A Guide to Yami's 'Battle Symphony'

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Hello and thanks for the guide.

I really love Battle Symphony, It really gives my game an extra flair to it, being able to make custom animation skills using my side battlers. It’s great!

I am using a simple Limit Break system. When TP is 100 the player can use their Limit. One of those limits, ofc, is Omnislash. I really like the demo’s version of Omnislash, but it also does not have the flashiness I need in my game. So I decided to edit my own version :D .

However, here is where my problem comes in.  I want the user of the skill, Omnislash, to teleport to the front of the target of the skill (it’s one enemy that the user picks) and attack 5 times, teleport behind the target, facing right (sprite reversed to make it look like backstabbing) attack another 4 times and finally, teleport in front, facing towards the target (facing left –the default-), jump “in the air” and attack one final time.

I found some code snippets that SHOULD help with the different directions; however it does not seem to work. (I might be using them wrong :c )

By the way here is the order of my symphony scripts.

Battle Symphony

Skill Effect: Steal.  (I found this snippet here:  http://www.rpgmakervxace.net/topic/20568-battle-symphony-v115-skill-effect-steal/)

Reverse Direction (I found this snippet here: http://forums.rpgmakerweb.com/index.php?/topic/25993-simple-symphony-tag-question/)

Then the Addons from the demo:

Skill Effect

Visual Effect

Enemy charset

8D charset

Holders Battler

The issue with this (which I thought I solved) is that the reversing the sprite’s direction and teleporting does not work correctly.

Here’s my code snippet:

<whole action>afterimage: user, trueimmortal: targets, trueanimation 43: user, waithide nonfocus</whole action><target action>damage change: 50%teleport user: target, frontcreate icon: user, weapon icon: user, weapon, swing animation 7: targetani wait: 3skill effect: dmgdamage change: 70%face: targets, reversecreate icon: user, weapon icon: user, weapon, swing, animation 7: targetani wait: 3skill effect: dmgdamage change: 90%create icon: user, weapon icon: user, weapon, swing, animation 7: targetani wait: 3skill effect: dmgdamage change: 120%teleport user: target, frontface: targets, reversecreate icon: user, weapon icon: user, weapon, swing, animation 7: targetani wait: 3skill effect: dmgdelete icon: user, weaponmove target: backward, 2wait: 3</target action><follow action>show nonfocusafterimage: user, falseimmortal: targets, false</follow action>Right now I'm just trying to do 4 strikes teleporting one side to the other, I want to get this to work before I add more.

Thanks for your time!
 
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XPhater

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I tried out that script in the link and I can't get it to work either.

What you're trying to do is very similar to what I did with one of my own skills, but I did it the ghetto way: in Photoshop.  I used one of the Holder Sheet pose banks to place a reversed attack stance, then simply moved the character back and forth, calling the reverse stance for the return attacks using standard Symphony tags.

Here's a youtube video of the skill I made with Photoshop backstabs:

http://youtu.be/c7UqGmeQpxc

When she teleports, I use

teleport user: target, base, wait

Here is the code I have for the attack:

<no cast ani><whole action>stance: user, skillafterimage: user, trueimmortal: targets, truehide nonfocusanimation 81: user, waitanimation 174: userwait: 3vanish: user, truestance: user, advancemove user: target, base, waitwait: 30</whole action><target action>animation 174: userteleport user: target, base, waitvanish: user, falsestance: user, advancemove user: forward, 120, 10, waitanimation 7: targetmove target: backward, 10skill effect: dmgwait: 1animation 174: userstance: user, itemmove user: backward, 150, 10, waitanimation 160: target, mirrormove target: backward, 10wait: 1ani wait: 2skill effect: dmgwait: 2animation 167: useranimation 156: user, waitjump arc 24 user: target, 60stance: user, attackwait: 1create icon: user, weaponwait: 10icon: user, weapon, swinganimation 155: targetani wait: 3skill effect: dmgwait: 3</target action><follow action>wait: 30stance: target, struckmove target: backward, 30animation 153: targetwait: 15stance: target, breakshow nonfocusafterimage: user, falseimmortal: targets, false</follow action><finish action>animation 174: userwait: 3vanish: user, truewait: 3teleport user: originstance: user, breakwait: 30vanish: user, falsemove target: originwait for move</finish action>To get it to do what you want, it needs some adjustments.  For starters, note that I have it set to attack two enemies twice.  In order to get your character to attack one enemy three times, with a jumping attack at the end, try something like this:

<no cast ani><whole action>stance: user, skillafterimage: user, trueimmortal: targets, truehide nonfocusanimation 81: user, waitanimation 174: userwait: 3vanish: user, truestance: user, advancemove user: target, base, waitwait: 30</whole action><target action>animation 174: userteleport user: target, base, waitvanish: user, falsestance: user, advancemove user: forward, 120, 10, waitanimation 7: targetmove target: backward, 10skill effect: dmgwait: 1animation 174: userstance: user, itemmove user: backward, 150, 10, waitanimation 160: target, mirrormove target: backward, 10wait: 1ani wait: 2skill effect: dmgwait: 2animation 167: useranimation 156: user, waitjump arc 24 user: target, 60stance: user, attackwait: 1create icon: user, weaponwait: 10icon: user, weapon, swinganimation 155: targetani wait: 3skill effect: dmgwait: 3</target action><follow action>wait: 30stance: target, struckmove target: backward, 30animation 153: targetwait: 15stance: target, breakshow nonfocusafterimage: user, falseimmortal: targets, false</follow action><finish action>animation 174: userwait: 3vanish: user, truewait: 3teleport user: originstance: user, breakwait: 30vanish: user, falsemove target: originwait for move</finish action>Fiddle around with that a bit and see if you can get it working the way you want it.  I just tried pasting it into a new slot for a different character and it was an ok rough draft of what you're going for.  You'll need to add additional attacks per side, of course, and then tweak the visual effects however you like.
 
