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DoubleX RMVXA Bug Fixes to YSA Battle System: Classical ATB

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Note

v1.03a+ disables party escape while at least 1 battler is executing actions

 

Compatibility Fix

http://www.rpgmakervxace.net/topic/21113-doublex-rmvxa-compatibility-fixes-to-ysa-battle-system-classical-atb/?p=145964

 

Prerequisites

YSA Battle System: Classical ATB

http://www.rpgmakervxace.net/topic/865-ysa-battle-system-classical-atb/page-3?hl=+active%20+time%20+battle

 

Script name

DoubleX RMVXA Bug Fixes to YSA Battle System: Classical ATB

 

Author

DoubleX:

- This script

Yami:

- YSA Battle System: Classical ATB

 

Terms of use

Same as that of YSA Battle System: Classical ATB except that you must also give Yami credit(you should do this anyway) if you give DoubleX or his alias credit

 

Introduction

Tries to fix bugs I've found in YSA Battle System: Classical ATB
Fixing compatibility issues isn't this script's aim

 

 

Advices

- Fix some issues by following the ordering of YEA scripts:

  Check http://yanflychannel.wordpress.com/rmvxa/ and follow the ordering

- Fix bugs when preemptives or susprises occur in the catb battle system:

  Give numbers to PREEMTIVE_ATB_ACTOR, PREEMTIVE_ATB_ENEMY, SURPRISE_ATB_ACTOR and SURPRISE_ATB_ENEMY

- Fix some compatibility issues with other scripts:

  Put this script below YSA Battle System: Classical ATB, which should be put below Yanfly Engine Ace - Ace Battle Engine

  They should be placed as nearby each other as possible

Bugs tried to fix:

- (v1.05a)Buff/Debuff removal bug
  Buffs and debuffs won't be removed even when their remaining turns reaches 0

- (v1.04a+)Victory defeat bug:

  Windows that are supposed to be closed don't close if they are shown right before victory or defeat

- (v1.03a+)Battler escape bug:
  Various crashes may occur when any battler escapes

- (v1.02a+)Collapse check bug:

  Enemy sprite won't collapse when they die because of slip damage per turn

  Causes:

 

 

  Consider the following parts of method process_catb and perform_catb_action under class Scene_Battle respectively(YSA Battle System: Classical ATB):

if $game_system.catb_turn_type == :tick
  @tick_clock = 0 if !@tick_clock
  @tick_clock += 1
  if @tick_clock >= $game_system.catb_tick_count
    @tick_clock = 0
    all_battle_members.each { |battler|
      battler.on_turn_end
    }
    @status_window.refresh
    $game_troop.increase_turn
  end
end
if $game_system.catb_turn_type == :action
  @tick_action = 0 if !@tick_action
  @tick_action += 1 if !forced || (forced && YSA::CATB::FORCE_ACTION_COUNT)
  if @tick_action >= $game_system.catb_after_action
    @tick_action = 0
    all_battle_members.each { |battler|
      battler.on_turn_end
    }
    @status_window.refresh
    $game_troop.increase_turn
  end
end

  As the collapse effect due to slip damage KO is checked per turn end and of the whole battle and YSA Battle System: Classical ATB simply get rid of the latter, the collapse check bug occurs as the above 2 parts didn't check the collapse effect when they're the only appropriate parts to do so.

 

 

 

 

 

- (v1.01a+)On turn end bug:

  The whole "on turn end thing" of the whole battle simply won't be triggered at all in catb battle system

  Causes:

 

 

