNK_POSES_WINNING_E  = {}         
 
  # Looping Poses
  #--------------------------------------------------------------------------
  # These arrays merely hold the ID  of actors or enemies whose poses loop at
  # the end of combat.  Enemies have no 'winning' animation pose.
  MNK_LOOPS_WINNING        = [7]    # Actor IDs if their victory pose loops
  MNK_LOOPS_DEFEATED_ACTOR  = []      # Actor IDs if their defeat pose loops
  MNK_LOOPS_DEFEATED_ENEMY  = []      # Enemy IDs if their defeat pose loops
   
  # Non-Default Pose Hashes (poses dependant on .id values)
  # (New system mimics the revised Template system.)
  #--------------------------------------------------------------------------
  # The first hash in each set  indicates the id number (be it skill, item or
  # otherwise, and the pose it brings up.  These mimic the 2nd array type in
  # the above Non-Default poses.  As such, a hash value of {1 => 10) for the
  # MNK_POSES_WEAPONS hash would make  the 'Bronze Sword' use the 10th index (or
  # 11th spritesheet) pose... aka the 'Defeat' pose.
  #
  # To define an advanced pose linked to a specific battler, the syntax is...
  #  = { battler.id => { item/skill.id => pose#  } }
  # ...so this gets  more complicated.  But this does allow  each battler to
  # have his or her own unique pose, regardless of spritesheet type.
  #--------------------------------------------------------------------------
  MNK_POSES_CASTED    = {61 => 6}  # Set a specific skill to use a pose
  MNK_POSES_CASTED_A  = {}       
  MNK_POSES_CASTED_E  = {}
  MNK_POSES_STATUS    = {3 => 3}  # Set status values to poses here
  MNK_POSES_STAT_A    = {} 
  MNK_POSES_STAT_E    = {}
  MNK_POSES_SKILLS    = {57 => 7}  # Default: #57(Cross Cut) does 'Attack'
  MNK_POSES_SKILLS_A  = {} 
  MNK_POSES_SKILLS_E  = {}
  MNK_POSES_ITEMS      = {13 => 4}  # Default: #13(Sharp Stone) does 'Block'
  MNK_POSES_ITEMS_A    = {}       
  MNK_POSES_ITEMS_E    = {}       
  MNK_POSES_WEAPONS    = {}        # Didn't set any weapons to any poses
  MNK_POSES_WEAPS_A    = {}
  MNK_POSES_WEAPS_E    = {}        # Non-functional (Enemies don't use 'em.)
 
  # Non-Default Pose Hashes (Hits & Critical Hits)
  # (Just like above, but pertains to specific hits and critical hits)
  #--------------------------------------------------------------------------
  MNK_STRUCK_WEAPS    = {}        # Set a specific 'Struck' to a weapon attack
  MNK_STRUCK_WEAPS_A  = {}       
  MNK_STRUCK_WEAPS_E  = {}       
  MNK_STRUCK_SKILLS    = {}        # Set a specific 'Struck' to a skill
  MNK_STRUCK_SKILLS_A  = { 7 => { 7 => 4 }}
  MNK_STRUCK_SKILLS_E  = {}
  MNK_STRUCK_ITEMS    = {}        # Set a specific 'Struck' to an item attack
  MNK_STRUCK_ITEMS_A  = {}
  MNK_STRUCK_ITEMS_E  = {}
  MNK_CRIT_WEAPS      = {}        # Set a specific 'Critical Hit' to a weapon
  MNK_CRIT_WEAPS_A    = {}
  MNK_CRIT_WEAPS_E    = {}     
  MNK_CRIT_SKILLS      = {}        # Set a specific 'Critical Hit' to a skill
  MNK_CRIT_SKILLS_A    = {7 => {7 => 10 }, 5 => {7 => 7}}
  MNK_CRIT_SKILLS_E    = {}
  MNK_CRIT_ITEMS      = {}        # Set a specific 'Critical Hit' to an item
  MNK_CRIT_ITEMS_A    = {}
  MNK_CRIT_ITEMS_E    = {}

   
  #==========================================================================
  #  ****                  FRAME CONTROL CENTER                    ****  #
  #==========================================================================

  # * Frames Control
  #--------------------------------------------------------------------------   
  MNK_FRAMES_PER_POSE    = {}              # Set #of frames to pose(by index)

  # Advanced Individual Pose/Frame Hashes  # Advanced Individual Poses  uses
                                            # hashes within hashes. As a demo
  MNK_POSES_FR_ACTOR = {}                  # you can see that enemy #1 has 2
  MNK_POSES_FR_ENEMY = {}                  # sets of controls:  index 0 (for
                                            # a ready pose is set to 1 frame,
  # while index 3 (block) is set to 'two' frames.  Likewise, for the actor's
  # hash, Actor #7 (Gloria) has only 1 control hash.  It sets index pose '0'
  # (the ready pose again) to use four frames of animation (even though I had
  # set the ready pose to just use '2' with the MNK_FRAMES_PER_POSE hash earlier.

