dinhbat3 57 Posted March 23, 2014 (edited) I am currently using Yanfly's Battle Engine WITH Saba Kan's Ao no Kiseki, and have noticed an oddity about damage application and pop ups when a state that drains hp/mp is applied to an actor... The damage is displayed at the start of an actors turn, but isn't applied til the end. For a play by play of what I mean: 1. Turn begins and pop up for -453hp shows 2. Player enters the action taken by the actor 3. Actor performs the selected action 4. The 453hp damage is applied after action has been taken Is there any way to have the damage from poison or other hp/mp damaging states occur at the start of a turn when the pop up occurs, or alternately change so that the pop up occurs at the end of the turn? ~ Dinhbat ** EDIT: OOPS... Should have gone in Script Support.. not Request. Can this be moved... Sorry =\** Edited March 23, 2014 by dinhbat3 Share this post Link to post Share on other sites
Shad3 34 Posted March 23, 2014 (edited) It is just that the @actor_window is not refreshed until after action is completed. Try to put this under Saba Kan's scripts class Scene_Battle < Scene_Base def start_party_command_selection unless scene_changing? refresh_status @status_window.unselect @status_window.open BattleManager.input_start top_unit = OrderManager.top_unit top_unit.battler.on_turn_start refresh_status @status_window.refresh @log_window.display_auto_affected_status(top_unit.battler) @log_window.wait_and_clear next_command end end end Edited March 23, 2014 by Shad3 Share this post Link to post Share on other sites
dinhbat3 57 Posted March 23, 2014 (edited) Oh.. is there anything I can do to sync them up? Nvm.. You ninja'd my response with the answer to this response! Not only quick.. but telepathic! Problem resolved and can be closed (after it is moved... SORRY again) ~ Dinhbat Edited March 23, 2014 by dinhbat3 Share this post Link to post Share on other sites