[Ace] Battle Engine Symphony Tags Please Help!

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Started by Sarkoth131 3 posts View original ↗
  1. I've been using Dr.Yami's Battle Engine symphony for my project but I've ran into a problem. I've been trying to learn how to work the symphony tags though apparently tutorials on such a thing don't exist from what I can find (they might but I haven't seen any). Anyway for this sideview battle system I want the user to run up, perform the attack animation, and then walk back. Simple right? Well they do that but only AFTER playing the animation set in the database. So they'll show the animation on the enemy without moving and then run up and do it a second time. I tried setting the database animation to "none" hoping the symphony tags would override it. But nope all that did was make them step forward and do nothing and then perform the animation. This has really been frustrating because I can get ranged attacks to work so why not physical? Below is a copy of the tags I'm trying and a video showing the double attack I don't want.





    <target action>
    move user:target,wait
    stance: user, attack
    icon create: user, item, hand, 429
    animation 11: target
    skill effect: dmg, calc
    icon delete: user, item, hand, 429
    move user: origin
    stance: user, idle
  2. Hmm apparently I need yanfly's casting animation script. Unfortunately it's down for traffic so who knows when I'll be able to try it out : /

    I'm not exactly sure how to delete this topic I checked all of the buttons in the edit post but couldn't find a "delete". While my problem isn't technically "solved" I guess I have a good lead now thanks to someone in the Battle Engine Symphony thread.
  3. I know this is an old thread, but I recently had a similar problem and all it was is that I had to change to Physical Attack the skill I was using (No Certain Hit nor Magic Attack worked), otherwise it first did damage and then it did the animation I wrote for it. 

    I hope it helps if someone else is having this issue. 

    S.