  Consider the following parts of method process_catb and perform_catb_action under class Scene_Battle respectively(YSA Battle System: Classical ATB):

if $game_system.catb_turn_type == :tick
  @tick_clock = 0 if !@tick_clock
  @tick_clock += 1
  if @tick_clock >= $game_system.catb_tick_count
    @tick_clock = 0
    all_battle_members.each { |battler|
      battler.on_turn_end
    }
    @status_window.refresh
    $game_troop.increase_turn
  end
end
if $game_system.catb_turn_type == :action
  @tick_action = 0 if !@tick_action
  @tick_action += 1 if !forced || (forced && YSA::CATB::FORCE_ACTION_COUNT)
  if @tick_action >= $game_system.catb_after_action
    @tick_action = 0
    all_battle_members.each { |battler|
      battler.on_turn_end
    }
    @status_window.refresh
    $game_troop.increase_turn
  end
end

  They're the ways to set how turns work under DEFAULT_TURN = :tick && :action respectively, so "on turn end" of the whole battle should be triggered here. But in fact they just trigger on turn end for all battlers only but not the whole battle also, causing things triggered at "on turn end" of the whole battle won't be triggered at all.

 

 

 

 

 

- Autobattle flag and confusion bug:

  Battlers simply won't make actions automatically under the above conditions.

  Causes:

 

 

  Consider the following part of method process_catb under class Scene_Battle(YSA Battle System: Classical ATB):

BattleManager.action_list.each { |battler|
    battler.make_actions if battler.enemy?
    perform_catb_action(battler) if !@subject
}

  battler.make_actions causes battlers to make actions automatically. As it triggers only if battlers are enemies and actors aren't, actors won't make actions automatically.

  Consider the attempted fix by Yami to this problem:

BattleManager.action_list(:actor).each { |battler|
battler.make_actions if (battler.actor? && !battler.input)
}

  battler.input is initially nil, but after battler.make_actions it's not nil anymore, even after the action is executed. Battler.input remains not nil at the second and later times the battler attempts to make actions, causing failure to make actions. This explains why autobattle or confusion actions only take place once.

  

 

 

 

- Left arrow output bug:

  The left arrow output should be going left in the list of living members, but is in fact the same as that of ESC.

  Causes:

 

 

  Consider the following part of method process_dir4 under class Window_ActorCommand(Yanfly Engine Ace - Ace Battle Engine):

call_handler(:cancel)

  This causes left arrow(dir4) output to be cancel, being the same as that of ESC.

 

 

 

 

 

- Guard command bug:

  Game crashes when the battle system isn't catb and the rightmost living member guards.

  Causes:

 

 

  Consider method command_guard under class Scene_Battle(YSA Battle System: Classical ATB):

alias catb_command_guard command_guard
def command_guard
BattleManager.actor.input.confirm = true
catb_command_guard
@status_window.draw_item(BattleManager.actor.index)
end

  When the battle system isn't catb, right after inputting guard command, the next actor(the right one)will be selected(you can observe this), even if it's the last member who guards. This is triggered by the original method command_guard, which is aliased as catb_command_guard. If it's the last member who guards, the next actor, which is nil, will be selected after calling catb_command_guard, causing BattleManager.actor to be nil. Game crashes when @status_window.draw_item(BattleManager.actor.index) is run with BattleManager.actor being nil.

 

 

 

 

 

- Confirm or cancel input bug:

  Game crashes when a member confirm his/her/its action while he/she/it's dead.

  Causes:

 

 

  Consider the following parts of method on_enemy_ok, on_enemy_cancel, on_actor_ok, on_actor_cancel, on_skill_ok and on_item_ok under class Scene_Battle(YSA Battle System: Classical ATB):

BattleManager.actor.input.confirm
@status_window.draw_item(BattleManager.actor.index)

  When a party member dies, the respective BattleManager.actor becomes nil. Game crashes when either of the above parts of code is run with BattleManager.actor being nil.

 

 

 

 

 

- Command window bug:

  Neither party nor actor command window shows up when they should, causing the game to freeze.

  Causes:

 

 

  Consider method update_message_open under class Scene_Battle(YSA Battle System: Classical ATB):

alias catb_update_message_open update_message_open
def update_message_open
  catb_update_message_open
  if !$game_message.busy? && @status_window.close? && !$game_troop.all_dead? && !$game_party.all_dead?
    @status_window.open
  end
end

  After displaying text in battle, only the status window is opened, when party window and actor window are also supposed to open while they're active.

