"Read the manual" is not a helpful answer. I've read it, and just can't figure out what changes the attack animation to the designated skill. I've got the skill set up. It works. What I don't know how to do (and evidently fail to understand in the manual) is how to make that skill replace the 'attack' command when attacking with a bow or a gun.
Symphony is compatible with Yanfly's Engine. That also includes the Weapon Attack Replace script. So you won't need to learn how to script or read any manuals.
Hey Yami, how about giving us some joint action commands by default? Mimicing Chrono Trigger just isn't any fun without triple teaming bosses with crazy special effects.
I'm using Yami Symphony with Holder's battlers addon, and when I set an enemy to have the Boss Collapse flag, the enemy vanishes instantly (he doesn't actually move as you can see his shadow slowly fading away in place), but the collapse animation itself moves about half a screen width to the left, and plays in slow motion for about 30 seconds. This only happens when using Holder style battlesheets for enemies. Reverting the enemy to a static stillimage fixes the issue.
This was mentioned on page 1 of this thread but I didn't see any resolution.
#===============================================================================# Script: Customizable Holder Battlers# Author: Selchar# Requestor: Nosleinad# Credits: Yami#================================================================================beginThis is an extention of Yami's Holder Battler addon for Battle Engine Symphony.It allows for different battlers based on class id, as well as changing it viascriptcall. Scriptcall changes take priority over class specific, which takespriority over the default holder notetag.#-------------------------------------------------------------------------------# Actor Notetag#-------------------------------------------------------------------------------<class holder battler class_id: filename>#-------------------------------------------------------------------------------# Scriptcall#-------------------------------------------------------------------------------$game_actors[actor_id].new_holders_name = 'filename'Replace class_id or actor_id with the relevant number, and filename with thename of the holder style image you want to use.=end#===============================================================================# The script#===============================================================================module Selchar module Symphony def self.holder_class(class_id) /<class[-_ ]?holder[-_ ]?battler[-_ ]?#{class_id}:\s*(.*)\s*>/i end endendclass Game_Actor < Game_Battler attr_accessor :new_holders_name def holders_name if @new_holders_name != nil return @new_holders_name if @new_holders_name != '' end return actor.class_holder_name(@class_id) if actor.class_holder_name(@class_id) return actor.holders_name endendclass RPG::Actor def class_holder_name(class_id) if @class_holder_name.nil? @class_holder_name = {} $data_classes.each do |i| next unless i @class_holder_name[i.id] = $1 if @note =~ Selchar::Symphony.holder_class(i.id) end end @class_holder_name[class_id] endend#===============================================================================# End of File#===============================================================================
DoubleX made a script for that, if you're referring to what I think you are referring to. (Two or more actors performing skill tags at the same time in one attack, something like that)
DoubleX made a script for that, if you're referring to what I think you are referring to. (Two or more actors performing skill tags at the same time in one attack, something like that)
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