Using Sepis weapons specials....
Ok I figured out how to make it attack and make it cast the spell at the same time
BEFORE THE RETURN may be the issue here
@active_battler.current_action.kind = 0
make_basic_action_result
However, it does do the cure part and splashes the cure sign, but does not perform teh animation of the spell....
If I use an offensive spell, the animations clash and it crashes....
set em selectively? The anims I mean?
def make_basic_action_result
# If attack
if @active_battler.current_action.basic == 0
# If Actor
if @active_battler.is_a?(Game_Actor)
# If Using Weapon
unless (weapon_id = @active_battler.weapon_id) == 0
# If Weapon Has a Special
unless (skill_id = $data_weapons[weapon_id].use_special?).nil?
# Sets To Skill Action
@active_battler.current_action.kind = 1
# Sets Skill ID
@active_battler.current_action.skill_id = skill_id
# If Forcing
if RPG::Weapon::Force_Specials
@active_battler.current_action.forcing = true
end
# Use Skill
make_skill_action_result
# Recover SP if No SP Cost
unless RPG::Weapon::Specials_Use_Sp
@active_battler.sp += $data_skills[skill_id].sp_cost
@status_window.refresh
end
@active_battler.current_action.kind = 0 #<<<<<*********
make_basic_action_result #<<<<<<*******
return
end
end
end
end
# Original Make basic action result processing
seph_weaponspecials_scnbtl_mbar
end
end
how can I get it to resolve the attack, then the spells so that both are animated...
Ok I figured out how to make it attack and make it cast the spell at the same time
BEFORE THE RETURN may be the issue here
@active_battler.current_action.kind = 0
make_basic_action_result
However, it does do the cure part and splashes the cure sign, but does not perform teh animation of the spell....
If I use an offensive spell, the animations clash and it crashes....
set em selectively? The anims I mean?
def make_basic_action_result
# If attack
if @active_battler.current_action.basic == 0
# If Actor
if @active_battler.is_a?(Game_Actor)
# If Using Weapon
unless (weapon_id = @active_battler.weapon_id) == 0
# If Weapon Has a Special
unless (skill_id = $data_weapons[weapon_id].use_special?).nil?
# Sets To Skill Action
@active_battler.current_action.kind = 1
# Sets Skill ID
@active_battler.current_action.skill_id = skill_id
# If Forcing
if RPG::Weapon::Force_Specials
@active_battler.current_action.forcing = true
end
# Use Skill
make_skill_action_result
# Recover SP if No SP Cost
unless RPG::Weapon::Specials_Use_Sp
@active_battler.sp += $data_skills[skill_id].sp_cost
@status_window.refresh
end
@active_battler.current_action.kind = 0 #<<<<<*********
make_basic_action_result #<<<<<<*******
return
end
end
end
end
# Original Make basic action result processing
seph_weaponspecials_scnbtl_mbar
end
end
how can I get it to resolve the attack, then the spells so that both are animated...