NEED HELP WITH MY BATTLE SYSTEM!

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I've just been using Tankentai for now, but i know it doesn't go well with others so i'm ready to get rid of it.

But i want my battle system to be have Yami's Charge based system, with the gauge, 5 heroes, and sideview. But i can't seem to figure out how to get 5 characters on screen when using sideview.

Help would be so amazing!
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Which maker?
Wait...which sideview are you trying to use now? Since you said you're getting rid of Tankentai, did you find another one-- or are you asking which one would be compatible with Yami's CTB?

If you're looking for one: I know Yami also made Battle Symphony, which I assume would be compatible with his CTB.

As for getting more than 4 members to show up, you're going to need Yanfly's Party Management script. It allows more than 4 battle members.
Sorry about that, yeah I'm trying to replace Tankentai.

So far I'm using:
Battle Symphony
YEA Core Engine
YEA Battle Engine
Charge Turn Battle
Order Gauge
A bunch of small add-ons


I want to add Yanflys Party System and Party Command. But when i do and i open a battle with 5 people it crashes, or if i trade a member out when I'm using 4, it still crashes. So idk what to do.


Thanks for the help guys.
Is that the exact order you have the scripts in? If not can you post which order you have them. The order actually really does matter quite a bit. In general though I'm pretty sure the Party System , Core Engine, and Battle Engine should go above Battle Symphony. You can try messing around with the order to try to get it to work.

If you still can't get it, perhaps try making a simple demo with all of those scripts in place and upload it somewhere. This way I can see what exactly is causing the problem. Of course if I find that it's a compatibility problem you'll need to contact one of the authors.

Let us know how it goes.
Yeah i had everything above Symphony.

It looks like i got everything working right for now! Thanks guys.

But i suppose i do have new questions; I've searched and haven't found a very good Symphony Tags (as in skills) tutorial, if anybody can give me a quick (or in-depth) explanation that'd be great.


:)
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Well I'm not sure how helpful this will be to you, but let's take a quick look at the autosymphony default setup for using a skill:

"SKILL FULL" => [

["SKILL EFFECT", ["COUNTER CHECK"]],
["SKILL EFFECT", ["REFLECT CHECK"]],
["SKILL ANIMATION", ["WAIT"]],
["SKILL EFFECT", ["WHOLE"]],
["MOVE TARGETS", ["BACKWARD", "unless skill.for_friend?"]],
], # end SKILL FULL


The first part in quotes is just the name of the autosymphony entry, so it can be used in other places. SKILL EFFECT has a number of effects depending on the argument provided: COUNTER CHECK checks to see if the skill will be countered, and REFLECT CHECK checks to see if it will be reflected. SKILL ANIMATION shows the animation for the skill, and WAIT makes it wait until the animation is over before continuing. WHOLE processes the skill being used, applying damage and other effects, then MOVE TARGETS moves the affected targets, BACKWARD pretty obviously makes the target move back, and "unless skill.for_friend?" means the skill won't move the target back if you cast it on a party member.

Hope that helps, but if not let me know and I'll try to find a simpler way to explain it.
Hmm, right now my skills just go right into the attack, and the animation. I want the "charge" that they used to have before i changed to symphony, so i just type "skill full" and it will treat my skills like that? and magic full vice-versa?


Also if anyone knows, how can i get my characters to "move" in place during battle, run off screen when i escape a battle, and move up to show it's their turn?

I'm pretty needy :p
Lol, glad you got the stuff working. I don't know much about Battle Symphony (since I don't use it), so I'll let Trihan take it from here!
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Skills and magic won't show the "charge" animation by default unless you set that in their tags. You can do this by adding the following in the <whole action> tag:

animation (animation id): user, wait

If you want all magic and skills to use the charge animation, add the following to the MAGIC_SETUP in section II of the script after ["MESSAGE"],:

["ANIMATION (animation id)", ["USER", "WAIT"]],

Note that the brackets around animation IDs are just for separation and shouldn't be included in the actual editor. Also, if you make this the default be aware that any skills you've specifically set the charge animation for in their tags will show the animation twice.

As for moving in place during battle, moving off-screen when running and moving up when their turn arrives, that's going to be slightly more complex since those things aren't actually covered by the tags available in the engine. I would have to add new code to the system to allow it.

I'm actually working just now on writing up a full list of tags and where they can be used to help you. Keep your eyes peeled!
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
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