Battle Engine Melody (Manual)
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Welcome 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.
These features are pieced together and woven with each other to form a versatile battle engine suited for the user.
Contents |
Script Overview
The script is divided up into five parts. The reason behind the division isn't due to the size of the script, but rather, to provide the user ease in quickly accessing certain parts of the script as they will be making multiple trips back and forth to specific parts to further use the features of Battle Engine Melody. These five parts consist of the following: the Configuration, the Melody Manual, Lunatic Methods for imported actions, the Visual Base Code, and the Mechanical Base Code.
Configuration
The configuration section will allow you to adjust all of the various Battle Engine Melody settings all in one big part. Be sure to take your time to browse through the configuration to see what things you would like changed and altered. Also, read the in-depth Configuration page for detailed information about the configuration script as well as a good step-by-step on how to configure Battle Engine Melody properly. This is one section every user ought to spend some time on in order to make their battle system just right for their game.
Melody Manual
Battle Engine Melody comes with its own language to allow for extremely adjustable battle commands from the notebox alone. To understand how to make your own Melodies, view Part II for the manual. Because Part II includes actual Battle Engine Melody base coding to save room, it's highly recommended that you do not edit or modify anything you see on Part II unless you know what you're doing. Visit the in-depth Melody Manual to read up on what these Melodies allow the you to do straight from the notebox.
Lunatic Methods
For the Lunatics who would like more control out of their battle system or for those who would like to use materials that have been created by others for Battle Engine Melody, this section is dedicated to allow add-ons without need to adjust the base code and to reduce the fear of breaking the entire battle engine by a few typos. Each section with Lunatic Mode will have an indepth section on how to use Lunatic Mode.
Visual Base Code
This is the base code for Battle Engine Melody regarding the visual aspects installed with the engine. This section is bound to be updated frequently and separated from the first three to reduce the need to re-adjust configuration and re-import materials. Just plop in the whole updated Part IV here whenever updates appear. Highly recommended that you don't edit this. Continue reading through this article to see what kinds of visual changes were made.
Mechanical Base Code
Similar to Part IV, this is the base code for Battle Engine Melody in regards to the mechanical aspects. This section, like Part IV, is bound to be updated frequently and thus, separated from the first three to reduce the need to re-adjust configuration and re-import materials. Whenever an update appears, all you would have to do is just replace Part V and you're good to go. Highly recommended that you don't edit this part.
Four Battle View Types
Battle Engine Melody offers four battle view types for the user. These view types are bound to an in-game variable that is adjustable at any time in the event that the user may wish to alter the battle view for whatever reason (so long as it's not in the middle of battle). Read the in-depth Configuration page to understand how to adjust the battle view type to your liking. These battle views consist of four types. They are labeled in Battle Engine Melody as Emptyview, Frontview, Sideview, and Angleview.
As mentioned before, the user has the option to switch between these views in the middle of their game in the event that they would like to. Whether or not this is practical or even makes sense will depend on the user and the game itself, however, the option exists for such functionality to exist. Regardless, the main reason behind producing visible characters and moving characters is to reduce the need to read each and every individual action typed out by the original RPG Maker VX battle system. In doing so, battles become much faster, more streamlined, and maintain a good sense of pace, all of which are important for many RPG Maker games seeing as how battles usually make up a good third of the game.
Four Battle System Types
Battle Engine Melody comes packed with four different selectable battle systems to choose from. These are commonly seen and sought out battle systems by the RPG Maker community that exist outside of the map. And just like with the various battle view types, the battle system your game uses for battle is bound to an in-game adjustable variable. View the in-depth Configuration page to adjust this variable. And if for whatever reason you wish to change your battle system in the middle of the game, a slight adjustment to this variable will allow the battle system to switch (so long as it's not in the middle of a battle).
