Battle Engine Symphony

MultipedMoss595

Veteran
Veteran
Joined
Feb 2, 2013
Messages
34
Reaction score
2
First Language
ENGLISH
Primarily Uses
I don't know if any one else is having this issue, but whenever the damage gets over 999 say 1001, it only shows the first digit. Is there something I need to set to let it show four digit damage?
 

Nosleinad

Storyteller
Veteran
Joined
Dec 12, 2012
Messages
351
Reaction score
29
First Language
Portuguese
Primarily Uses
Thanks for the news Yami, i will take a look at it.
 

ShinGamix

DS Style 4Ever!
Veteran
Joined
Mar 18, 2012
Messages
3,905
Reaction score
451
First Language
April Fools
Primarily Uses
N/A
I am getting an error with the valid actions part of the script Yami.

Line 2569 nilclass: NoMethod occured

(i was using version 1.09 at the time)

edit-Update 1

Came back after doing some research.

It only happens on attack and I think it something to do with default actions..maybe.

it never did it before though.

Will continue to research more.

tried updating to version 1.14 

and now it is the same code line but line 2576

will try older versions maybe.

Edit-Update2

Didn't get it fixed.
 
Last edited by a moderator:

Dr.Yami

。◕‿◕。
Developer
Joined
Mar 5, 2012
Messages
1,003
Reaction score
757
First Language
Vietnamese
Primarily Uses
Other
@ShinGamox: try on new project, and describe your problem. I cannot deal with errors that I don't even know when they occur.
 

TheCastle

Veteran
Veteran
Joined
Apr 2, 2012
Messages
150
Reaction score
2
First Language
English
Primarily Uses
This battle system is really cool. I have my own battle system but it is lacking some things that this one has. My battle system is very much a WIP and I have spent more time working on game balance than visuals so its functional but its very ugly. I wonder how tough it would be to adopt these missing features into my own battle system...


-Animated battlers

-Characters physically move to different locations on the screen when they use different abilities. Jumping toward an enemy or stepping forward to cast a spell ect...

-Damage indicators and state changes displayed on screen at the physical location of the target.

-Proper highlighting of a character when you are deciding what ability to use on them.

Would it be ok if I were to attempt to do this? If so how tough do you think it would be to pull these specific things over?
 

ShinGamix

DS Style 4Ever!
Veteran
Joined
Mar 18, 2012
Messages
3,905
Reaction score
451
First Language
April Fools
Primarily Uses
N/A
@ShinGamox: try on new project, and describe your problem. I cannot deal with errors that I don't even know when they occur.
The action "attack" in battle gives that error. If  i choose guard or magic it is ok but attack errors.

---

I am getting an error with the valid actions part of the script Yami.

Line 2569 nilclass: NoMethod occured
 

Besus

Veteran
Veteran
Joined
Aug 20, 2012
Messages
47
Reaction score
3
First Language
English
Primarily Uses
Just for fun I tried it on a new project and didn't receive a single error when attacking. It was just the Battle Symphony script and nothing else mind you.

You must have another script conflicting.
 

ShinGamix

DS Style 4Ever!
Veteran
Joined
Mar 18, 2012
Messages
3,905
Reaction score
451
First Language
April Fools
Primarily Uses
N/A
how do i set up attack as a default action. It may have got fudged up when making characters or something else.
 

ShinGamix

DS Style 4Ever!
Veteran
Joined
Mar 18, 2012
Messages
3,905
Reaction score
451
First Language
April Fools
Primarily Uses
N/A
here is a pic of the error I keep getting

Size? What size? Attack size?

fixed
 
Last edited by a moderator:

Ocedic

Dog
Veteran
Joined
Jul 13, 2012
Messages
396
Reaction score
67
Primarily Uses
That means size is being called on an undefined object. It almost always means a script incompatibility, which is why Yami told you to set it up in a new project.
 

Dr.Yami

。◕‿◕。
Developer
Joined
Mar 5, 2012
Messages
1,003
Reaction score
757
First Language
Vietnamese
Primarily Uses
Other
Updated Battle Symphony version 1.15.
Added IF and UNLESS conditions in Symphony Tags. Check skill 135 (Odd Attack) in Demo for example.
 

Death10

;D
Member
Joined
Jul 18, 2012
Messages
29
Reaction score
5
First Language
Vietnamese
Primarily Uses
Awesome script! :D
 

TheCastle

Veteran
Veteran
Joined
Apr 2, 2012
Messages
150
Reaction score
2
First Language
English
Primarily Uses
I just wanted to chime in and mention that I have been working with this battle engine and it seems to be working amazingly well. My core battle engine is a heavily modified version of the ATB script that fomar created.
I really really appreciate the work you guys have put into this script and it has made my life infinitely easier.

Everything seems to be working I just need to work in the battle text stuff and I think ill be good to go on the combat system for my project.
 
Last edited by a moderator:

JANK

Music Composer
Veteran
Joined
Oct 5, 2012
Messages
76
Reaction score
4
First Language
English
Primarily Uses
I have a suggestion.  Would it be possible to make it so that you can see an animated battler's victory pose with Yanfly's Victory Aftermath?

When the aftermath screen pops up it's transparent and you can still see the characters animated in the background, but they don't perform the victory pose.  They just stay in the idle stance.
 

ShinGamix

DS Style 4Ever!
Veteran
Joined
Mar 18, 2012
Messages
3,905
Reaction score
451
First Language
April Fools
Primarily Uses
N/A
*drumroll!

-error fixed Little Yams!
 

TheCastle

Veteran
Veteran
Joined
Apr 2, 2012
Messages
150
Reaction score
2
First Language
English
Primarily Uses
I have a question, does Symphony support the ability to set a separate battler graphic from my standard actor graphic for party members? I want the characters in the party to utilize specially made battle graphics that will be very different from the standard graphic you see while exploring ect. How would I set this up?
 

Oriceles

Veteran
Veteran
Joined
Apr 4, 2012
Messages
384
Reaction score
71
First Language
English
Primarily Uses
N/A
I have a question, does Symphony support the ability to set a separate battler graphic from my standard actor graphic for party members? I want the characters in the party to utilize specially made battle graphics that will be very different from the standard graphic you see while exploring ect. How would I set this up?
try holder battlers add-on or the animated battlers add-on

I have a question, how can i setup my enemy battlers to be static but just play attacks animations like FF6?

(just don't move foward when attacking, just that since I'm using milano cat sprites)

video related: FF6 final battle
 
Last edited by a moderator:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,862
Messages
1,017,049
Members
137,570
Latest member
fgfhdfg
Top