Issues with Battle Engine Symphony

McTone

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I'm working on using Battle Engine Symphony with just the normal charsets for the actors (instead of holder's battlers). I'm kind of stumbling my way through some things, but for the most part I've got it down (or at least doing what I want). However, just a few things I wanted to see if anybody had a fix for.:

I have a couple characters who dual wield, and it plays the attack animation twice just fine, however the icon that pops up is the icon for the first weapon both times. Is there any way I can make the icon change if they have two different weapons equipped?

When the characters die, they just disappear. Is there a way to make them lay down when they die at all?

If the enemies are too close to the party, characters from near the bottom end up facing up when they attack instead of facing the enemy. Anyway I can set them to face left before attacking?

Finally, the characters play their walking animations constantly. Is there a way to make them stand still unitl they perform an action?

I realize Symphony is a complex system and it would help if I were a better scripter, and it  seems that Symphony is kind of tailored for battlers instead of the normal character sets, but I really like the way it functions with them as well (apart from these issues). Any help would be very appreciated!
 
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Andar

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Symphony itself isn't tailored to battlers - but the default action sequences it uses are, simply because there had to be one choice of defaults to be made, you can't set several defaults.


To exchange any of those action sequences that are displayed in combat, you need either to set the action sequence for each and every skill manually, or locate the default sequences in the script and change them there.


I don't have used Symphony myself, so I can't tell you how to do that - but I would suggest testing your action sequences with a specific skill before trying to change the defaults. That is better for bughunting, if you change the script defaults directly you'll never know if a problem is because you were in the wrong script lines or because you had a bug in the action sequence itself.
 

McTone

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Well the issue isn't the skills being used in most cases (I'm working on the dual-wielding thing. Turns out there seems to be a bug where battle symphony only processes the first weapon twice instead of each weapon once), but rather the default animations for some things that aren't skills at all. Like, just standing there. Or dying. 

I could probably work around the thing with attacking by changing the symphony tags in the attack skill though. 
 

kerbonklin

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The default dual-wield function (if using Attack skill) will draw weapon1, swing with that to deal damage, and then draw weapon2, and swing with that to deal damage. This is provided your weapons do not have any custom symphony tags, and...well...are the same weapon icon anyways.
 
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McTone

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Even without symphony tags on the weapons, the damage is only calculated as the first weapon twice. I had a character with two katanas, one with attack of 18 and the other with attack of 128 and no symphony tags on either. Both hits did nearly the exact same damage. 

And if I reversed their order, it did a great deal more on each hit.  :unsure:

Update: Fixed the dual-wielding bug. Thanks kerbonklin for helping me out. I'll let you post the fix if you want since it was all you.
 
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kerbonklin

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Eh only if others ask for it. I already had this brought up in another old thread actually.
 

Shaz

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I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.


Post a link to the script please, so people wanting to help you don't have to go searching for it (or end up finding a different version to what you're using).
 

XPhater

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How did you fix this?  If Kas has a Diamond Mechclaw in her right hand, and a plain boring old Tin Claw in her left hand, they both do the same damage and play the same animation.  With two Diamond Mechclaws, her damage is ridiculous.  I'd like to fix this.

I guess ghetto fix would be to cut the damage of claws right in half of their current values, but then individual wield claws would be rather weak, and that still does nothing for the double mainhand weapon animation.

Well I stuck

damage change: 75%

on the offhand Symphony notetag sequence, that with the halved damage values on claws does seem to be giving me approximately intended overall damage.  This still leaves the incorrect weapon animation though.
 
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