Odd behaviour with Yami's Battle Symphony engine

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Started by poorrabbit 3 posts View original ↗
  1. I am having a problem I can't figure out with Battle Symphony.

    ( http://forums.rpgmakerweb.com/index.php?/topic/7104-yami-battle-symphony-script/)

    I'm using standard RTP sprites at the moment. Just trying to get things to work for now.

    I have this assigned to the "water" skill:

    <target action>
    move user: forward 6, wait
    icon create: user, weapon, wait
    wait: 4
    icon: user, weapon,  cur_x +10
    animation 69: target, wait
    skill effect: dmg, calc
    icon delete: user, weapon
    </target action>

    The sprite steps forward, raises her staff, casts her spell, puts away the staff. Goes back to her spot in line.

    Now, if I assign that to a weapon (such as a water staff),using yanfly attack replace, it does what I describe.

    I've taken that out, just in case it was in the way. Point is, it works.

    If I set the Water skill  "HIT TYPE" to be Physical, it does what I describe. It's perfect.

    So far so good, except Water is a MAGIC skill.

    When assigned the "HIT TYPE" of "Magic", this is what happens instead:

    She steps forward, casts her spell,

     she raises her staff in the middle of the animation

    then puts it away and goes back to her spot in line. 

    What actually looks like is happening is that she's attacking twice.

    So she appears to be raising the staff between animations.

    I think that it's using one of the global attacks that's defined in the core script in addition to my own definition.

    So she does the predefined attack script, then does mine. She does damage twice.

    Anyone have any ideas on how to fix this that don't involve reclassifying all magic attack as hit-type physical?
  2. Magic skills go in "<whole action>"  tags if I remember right...
  3. Ah. I think that did it!

    Thanks!