Default Turn BattleThe Default Turn Battle system (will be called DTB from this point forth) is what came originally packaged with RPG Maker VX. In this battle system, actions are selected at the start of the turn for both actors and enemies alike. Once all the actions are selected, both parties enter a commonly shared battle phase where their speeds and such are matched to determine their turn order. There is no player input during the battle phase and it continues until all of the battlers have finished producing their actions. For more detail on the Battle Engine Melody changes to the DTB, visit the Default Turn Battle System page. |
Press Turn BattleThe Press Turn Battle system (will be called PTB from this point forth) is a remake of Shin Megami Tensei's Digital Devil Saga's battle system and Shin Megami Tensei's Nocturne battle system. In this battle system, the player's party and the enemy's party swap turns with each other after their actions are depleted. Actions are performed immediately upon selection. However, under certain conditions, each party may lose or gain more actions depending on their performance in-battle. For more information on how this battle system works, visit the Press Turn Battle System page. |
Active Turn BattleThe Active Turn Battle system (will be called ATB from this point forth) removes the whole party action selection phase. Instead, throughout the whole battle, the player is able to enter in whatever actions they want and when. The actions then complete themselves upon the actors or enemies reaching the end of the ATB bar shown at the upper left corner of the screen. This gauge system is based off of Grandia's ATB system, in which case, many features are also borrowed from Grandia, too, such as knocking back battlers on the battle gauge, action command selection at certain points, and more. For more information about this battle system, visit the Active Turn Battle System page. |
Charge Turn BattleThe Charge Turn Battle system (will be called CTB from this point forth) also removes the whole party action selection phase. But rather than actively having the ATB bar update, the battle will "pause" each time a battler can input an action. This action will take effect immediately unless it requires charging. At that point, the battler is then pushed back into the charging pool until their speed reaches threshold. Actions produced by the battlers will also determine their speed, how it's reset, and how it affects other units on the field. For more information about this battle system, visit the Charge Turn Battle System page. |
These four battle systems come with Battle Engine Melody. Each one is unique from the other and provide a different experience for gameplay. Should the user decide to change a battle system in the middle of the game for whatever reason, a simple value adjustment to the battle type variable will produce the change so long as it is outside of battle. For more information on adjusting the values for the battle system types or the variable adjustments, visit the Configuration page.
Battle Engine Melody Visual Changes
This section will list the various visual changes made to Battle Engine Melody outside of the battle views. These visual changes will include window modifications, on-screen sprite differences, and more. To quickly jump to each section, use the links below:
- Animated Battlers
- Battle Message Window
- Battle Status Window
- Battler Positioning
- Combo Counter
- Command Windows
- Options Menu
- Popups
- Query Status Window
- Turn Order Icons
- Window Positioning
Animated BattlersBoth actors and enemies can be animated and use custom battlers. However, Battle Engine Melody strays away from the traditional battler graphic sheet format for many reasons. First, it's restrictive. Second, it lacks control. Third, animating them requires more trial and error. Instead, Battle Engine Melody makes use of battle animations in the database to replace their battlers. The reasoning behind this is to counteract the three points presented. By using battle animations, each battler increases the number of frames usable to 200 max (and it doesn't even have to be a set number), the number of image cell combinations to 200 max, up to 16 different animated cells onscreen at the same time (with blending options), and unlimited stance setups. That's right, if you decide to make an animation action called "Fireball of Death", all you need to do is use that exact string in your notebox for the stance name and it'll work. Animated battlers can also have their hues changed without needing to make new animations either. This is done in a way to save space amongst other things. For more detailed information on how to set up custom animated battlers, view the Animated Battlers configuration section. |
Battle Message WindowThe battle message window within the default RPG Maker VX battle system proved problematic. While it was certainly very detailed in describing what happened in battle, it completely obscured the player's view of their party's status. That means until all the actions were completed, you had no idea if Ralph lost all of his HP, Ulrika died, Bennett changed into a newt, or Ylva ran out of MP. Thus, the battle message window is moved upward to no longer hide away the status window. In addition to moving it upward, the battle message window is also reduced in detail (although you can restore this lost detail through the Configuration). Thus, it became more important to pay attention to the battle itself rather than a little text window spelling out everything that's happening for the player. The battle message window is then used only minimally and only when necessary. |
