Configuration (Battle Engine Melody)
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The 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.
To briefly outline what's going to be done:
- Bind various options to in-game variables.
- Configure the default settings made for your game.
- Set proper icons for various objects.
The configuration will also be divided into various parts. These include the Basic Settings, Battle View Settings, Battle Window Settings, Minor Mechanic Settings, and Major Mechanic Settings.
Contents |
Basic Settings
WARNING: This section includes all of the basic settings that require absolute attention. Should they be ignored, you can expect your game to fall apart midway and the only thing to fault is a lack of proper configuration.
These are the basic settings regarding Battle Engine Melody that is absolutely REQUIRED to be set before you can use the script without any problems at all. Please take your time to adjust the settings properly.
Battle options are provided to the player to allow them to customize the battle system to their liking with some degree of control. This allows them to have speedier battles, more detailed battles, and/or more.
Popups will occur during many situations: when battlers take damage, when they receive new states, critical hits occur, weakpoints struck, etc. Adjust these settings to control the popups in your battle system better.
Battle View Settings
This section includes the majority of the settings that involve sprite positioning, turn order icons, animated battler setups for actions, and screen tone settings. Although you can leave these settings as default, if you're not using the standard IconSet that comes with Battle Engine Melody's demo, you will encounter some problems with the way the turn order gauges appear at the top of your screen.
These are the various settings that adjust your battle view settings. The settings made here are applied throughout the entire script so configure them properly.
These settings determine the various rules that govern your actors. If these settings aren't filled out correctly, the battle system may not function correctly as desired.
If you decide to use animated battlers for either enemies or actors, they can be produced from using animations within the database. The battler's image will be replaced with whatever animation is currently playing over it and will move accordingly to the battler's actual position on screen. This section is completely optional and can be overlooked should you decide to use the standard character set format instead.
This section is dedicated towards the screen effects and adjusts the presets used for them in order to save headache and/or confusion.
Battle Window Settings
This section generally does not need much attention, but still required unless you wish for your characters to possess some rather unique action commands in battle. Furthermore, the Status Windows have element ID's shifted around to draw out your attention to set them properly. Other than that, not much attention is needed elsewhere, although it's highly recommended that you do give everything a quick look to ensure they're what you want.
This section lets you adjust the various settings used for the Battle Message Window. The new Battle Message Window will house many more improvements over the old one and allows for more ways to be used.
These are all of the windows you can adjust the settings for inside of the battle scene. Each one is unique but provides various battle-related information so be sure to adjust them properly.
The party command window, by default, contains "Fight" and "Escape" which are the two options you usually see. This section lets you adjust what options appear inside of that window.
Here, you can adjust the commands that appear for each class if you wish to set them up that way. Using the following format, adjust the main hash below to allow for different command sets.
The confirm command window appears once you've finished confirming the actions for all of your party members or decided to press right at the last battler.
When choosing status, a query of the actors will appear to display each actor's individual battle-related information. This information includes element rates, status rates, and the actor's parameters.
The enemy quick query windows appear when targeting an enemy during the target selection bit of the battle system. This feature is entirely optional, but is highly useful for players in helping them determine an enemy's current status (HP, MP, Rage, and status effects).
Minor Mechanic Settings
This section is geared towards damage settings, skill cost settings, item settings, target settings, and more. While not much attention is needed here, do heed some time this way to make your mechanics are how you want them set up.
This section is used to apply various rules regarding damage for the base battle system. Note that while you can adjust the values manually in Part III of Battle Engine Melody, it's highly recommended that you do it here avoid accidentally breaking the script.
This section allows you to apply extra rules for your skills such as cast animations, cost settings, and more. Considering the vast amount of unique effects you can create, they will be covered in detail per their notetag descriptions.
This section allows you to adjust the various item settings for your battle system. These settings are rather basic, but do visually alter the way item windows work (including the equipment windows).
Skills and items have unique targeting options that aren't available for states, classes, etc. While innately sufficient, there can always be more done for it and that's what this section is for.
This section allows you to adjust the various status effects and the way they behave. Although there isn't much to change, these settings will impact the way states work across the entire battle system so please configure them properly.
Elements and States have a percentage to work throughout. However, from the database, these values cannot be changed without the aid of scripts. These settings here will allow you to adjust their individual success rates and the priorities associated with coordinating multiple rates.