 

 

 

 

 

- Party member change bug:

  Game crashes due to adding or removing party members.

  Causes:

 

 

  Removing members -

  Consider the following part of method process_catb under class Scene_Battle(YSA Battle System: Classical ATB):

@f_actor_index = 0 if !@f_actor_index || @f_actor_index < 0 || @f_actor_index + 1 > BattleManager.action_list(:actor).size
f_actor = BattleManager.action_list(:actor)[@f_actor_index]
@f_actor_index += 1 if (@f_actor_index + 1) < BattleManager.action_list(:actor).size && f_actor && f_actor.input && f_actor.input.item && f_actor.input.confirm
f_actor = BattleManager.action_list(:actor)[@f_actor_index]
if f_actor && f_actor.input && !f_actor.input.confirm && (!BattleManager.actor || @status_window.index != BattleManager.actor.index) && !@actor_command_window.active && !@party_command_window.active
  BattleManager.set_actor(f_actor.index)
  @status_window.select(BattleManager.actor.index)
  @actor_command_window.setup(BattleManager.actor)
  @actor_command_window.show
end

  BattleManager.action_list(:actor) is the list of actors that can make or are already making actions at the moment.

  Consider the following part of method clear_catb under class Game_Battler(YSA Battle System: Classical ATB):

BattleManager.delete_catb_action(self)

  delete_catb_action(self) is the only method that deletes elements in BattleManager.action_list(:actor), and clear_catb is the only method that calls delete_catb_action(self). As removing members won't immediately trigger clear_catb, BattleManager.action_list(:actor) still includes the removed members if they can make or are already making actions right before removal. As member's index(f_actor.index) are nil when they've removed,  nil is passed to method set_actor under module BattleManager when the code BattleManager.set_actor(f_actor.index) is run:

class <<self
def set_actor(actor_index)
  @actor_index = actor_index
end
end

  This sets @actor_index as nil. Game crashes when the following method self.actor under module BattleManager is called by running the code @status_window.select(BattleManager.actor.index):

def self.actor
  @actor_index >= 0 ? $game_party.members[@actor_index] : nil
end

  Adding members -

  Consider the following parts of method input under class Game_Actor(Yanfly Engine Ace - Ace Battle Engine):

if @actions.nil?
  make_actions
  @action_input_index = 0
end
@actions[@action_input_index].nil?

  This is where the game crashes when new members are added after the start of the battle, due to @action_input_index being nil as no value is assigned to it. This method sets @action_input_index to 0 only if @actions is nil.

  Consider the following part of method clear_actions under class Game_Actor:

@action_input_index = 0

  This is one of the only 2 instances(the other one is the above) where a value is assigned to @action_input_index.

  Consider the following part of method initialize under class Game_Battler:

@actions = []

  This defines @actions as an empty array.

  Consider the following part of method make_actions under class Game_Battler:

@actions = Array.new(make_action_times) { Game_Action.new(self) }

  This assigns an array of actions with the size make_action_times to @actions.

  When new members are added after the start of the battle, clear_actions and initialize won't be called so their @actions are nil. When they can act, their @actions are defined as an array of actions with the size make_action_times. input is called after this but now their @actions aren't nil anymore, while clear_actions is still not called yet. No values are assigned to @action_input_index at all in the above process, causing the game to crash when @actions[@action_input_index].nil? is run with @action_input_index being nil.

 

 

 

 

 

- Action Times+ bug:

  Action times is always 1 no matter how to user set the Action Times+. This is hardcoded in YSA Battle System: Classical ATB.

  Causes:

 

 

  Consider the method make_action_times under class Game_Battler(YSA Battle System: Classical ATB):

alias catb_make_action_times make_action_times
def make_action_times
  BattleManager.btype?(:catb) ? 1 : catb_make_action_times
end

  make_action_times always returns 1 when the battle system is catb, causing Action Times+ meaningless.