Battle Status WindowThe layout of the status window has changed from a vertical column layout to a horizontal column layout. This is done to offer more room to display about each party member. Before, only 2 states were visible on a battler at a time, while now, up to four are. The battler's actions are also shown in the upper left while having a portrait behind all of the information for quick and easy recognition of the actor at first glance. In RPG Maker VX's battle system, the status window needed to be refreshed manually in order to show any new changes. This means that if you, the user, were to add a state manually through an event, you'd have to fire up the script call event to refresh the battle status window in order to show the newly adjusted state. Now, the status window automatically updates itself in response to any changes made to HP, MP, status effects, which actor is highlighted, and which actor is active. HP, MP, and Rage gauges now scroll with damage to indicate to the player which direction they're heading. If HP damage is dealt, a red after trail follows. If HP is healed, a green path is shown to a climbing HP bar. Likewise for the MP and Rage gauges. |
Battler PositioningAlthough more is covered under the Battle Engine Melody Configuration page, here's a quick run through about what you can do about positioning your battlers. Actors are positioned based on coordinates and what position they are in the party. The coordinates are exact, with a couple of offsets here and there based on their class row positioning. For example, a front row warrior will always be a few pixels forward while the back row archer will always be a few pixels behind the middle line. Although this part is optional, it certainly adds a new layer of depth to the party itself. Enemies coordinates can be automatically converted based on the view type or manually done for the more artistically inclined. What does this mean? It means that you can just plop them straight in the database troop editor and it'll automatically convert their positions to angle properly with whatever battle view type you're using. Although the user loses out on positioning control, the user makes up for it with consistency. The battlers' screen X and screen Y positions are also then attuned to the newer settings. |
Combo CounterMultiple hits against a single target or a whole party can leave the player troubled at how much damage was actually dealt total. It becomes difficult for them to assess the worth of a skill or attack based on how quickly the information can pass through the screen at once. The combo counter at the upper right hand corner of the screen will appear whenever damage or healing occurs to let the player know how many hits were connected and how much damage was dealt total. This counter will disappear when no damage has been dealt for a small period of time. |
Command WindowsBefore, at the start of battle, you'd see "Fight" and "Escape" with just those two boring options there. Then, you'd carry over to the actors where all you ever saw were "Attack", "Skill", "Guard", and "Item" and that was it. Wouldn't it be better to add more commands than just that? Well, it's possible now in Battle Engine Melody.
For information on how to adjust these individual items, visit the Configuration page. |
Options MenuOne thing that will appear in all of the battle systems is the options menu. In this menu, the player has access to a number of things. These options will not affect battle-related mechanics, but rather, offer any non-mechanical changes that the player may see as more comfortable. Here's a small list of what each of the options have to offer.
The options menu is also reconfigurable. Items may be added on or taken out depending on the user's decision. To make these changes, alter them within the script's Configuration. |
PopupsPopups replace the typical battle messages you see such as "Ylva dealt 398 damage to Red Slime" and instead, give you a nice clean number popup instead. This reduces the need for the player to read and provide a quicker outline of the battle to the player within an instant. Popups also come in different schemes, too, as to distinguish them between damage popups, "Weakness" popups, status effect popups, and more. Here's a quick run through about how they differ:
The schemes above are the default settings. Though they are default, they aren't permanent and users can also edit the current colour schemes or even make their own in the script's Configuration. |
Query Status WindowPlayers can now access each actor's in-battle status window to see how their stats fare, what their elemental affinities are, and what status effects are inflicted upon that actor. While the battle status window can show only up to four status effects at a time, the query status window's list can extend past that without a limit. In addition to an extensive list, it will also list the status effect's full name, too. For information on how to adjust this window, visit the Configuration page. |
Turn Order IconsAs you may have noticed in many of the Battle Engine Melody screenshots already, there's a turn order gauge in the upper left portion of the screen. This turn order gauge allows the player to visualize the current and future positioning of each battler as the battle progresses and allows the player to make proper and better decisions in battle based on this knowledge alone. The turn order icons are actually sprites that are created based on a number of icons pieced together to distinguish them between friendly party and enemy party. As you may have noticed in the screenshot to the left, the friendly units have a blue border while the enemy units have a red border. Of course, this is changeable depending on whether or not you, the user, are willing to edit them. For more detailed information on how to set up your turn order icons, view the Turn Order Icons configuration section. |
Window PositioningAlmost all of the windows used from the original battle system have been changed in one way or another. Namely, their positions have been altered. Otherwise, many new windows and items have also appeared. Here's a quick run-through with the changes.