Custom Damage SettingsThis section is used to apply various rules regarding damage for the base battle system. Note that while you can adjust the values manually in Part III of Battle Engine Melody, it's highly recommended that you do it here avoid accidentally breaking the script.
MAXIMUM_DMG = nil # Maximum damage possible.
MINIMUM_DMG = 0 # Minimum damage possible.
You may set maximum and minimum damage values for the damage in your game. If you don't wish to have a maximum (that's fine) or minimum (not recommended at all), set these values to nil.
DAMAGE_HASH ={
:normal_atk => "atkstat * 4 - defstat * 2", # Used for normal attacks.
:atk_caster => "caster.atk * 4 * obj.atk_f / 100", # Attacker to ATK_F
:atk_target => "target.def * 2 * obj.atk_f / 100", # Defender to ATK_F
:def_caster => "caster.def * 2 * obj.def_f / 100", # Attacker to DEF_F
:def_target => "target.def * 1 * obj.def_f / 100", # Defender to DEF_F
:spi_caster => "caster.spi * 2 * obj.spi_f / 100", # Attacker to SPI_F
:spi_target => "target.spi * 1 * obj.spi_f / 100", # Defender to SPI_F
:agi_caster => "caster.agi * 2 * obj.agi_f / 100", # Attacker to AGI_F
:agi_target => "target.agi * 1 * obj.agi_f / 100", # Defender to AGI_F
} # Do not remove this.
This hash allows you to adjust the damage variables applied to the normal skill and item damage formulas. Change their values here.
APPLY_PHYSICAL_ELE = true # Apply weapon elements to physical attacks.
APPLY_MAGICAL_ELE = false # Apply weapon elements to magical attacks.
The following allows you to adjust the rules for applying weapon elements to skills. This can be adjustable for physical and magical skills.
CRITICAL_SKILLS ={
:healing => false, # Allow critical hits for healing skills?
:magical => false, # Allow critical hits for magical skills?
:physical => true, # Allow critical hits for physical skills?
} # Do not remove this.
This hash allows you to determine what skills you would allow to contain the ability to perform critical hits. If the settings allow it, then the skills will base their default critical hit rates off of the battler's actual cri stat. More information will be explained in detail about the extra features in the Custom Damage Formulas page. | |
Custom Skill SettingsThis section allows you to apply extra rules for your skills such as cast animations, cost settings, and more. Considering the vast amount of unique effects you can create, they will be covered in detail per their notetag descriptions. DEFAULT_CAST_ANIMATION = 43 This is the default cast animation used for magical skills. Magical skills are skills that do not have the "physical attack" property checked. If you don't wish to have a default cast animation, set this value to 0. To have a skill use a different cast animation than the rest, give it a <cast animation: x> tag where x is the animation ID to be used.
The following settings are used for MP cost skills. To alter the MP cost of a skill to exceed 999, use <cost: x mp>. To alter MP cost to use a percentile, use <cost: x% mp>. x is the cost value for both tags.
SKILL_SETTINGS ={
:mp_icon => 100, # Icon used for MP cost skills.
:mp_colour => 0, # Colour used for MP cost skills.
:mp_size => 16, # Font size used for MP cost skills.
:mp_suffix => "%sSP", # Suffix used for MP cost skills.
The following settings are used for HP cost skills. To make skills cost HP instead of MP, use the <cost: x hp> tag inside the notebox. To make the skill cost a percentage of HP, use <cost: x% hp>.
:hp_icon => 99, # Icon used for HP cost skills.
:hp_colour => 0, # Colour used for HP cost skills.
:hp_size => 16, # Font size used for HP cost skills.
:hp_suffix => "%sHP", # Suffix used for HP cost skills.
The following settings are used for Gold cost skills. To make skills cost gold, use the <cost: x gold> or <cost: x% gold> tags inside of the skill's notebox.
:gold_icon => 205, # Icon used for gold cost skills.
:gold_colour => 0, # Colour used for gold cost skills.
:gold_size => 16, # Font size used for gold cost skills.
:gold_suffix => "%sG", # Suffix used for set gold cost skills.
:gold_suffixp => "%s%%G", # Suffix used for percentile gold cost skills.
The following settings are used for the rage stat. Rage is a unique stat that functions as skill currency. Rage rises upon battlers taking damage, physically attacking, and more. To make a skill cost rage, use the tag <cost: x rage> where x is the amount of rage required to use the skill.
:rage_icon => 135, # Icon used for rage cost skills.