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Thank you for the quick reply! Ill go try it out now and tell you what happens!

EDIT: I got it working, the reverse scripts BTW OTL

Basically, for your info too XPHater, you have to put those edits BELOW Holder's HB. (I checked the scripts and see if anything was being reconfigured and I saw that in the reverse direction with "face: targets, reverse" is using holder's directions!) Hope this helps anybody else!
 
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XPhater

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Aha, I'll give that a try later.  It still may prove useful to me, thank you :)
 

Hinorashito

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I have just the thing for you:

<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>
Thanks it works good but i want the boomerang to spin back to the actor after it hits you know like a boomerang. What you gave me here is great only the boomerang dissapears after it connects.
 
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XPhater

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Thanks it works good but i want the boomerang to spin back to the actor after it hits you know like a boomerang. What you gave me here is great only the boomerang dissapears after it connects.
That's strange, it returns for me:

http://youtu.be/Fi_Z8jqOTiQ

icon throw user: user tells it to throw the item back at the person using the skill.
 

Hinorashito

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the youtube video is private so I couldnt see the boomerang doesnt come back after it hits it just vanishes.
 

XPhater

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you should be able to watch it now

it comes back for me
 

Euphoria

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I saw it, it definitely comes back.
 

Farr

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Can someone help me here, im trying to make an animation which does this;

char moves forward, raises staff, animation plays on the staff and then he launches the animation to the target dealing dmg, something like a fireball or anything like that.

I'm trying to make this work but so far i had no luck.

I'm also having trouble trying to make a single animation play to all battlers instead of one for each.

Tried Whole Actions but its not working.
 
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ZlainFury

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Hey Macatlas, how do you get the overworld sprites to work for the animated battlers you used for this guide?
 
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The battle symphony script link seems to be broken.
 

devilarms2099

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So I have a quick question,

So instead of using multiple actions for a hack and slash vs a shoot action, could I set the symphony action onto a weapon? Then when they attack with that particular weapon they do that action?

Just saying. I technically have the actions already pre-built, but it allows using of different attack stats formulas for different weapons

Also here's this:

Can someone help me here, im trying to make an animation which does this;

char moves forward, raises staff, animation plays on the staff and then he launches the animation to the target dealing dmg, something like a fireball or anything like that.

I'm trying to make this work but so far i had no luck.

I'm also having trouble trying to make a single animation play to all battlers instead of one for each.

Tried Whole Actions but its not working.
Code:
<setup action>move user: forward, 10, waiticon create: user, weaponicon effect: user, weapon, upswing, waitanimation x: user, waitani wait: 5animation X: target, waitmove user: origin, wait</setup action>
x would be your Main animation

X would be your attack animation
While at the end of the effect will have your damage.
 
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Farr

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So instead of using multiple actions for a hack and slash vs a shoot action, could I set the symphony action onto a weapon? Then when they attack with that particular weapon they do that action?
 Yes, I use different animations for different bows. Just use the weapon notetag.

Also the tags you made simply create one animation on my battler and one on the enemy.

What I'm looking for is to actually throw this single animation from my battler to the enemy (no icon, just the animation itself, like a magic missile for example)
 

devilarms2099

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Yeah haven't done a magic missle yet. I'll have to think about it :D
 

DarkstarMatryx

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I'm using holders battlers for both the party and enemy characters. All from PVGames sets. My question is how do I make them get closer when they attack. Magic attacks look fine and centered on the opposing battler but all close combat attacks have a gap between both party and enemy characters.  Thanks for any help.
 

XPhater

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I'm using holders battlers for both the party and enemy characters. All from PVGames sets. My question is how do I make them get closer when they attack. Magic attacks look fine and centered on the opposing battler but all close combat attacks have a gap between both party and enemy characters.  Thanks for any help.
I suspect this may be due to having extra space on the battler sheets.  Open up Photoshop, and see if you can crop up any surplus horizontal space that doesn't actually contain the characters.  This horizontal space is why they don't walk all the way up to each other.  The empty space is considered part of the battler.

For example, if the sheet looks like this:

I     o     I     o     I     o     I     o     I

Make it look like this:

I o I o I o I o I

Open it up in Photoshop, find the image/canvas width, pull out a calculator, and divide by 4.  That tells you how wide each individual "column" is.  Get your rectangular select tool, and make some selections around the characters in order to ascertain how wide the columns actually need to be.  This is your revised column width.  Multiply that figure by 4, and you've got your revised canvas width.

At this point, there's no simple way to proceed.  You're probably best off creating a new image at the revised canvas width, and copying new columns from the original image, at your revised column width.  Paste those into the new image, with "snap to" on to make it automatically position itself appropriately.  You'll need to do this with every character that has surplus empty horizontal space in their battler sheet.
 

DarkstarMatryx

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Thanks XPhater, I had a feeling it might be this but was really hoping that there might be a way around this method if it was a padded image canvas.  Seriously dread having to potentially change every char an mobs holder sheet. I'll let you know if that was the issue and whether it fixes the problem.  Thanks again for the fast response.
 

Defacto1769

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So I'm not trying to do anything fancy, I'm just using the default animations.

My problem is that the default animations seem to be attacking way too high, which especially looks ridiculous on large monsters.

Does anyone know how to change this? Thanks.
 

Farr

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So I'm not trying to do anything fancy, I'm just using the default animations.

My problem is that the default animations seem to be attacking way too high, which especially looks ridiculous on large monsters.

Does anyone know how to change this? Thanks.
Resize your animations, its the only way.
 

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