target, position: Move to target’s location. origin: Move back to subject's original location. backward, x: Move backward by x pixels. Movement: Direction or location to move to Subject: The subject to move (see the TARGET / SUBJECT section for details) This will move the target to a specific location. MOVEMENT move subject: movement, frames, wait an attack, using a skill, or using an item) is made up of a multitude of simpler actions that are grouped together as follows: SYMPHONY TAGS Each command entered during battle (e.g. Whether battlers can always counter or reflect, even when stunned or paralysed. Whether to automatically turn off the Immortal status after actions are finished. Set to true or false.Īnimation ID to use as the default enemy attack animation.Ĭan be changed for each individual enemy by adding the tag in the enemy's notebox, where id is the Animation ID in the database. Whether to draw shadows beneath each battler. (down = 2, left = 4, right = 6, up = 8)Īn array of x, y coordinates of each battler If using Yanfly's Battle Engine, put Battle Symphony below all Yanfly scripts.įind the section in the script titled: Section I. Copy all the text from the Battle Symphony script and paste it here in RPG Maker. Right click under the section titled Materials, but above Main, and choose Insert. In RPG Maker, open the Script Editor (F11).
Yami's Battle Symphony scripts v1.16 plus all add ons can be downloaded from. This post only covers the default Symphony Engine and does not include any of the add ons.
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The original manual for Battle Symphony is hard to follow, so I'm rewriting it here.