 

 

 

 

 

- Enemy action picking bug:

  Enemies pick new actions every frame, even while charging, causing them to have a chance to pick new actions and alters the charge rate before finish charging the original ones.

  Causes:

 

 

  Consider the following part of method process_catb under class Scene_Battle(YSA Battle System: Classical ATB):

BattleManager.action_list.each { |battler|
battler.make_actions if battler.enemy?
perform_catb_action(battler) if !@subject
}

  battler.make_actions causes enemies to pick actions. As it triggers every frame(even while charging, same below) due to process_catb being triggered every frame, enemies pick actions every frame and alters the charge rate before finish charging the original ones.

 

 

 

 

 

- Dying enemy selection bug:

  Game crashes when enemies die while being selected.

  Causes:

 

 

  Consider the following part of method update under class Window_BattleEnemy(Yanfly Engine Ace - Ace Battle Engine):

enemy.sprite_effect_type = :whiten

  When enemies die, enemy becomes nil. Game crashes when the above code is run(triggered by selecting enemies) with enemy being nil.

 

 

 

 

 

Video

http://www.youtube.com/watch?v=QNkErCR2PwI

You may've noticed a bug at 1:17 of the video, which is Isabelle picking actions before her atb bar is full. This is merely a compatibility issue with Yanfly Engine Ace - Party System Add-On: Command Party.

 

Features

Plug and play(You don't need to edit anything in this script but you may still do so)

 

Instructions

Open the script editor and put this script into an open slot between the script YSA Battle System: Classical ATB and Main.  Save to take effect.

 

Compatibility

Same as that of YSA Battle System: Classical ATB

 

FAQ

None

 

Changelog

v1.05b(GMT 1200 26-2-2015):

- Improved the efficiency of the Party member change bug fix

v1.05a(GMT 0800 21-1-2015):

- Tried to fix buffs/debuffs not removing when reaching 0 remaining turns

v1.04c(GMT 0500 24-11-2014):

- Tried to fix more issues on dying enemy selection bug

v1.04b(GMT 0800 14-11-2014):

- Tried to fix more issues on dying enemy selection bug

v1.04a(GMT 0800 12-11-2014):

- Tried to fix windows not closing upon victory nor defeat bug

v1.03a(GMT 0200 20-8-2014):

- Tried to fix battler escape bug

v1.02d(GMT 1000 30-6-2014):

- Tried to improve the action times+ bug fix

v1.02c(GMT 0500 22-3-2014):

- Tried to fix more bugs caused by the fixes on collapse check bug

v1.02b(GMT 2330 7-3-2014):

- Tried to fix bugs caused by the fixes on collapse check bug

v1.02a(GMT 0600 7-3-2014):

- Tried to fix collapse check bug

v1.01g(GMT 0500 13-2-2014):

- Tried to fix more issues of command window bug

v1.01f(GMT 0000 27-1-2014):

- Tried to fix bugs caused by the fixes on on turn end bug

v1.01e(GMT 1500 26-1-2014):

- Tried to fix bugs caused by the fixes on action times+ bug

v1.01d(GMT 0600 22-1-2014):

- Tried to fix more issues of command window bug

v1.01c(GMT 0300 22-1-2014):

- Tried to fix bugs caused by the fixes on autobattle flag and confusion bug and left arrow output bug

v1.01b(GMT 1200 21-1-2014):

- Tried to fix bugs caused by the fix on on turn end bug

v1.01a (GMT 0000 13-1-2014):

- Tried to fix on turn end bug

v1.00a (GMT 1200 9-1-2014):

- 1st version of this script finished

 

(DoubleX)YSA CATB Bug Fix v1.05b.txt

Edited by DoubleX

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This is really cool!! Thanks for these bug fixes. Such good timing, I just came across the action times bug. Dealing with the other bugs will be helpful too.

