A Guide to Yami's 'Battle Symphony'

XPhater

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Hello there. FIrst of all thank you for this wonderful script. I have been looking for a battle system to use for my game and I believe this is the best free one that I found. Noob question though, read through this and through the document manual but I can't seem to figure how to make ranged weapon attack properly. Right now whenever I have a bow equipped my actor will still hit the enemy in melee range so it's like he is using a melee weapon but with the crossbow icon.


PS. I am not using Holder animation. So part of the question is if it is possible without using holder add on/
Pretty simply, look for the line in the notetag that says something like:


move user: target, wait


and change it to something like:


move user: forward, 6, wait


The first line is telling the user to move to the target's location. The second line tells him to move forward X pixels, where in this case, X=6.
 

BaratSImpson

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Thanks for the reply. I actually managed to make it work on skills before. My problem though is how to use it for normal attacks where I can't use note tags(or at least I don't know how to. since i think the symphony tags only work for skills. I was thinking of creating a skill that does this and make it execute whenever I choose "attack" during battle but I also don't know if that's even possible.

RIght now my setup is like this, I have 1 melee actor with the sword class and equipeed with a sword and another archer that is equipped with a bow. My swordsman attacks fine but the archer attacks like a swordsman, only that he uses his bow to slash.
 

XPhater

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Thanks for the reply. I actually managed to make it work on skills before. My problem though is how to use it for normal attacks where I can't use note tags(or at least I don't know how to. since i think the symphony tags only work for skills. I was thinking of creating a skill that does this and make it execute whenever I choose "attack" during battle but I also don't know if that's even possible.


RIght now my setup is like this, I have 1 melee actor with the sword class and equipeed with a sword and another archer that is equipped with a bow. My swordsman attacks fine but the archer attacks like a swordsman, only that he uses his bow to slash.
Sure, you'll just need to install Yanfly's Battle Command Script, and probably his Ace Core Engine, though I'm unsure if that's a requirement. Yami's Battle Symphony is totally compatible with all things Yanfly, so it's a good idea to just go grab pretty much every script on his site that suits your fancy.


You can give actors their own "basic attack" (with whatever unique properties you like) under the Skills tab, and then have Battle Commands call that skill into their command window, in place of the default 001 attack.
 

BaratSImpson

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 and then have Battle Commands call that skill into their command window, in place of the default 001 attack.
Sorry for being dumb, but can you help me how to do this?
 

XPhater

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Sorry for being dumb, but can you help me how to do this?
In the actor notebox, put


<command list>


skill 17


skill 22


skill list


item 4


</command list>


etc. This example would put skill ID 017, skill ID 022, your character's pulldown menu of all available skills, and item ID 4, all in the battle command window. It's listed right in the pictorial on yanfly's page that I linked you.
 
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BeardBro

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I'm glad to see that people are finding my guide to be helpful. Also, I owe a great deal of thanks to XPhater for giving people some general guidance in this thread. You're awesome, XPhater.

I have received numerous PMs asking for help, so I feel the need to address this: I will not provide Symphony support via PM. I would love to help all of you, but I don't have the time due to work and other things in my life. I  would only have time to help some of you, but I feel that would be terribly unfair to those who are left out, so I'm opting to not provide any support at all. Trial-and-error is an amazing teacher with Symphony, so I encourage you to experiment with complicated commands to further familiarize yourself with the engine.

Also, it looks like the Battle Symphony links in the guide are either A)broken or B)down. I'll make sure the issue isn't with my links; it is also possible that Yami's website is currently down.
 

XPhater

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I'm glad to see that people are finding my guide to be helpful. Also, I owe a great deal of thanks to XPhater for giving people some general guidance in this thread. You're awesome, XPhater.

(...)

Also, it looks like the Battle Symphony links in the guide are either A)broken or B)down. I'll make sure the issue isn't with my links; it is also possible that Yami's website is currently down.
Thanks for the vote of confidence! I've been mucking around with RPGmakers since RM2k, so while this isn't entirely new to me, I really didn't do much scriptwork in XP. I'm just one step above noob here.