:rage_colour => 0, # Colour used for rage cost skills.
:rage_size => 16, # Font size used for rage cost skills.
:rage_suffix => "%sRage", # Suffix used for rage cost skills.
:rage_gauge1 => 10, # Gauge colour 1 for Rage.
:rage_gauge2 => 2, # Gauge colour 2 for Rage.
:rage_vocab => "Rage", # Vocabulary used for Rage.
:rage_abbrev => "RG", # Abbreviation used for Rage.
:rage_reset => false, # Reset rage after each battle?
:rage_decay => 8, # Rage drops by 1 after x steps on map.
:max_rage => 20, # This is the maximum rage a battler can have.
:hit_rage_gain => 1, # Rage gained from being struck.
:attack_rage_gain => 2, # Rage gained from using physical attacks.
:physical_rage_gain => 1, # Rage gained from using physical skills.
:magical_rage_gain => 0, # Rage gained from using magical skills.
Skill cooldowns are a new stat that dictate how often a skill can be used by a battler. Cooldowns update once at the start of every turn for DTB and PTB systems and they update individually based on clockticks for ATB and CTB systems. To give skills cooldowns, place the <cooldown: x> tag inside their noteboxes where x is the number of turns for cooldown.
:cooldown_icon => 142, # Icon used for cooldown.
:cooldown_colour => 0, # Colour used for cooldown text.
:cooldown_size => 16, # Font size used for cooldown text.
:cooldown_suffix => "%sT", # Suffix used for cooldown text.
:cooldown_reset => false, # Reset cooldown after each battle?
:cooldown_decay => 8, # Cooldowns reduce after x steps on map.
Skills can have limited use per battle. Skills with limited usage can only be used a number of times before they are completely disabled for the remainder of battle. Use the <limited use: x> tag where x is the number of times the skill can be used before it is disabled.
:limited_icon => 143, # Icon used for limit reach.
:limited_colour => 0, # Colour used for limit reach.
:limited_size => 16, # Text size used for limit reach.
:limited_text => "Used", # Text phrase used for limit reach.
:limited_reset => true, # Reset limited usage after battle?
} # Do not remove this.
More information will be explained in detail about the extra features in the Custom Skill Effects page. | |
Custom Item SettingsThis section allows you to adjust the various item settings for your battle system. These settings are rather basic, but do visually alter the way item windows work (including the equipment windows). This hash adjusts the default settings applied to items by default. They do not need to be altered, but should you wish for customized effects, edit them by all means.
ITEM_SETTINGS ={
:text => "×%2d", # Text prefix used for item totals.
:size => 16, # Font size used for item totals.
:colour => 0, # Colour used for item totals.
:charge => 12, # Font size used for item charges.
# The following settings adjust the pharmacology bonuses.
:hp_pharma_rate => 2.0, # HP Recovery Pharmacology rate.
:mp_pharma_rate => 2.0, # MP Recovery Pharmacology rate.
} # Do not remove this.
More information will be explained in detail about the extra features in the Custom Item Abilities page. | |
Custom Target SettingsSkills and items have unique targeting options that aren't available for states, classes, etc. While innately sufficient, there can always be more done for it and that's what this section is for. Most of the settings below are used for Area of Effect skills and items. These settings do not need to be altered unless you wish for a truly customized battle system.
TARGET_SETTINGS ={
:target_off_x => 0, # Default Enemy X Offset for AoE.
:target_off_y => -16, # Default Enemy Y Offset for AoE.
# The following settings are applied to Circular AoE skills/items.
:circ_name => "MagicCircleFull", # Filename used for AoE Circle.
:circ_height => 0.33, # Percent smaller than the height for AoE Circle.
:circ_blend => 1, # Image blend. 0-Normal, 1-Additive, 2-Subtract
# The following settings are applied to Rectangular AoE skills/items.
:rect_name => "MagicSquareFull", # Filename used for AoE Rectangle.
:rect_blend => 1, # Image blend. 0-Normal, 1-Additive, 2-Subtract
} # Do not remove this.
More information will be explained in detail about the extra features in the Custom Target Options page. | |
Custom State SettingsThis section allows you to adjust the various status effects and the way they behave. Although there isn't much to change, these settings will impact the way states work across the entire battle system so please configure them properly. This hash determines the rules associated with applying, removing, and stacking states. Although they do not need to be changed, it's highly recommended that you go over them to ensure that what's applied meets the battle system settings you wish for your game to have.
