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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

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Hello! I would like to know if there are any pluggings or any way to customize how battles look?
I was thinking that when you start the battle for it to appear the eyes of your characters and opponents sorta like Ace Attorney.
Sadly I don't know how that would be possible so I would be needing help! If you can help me in any way I would really apreciate it!
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