Also, I read somewhere that Yami's blog is gone, and the new site is (going to be)

http://symphonyan.org/

If you go there now it just tells you that it's under construction, and redirects you to a file database with all of her scripts.

Sorry for being dumb, but can you help me how to do this?
I've actually got a few characters in my current project that get custom "normal attacks" with special damage formulas. Here's what I put into their notetags, to get you started:

Code:
<no cast ani><whole action>immortal: targets, truestance: user, advancemove user: target, mid, wait</whole action><target action>stance: user, attackwait: 1create icon: user, weaponicon: user, weapon, swingautosymphony: attack fullwait: 3stance: target, struck</target action><follow action>wait: 14delete icon: user, weaponwait: 1stance: user, breakstance: target, breakimmortal: targets, false</follow action><finish action>stance: user, retreatmove user: originmove target: originwait for movestance: user, break</finish action>
If your guy has two weapons, you might try something like this:

Code:
<no cast ani><whole action>immortal: targets, truemove user: target, mid, wait</whole action><target action>create icon: user, weaponwait: 3icon: user, weapon, swingautosymphony: attack fullwait: 15delete icon: user, weaponcreate icon: user, weapon2wait: 10icon: user, weapon2, swingautosymphony: attack fullwait: 15stance: target, struckwait: 15delete icon: user, weapon2wait: 3</target action><follow action>stance: target, breakimmortal: targets, false</follow action><finish action>stance: user, retreatmove user: originmove target: originwait for movestance: user, break</finish action>
Looking over those, it occurs to me that the duel wield version is for a guy I haven't made holder sheets for yet, so he's missing a few stance tags that are present in the first example. Also there are a few extra wait commands that allow for special things to happen onscreen when he attacks, but I guess that's ok. The best examples are the ones that give you something to mess with.
 
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ArkhamVI

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I was wondering if anyone knows hows to do the 'Shoot' command to produce an animation without needing the 'animation x, target, wait' feature

EDIT: Never mind, I found it.
 
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Sophien

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Hey there... maybe there is a demo for the normal attack, if it is ranged?
My Problem is, that any Character can change the Classes and the Weapons...
So how can i do this, if he wear a bow, he will shoot a arrow, and if he wear a sword he will make a melee attack ^^
i hope you know what i mean xD
This would be easier, if you can set uo animations for every weapon if you want
 

Trilient

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The images in this guide seem to be broken, or at least they're not showing up for me. =\
Since a majority of the Symphony tags section relies on the images, I'm having a hard time following this. 
 

goggy

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Yea, the images are definitely broken. 
 
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Hey everyone, I'm a complete newb.

I want to ask how to make a multihit skill like the omnislash but using a bow, I tried making one but it makes a great delay to damage the enemy, and it goes like pew, hit, two seconds, pew, hit, two seconds... instead of pewpewpew hithithit rapidly.

And I also want to ask if it's possible to make the enemy exactly like the actor, animated and holding weapons? Should I use the holder's battler add-on?

And btw, can someone explain how the images look like?

for the ranged attack I put an arrow facing NW in 538 and added this in the weapons' note.

<target action>
icon create: user, weapon
icon: user, weapon, angle, 22
icon: user, weapon, cur_x 12
wait: 4
icon create: user, arrow, hand, 538
icon: user, arrow, rotate, 90, 24
icon throw user: target, arrow, 16, 24, wait
icon delete: user, arrow
attack animation: target, wait
skill effect: whole
icon delete: user, weapon
</target action>
 
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NickWyatt1

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So for what ever reason i cant see any of the pictures you posted in the the guide. If you could send me those I would much appreciate it. Thanks
 

NickWyatt1

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Does any one know how to change the actor placement? (Just for a single battle like say for a boss battle)
 

S.Court

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I can't see the pictures in the guide, could you fix that, pretty please? :3
 

TangX63

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Hi all, this is a great guide. If I am in the wrong place to ask this question, I am sorry and please point me to the right direction. But I cannot figure out or find on the net on how to make an enemy attack with a range weapon without flogging in the face you with a bow. I know how to do it for the actors to shoot range weapons at the enemies. But not the other way around. I am not using holders battle but a sprite based battle system with symphony.