STATE_SETTINGS ={
:stack_display => "%s(%s)", # The way stacks display in status window.
:actor_ani_zoom => 50, # Zoom used for actors.
:enemy_ani_zoom => 100, # Default zoom used for enemies.
# The following rules adjust whether or not to heal/damage HP and/or MP
# differences when adding or removing states from a battler.
:apply_heal_hp => true, # Heal HP difference when adding a state.
:apply_heal_mp => true, # Heal MP difference when adding a state.
:apply_dmg_hp => false, # Damage HP difference when adding a state.
:apply_dmg_mp => false, # Damage MP difference when adding a state.
:erase_heal_hp => true, # Heal HP difference when removing a state.
:erase_heal_mp => false, # Heal MP difference when removing a state.
:erase_dmg_hp => false, # Damage HP difference when removing a state.
:erase_dmg_mp => false, # Damage MP difference when removing a state.
} # Do not remove this.
APPLY_PHYSICAL_STATE = true
APPLY_MAGICAL_STATE = false
When applying states to skills and items, the status effects will always only come from the skill's status effect list regardless of it being a physical attack or not (and regardless of whether the weapons have states that would otherwise apply). These two settings will allow applying the extra bonus states to the skill or item's effect.
REMAINED_RULES = 1 When a state is being applied to a battler that already has the state applied, these settings below decide what to do with them.
More information will be explained in detail about the extra features in the Custom Status Properties page. | |
Custom Affinity SettingsElements and States have a percentage to work throughout. However, from the database, these values cannot be changed without the aid of scripts. These settings here will allow you to adjust their individual success rates and the priorities associated with coordinating multiple rates.
ELEMENT_RATE ={
# ID => [RankS, RankA, RankB, RankC, RankD, RankE, RankF],
0 => [ 300, 200, 150, 100, 50, 0, -100], # Common
1 => [ 300, 200, 150, 100, 50, 25, 0], # Melee
} # Do not remove this.
For those who would like different elements to have different rates based on their ranks, change the settings here. This way, you can prevent some elements from being absorbed or whatnot.
ELEMENT_RATE_CALCULATION = 4 This determines the way element rates are calculated when more than one element is present on an attack. Note that resist is anything under 100% while immunity is at 0% to avoid confusion.
MAX_ELEMENT_RATE = 400
MIN_ELEMENT_RATE = -400
This determines the maximum and minimum rates adjustable for element rates so that damage doesn't suddenly shoot through the roof from just element state stacking.
STATE_RATE ={ # Do not remove status ID 0.
# ID => [RankS, RankA, RankB, RankC, RankD, RankE, RankF],
0 => [ 120, 100, 80, 60, 40, 20, 0], # Common
13 => [ 130, 100, 90, 70, 50, 30, 0], # ATK Down
14 => [ 130, 100, 90, 70, 50, 30, 0], # DEF Down
15 => [ 130, 100, 90, 70, 50, 30, 0], # SPI Down
16 => [ 130, 100, 90, 70, 50, 30, 0], # AGI Down
} # Do not remove this.
For those who would like different success rates for each status effect based on ranks, you may change their settings here.
STATE_ELEMENT_APPLY = true If the skill or item applying the state has an element attribute, it can affect the state's success rate depending on whether or not the target unit has a resistance or weakness to the state. More information will be explained in detail about the extra features in the Custom Affinity Settings page. |
Major Mechanic Settings
This section is geared towards each of the individual battle systems. Although these can actually be left alone completely, they do require some attention if you wish to make use of regularly occurring common events that appear periodically in your battles.
NOTE: You only need to adjust the battle settings that apply to your game. You can ignore any battle systems that you don't plan on using.
The following are settings applied across all battle systems. Most of these common settings are common events that you may apply and launch for every battle.
This section allows you to adjust a few aspects regarding the default battle system. Although there isn't much, there's a few extra bits you can add here and there to spice things up a little bit.
This section allows you to adjust the extensive aspects regarding the Press Turn Battle System.
This section allows you to adjust the extensive aspects regarding the Active Turn Battle System.
This section allows you to adjust the extensive aspects regarding the Charge Turn Battle System.
Common Battle SettingsThe following are settings applied across all battle systems. Most of these common settings are common events that you may apply and launch for every battle.
ALL_COMMON_EVENTS ={
:battle_start => 1, # Run common event at start of each battle.
