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It's conflicting with Hime's auto script.
Here is the battle symphony script:
https://github.com/suppayami/rmvxa-collection/blob/master/battle-symphony/battle-symphony-116e.rb
Hime's auto script:
What the auto-position script does is change the enemy's starting position so that what you see in the troop editor screen matches what you see in-game (based on proportional scaling).
http://himeworks.com/redirect.php?type=script&name=BattleSprite_AutoPosition
Making the arrow fly. Add this tag to a shoot skill (just a copy of attack).
<target action>icon create: user, weaponicon: user, weapon, angle, 45icon: user, weapon, cur_x 12wait: 4icon create: user, arrow, hand, 4297icon: user, arrow, rotate, 45icon throw user: target, arrow, 10, 24, waiticon delete: user, arrowattack animation: target, waitskill effect: wholeicon delete: user, weaponHime had a look at it and said: "This looks like an issue in the way the animations are done: if the sprite goes further than where it should, then instead of just finishing the animation, it will continue to try to animate until it gets where it should go."
Anyone familiar with this battle symphony and what would be causing this issue?
Here is the battle symphony script:
https://github.com/suppayami/rmvxa-collection/blob/master/battle-symphony/battle-symphony-116e.rb
Hime's auto script:
What the auto-position script does is change the enemy's starting position so that what you see in the troop editor screen matches what you see in-game (based on proportional scaling).
http://himeworks.com/redirect.php?type=script&name=BattleSprite_AutoPosition
Making the arrow fly. Add this tag to a shoot skill (just a copy of attack).
<target action>icon create: user, weaponicon: user, weapon, angle, 45icon: user, weapon, cur_x 12wait: 4icon create: user, arrow, hand, 4297icon: user, arrow, rotate, 45icon throw user: target, arrow, 10, 24, waiticon delete: user, arrowattack animation: target, waitskill effect: wholeicon delete: user, weaponHime had a look at it and said: "This looks like an issue in the way the animations are done: if the sprite goes further than where it should, then instead of just finishing the animation, it will continue to try to animate until it gets where it should go."
Anyone familiar with this battle symphony and what would be causing this issue?
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