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Hey thanks man!

 

Would you also be able to check out something else?

 

Yanfly's Lunatic States and Classic ATB don't work properly together. With a <Close Effect> such as Stat Slip Damage, the damage will never fire. In the ATB script, it says a Turn should end after X frames, and Close Effect happens at the END of a Turn. Another thing I noticed is that the End of Turn option in the Troop window will not work. It's possible that fixing when End of Turn occurs, the damage over time bug would also be solved.

 

Edit 2: It turns out it's not just Lunatic States. Using any sort of "End of Turn" effect will never fire, no matter what options you use. Making a brand new project and putting in the following scripts will cause HRG, MRG, and TRG to no longer function:

 

Yanfly Core

Yanfly Battle

YSA Classical ATB

I used the default Poison and Regen states, and a custom state, to test. Neither work.

 

EDIT:

Script breaks Yanfly's Skill Restrictions script. Specifically, Cooldowns will no longer tick down every turn. Place this script right underneath the Classic ATB script (which in turn should be right underneath Yanfly's Battle script, which should be one of the first scripts under Materials) to prevent other scripts breaking.

Edited by onikuma

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Hey DoubleX

 

The update fixed End of Turn in troop windows, as well as HRG MRG and TRG features!

 

 

However, it hasn't fixed Lunatic States <close> and <begin> effects. <close> never fires, and <begin> fires every time an actor takes an action.

 

 

EDIT: http://victorscripts.wordpress.com/rpg-maker-vx-ace/gameplay-scripts/custom-slip-effect/

 

Replaced Lunatic States <close> effect with this script's custom slip formula and it works flawlessly, even in conjunction with other Lunatic state effects like <while> and <react>.

Edited by onikuma

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Updates

v1.01d(GMT 0600 22-1-2014):

- Tried to fix more issues of command window bug

v1.01c(GMT 0300 22-1-2014):

- Tried to fix bugs caused by the fixes on autobattle flag and confusion bug and left arrow output bug

v1.01b(GMT 1200 21-1-2014):

- Tried to fix bugs caused by the fix on on turn end bug

Edited by DoubleX

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Hey, DoubleX. I appreciate your bug fixes, especially the autobattle fix.

 

I've noticed that this script breaks Yanfly's Victory Aftermath script found here:

 

http://yanflychannel.wordpress.com/rmvxa/battle-scripts/victory-aftermath/

 

Your script creates an error in the Victory Aftermath script:

 

Script 'Aftermath' line 431: NoMethodError occurred.

undefined method 'show_victory_display_exp' for

#<Scene_Map:0x7f18590>

 

I tested with a new project with nothing but the bare minimum scripts to confirm that it was your script that was doing it. It apparently is caused somewhere below line 324 that begins with "class Scene_Battle < Scene_Base." Removing that entire section of code allows Victory Aftermath to work again, but that obviously removes your fixes. I know the point of this script isn't to resolve compatibility issues, but the script itself is creating a compatibility issue with one of Yanfly's core scripts. The YSA Battle System: Classical ATB works with Victory Aftermath, but adding your bug fixes script causes the compatibility error.

 

Thanks if you can work on this or recreate the error.

Edited by shawn006

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Hey, DoubleX. I appreciate your bug fixes, especially the autobattle fix.

 

I've noticed that this script breaks Yanfly's Victory Aftermath script found here:

 

http://yanflychannel.wordpress.com/rmvxa/battle-scripts/victory-aftermath/

 

Your script creates an error in the Victory Aftermath script:

 

Script 'Aftermath' line 431: NoMethodError occurred.

undefined method 'show_victory_display_exp' for

#<Scene_Map:0x7f18590>

 

I tested with a new project with nothing but the bare minimum scripts to confirm that it was your script that was doing it. It apparently is caused somewhere below line 324 that begins with "class Scene_Battle < Scene_Base." Removing that entire section of code allows Victory Aftermath to work again, but that obviously removes your fixes. I know the point of this script isn't to resolve compatibility issues, but the script itself is creating a compatibility issue with one of Yanfly's core scripts. The YSA Battle System: Classical ATB works with Victory Aftermath, but adding your bug fixes script causes the compatibility error.