:battle_finish => 2, # Run common event at end of each battle.
} # Do not remove this.
This hash determines the common events that will run for all of the battle systems regardless of which battle system it is. Set the value(s) to nil if you don't want to associate a common event with it. Furthermore, there's a few settings you can apply to a troop's name in the database editor to give that troop group a unique battle setting. This feature is added in version 1.00h. - Add [preemptive] to a troop's name to make the battle always a first strike opportunity. - Add [surprise] to a troop's name to make the battle always start with a surprise attack. - Add [normal] to a troop's name to prevent it from having either surprise attacks or preemptive strikes. | |
Default Turn Battle SettingsThis section allows you to adjust a few aspects regarding the default battle system. Although there isn't much, there's a few extra bits you can add here and there to spice things up a little bit.
DTB_COMMON_EVENTS ={
:turn_start => 3, # Run common event at start of each turn.
:turn_finish => 4, # Run common event at end of each turn.
} # Do not remove this.
This hash determines the common events that will run at the start and/or end of each turn for the default turn battle. For more detail on the Battle Engine Melody changes to the DTB, visit the Default Turn Battle System page.
| |
Press Turn Battle SettingsThe Press Turn Battle System is the signature battle system of the Shin Megami Tensei series. Although there is no standard PTB system for the series, they do follow some very set basic principles. Skillful playing will reward the player. Poor playing will punish the player. Likewise, the same goes for the enemy party. This reward/punishment system comes in the form of turns available for the party to use. Hitting an enemy's weakspot will provide an extra turn while hitting a resistance will lose one of the available turns. Once all turns are spent, the enemy party will have its go and the same process happens over again. This section lets you adjust the settings made for the Press Turn Battle system should you decide to use it. Although most of the rules are pretty standard and do not need adjusting, change them if you see fit.
PTB_RULES ={
:provided_turns => 1, # This is the number of turns provided per actor.
:max_actor_regain => 1, # Maximum turns regained per actor.
:max_actor_cancel => 1, # Maximum turns cancelled per actor.
:regain_weakpoint => 1, # Turns regained when striking a weakpoint.
:regain_critical => 1, # Turns regained when performing a critical hit.
:cancel_resisted => 1, # Turns cancelled when striking a resistance.
:cancel_immunity => 2, # Turns cancelled when striking an immunity.
:cancel_absorbed => 8, # Turns cancelled when opponent absorbs.
:cancel_evasion => 1, # Turns cancelled when target evades the attack.
:cancel_missed => 1, # Turns cancelled when the attack misses.
# The follow settings are optional. If you don't want to use them, leave
# their values as "nil" without the quotes.
:one_more_sfx => RPG::SE.new("Ice4", 80, 140), # SFX when gaining a turn.
:one_less_sfx => RPG::SE.new("Down", 80, 150), # SFX when losing a turn.
} # Do not remove.
These are the various rules used to govern the way Press Turn Battles act in battle. Although most of these are the standard settings and do not need adjusting, change them if you see fit.
PTB_COMMON_EVENTS ={
:party_turn => 5, # Run common event at start of each party turn.
:troop_turn => 6, # Run common event at start of each troop turn.
} # Do not remove this.
This hash determines the common events that will run at the start of each turn for either the party or the enemy. For more information on how this battle system works, visit the Press Turn Battle System page. | |
Active Turn Battle SettingsActive Turn Battle will have actions constantly updating and battlers pitting their speed against one another. Once a battler reaches full speed, their selected actions will take effect and execute. The Melody version of the ATB makes a few changes to the standard ATB system. First, actions and inputs can be entered in before the turns are filled. This allows the player to not rush upon turns materializing. Second, there's a gauge threshold system to prevent battlers from being punished for picking delay skills. This system causes battlers to operate at normal speed until they reach 80% (default value), where they then swap over to their delayed (or boosted) speeds. Third and fourth, turns will be ruled by clockticks. These updates are done to provide steadier constant turn values, rather than abrupt changes whenever a battler gets a turn. And finally, enemy AI for turn conditions are adjusted to match how many turns they've taken themselves and not the turns applied to the battle. The following are various settings you may adjust to meet and match the ATB system to your demands. The current settings are pretty standard, but may require attention if you wish for a more custom ATB.
ATB_RULES ={
:threshold => 0.80, # Threshold for waited actions.
:max_offset => 1000, # Offset added to maximum gauge calculations.
