By default, this animation will be played with non-mirror and no waiting. Negative Integer will make object be thrown downward.įrames (optional): Total Frames. Target: The target, or where the icon should be thrown to.Īrc: Throwing Arc. Owner: Object Owner, or where the icon should be thrown from This will throw an object created by tag icon create to target.
Icon throw owner: target, name, arc, frames, wait Wait (optional): Type wait here to wait until effect is done before going on. upswing: Swing Icon up (Use for Swing Attack).įrames (optional): Total Frames. swing: Swing Icon down (Use for Swing Attack). float: Make Icon float (Use for Item Using). cur_y y: Make Icon move to Y-coordinate: Current Y + y. cur_x x: Make Icon move to X-coordinate: Current X + x. move_y y: Make Icon move to Y-coordinate y. move_x x: Make Icon move to X-coordinate x. animation x: Start Animation ID x on Icon. rotate, x: Make Icon rotate to angle x. This will make an effect for an icon object created by tag icon create. Icon effect: target, name, effect, frames, wait This will delete an icon object created by tag icon create. Id (optional): Icon ID when using a custom name. shield: Create Icon on Character’s Other Hand. Position (optional): Where the icon should be displayed. weapon, weapon1: Icon for equipped Weapon 1.
Name: Icon name for reference with other tags e.g. Target: The target (see the TARGET / SUBJECT section for details) This will create an icon object from IconSet, often used for weapons and items. ICONS icon create: target, name, position, id position is position on target’s body: foot, body, center, head, backįrames (optional): Total Frames. target, position: Jump to target’s location. origin: Jump back to subject's original location. backward, x: Jump backward for x pixel. Subject: Jumping Subject (see the TARGET / SUBJECT section for details) This will make the subject jump to a specific location. Jump arc X subject: movement, frames, wait This will teleport the subject to a specific location. Wait (optional): Type wait here to wait until effect’s done before going on. 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).
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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.
#Arc engine rpg maker vx ace download manual
The original manual for Battle Symphony is hard to follow, so I'm rewriting it here.