Kaduki Sprites Battle Symphony Help

alcreator440

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Hi, I new here and have just started using VX Ace, and recently I've been using Yami's Battle Symphony scripts and add-ons. I've managed to follow this guide successfully but I'm sort of at a dead end when it comes to his Kaduki Add-on. I understand that his site is currently down and I have the right add-on script in my project but I don't know if his site had a tutorial on using Kaduki or not. The script itself doesn't help much other than telling me what order the sprite sheet should be, so I'm lost. Can someone point me in the right direction as far as just implementing the sprites? I can't find the Symphony Tags to do so to save my life. Thanks in advance.
 

ShadowLurk

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If you assign a battler Kaduki sprite (indicated by _8D suffix in the filename), it will automatically use that.

As for the pose changing, the tag is pose.

when "BREAK", "CANCEL", "RESET", "NORMAL" targets.each { |target| target.break_pose } return when "IDLE", "READY" pose_key = :ready when "DAMAGE", "DMG" pose_key = :damage when "PIYORI", "CRITICAL", "DAZED", "DAZE", "DIZZY" pose_key = :critical when "MARCH", "FORWARD" pose_key = :marching when "VICTORY", "POSE" pose_key = :victory when "EVADE", "DODGE" pose_key = :dodge when "DOWN", "DOWNED", "FALLEN" pose_key = :fallen when "2H", "2H SWING" pose_key = :swing2h when "1H", "1H SWING" pose_key = :swing1h when "2H REVERSE", "2H SWING REVERSE" pose_key = :r2hswing reverse_pose = true when "1H REVERSE", "1H SWING REVERSE" pose_key = :r1hswing reverse_pose = true when "CAST", "INVOKE", "ITEM", "MAGIC" pose_key = :cast when "CHANT", "CHANNEL", "CHARGE" pose_key = :channelingFrom the action_pose method. Valid tags are after the "when"s.

For example, to make the skill user use channeling pose, it is

pose: user, channel
 
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alcreator440

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If you assign a battler Kaduki sprite (indicated by _8D suffix in the filename), it will automatically use that.
I really appreciate the response but I'm not sure I follow you. I'm just trying to get the Kaduki sprites to appear. I understand that for holders battler you punch in <holders battler: (sprite sheet name)> in the actors notebox but was thinking the process is the same for Kaduki. If it's not the same could you please elaborate for me as to how to get them to appear. Thanks.

Oh wait, I think I just got it. Thanks man!
 
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ShadowLurk

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Oh. Just name the character sheet with "_8D" suffix. There is no need for any notetags.

For example, if your character sheet is "Actor20.png", rename it to "Actor20_8D.png". Simple as that.
 

alcreator440

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I'm not sure if I should start a new topic for this so I'm posting here. Does anyone know how to make the Kaduki sprites mirror themselves, as in face backwards? I'm punching in mirror like you would for any other tag line but nothing is happening.

I'm also trying to have my characters block and perform a "shielding" animation similar to how Final Fantasy VI does it, so I modified the script like so:

EVADE_ACTIONS =[

      ["POSE", ["TARGET", "EVADE"]],

      ["ICON CREATE", ["TARGET", "SHIELD", "BODY", "WAIT"]],

      ["ICON", ["TARGET", "SHIELD", "CUR_X -8"]],

      ["ICON EFFECT", ["TARGET", "SHIELD", "ANIMATION 123", "WAIT"]],

      ["WAIT", ["20"]],

      ["ICON DELETE", ["TARGET", "SHIELD"]],

    ] # Do not remove this.

 

and for counters

 

COUNTER_ACTION = [

      ["POSE", ["USER", "EVADE"]],

      ["ICON CREATE", ["USER", "SHIELD", "BODY", "WAIT"]],

      ["ICON", ["USER", "SHIELD", "CUR_X -8", "WAIT"]],

      ["ICON EFFECT", ["USER", "SHIELD", "ANIMATION 123", "WAIT"]],

      ["WAIT", ["20"]],

      ["ICON DELETE", ["USER", "SHIELD"]],

      ["POSE", ["USER", "BREAK"]],

      ["AUTO SYMPHONY", ["SINGLE SWING COUNTER"]],

      ["AUTO SYMPHONY", ["SKILL FULL COUNTER"]],

      ["ICON DELETE", ["COUNTER SUBJECT", "WEAPON"]],

      ["POSE", ["COUNTER SUBJECT", "BREAK"]],

      ["STANCE", ["COUNTER SUBJECT", "BREAK"]],

    ] # Do not remove this.

 

However I have two problems; no 1, I'm not sure if it's possible to only have an "if target has a shield equip" tag so they can perform a different action if they don't have a shield equipped. No. 2 is whenever my characters finish these actions they always slide a little bit as if they're trying to move back to their original position. The thing is they're already at their original position once they finish so the extra move just looks silly. Is there a way to circumvent this? It would also be nice if this only applied to the actors since these changes affect enemies too.

 

I would be really open to a better approach to a visible blocking mechanic altogether(that shows the characters actually shielding) over just fixing these two issues. Thanks in advance.
 
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ShadowLurk

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Well, for the first problem, there is an IF tag. Try something like this:

["IF @subject.equips[1].is_a?(RPG::Armor)"],...some symphony tags...["END"]I think you can also use else.For the second, I don't know.
 

alcreator440

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Okay I'll try it when I get the chance. Thanks for the reply.
 

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