Hi, I am kind of new, and don't have much experience with scripting, but I want this battle system. For all those who can help, thank you very much for you time.
Here is a video of what I was looking for....
http://youtube.com/watch?v=wCMatJRJ1gE Here is a copy of the config script (the only things i edited were the default actor / enemy from false to true where I'm still using default RTP battlers). I have all 5 of the 5 categories all inside their own folder, all above main, below everything else.
Spoiler for My Minkoff's Config Script :
#============================================================================== # ** Animated Battlers - Enhanced ver. 10.3 (10-30-2007) # #------------------------------------------------------------------------------ # * (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 = true # If true, these switches allows the use DEFAULT_ACTOR = true # of default battlers for actors/enemies DEFAULT_ENEMY_ID = [1] # 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 = 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 = {1 => 4} # 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 = {1 => 2} MNK_EPOSE2 = {1 => 2} # Did the same to the ghosts. Note that enemies have MNK_EPOSE3 = {1 => 2} # no victory pose. MNK_EPOSE4 = {1 => 2} MNK_EPOSE5 = {1 => 2} MNK_EPOSE6 = {1 => 3} MNK_EPOSE7 = {1 => 2} MNK_EPOSE8 = {1 => 2} MNK_EPOSE9 = {1 => 2} MNK_EPOSE11 = {1 => 11} # Setting the ghost to an invalid pose erases it. #========================================================================== # **** 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 = {2 => 4} MNK_POSES_SETUP_E = {1 => 4} 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 = [2] # 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 = true # 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.
The problem:
The enemies are in the middle of the screen, rather than on the left side. The background is black, theres a background selected in the database: tileset: battleback.
The battle itself works fine, everyone moves at each other and attacks. WHen the bad guys are killed tho, they turn red and stay on the screen red.
I really am a noob at this, and its tough to find help, thats why I will be eternally grateful to anyone who can make my game look like the one in the video. I would probably give you dibs on my first unborn child. It sincerely means that much to me.