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And that's it as far as visual and window-related changes made to the battle engine go. These changes all have a purpose behind them, bit it for a bit of snazzing up the battle system or applying practicality to areas that need it. All of these visual changes can be adjusted in the Configuration portion of the script.
Customizable Mechanics
Battle Engine Melody offers a variety of customizable mechanics that cover as many fields as possible in battle within reason. These fields include damage formulas, skill costs, skill properties, item traits, targeting options, status effects, and more.
- Custom Damage Formulas
- Custom Skill Effects
- Custom Item Abilities
- Custom Target Options
- Custom Status Properties
- Custom Affinity Settings
Custom Damage FormulasDamage formulas are quite possibly the most important thing in any battle system. A good damage formula will make or break the game no matter how good everything else is. It's important to not neglect this one factor. For those reasons alone, Battle Engine Melody offers extensive damage formula control down to every individual step of the damage formula creation capability. New features and changes made from the original battle system provided by RPG Maker VX include the following:
More information about these features will be provided in the Custom Damage Formulas page. |
Custom Skill EffectsCustom skill effects provided by Battle Engine Melody change the non-damage functionalities of your skills. These new functions range from making them cost something other than MP, such as HP, Rage, gold, and more. Skills can also have restricted usage, requiring either elements to be present in a user's attack or even a state to be present on the user. Skills can also undergo a cooldown phase or even have limited uses for each battle (or even the game itself!). Here's a quick run down of what to expect:
More information about these features will be provided in the Custom Skill Effects page. |
Custom Item AbilitiesA lot of old functions from the former RPG Maker 2000 and RPG Maker 2003 have been left out in RPG Maker VX. Battle Engine Melody restores these old functions and even delivers more new features. Item traits such as item charges are restored and class restricted usage, too. All of which is present again.
More information about these features will be provided in the Custom Item Abilities page. |
Custom Target OptionsSometimes the default scopes just aren't enough for skills and items. And sometimes it's better to make an area of effect type skill rather than a target-all type skill. Perhaps it's better to have a random selection scoping item to heal your allies rather than setting it to heal just whoever you pick. Either way, Battle Engine Melody extends the target scoping properties for each item and skill to more levels.
More information about these features will be provided in the Custom Target Options page. |
Custom Status PropertiesStatus effects have always played a rather low part of many RPG's and RPG Maker games are no different. Players tend to ignore them for something else and that's due to the fact that they just aren't made too well. Battle Engine Melody reverses this by allowing some fun ways to use status effects such as stacking them, providing HP and MP regeneration (and degeneration), and more.
More information about these features will be provided in the Custom Status Properties page. |
Custom Affinity SettingsEver get tired that actors and enemies would have a set elemental and/or status affinity that never changes throughout the course of the game? Well, Battle Engine Melody now provides more options to make battles interesting in that regard. You can enchant allies with elemental attacks, status effects, give them shields against them, or douse enemies with an elemental weakness before striking them with it.
More information about these features will be provided in the Custom Affinity Settings page. |
And that's it for the mechanical changes made with Battle Engine Melody. Each part is actually pretty intensive so review over their own individual pages to understand how they work.
Melody Language
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Battle Engine Melody offers its own unique scripting language for the database editor. This Melody language, while difficult at first, allows for full customization of how a skill behaves and acts in extreme detail while providing lots of control. This unique system allows the user to tackle nearly every aspect of the way skills, items, weapons, and enemies behave right from the notebox and even do things that weren't originally possible before. The Melody Language offers quite a few perks, too.
To read more about how the Melody Language works, visit the Melody Manual page. |
And that's it for Battle Engine Melody!
Credits - Beta-Testers
- Archeia Nessiah
- Craze
- Jace Raifel
- Rukaroa
- SFLaValle
- Shanghai
- Twilight
- Wulfspade
I can't thank you all enough for supporting me through these two and a half-months of craziness. Melody's made possible because of you all.
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