02-08-2011, 05:29 AM
I read this and did a little study.
The RTAB and like battlesystem scripts tend to perform rewrites to the default scripts. That is... they perform rewrites when necessary, attach code to default scripts by way of the 'alias' command when possible. But most of the time, scripts by cogwheel (and this non-RTAB variation) rewrites a few methods within Scene_Battle. In this case, it was the 'make_skill_action_result' and 'update_target' methods.
My Animated Battlers script performs almost no rewrites and uses the 'alias' command to add new code to the battlesystem in use. To my surprise, it worked well with a few battlesystems by accident. So, you will want to have Animated Battlers placed below most battlesystem scripts.
And by placing 'Skills that Consume Items (non-RTAB) above Animated Battlers, you will solve your problem.
The RTAB and like battlesystem scripts tend to perform rewrites to the default scripts. That is... they perform rewrites when necessary, attach code to default scripts by way of the 'alias' command when possible. But most of the time, scripts by cogwheel (and this non-RTAB variation) rewrites a few methods within Scene_Battle. In this case, it was the 'make_skill_action_result' and 'update_target' methods.
My Animated Battlers script performs almost no rewrites and uses the 'alias' command to add new code to the battlesystem in use. To my surprise, it worked well with a few battlesystems by accident. So, you will want to have Animated Battlers placed below most battlesystem scripts.
And by placing 'Skills that Consume Items (non-RTAB) above Animated Battlers, you will solve your problem.