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Hey! I'm using Yanfly's Base Troop Events to force an "entering battle" pose to work in Symphony, basically I've got the troop using force actions to call a skill to play the pose.
It "works" in the sense that all the characters take a step forward and do a thing at the beginning of battle, but for some reason it plays a hodgepodge of random frames instead of row 12.
My problem is that the Holders addon for Symphony doesn't natively have an "enter" stance call. I tried adding it to the script like so:
#==============================================================================
# ¡ Direction - Advanced Configuration
#==============================================================================
module Direction
#--------------------------------------------------------------------------
# self.index_hb
#--------------------------------------------------------------------------
def self.index_hb(pose)
case pose
# array = [row, frames]
# frames is optional, default is 15
when :idle
array = [0, 12]
when :struck
array = [3, 10]
when :woozy
array = [2, 12]
when :enter
array = [12, 15]
#---
when :victory
array = [10]
when :enter
array = [12, 15]
when :defend
array = [1, 5]
when :dead
array = [12]
#---
when :attack
array = [4, 4]
when :skill
array = [6, 6]
when :magic
array = [7, 6]
when :item
array = [5, 6]
when :enter
array = [12, 15]
#---
when :advance
array = [8, 5]
when :retreat
array = [9, 5]
when :enter
array = [12, 15]
else; array = [0, 12]
end
return array
end
the "when :enter" lines are what I added. The skill has these tags:
<target action>
move user: forward, 6
stance: user, enter
skill effect: dmg, calc
move user: origin
stance: user, idle
</target action>
I've got next to no scripting knowledge, the edits I made just seemed logical. I can't begin to fathom why it's playing... frames from different rows. I don't know nearly enough about this to hazard even a guess. Anyone got an idea how I could get this to work?
I'm also open to other approaches to making an enter stance work, but it'd need to be available for commercial use.
It "works" in the sense that all the characters take a step forward and do a thing at the beginning of battle, but for some reason it plays a hodgepodge of random frames instead of row 12.
My problem is that the Holders addon for Symphony doesn't natively have an "enter" stance call. I tried adding it to the script like so:
#==============================================================================
# ¡ Direction - Advanced Configuration
#==============================================================================
module Direction
#--------------------------------------------------------------------------
# self.index_hb
#--------------------------------------------------------------------------
def self.index_hb(pose)
case pose
# array = [row, frames]
# frames is optional, default is 15
when :idle
array = [0, 12]
when :struck
array = [3, 10]
when :woozy
array = [2, 12]
when :enter
array = [12, 15]
#---
when :victory
array = [10]
when :enter
array = [12, 15]
when :defend
array = [1, 5]
when :dead
array = [12]
#---
when :attack
array = [4, 4]
when :skill
array = [6, 6]
when :magic
array = [7, 6]
when :item
array = [5, 6]
when :enter
array = [12, 15]
#---
when :advance
array = [8, 5]
when :retreat
array = [9, 5]
when :enter
array = [12, 15]
else; array = [0, 12]
end
return array
end
the "when :enter" lines are what I added. The skill has these tags:
<target action>
move user: forward, 6
stance: user, enter
skill effect: dmg, calc
move user: origin
stance: user, idle
</target action>
I've got next to no scripting knowledge, the edits I made just seemed logical. I can't begin to fathom why it's playing... frames from different rows. I don't know nearly enough about this to hazard even a guess. Anyone got an idea how I could get this to work?
I'm also open to other approaches to making an enter stance work, but it'd need to be available for commercial use.
Last edited by a moderator:
