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Battle Engine Symphony Manual

Cuong Nguyen edited this page Mar 25, 2014 · 1 revision

Quick Note:

This is the original manual for Battle Engine Symphony. But there’s also another in-depth guide that can be found over here.

Installation

Battle Symphony is included in single script so that You have just to Copy and Paste both Battle Symphony and Yanfly Battle Engine to your projects.

Basic Configuration

Search for Section I. Basic Settings (S-01) and check these settings
EMPTY_VIEW: Disable Battlers Sprite as well as icon.
PARTY_DIRECTION: Configure default direction of Party. Direction of Enemies will be opposite with Party.
ACTORS_POSITION: Configure default position of Party. You should add more indexes if You have more than 4 actors in party.
WEAPON_ICON_NON_CHARSET: Set to false to Disable Weapons Showing for non-charset Battler (Any charsets other than Default Charsets and 8D/Kaduki Charsets).
DISABLE_AUTO_MOVE_POSE: Set to true to Disable Default Moving pose for Battlers.
BATTLER_SHADOW: Set to true to Enable Shadow for Battler.

Setup Skill Actions

Skill Actions

In Battle Symphony, each skill has a different actions-set and those actions will be played when using skill. In order to make skills more diversified, You have to define actions for each skill.

Actions Categories

There are five individual Action Categories
Setup Actions: They prepare the active battler before carrying out the bulk of the action and its individual effects. Usually what you see here are things such as the active battler moving forward a bit, unsheathing their weapon, etc. This step will occur before the active battler expends their skill or item costs.
Whole Actions: These actions will affect all of the targets simultaneously. Although this section does not need to be used, most actions will use this for displaying animations upon all enemies. This step occurs after skill and item costs.
Target Actions: This section will affect all of the targets individually. Used primarily for physical attacks that will deliver more personal forms of damage. Actions that occur here will not affect other targets unless specifically ordered to do so through Symphony.
Follow Actions: This section will dedicate towards cleanup work after the individual targeting actions. Here, it’ll do things such as removing immortal flags, start up common events, and more.
Finish Actions: This section will have the active battler close up the action sequence. Usually stuff like running waits and holds at the last minute for skills and items, moving back to place, and others.

How to Setup

Each type of skills has a default actions set, You can check and configure them by searching Section II. Default Actions (S-02). However, You can setup your own actions set by using Notetag and Symphony Tags. There are five Notetags for each Actions Categories, You have just to put them in Note Field of Your skill
<setup action> </setup action>: These notetags overwrite default Setup Actions. You have to put Symphony Tags between these tags to make your own Setup Actions.
<whole action> </whole action>: These notetags overwrite default Whole Actions. You have to put Symphony Tags between these tags to make your own Whole Actions.
<target action> </target action>: These notetags overwrite default Target Actions. You have to put Symphony Tags between these tags to make your own Target Actions.
<follow action> </follow action>: These notetags overwrite default Follow Actions. You have to put Symphony Tags between these tags to make your own Follow Actions.
<finish action> </finish action>: These notetags overwrite default Finish Actions. You have to put Symphony Tags between these tags to make your own Finish Actions.

Symphony Tags

Symphony Tags

Battle Engine Symphony comes with its own language (Symphony Tags) to allow for extremely adjustable battle commands from the notebox alone.

Target Typing

You may notice that in some of the actions below will say “refer to target typing” which is this section right here. Here’s a quick run down on the various targets you may select.
user: This will select the active battler.
target, targets: These will select the active targets in question.
actors, party, actors living: These will select all living actors.
all actors: This will select all actors including dead ones.
actors not user: This will select all living actors except for the user.
enemies, troop, enemies living: This will select all living enemies.
all enemies: This will select all enemies, even dead.
enemies not user: This will select all enemies except for the user.
actor x: This will select the actor in slot x.
enemy x: This will select the enemy in slot x.
everything: Selects all living actors and enemies.
everything not user: This will select all living battlers except user.
allies, friends: This will select the battler’s allies.
friends not user: This will select the battler’s allies except itself.
opponents, rivals: This will select the battler’s opponents.
focus: Selects the active battler and its targets.
not focus: Selects everything but the active battler and its targets.
counter subject: This will select the countering battler.
reflect subject: This will select the reflecting battler.

Default Symphony

animation id: tune1, tune2
This will play animation on the targets. By default, this animation will be played with non-mirror and no waiting.
id: Animation ID in Database.
tune1: Refer to Target Typing.
tune2 (optional):

  • wait: Causes the animation to wait until it’s done before going on.
  • mirror: Causes the animation to mirror itself.

attack animation: tune1, tune2
skill animation: tune1, tune2
last animation: tune1, tune2
This will play normal attack animation or skill animation or last used animation on the targets. By default, this animation will be played with non-mirror and no waiting.
tune1: Refer to Target Typing.
tune2 (optional):

  • wait: Causes the animation to wait until it’s done before going on.
  • mirror: Causes the animation to mirror itself.

attack effect: tune1, tune2
skill effect: tune1, tune2
This will calculate all attack or skill effect, from damage to effects. You will have to use this tag to make the skill to damage and cause effect on targets.
tune1 (optional):

  • clear: This will clear any miss, or evade flags.
  • counter check: This will check and calculate counter flags.
  • reflect check: This will check and calculate reflect flags.
  • dmg: This will damage targets.
  • effect: This will cause effects, includes Gain TP.
  • whole: This will include these three tunes: calc, dmg, effect.

tune2 (optional):

  • calc: This will recalculate miss and evade flags for current step.
  • perfect: This will prevent missing or evading.

auto symphony: tune1
This will play an Actions Set defined by Auto Symphony (Section III).
tune1: Refer to Auto Symphony key (Section III).


icon create: tune1, tune2, tune3, tune4
This will create an icon object from IconSet, often use for weapons and items.
tune1: Refer to Target Typing.
tune2: Icon Symbol, use to call effect with tag icon effect. There are default Icon Symbols:

  • weapon, weapon1: Create Icon for Weapon 1.
  • weapon2: Create Icon for Weapon 2.
  • shield: Create Icon for Shield.
  • item: Create Icon for Using Item.

tune3 (optional): Icon Attachment, also known as Icon Position

  • hand: Create Icon on Character’s Hand.
  • shield: Create Icon on Character’s Other Hand.
  • item: Create Icon on item position.
  • middle: Create Icon on middle body.
  • top: Create Icon on top body.
  • bottom: Create Icon on bottom body.

tune4 (optional): Icon ID, use when not using Default Icon Symbols.


icon delete: tune1, tune2
This will delete an icon object created by tag icon create.
tune1: Refer to Target Typing.
tune2: Icon Symbol.


icon effect: tune1, tune2, tune3, tune4, wait
This will make effect for an icon object created by tag icon create.
tune1: Refer to Target Typing.
tune2: Icon Symbol.
tune3: Icon Effect:

  • angle, x: Set Icon angle to x.
  • rotate, x: Make Icon rotate to angle x.
  • animation x: Start Animation ID x on Icon.
  • move_x x: Make Icon move to X-coordinate x.
  • move_y y: Make Icon move to Y-coordinate y.
  • cur_x x: Make Icon move to X-coordinate: Current X + x.
  • cur_y y: Make Icon move to Y-coordinate: Current Y + y.
  • fade in: Make Icon fade in.
  • fade out: Make Icon fade out.
  • float: Make Icon float (Use for Item Using).
  • swing: Swing Icon down (Use for Swing Attack).
  • upswing: Swing Icon up (Use for Swing Attack).
  • stab: Special Move for Spear Attack.
  • claw: Special Move for Claw Attack.

tune4 (optional): Total Frames. Use to define effect speed.
wait (optional): Type wait here to wait until effect’s done before going on.


icon throw main: tune1, tune2, tune3, tune4, wait
This will throw an object created by tag icon create to target.
main: Object Owner. Refer to Target Typing.
tune1: Target. Refer to Target Typing.
tune2: Icon Symbol.
tune3: Throwing Arc. Negative Integer will make object be thrown downward.
tune4 (optional): Total Frames. Use to define throwing speed.
wait (optional): Type wait here to wait until effect’s done before going on.


jump arc X main: tune1, tune2, wait
This will make main jump to a specific location.
X: Jump Arc. Integer.
main: Jumping Subject. Refer to Target Typing.
tune1: Specific Location

  • forward, x: Jump forward for x pixel.
  • backward, x: Jump backward for x pixel.
  • origin: Jump to original location.
  • target, tune3: Jump to target’s location. tune3 is position on target’s body: foot, body, center, head, back

tune2 (optional): Total Frames. Use to define jumping speed.
wait (optional): Type wait here to wait until effect’s done before going on.


message
This will display using skill/item on Battle Log. Will be updated for another purpose.


move main: tune1, tune2, wait
This will move main to a specific location.
main: Moving Subject. Refer to Target Typing.
tune1: Specific Location

  • forward, x: Move forward for x pixel.
  • backward, x: Move backward for x pixel.
  • origin: Move to original location.
  • target, tune3: Move to target’s location. tune3 is position on target’s body: foot, body, center, head, back

tune2 (optional): Total Frames. Use to define moving speed.
wait (optional): Type wait here to wait until effect’s done before going on.


immortal: tune1, tune2
This will change immortal flag for targets, which is useful when making a multi-hit skill. Set flag to false will make targets collapse if fulfill death condition.
tune1: Refer to Target Typing.
tune2: Immortal Flag, set to true or false.


teleport main: tune1, tune2, wait
This will teleport main to specific location. Usage is the same as move main.


wait for animation
This will wait until all animations have done before going on. Often use last in an Actions Sequence.


wait for move
This will wait until all movement have done before going on. Often use last in an Actions Sequence.


wait: x
This will wait for x frames before going on.