05-01-2010, 03:33 AM
The beginning of the script has values of: MNK_FRAMES and MNK_POSES. Here' you set the maximum sizes of your spritesheet. In this case, MNK_POSES would be 12 rather than 11. But remember that all your spritesheets must have 12 poses (with these exceptions below*). And I don't know how many frames you plan for your overdrive/limitbreak pose. But if you plan on having 9 frames of animation, you'd set MNK_FRAMES to 9. Just leave MNK_FRAMES_STANDARD set to 4 if most poses have just 4 frames.
If you have enemies that do not have limit breaks, you can just leave their 12th pose empty, or you can use this: MNK_POSES_ENEMY. Fill that hash array with the enemies that have poses fewer than 12. This array can set up some enemies with 14, some with 12, some with 9... all at the same time. But... I won't go crazy on the details. It may be simpler to just leave your 12th pose empty for enemies.
And as to the overdrive skill, you would be assigning these special skills with the MNK_POSES_SKILLS hash array. For example MNK_POSES_SKILLS = = {57 => 12, 61 => 12} assigns both skills 57 and 61 to have 12 poses of animation. But... that covers assigning your overdrive skills to use the 12th pose.
Adding additional frames beyond the standard frames requires the 'above' MNK_FRAMES value (to set the max), the MNK_STANDARD_FRAMES to set an average number, and... MNK_FRAMES_PER_POSE. By using THIS hash array, you can tell it that pose #12 uses 7 frames of animation like...
MNK_FRAMES_PER_POSE = { 12 => 7 }. Likewise, you could also set the ready pose (pose #1) to 6 frames like MNK_FRAMES_PER_POSE = { 1 => 6}.
Combine them like this: MNK_FRAMES_PER_POSE = { 1 => 6, 12 => 7}, and both poses will have their own sets of frames.
Hope that helps.
... You gotta play around with multi-Hits scripts. Better to use one that gives additional hits rather than one from a multiple-slots script like Guillaume777's or Mine. You could make a special pose that makes the guy perform more than one sword swing if you time it right. It's a pain, but it can be done.
If you have enemies that do not have limit breaks, you can just leave their 12th pose empty, or you can use this: MNK_POSES_ENEMY. Fill that hash array with the enemies that have poses fewer than 12. This array can set up some enemies with 14, some with 12, some with 9... all at the same time. But... I won't go crazy on the details. It may be simpler to just leave your 12th pose empty for enemies.
And as to the overdrive skill, you would be assigning these special skills with the MNK_POSES_SKILLS hash array. For example MNK_POSES_SKILLS = = {57 => 12, 61 => 12} assigns both skills 57 and 61 to have 12 poses of animation. But... that covers assigning your overdrive skills to use the 12th pose.
Adding additional frames beyond the standard frames requires the 'above' MNK_FRAMES value (to set the max), the MNK_STANDARD_FRAMES to set an average number, and... MNK_FRAMES_PER_POSE. By using THIS hash array, you can tell it that pose #12 uses 7 frames of animation like...
MNK_FRAMES_PER_POSE = { 12 => 7 }. Likewise, you could also set the ready pose (pose #1) to 6 frames like MNK_FRAMES_PER_POSE = { 1 => 6}.
Combine them like this: MNK_FRAMES_PER_POSE = { 1 => 6, 12 => 7}, and both poses will have their own sets of frames.
Hope that helps.
... You gotta play around with multi-Hits scripts. Better to use one that gives additional hits rather than one from a multiple-slots script like Guillaume777's or Mine. You could make a special pose that makes the guy perform more than one sword swing if you time it right. It's a pain, but it can be done.