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Full Version: Enemies in Minkoff's Side View Battle are cut off...
RPG RPG Revolution Forums > Game Engines > RPG Maker XP Discussion
Kinerex Shiomi
mad.gif :angry2:Alright, i've been looking around for a long time, and i couldn't find any tutorials on what my problem was. ok, well i downloaded the minkoff battle system, and i like it alot. i played the demo and decided to branch off of that (heard it was a lot easier. Okay, so i import the UNDEAD002 character sprite and put it into battle, and it just completely gets cut off...only the 1st enemy works, no matter what the sprite. Every other enemy gets cut off. Now i looked at youtube videos and stuff, but no one seems to focus on the enemies. they all focus on the importing aspect. well im kind of confused why everyone else is having a jolly good time while im getting super frustrated with this stuff. im not a major scriptor, and im pretty sure i need to edit the script, i just need someone to tell me where and how. I've gone through those scripts 100's of times, downloaded all the demo's, and all give me the same result...basically im gonna keep saying my enemies get cut off in different ways, so to make things short, please help lol

And does the fact im on a trial version of XP matter? bc i seen how only the legalized version of xp will work with that battlesystem...anyway, let me stop babbling. thanks for your help!

here's the script if u need to look at it. im pretty sure Configuration page is the one i need to edit enemies, but idk.

CODE
#======================================================================
========
#
# C O N F I G U R A T I O N P A G E
#
#------------------------------------------------------------------------------
# * (1) Configuration: The Sprite Battler Class (initialize system)
#------------------------------------------------------------------------------
#
# ** Animated Battlers - Enhanced ver. 13.2 (03-04-2010)
# -and-
# ** Animated Battlers VX ver. 3.4 (03-04-2010)
#
#==============================================================================

#==========================================================================
# **** 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 = [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 = true # collapse effect (using spritesheets)

# * Background Battler Screentone Switches
# Note: Battle animations and damage pops reside in the same viewport as
# the battlers. If a battler's tone is altered by the screentone,
# so shall the battle animation and damage pops for that battler.
#--------------------------------------------------------------------------
SCREENTONE_ENEMY_MATCH = true # If true, the actors/enemies tones match
SCREENTONE_ACTOR_MATCH = false # with the background. If false, no fix.

# * 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 = false # 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} # Basil 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.
MNK_APOSE6 = {2 => 3}
MNK_APOSE7 = {2 => 2}
MNK_APOSE8 = {2 => 2}
MNK_APOSE9 = {2 => 2}
MNK_APOSE10 = {2 => 2}
MNK_APOSE11 = {2 => 2}

# 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_EPOSE10 = {1 => 2}
MNK_EPOSE11 = {1 => 3}




#==========================================================================
# **** RANDOM ATTACK POSE CENTER **** #
#==========================================================================

# Each value can be set to nil so no optional melee attack poses are avail-
# able, or you can enter an array [ ] of poses that can be chosen randomly
# along with your battler's pre-set attack pose.
#--------------------------------------------------------------------------

MNK_RANDOM_ATTACKS = nil # -- no random attacks here --
MNK_RANDOM_ATTACKS_A = {7 => [8,9]} # Sets the 7th battler to use 8&9 too.
MNK_RANDOM_ATTACKS_E = nil # -- no random attacks here --


#==========================================================================
# **** EXPANDED POSE CONTROL CENTER **** #
#==========================================================================

# 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_ACTOR = [7] # Actor IDs if their victory pose loops
MNK_LOOPS_WINNING_ENEMY = [] # Enemy 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 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 = {7 => 6}
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 = {}

# 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 (Charging Animation)
# (Like above, but pertains to Charge-to-attack poses based on conditions)
#--------------------------------------------------------------------------
MNK_POSES_S_CHARGE = {73 => 6} # Set a charging motion based on skill
MNK_POSES_S_CHARGE_A = {}
MNK_POSES_S_CHARGE_E = {}
MNK_POSES_I_CHARGE = {73 => 6} # Set a charging motion based on an item
MNK_POSES_I_CHARGE_A = {}
MNK_POSES_I_CHARGE_E = {}
MNK_POSES_W_CHARGE = {25 => 1} # Set a charging motion based on a weapon
MNK_POSES_W_CHARGE_A = {}
MNK_POSES_W_CHARGE_E = {} # Non-functional (Enemies don't use 'em.)

# Non-Default Pose Hashes (Dodging Animation)
# (Like above, but pertains to Targets dodging an attack based on conditions)
#--------------------------------------------------------------------------
MNK_DODGE = 3 # Sets a pose if a target dodges an attack
MNK_ADODGE = {} # Dodging poses for individual actors
MNK_EDODGE = {} # Dodging poses for individual enemies
MNK_DODGE_WEAPS = {} # Set a specific 'Dodge' to a weapon attack
MNK_DODGE_WEAPS_A = {}
MNK_DODGE_WEAPS_E = {}
MNK_DODGE_SKILLS = {} # Set a specific 'Dodge' to a skill
MNK_DODGE_SKILLS_A = {}
MNK_DODGE_SKILLS_E = {}
MNK_DODGE_ITEMS = {} # Set a specific 'Dodge' to an item attack
MNK_DODGE_ITEMS_A = {}
MNK_DODGE_ITEMS_E = {}

# 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 **** #
#==========================================================================

# * Offset / Battler Overlap System
#--------------------------------------------------------------------------
MNK_OFFSET = 32 # How much addtl space between battlers
MNK_OFFSET_ATK_A = {1 => 20} # Space between Actor attacker & target
MNK_OFFSET_DEF_A = {1 => -20} # Space between Actor defender & attacker
MNK_OFFSET_ATK_E = {3 => 25} # Space between Enemy attacker & target
MNK_OFFSET_DEF_E = {3 => 25} # Space between Enemy defender & attacker

# * Forward Step System (Final Fantasy-Style)
#--------------------------------------------------------------------------
MNK_STEP_ATTACK = false # If true, battler steps forward to attack
MNK_STEP_SKILL = false # If true, battler steps forward to use skill
MNK_STEP_ITEM = true # If true, battler steps forward to use item

# * Jumping Attack System (FF Dragoon-Style)
#--------------------------------------------------------------------------
JUMPING_ENEMY = {3 => 12} #nil # Weapon IDs for jumping rush attacks
JUMPING_WEAPONS = {1 => 24} # Weapon IDs for jumping rush attacks
JUMPING_SKILLS = {61 => 24} # Skill IDs for jumping rush skills
JUMPING_ITEMS = nil # Item IDs for jumping rush item usage

# * 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, 73] # 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 = []#[73] # (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, 3] # 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 = false # Pauses battlesystem until animation done.
MNK_ADV_OFF_TURN = 1 # Number of turns before enemies turn around.



sirSLR
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 = true # collapse effect (using spritesheets)

try importing enemy id into default enemy like this

DEFAULT_ENEMY_ID = [3,4,5]
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