 

Thanks if you can work on this or recreate the error.

This error is EXTREMELY MYSTERIOUS to me as I think that there's just LITERALLY NO WAY it could even had a chance to happen. But as you can quote the whole crash log with some valid information, it must actually exist :)

I can't find a way to recreate it in my test in a project with only the below custom scripts with the ordering following that in the project:

- Yanfly Engine Ace - Ace Battle Engine v1.22

- YSA Battle System: Classical ATB(2012.01.30)

- DoubleX RMVXA Bug Fixes v1.01d to YSA Battle System: Classical ATB

- Yanfly Engine Ace - Victory Aftermath v1.03

In your crash log, undefined method 'show_victory_display_exp' for #<Scene_Map:0x7f18590> means that the method show_victory_display_exp is called while you're in the map scene(e.g.: dungeon), and it shouldn't be even possible in fresh projects without custom scripts(including those written in events) other than the above 4. I checked them and that method will only be possibly called when you win a battle and you're still in the battle scene.

In short, I think that my fix has ABSOLUTELY NOTHING TO DO WITH the error. But as you said that removing the class Scene_Battle in my fix removes the error, my fix must be in fact causing it XD

Due to my incompetence, I'm afraid you'll have to say why it's apparently caused in the class Scene_Battle in my fix and take several screenshots or even a video showing how this error happens, so I might know what happened.

Edited by DoubleX

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Thanks for the response. That was the thing. I looked at the Victory Aftermath script and your script, and I couldn't see why yours would cause the effect in the other. I just knew that it did. All I did was create a new game and paste in the scripts, changing the ACE Battle from :dtb to :catb so that the YSA Battle System Classical ATB would function.

 

I have uploaded a demo here:

 

http://www.mediafire.com/download/m0adntg3obbq9mn/DoubleX%20Test.exe

 

Here is a video of me running the game, getting the crash after the battle, deleting the relevant section from your script, and then not crashing after a battle:

 

http://youtu.be/f7SmvGD_8E0

 

Unless you can think of something more obvious that is the cause between our different experiences, the only difference I can think of is that I'm currently on the trial version of VX Ace. However, I have not ever had a script issue with anything related to being on the trial version. If you can play the demo I uploaded and not crash, then I can probably attribute the crash to it being the trial version. If that's the issue, I'll have the full version in a couple of weeks, but I have to finish paying tuition first. :D

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Updates

v1.01e(GMT 1500 26-1-2014):

- Tried to fix bugs caused by the fixes on action times+ bug

 

Thanks for the response. That was the thing. I looked at the Victory Aftermath script and your script, and I couldn't see why yours would cause the effect in the other. I just knew that it did. All I did was create a new game and paste in the scripts, changing the ACE Battle from :dtb to :catb so that the YSA Battle System Classical ATB would function.

 

I have uploaded a demo here:

 

http://www.mediafire.com/download/m0adntg3obbq9mn/DoubleX%20Test.exe

 

Here is a video of me running the game, getting the crash after the battle, deleting the relevant section from your script, and then not crashing after a battle:

 

http://youtu.be/f7SmvGD_8E0

 

Unless you can think of something more obvious that is the cause between our different experiences, the only difference I can think of is that I'm currently on the trial version of VX Ace. However, I have not ever had a script issue with anything related to being on the trial version. If you can play the demo I uploaded and not crash, then I can probably attribute the crash to it being the trial version. If that's the issue, I'll have the full version in a couple of weeks, but I have to finish paying tuition first. :D

The v1.01e update should have nothing to do with your issue and I'll investigate it later as I'm a bit busy and tired right now :)

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Updates

v1.01f(GMT 0000 27-1-2014):

- Tried to fix bugs caused by the fixes on on turn end bug

 

Hey, thanks. Your latest update resolved the issue. Everything works absolutely perfectly now as far as I can tell. Thanks a lot!