I tried this:

The enemy

<Battler set: People2, 4>

<Weapon 1:60>       

The weapon

<target action>

icon create: user, weapon

icon: user, weapon, angle, -45

icon: user, weapon, cur_y 35

wait: 4

icon: user, weapon, cur_x -10

attack animation: target, wait

skill effect: whole

icon delete: user, weapon

</target action>

I also tried pasting the notetag from the weapon on the enemy note tag and still doesn't attack from a ranged distance. Any input will be appreciate it. Thanks!
 

Hinorashito

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Please for the love of god somebody tell me how i would do a boomerang animation that is fluid and works. I want the actor to throw the boomerang with a nice arc while it spins hits the enemy and comes back. I am begging somebody to help explain how I do this I have tried several times. It is the only thing stopping me from using this script over another one in which animating a boomerand is much easier.
 

XPhater

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Please for the love of god somebody tell me how i would do a boomerang animation that is fluid and works. I want the actor to throw the boomerang with a nice arc while it spins hits the enemy and comes back. I am begging somebody to help explain how I do this I have tried several times. It is the only thing stopping me from using this script over another one in which animating a boomerand is much easier.
I have just the thing for you:

Code:
<no cast ani><setup action>stance: user, advancemove user: forward, 20, waitstance: user, skill</setup action><whole action>afterimage: user, trueimmortal: target, truehide nonfocusanimation 81: user, wait</whole action><target action>wait: 1stance: user, itemwait: 1create icon: user, weaponicon: user, weapon, rotate, 780, 30icon throw user: target, weapon, 20, waitanimation 153: targetani wait: 3skill effect: dmgstance: target, struckmove target: backward, 30icon throw user: user, weapon, -20, hand, waitwait: 12</target action><follow action>wait: 5delete icon: user, weaponwait: 1stance: user, breakstance: target, breakshow nonfocusafterimage: user, falseimmortal: target, false</follow action><finish action>stance: user, retreatmove user: originmove target: originwait for movestance: user, break</finish action>
 
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XPhater

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Also, in case anyone still cares, I have mostly fixed the issue with boss collapse when an enemy battler is using a Holder Sheet.

In Sprite_Battler line 120, change bitmap.image to an integer, I used 360

Then scroll all the way to the bottom of the script, and you should have this:

#-------------------------------------------------------------------------- # * Update Boss Collapse Effect #-------------------------------------------------------------------------- def update_boss_collapse alpha = @effect_duration * 120 / 360 #bitmap.height self.ox = bitmap.width / 8 + @effect_duration % 2 * 4 - 2 self.blend_type = 0 self.color.set(255, 255, 255, 255 - alpha) self.opacity = alpha * 4 self.src_rect.y -= 1 Sound.play_boss_collapse2 if @effect_duration % 20 == 19 endTake note there are a few minor changes to what you have here by default.  Notably, change bitmap.height to whatever integer you changed it to at line 120, bitmap.width to / 8, and blend_type to 0

self.src_rect.y -= 1 is apparently what causes the enemy to sink into the ground, but it doesn't do so with Holder Sheets.  I've tried a few variations of this line, and when it does sink, it actually scrolls itself through several of the stance rows, sinking into the ground and coming back out of thin air above.  I'm not sure there is a way to fix that particular aspect.  Otherwise it looks like a glorified collapse effect, which is fair enough.
 
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nio kasgami

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wow pretty well construct can Use the ''structure'' I mean the organization for make a guide of Journey Battle System?

I try my best to make journey understable to people but I am not the best for make a guide~
 

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