   
   
  #==========================================================================
  #  ****                  MOVEMENT CONTROL CENTER                ****  #
  #==========================================================================
     
  # * Forward Step System (Final Fantasy-Style)
  #--------------------------------------------------------------------------   
  MNK_RUSH_OFFSET        = 0        # How much additional space between battlers
  MNK_RUSH_ATTACK        = false    # If true, battler steps forward to attack
  MNK_RUSH_SKILL        = true    # If true, battler steps forward to use skill
  MNK_RUSH_ITEM          = true    # If true, battler steps forward to use item
   
  # * Movement Arrays (Arrays for skill/weapon/item IDs that affect movement)
  #--------------------------------------------------------------------------   
  MNK_MOVING_ITEM      = [1]    # Examples are items that need to be applied.
  MNK_MOVING_SKILL      = [61]    # Examples are martial-arts and sneak attacks
  MNK_MOVE2CENTER_ATK  = []      # Moves battler to center based on weapon id!
  MNK_MOVE2CENTER_ITEM  = [5]    # Moves battler to center for a big item atk!
  MNK_MOVE2CENTER_SKILL = [7]    # Moves battler to center for a big skill atk!
  #
  # * Remember, do not supply Skill or Item ID#'s that have 'None' scopes into
  #  either the MNK_MOVING_ITEM or MNK_MOVING_SKILL hashes.  These skills &
  #  item attacks have no target and would cause an error when trying to find
  #  an enemy to move towards.


   
  #==========================================================================
  #  ****                STATIONARY CONTROL CENTER                  ****  #
  #==========================================================================
 
  # * Stationary Battlers (simple True/False settings)
  #--------------------------------------------------------------------------   
  MNK_STATIONARY_ENEMIES = false    # If the enemies don't move while attacking
  MNK_STATIONARY_ACTORS  = false    # If the actors don't move while attacking
 
  # * Arrays filled with skill/weapon/item IDs that halt movement
  #--------------------------------------------------------------------------   
  MNK_STATIONARY_ENEMY_IDS = []      # Enemies that don't RUN during melee attacks
  MNK_STATIONARY_WEAPONS = [17,18,19,20,21,22,23,24] # (examples are bows & guns)
  MNK_STATIONARY_SKILLS  = []      # (examples are bows & guns)
  MNK_STATIONARY_ITEMS  = []      # (examples are bows & guns)


   
  #==========================================================================
  #  ****              TRANSPARENCY CONTROL CENTER                ****  #
  #==========================================================================
  MNK_TRANSLUCENCY      = 127      # Degree of transparency
  MNK_TRANSLUCENT_ACTOR = []      # ID of actor at translucency settings
  MNK_TRANSLUCENT_ENEMY = [1, 9]  # ID of enemy at translucency settings
  MNK_PHASING          = true    # If battlers fade in/out while charging
  MNK_PHASING_ACTOR    = [1, 2]  # IDs of actors that fade in/out if charging
  MNK_PHASING_ENEMY    = [9]      # IDs of enemies that fade in/out if charging

  MNK_FADE_IN          = true    # Battler fades in if replaced or transparent

   
   
  #==========================================================================
  #  ****                CUSTOM FEATURE CENTER                      ****  #
  #==========================================================================
       
  MNK_MIRROR_ENEMIES    = true    # Enemy battlers use reversed image
  MNK_CALC_SPEED        = false    # System calculates a mean/average speed
  MNK_AT_DELAY          = true    # Pauses battlesystem until animation done.
  MNK_ADV_OFF_TURN      = 1        # Number of turns before enemies turn around.


What is going on? Someone please help me, this is frustrating.
 

Bascha

Member

I think I know your problem.

This section of the script...

# Editable Template (for Custom Actor Spritesheets)
  #--------------------------------------------------------------------------
  MNK_APOSE1  =  {2 => 2}
  MNK_APOSE2  =  {2 => 2}  # Hilda is using a Charset graphic as a battler.
  MNK_APOSE3  =  {2 => 2}  # The battler was copied into the Battler folder.
  MNK_APOSE4  =  {2 => 2}  # This setup allows you to use Charactersets for
  MNK_APOSE5  =  {2 => 2}  # battlers battlers.
  MNK_APOSE6  =  {2 => 3}
  MNK_APOSE7  =  {2 => 2}
  MNK_APOSE8  =  {2 => 2}
  MNK_APOSE9  =  {2 => 2}
  MNK_APOSE10  =  {2 => 1}
  MNK_APOSE11  =  {2 => 4}
   
... is telling Character ID #2, "Basil", that it is using a normal character set for its battler, to fix this simply delete the information between the brackets like so...

# Editable Template (for Custom Actor Spritesheets)
  #--------------------------------------------------------------------------
  MNK_APOSE1  =  {}
  MNK_APOSE2  =  {}  # Hilda is using a Charset graphic as a battler.
  MNK_APOSE3  =  {}  # The battler was copied into the Battler folder.
  MNK_APOSE4  =  {}  # This setup allows you to use Charactersets for
  MNK_APOSE5  =  {}  # battlers battlers.
  MNK_APOSE6  =  {}
  MNK_APOSE7  =  {}
  MNK_APOSE8  =  {}
  MNK_APOSE9  =  {}
  MNK_APOSE10  =  {}
  MNK_APOSE11  =  {}

That should work.
 
I'm having the same problem I tried what you said and it didn't work can somebody help me this is the only thing I'm having trouble with the last hump I need to overcome to complete my game
 
Almost.  Bascha was correct in that you have to remove the configuration in the Editable Template section.  But he forgot about the  MNK_POSES_ACTOR value that is set so actor #2 will use 4 poses.  Set the value to nil so it matches all the others.
 

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