Battle Engine Melody
From PocketWiki
- Return to the Main Page
- Return to the Yanfly Engine Melody
Download Battle Engine Melody
| Battle Engine Melody | ||||
|---|---|---|---|---|
| | ||||
| Link | Version 1.00m
| |||
| Last Update | 2010.08.16 | |||
| Author(s) | Yanfly | |||
| $imported | $imported["BattleEngineMelody"] | |||
| Terms of Usage | ||||
| Battle Engine Melody along with other Yanfly Engine scripts may be used for both non-commercial and commercial games. Providing credit is not necessary, but please do not claim credit. | ||||
| Version History | ||||
| Version History | ||||
| Discussion and FAQ | ||||
This section serves as a small hub towards each of the individual items regarding Battle Engine Melody. The following is a small link towards each item in addition to the opening paragraph for each article.
Battle Engine Melody ManualWelcome to Battle Engine Melody! Battle Engine Melody is a script made by Yanfly to maximize functionality, quality visuals, and player comfort as efficiently as possible all while being easy to use. Battle Engine Melody features four selectable battle systems, four battle view types, a multitude of mechanical notetags, and the Melody notetag system. Mechanical upgrades include customizable damage formulas, a variety of skill effects including different skill costs and unique skill properties, unique item effects and restored item traits from previous RPG Makers, a wider range of custom targeting options, more controllable elemental and status affinities, plenty of status effect traits, and more. | |
Battle Engine Melody ConfigurationThe configuration for Battle Engine Melody requires attention before working properly for any installation. It's best to devote a good amount of time towards the configuration to make sure that everything works the way you want it to for your game. Otherwise, you may find many undesirable effects produced by Battle Engine Melody that could have otherwise been prevented. | |
Melody Language ManualIn order to create your own actions for each skill, item, weapon, monster, etc., you'll have to understand the tagging basics using Melody's language. | |
Default Turn Battle SystemThe Default Turn Battle System, abbreviated as DTB, came with RPG Maker VX as a battle system that's designed to mimic the ever-so-popular Dragon Quest series. The battle flows between an action selection phase and a battle phase. During the action selection phase, the player would input an action for each party member. Upon completing this input, the battle would shift towards the battle phase where the opposing party, usually consisting of monsters, would fight against the player's characters. The order they act depends on their agility values. Upon completing all of their actions, the player is then placed back into the action selection phase, where the whole process starts over again. | |
Press Turn Battle SystemThe Press Turn Battle System, abbreviated as PTB, is the signature battle system for the Shin Megami Tensei series (also known as MegaTen series). Although there's no standard PTB format, the general rule goes and works as follows. If the attacker hits a weakness, the attacker gains an advantage of some sort. If the attacker strikes a resistance, the attacker enters a disadvantage of some sort. If the attacker performs a critical hit, the attacker also gains an advantage. If the defender absorbs the attack, the attacker also enters a disadvantage. The Battle Engine Melody version of the PTB system will follow this basic principle and take on many of the mechanics presented in Shin Megami Tensei's Nocturne and Digital Devil Saga games. With its own little spin of course. | |
Active Turn Battle SystemThe Active Turn Battle System, abbreviated as ATB, is a battle system where every unit on the field's current speed is constantly updating. Upon reaching a specified destination, the units are then allowed to make actions and then act upon their actions. The speed at which the battle updates everyone's speed is adjustable as is when to pause and unpause the battle system according to the player's desires. | |
Charge Turn Battle SystemThe Charge Turn Battle System, abbreviated as CTB, functions similar to ATB in the sense where every unit on the battlefield moves towards a threshold. Upon reaching that threshold, the unit will get the chance to immediately act and then return back to the beginning where they begin updating their speed once more. The similarities end here with the ATB system. The wait times in between are cut out and immediately switch over to the next unit in line without needing to wait for gauges to fill and complete. The other difference is that time stops until the unit finishes selecting an action and finishes performing it. | |
Custom Damage FormulasNo matter how similar RPG's are with one another, not all RPG's can use the same damage settings and same damage formulas. Some games would need large numbers while other games need small numbers and RPG Maker VX by default offers difficulty in pursuing that necessity due to its uncontrolled damage formula scheme. This portion of Battle Engine Melody exists to allow the user to set the damage settings to the way the game needs it. There's a couple of ways to affect the damage output in your game from RPG Maker VX, which can be done via the Configuration, Notetags, and Lunatic Mode. | |
Custom Skill EffectsSkill customization is perhaps sought the most in any kind of customized battle system. This is no real big surprise as the skills available to a game will determine what will make or break that game. Games with vanilla skills will result in a vanilla battle system. Games with customized skills will result in a customized battle system. That's the very core basic principle. There's many ways to customize skills in Battle Engine Melody. One of which is to change skill costs. Other ways involve making some skills occur instantly. And to go even further, Lunatics can use a rather simplistic template to make skills do crazy things such as stopping time. There's a multitude of things you can do with Battle Engine Melody's Custom Skill Effects and even more to be added in the future. | |
Custom Item AbilitiesItems are rarely ever customized in RPG Maker games. And even less often are they even used for all that much. There's very little incentive for the players to use items when the skills each character has outshines items in every which way. Battle Engine Melody's Custom Item Abilities lets you add back lost functions from previous RPG Makers, provide interesting effects, restricted usage, and even perform different effects when used by different actors or classes. | |
Custom Target OptionsTargeting is essential for skills and items as it determines which units the skill or item will strike, heal, inflict statuses effects on, bring doom about, and... you get the point. While the default target scopes in RPG Maker VX are pretty sufficient, they don't grant a whole lot of control or flexibility either. There's the ability to land two hits on a single opponent but not three. There's the ability to target 3 random units but not 5. Sometimes a game just needs a little bit more than what's offered and Battle Engine Melody will help offer that flexibility. | |
Custom Status PropertiesStatus effects have always been underappreciated in RPG's (and not just RPG Maker games). This is primarily due to the fact that they hardly exist outside of the typical Poison, Haste, Sleep, and other things. Just not too many useful nor interesting effects that go with them. Battle Engine Melody provides a multitude of new effects to spice them up. These effects include new status animations, stacking, regeneration, skill cost changing, and more. | |
Custom Affinity SettingsElements and status effects in RPG Maker VX originally had fixed rates. This means that at rank C, the rate for every element will always be 100%. At rank B and A, they will always be 150% and 200% respectively. For status effects, it'll always be 100%, 80%, 60%, 40%, 20%, and 0%. There's hardly any variation and there's not much the player can do in-game about it either. Equipment can only either completely halve the rate by exactly a half or prevent a status effect altogether. There's hardly any incremental increases or decreases. Battle Engine Melody offers the ability to modify these affinities through various methods. |
- Return to the Yanfly Engine Melody
- Return to the Main Page
