Yami Engine Symphony - Add-on: Enemy Character Set Help

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Started by blakebishop1989 13 posts View original ↗
  1. I am currently using this script, and just need to know how to add a notetag to my enemy sprites to have them appear to be using weapons at the moment i am trying <weapon1:144> but that doesn't work. Can anyone educate me on how to make this work?
  2. First, whenever you're asking for help with a certain script always put a link to that script's webpage...

    Second, make sure you save first before testing

    Third, make sure everything was set-up correctly (which since you didn't post a link, we cannot easily look at how you should have done it)

    PS: Also make sure that you have the base battle symphony script
  3. okay so lets see here, 1. https://github.com/suppayami/rmvxa-collection/blob/master/battle-symphony/battle-symphony-116c.rb currently using battle symphony, with this add on https://github.com/suppayami/rmvxa-collection/blob/master/battle-symphony/add-on/Enemy-Character-Set.rb. which is working fine, i have the enemy sprites working, actually everything is working fine, my only question was what kind of " note tag " i need to use to have my enemy sprites use weapons buring battle processing.   or if possible anyone has the manual for the add-on in which im using? the link that contains the add-on manual is broken.
  4. Reading the script, it is <weapon 1: number> or <WEAPON_1: number>
  5. thank you, i tried that just now both ways ex : < weapon 1: 144> <WEAPON_1:144> <weapon1: 144,Axe> everything and it just continues to have no weapon animation at all just an enemy sprite that hits me with his fists, still on the search.
  6. W8... hmmm... I think those tags are for showing weapons on the battler, not for animations... The default symphony has tags for weapon animations
  7. I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.
  8. okay sorry about that shaz, do you perhaps have a working link to the yami battle symphony enemy character sheet add on manual?
  9. so just attempt to use the battle symphony tags to create a weapon animation for each sprite?
  10. Yes, there exists weapon animation tags on the base script (you would use the custom animation sequence tags btw)
  11. thank you engr. Adiktumiko, i appreciate your attention on this matter, i haven't yet to figure it out but i'm in the right direction now at least. 
  12. I used to have a copy of a project that uses those tags, but sadly I haven't got a back up of it...

    EDIT: Here managed to find a sample in my inbox

    <target action>icon create: user, custom, hand, 147wait: 5icon effect: user, custom, upswing, waiticon delete: user, custom</target action>what that does is create weapon 147's icon in the "hand" of the user, wait, swing the weapon then remove the weapon
  13. awesome,thank you. with what you gave me i was able to piece everything together so ill post it here for anyone who cannot figure out how to make a melee animation with a weapon on an enemy character sprite! ;D 
     

    <no cast ani>

     

    <whole action>

    immortal: targets, true

    stance: user, advance

    move user: target, mid, wait

    </whole action>

     

    <target action>

    icon create: user, custom, hand, 147

    wait: 5

    skill effect: whole

    skill animation: target

    animation id: 007

    icon effect: user, custom, upswing, wait

    icon delete: user, custom

    </target action>

     

    <follow action>

    wait: 14

    delete icon: user, weapon

    wait: 1

    stance: user, break

    stance: target, break

    immortal: targets, false

    </follow action>

     

    <finish action>

    stance: user, retreat

    move user: origin

    move target: origin

    wait for move

    stance: user, break

    </finish action>