:max_rate => 8.00, # Maximum gauge multiplied gauge rate.
:max_low => 2000, # Lowest the ATB Max calculator can be.
:min_speed => 0.30, # Minimum speed of base AGI the battler can move at.
# This adjusts the ATB speed applied for battlers at the start of battle.
:initial => 0.10, # Initial % of the gauge filled.
:surprise => 0.50, # Bonus % for surprise attacks.
:random => 16, # Applies random AGI this many times.
# The ATB uses a system called the clocktick system. The clocktick system
# determines when events occur and how often.
:turns_ctr => 64, # How many ticks per turn.
# The following two items adjust the default settings for the ATB system.
# Change them if you wish for a different default setting.
:default_type => 2, # 0:Full, 1:Semi, 2:Passive, 3:Wait
:default_speed => 7, # Default speed for the ATB gauge.
} # Do not remove this.
This hash contains the basic rules regarding the structure of the Active Turn Battle system. These settings adjust individual properties such as the max offset, the speed apply percentage, and more.
ATB_GAUGE = "ATB_Bar" This is the file used for the ATB Gauge. The image must be placed inside of the System folder. Dimensions required are 302x14 pixels.
ATB_WAIT_SOUND = RPG::SE.new("Chime2", 80, 150)
When using Full-Wait type ATB, this will be the sound effect that will play whenever an actor's gauge fills up and can have their actions inputted by the player.
ATB_COMMON_EVENTS ={
:turn_update => 7, # Run common event whenever turn updates.
:end_action => 8, # Run common event whenever an action finishes.
} # Do not remove this.
This hash determines the common events that will run at each clocktick period or at the end of each action. For more information about this battle system, visit the Active Turn Battle System page. | |
Charge Turn Battle SettingsThe Charge Turn Battle removes the wait in between actions and pauses the battle while an action is to be decided. Battlers will reach their turns in order of their speeds based on the clockticks until resolution value, a unique value to the CTB that decides the order of the battlers. The CTB makes use of the skill speed values by either cutting the amount needed for the next turn action or pushing the skill value back some more to require the battler to wait a bit before the skill will activate. The following are various settings you may adjust to meet and match the ATB system to your demands. The current settings are pretty standard, but may require attention if you wish for a more custom CTB.
CTB_RULES ={
:max_offset => 400, # Offset added to Resolution calculations.
:max_rate => 4.0, # Clocktick Resolution Multiplier Rate.
:max_low => 800, # Lowest the Resolution calculation can be.
:speed_rate => 16.0, # Multiplier for speed bonuses.
:chargeicon => 188, # The icon used for skill charging.
:chargesize => 0.60, # The zoom rate of the charge icon.
# This adjusts the CTB speed applied for battlers at the start of battle.
:initial => 0.10, # Initial % of the Resolution met.
:surprise => 0.50, # Bonus % for surprise attacks.
:random => 16, # Applies random AGI this many times.
# The CTB uses a system called the clocktick system. The clocktick system
# determines when events occur and how often.
:turns_ctr => 32, # How many ticks per turn.
} # Do not remove this.
This hash contains the basic rules that govern the Charge Turn Battle system. Adjust the settings as you see fit. Although the current settings are pretty standard, they will require fine tuning for a more customized battle system for your game.
CTB_COMMON_EVENTS ={
:turn_update => 9, # Run common event whenever turn updates.
:end_action => 10, # Run common event whenever an action finishes.
} # Do not remove this.
This hash determines the common events that will run at each clocktick period or at the end of each action. For more information about this battle system, visit the Charge Turn Battle System page. |
Finished!
Good job on configuring Battle Engine Melody to suit you and your game. The majority of these settings probably won't ever have to be touched again for your game, but don't be reluctant to review over your settings periodically to ensure that you know how your own battles work. After all, knowing every step of how your battle system works is the key to making a great battle system that will be enjoyable for many others. Battle Engine Melody only exists to help you move a few steps upward. The rest is up to you to climb the remainder of the path to making your dream battle system.
See Also
- Battle Engine Melody (Manual)
- Custom Damage Formulas
- Custom Skill Effects
- Custom Item Abilities
- Custom Target Options
- Custom Status Properties
- Custom Affinity Settings
- Default Turn Battle System
- Press Turn Battle System
- Active Turn Battle System
- Charge Turn Battle System
- Return to the Battle Engine Melody (Manual)
- Return to the Main Page



