Yes, I do beleive this is possible.
Just make sure you are using the Enhanced version.
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# * Animation Frames and Animation Speed
#--------------------------------------------------------------------------
MNK_SPEED = 8 # 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.
^^^^^Just change the maximum number of frames in each pose. ^^^^
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NK_POSES_ENEMY = {16 => 10, 17 => 10, 18 => 10} # ID and # of poses for each enemy
MNK_FRAMES_ENEMY = {16 => 4 , 17 => 4 , 18 => 4} # ID and # of frames for each enemy
And then change the number of poses and frames for each character.
# : Setup is as follows : {EnemyID=>Frame, EnemyID2=>Frame2}
MNK_EPOSE1 = {16=>1, 17=>1, 18=>1, 20=>1}
^^^^^^^^And here you would put what frame for what ID#^^^^^^^^^^^
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# 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.
^^^^^^^^Here is where you would setup the individual stances and the frames for them.^^^^^^^^^^^^^
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Here is a link to the Help Manual for all the info on hwo to do it..
http://hometown.aol.com/Der%20VVulfman/ ... ttlers.pdf
Im no expert on this, but i think what i said is correct.