Yami Battle Symphony help

Dr. Panda

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Hello everybody! I'm new to the community and I normally don't do these things, but I keep finding myself in a bind one way or another and I'm hoping that someone can provide assistance. It is regarding Yami's Battle Symphony, but first I'd like to provide a little bit of context. (I'll boldface the key issues in case I'm being too wordy)

So I originally used Yanfly's Visual Battlers script for my game only to find that there was a rather strange bug that caused the game to crash every time a battle completed so long as I had actors out of formation. In other words, if I had upwards of four actors in the party (since I was only fielding four at a time), the game would crash. I don't have much experience at all with RGSSx script, so I decided to find an alternative side-view battle script to use in the meantime.

Galv's script seemed to work fine and probably would've been a good bet if it wasn't for the fact that I have no Holder-style sprites done and did not want to use placeholders. I was fine with using the smaller sprites I had already made. That's when I stumbled upon Yami's, which not only uses the small sprites but also has all those clever ways of influencing how the game plays skill animations (like for creating casting animations, something I was originally going to use a Yanfly script for).

However, although some people have made guides regarding the script, there's not a whole lot of in-depth discussion on how to make it work, such as templates to use for certain kinds of spells and such. I've been fiddling with it in order to get it to do what I need it to do, but there are some things I'm still having problems with. 

Namely, when using the whole action tag, I can't seem to get it to work any differently than using the target action tag. In fact, it'll just play the animation once, then have the actor go back and play the animation for each enemy over and over, even duplicating the damage done! It's crazy! It seems like the only way I can even get it to function properly is if I cram everything into setup and leave the target/whole action for skill effect calculations.

Another thing I noticed is that after implementing the script, all target flash effects only occur on one target. This happens regardless of what I set the spell to do, it seems, and it happens with all of my all-enemies targeted spells. While not the worst thing in the world, it does have a bad effect on a lot of animations I have that rely on those flash effects, and it generally looks kindof weak for a spell that's meant to damage all enemies to have a flash indicator on only one target.

Does anyone here who understands Yami's Battle Symphony know a way I can figure this out? So far the only templates I've run into are all ones describing how to make the bow and arrow work, which will undoubtedly be useful in understanding other aspects, but it doesn't quite help me in this case. Does anyone have a set of tags using the whole target that have worked well for them? 

While we're at it, I wonder if there's a way I can get certain animations to play only once. I use the Yanfly Battle System and before adding in Yami's I was able to use the <one animation> tag, but that doesn't seem to work anymore in conjunction with Yami's. I know there are ways to get animations to play only once, but even before that I had issues regarding Yanfly's AoE script, where the spell would play once simultaneously, but still occur on all targets. That left me with aoe spell effects that would appear on all enemies rather than simply playing on the targeted enemy.

I figure that there's a few Yami tags I could use to get it to work, but I wanted to see if anyone had any input. The previous issues regarding the whole actions and flashes definitely much more vexing to me.

Thanks in advance!
 

Shaz

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Can you please provide a link to the script?
 

Dr. Panda

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Shaz

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Thanks. And yeah, we don't like it when people paste whole scripts here. Glad you found it :)
 

Dr. Panda

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Yes, I'm glad I did too. Apparently Yami's old blog leads to that github link with all the scripts.

I'm still experimenting but I can't seem to find a way to make all-target abilities display flash effects on all enemies simultaneously.
 

Dr. Panda

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I don't supposed anyone's found a way to fix this yet, have they?

I would ask if there's a fix to Yanfly's visual battlers script (since crashing after having more than 4 people in the party is pretty ridiculous), but I actually like Yami's system in terms of actor movement.

However, the target flash issue is really annoying. ><
 

Sinweaver

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Just curious about your issue with Yanfly's Visual Battler. I am pretty sure it is crashing because you are using something that is potentially incompatible with it.

Here's an example, my party has 8 active battler and it is still working fine:



If you have decided to not use Yanfly's visual battler, then you can totally disregard this post  :D
 

Dr. Panda

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Just curious about your issue with Yanfly's Visual Battler. I am pretty sure it is crashing because you are using something that is potentially incompatible with it.

Here's an example, my party has 8 active battler and it is still working fine:



If you have decided to not use Yanfly's visual battler, then you can totally disregard this post :D
Yes, you're absolutely right! It works just fine if I set it so that you can field more than 4 characters at once. I already tested this.The problem arises when I have more than four actors in party, but only four in formation. The game I'm working on only uses four active slots, with all of the other characters you recruit being "on the bench" until you change formation.
 
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Dr. Panda

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Honestly, though, I'm not even bothered by the Yanfly's visual battlers bug because I'm currently using Yami's due to its movement capability, which is nice.

If I could just figure out the target flash bug, I'd be happy.
 

jwideman

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Yes, you're absolutely right! It works just fine if I set it so that you can field more than 4 characters at once. I already tested this.

The problem arises when I have more than four actors in party, but only four in formation. The game I'm working on only uses four active slots, with all of the other characters you recruit being "on the bench" until you change formation.
Wouldn't "bench" characters not be party members? If you want to be able to see the stats on non-party members that have been "unlocked," I think you'd need to add a menu scene for it.
 

Dr. Panda

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Wouldn't "bench" characters not be party members? If you want to be able to see the stats on non-party members that have been "unlocked," I think you'd need to add a menu scene for it.
Not necessarily. I can see the characters just fine in the Formation menu. I can use the formation menu to switch their places as needed.

However, I guess saying "party" members is incorrect, but that's all semantics. It doesn't change the underlying issue, but I'll restate it to make sure I'm being as clear as possible.

If I have a game set so that you can only have four people fighting at once (i.e. a party of 4), but have more than four people "unlocked" in the formation menu, the game crashes upon defeating a group of enemies.

This is only a problem with YanFly's Visual Battlers. 
 

Dr. Panda

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I may have to make a new thread with a much more specific title focusing on only one issue, though. >< I think providing context to my situation is detracting from the problem I wish to solve.

My apologies, everybody. ;w; It's my first time.
 

Dr. Panda

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So, a bit of an update to this.

I made a "workaround" to the target flash issue by taking the actual "flash" frames for the target and isolating it in its own soundless, graphic-less animation and used symphony tags to have it play on the targets of the spell as a target action. It's essentially playing a copy of the animation on each target without the extra clutter as opposed to trying to play a Screen-based animation and only applying the flash to one enemy.

The problem is that this is an extremely tedious workaround that takes up an unnecessary extra slot that could be used for more animations. Not that I'm expecting to do this for EVERY spell, nor do I really think I'll end up hitting the animation limit of 999 (and even then i can still break the limit, I think), but it really feels like something I shouldn't have to do when the nature of a screen-based animation being screen-based should apply the flash effect to all targets. 

I still wish there was someone who knew enough about scripts that could isolate the reason why Yami's Battle Symphony does this. I may have to end up making a completely new post (this time with the topic name actually containing the real problem rather than a general statement. ><)
 

nazgul

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Well if you just play an animation on the user that flashes where you nee it will work as long as the animation is center. So the second animation can simply be played on the screen and it will work just fine its not so bad.
 
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