He's referring to v1.01f.

It turns out that it's merely my script causing his issues and it's nothing to do with trial version. My previous false judgment(my script is ok) clearly shows that I still have a lot to learn and improve.

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Hey DoubleX, or anyone else using YSA's Classical ATB

 

When using YSA Classical ATB, have you come across any freezes if you try to escape while an enemy is attacking you?

 

This happens to me, I'm also using Yami Engine Symphony as well as the Holders Engine.

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Hey DoubleX, or anyone else using YSA's Classical ATB

 

When using YSA Classical ATB, have you come across any freezes if you try to escape while an enemy is attacking you?

 

This happens to me, I'm also using Yami Engine Symphony as well as the Holders Engine.

I've almost forgotten about this bug. Actually it's the bug of the CATB itself and isn't a compatibility issue at all.

The essence of your issue is that when a battler escapes that battler becomes nil. Then if that battler is targeted or hit, crashes will be extremely likely to occur as the CATB didn't handle these cases at all.

So similar crashes can happen when some but not all enemies uses a skill to escape. That's the main reason I didn't even try to make escape addon to let users make individual actors to escape.

 

I tried to fix that even before the 1st release of this bug fix but I ended up not having any idea of how to fix that. Maybe that's why I just gave up on this before and has almost forgotten about it.

Maybe I'll try again now as I've much more scripting knowledge and experience than when I was still learning RGSS3 basics. However I'm still just an extremely nub scripter so don't put your hopes high on this one :D

(Off topic: The 1st release of this bug fix was indeed written when I was still learning the very basics of RGSS3. It took me a whole full week just to pick up the basics and another whole week to complete that 1st release :))

Edited by DoubleX

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Yeah, I figured that it was a bug of the CATB system since it occurred the same even when your bug fix script was taken out. Good luck on trying to fix the bug, rootin' for ya :)

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Note

v1.03a+ disables party escape while at least 1 battler is executing actions

 

Updates

v1.03a(GMT 0200 20-8-2014):

- Tried to fix battler escape bug

 

P.S.: Some battler escape issues might still exist as trying to fix them is starting to drive me mad :)

Edited by DoubleX

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You da man! Thanks for trying to tackle this nasty bug.

 

So far, I haven't seen when any case where escaping's been disabled though... Maybe I have to move my scripts around?

Edited by joeyjoejoe

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You da man! Thanks for trying to tackle this nasty bug.

 

So far, I haven't seen when any case where escaping's been disabled though... Maybe I have to move my scripts around?

The supposed order is:

YEA-BattleEngine

YSA-CATB

DoubleX RMVXA Bug Fixes to YSA-CATB

 

If so, when at least 1 battler is executing actions, you can still access the escape choice in the party command window, but it should just do nothing and then close the party command window.

Edited by DoubleX

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Updates

v1.04c(GMT 0500 24-11-2014):

- Tried to fix more issues on dying enemy selection bug

v1.04b(GMT 0800 14-11-2014):

- Tried to fix more issues on dying enemy selection bug

v1.04a(GMT 0800 12-11-2014):

- Tried to fix windows not closing upon victory nor defeat bug

Edited by DoubleX

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Updates

v1.05a(GMT 0800 21-1-2015):

- Tried to fix buffs/debuffs not removing when reaching 0 remaining turns

 

P.S.:

1. I've changed my mind and decided to bump when there are updates, as it seems to me that others will be nearly impossible to know my scripts are updated(unless they check my script topics very frequently).

2. I should've found this bug 1 year ago, as it's extremely obvious and severe. But it turns out that not only I didn't find it myself, I also didn't find any such bug reports. I'm surely incredibly retarded lol :D

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