After all the time I spent off, many scripts had a lot of bug reports. Since it’s a bit hard to keep track of ALL of them, I’m opening this section so people can report bugs.
IMPORTANT:
Use the form bellow to report a bug, any post that don’t follow it or don’t provide enough information will be DELETED. Provide DETAILED information about what exactly caused the problem. If it returns a error message, provide the COMPLETE errors message (an image of the pop up message would be better)
The reports must be made in English or Portuguese, any report made on another language will be deleted.
COMPATIBILITY ISSUES ARE NOT BUGS! DON'T REPORT COMPATIBILITY ISSUES HERE! REPORTS WITH NON VE SCRIPTS WILL BE IGNORED ALSO PLEASE AVOID MAKING REPORTS LISTING A LOT OF SCRIPTS. MAKE YOUR TEST WITH THE LOWEST NUMBER OF SCRIPTS POSSIBLE. BUG REPORTS WITH 20-30 SCRIPTS WILL BE IGNORED BEFORE REPORTING A BUG, REMOVE ALL NON VICTOR ENGINE SCRIPT AND MAKE TESTS WITHOUT THEM TO AVOID REPORTING COMPATIBILITY ISSUES. OLD SAVE FILES MIGHT NOT WORK AFTER THE INSTALLATION OF NEW SCRIPTS, SAVE FILES MADE BEFORE THE SCRIPT INSTALLATION MIGHT CRASH, THERE'S NOTHING TO DO ABOUT THIS. IT'S HIGHLY ADVISED TO MAKE TEST ON A FRESH NEW PROJECT WITH NO SAVE FILES BEFORE REPORTING A BUG
Bug Report Template.
Script Name (with version): List of Scripts Used (with version): Bug Description: Error Message:(optional)






















Script Name : Fog Effects
List of Scripts Used : None (I tried it in new project)
Bug Description : The fog still follows my character if my character moves to the west and to the north even if I set the “move: 32″. But, If player moves to the east and to the south the fog follows the map. So basically the fog problem is when my character moves to the west and to the north
Error Message : None
I just tested it here, no problem at all, the fog behave normally, can you post your whole settings? (use [ and ] for the < e >)
Well my setting is like this :
id: 1
name: “002-Clouds01″
opacity: 1500
move: 32
zoom: 100
hue: 0
blend: 1
depth: 300
Just tested it with your settings, works fine. Are you using the lates version?
Yeah..Version 1.7 right?
Ah I don’t know why…
since this happens on a new project, can you send it to me so i can check myself?
Ah how odd…
Just now I tried in my friends computer and it fine…
I don’t know why in my computer it can move even if I set it to 32…
So the problem I think it’s solved…Thanks for your time Victor :D
Looks like a problem with my computer or something -_-
All scripts listed are made by you and have being tested in a new project.
Script Name: Animated Battle
Scripts used : Basic Module, Actors Battlers, Cast Animations, Damage Popup and Loop Animation
Some temporary fixes have been found but it will be nice that you include them in your script.
Bugs Description:
1) corpse of the hero doesn’t stay on the battle field
- Fix step 1 > http://uppix.net/1/8/c/57870b609f68f2fdc4def11d19ea6.gif
- Fix step 2 > download Victor script custom collapser (download this if you want the corpse of your ennemies to disappear)
- Fix step 3 > http://uppix.net/e/1/a/b4559cad890387dbeb7260b9d225b.gif
Note > custom collapse tag doesn’t work on anmiated ennemies
2) I can’t call a skill from the script like “Lightining Strike” when I use a sprite (Holder battler)
3) My animated monster doesn’t face the hero ? The mirror option doesn’t work.
4) Sprite, Holder’s battler doesn’t use the right pose when it use an item
Fix > You need to change line 524 > pose: self, row direction, all frames, wait 4;
> Change to > pose: self, row item, all frames, wait 4;
5) Sprite, Holder’s battler doesn’t use the right pose when it use magic
It’s an issue with the code of New method: setup_pose_type
6) Kaduki battler doesn’t return to its original place after using magic
Fix > You need to add “action: self, retreat;” (without quotes) just above the “wait:20″ at the end of the pose. This will cause the actor to return to their original position after using said skill.
7) When I revive my hero, it doesn’t appear anymore on the screen
8) When you set up the ‘wait: animation’ command for poses in the script, and an enemy casts a spell…. they ignore the wait command.
Source > http://www.rpgmakervxace.net/topic/2349-victors-animated-battles-a-tutorial/page__st__140
1)
It’s not a bug, it’s a normal behavior of the script, the dead battlers are supposed to fade no matter they’re actors or enemies. The way to prevent it is exactly setup the trait to avoid it.
2)
You setup something wrong, it’s working perfectly, check if the action sequence was corretly set up on the settings
3)
Just tested here, working perfectly
4), 5) and 6)
Fixed on this update
7)
It’s a bug with the actors battlers.
8)
i will check this one i didn’t notice this
I and other people tested your script : animated battle ver 1.04 and your basic modul ver 1.17. I just reported you bugs from the topic I linked to you.
Script Name (with version): Animated Battle 1.05
List of Scripts Used (with version): Victor Basic Module 1.19, Animated Battle 1.05, Actor’s Battlers 1.05.
Bug Description: When inflicting death upon the last remaining enemy (Using Atk State [Death] +100% under Actor’s Feature list.) the game crashes, giving the following error message.
Error Message: Script ‘Animated Battle’ line 1966: NoMethodError occured. undefined method ‘update_basic’ for nil:NilClass
did you make any change on the settings? because line 1966 is ‘def set_active_pose’
Ah yes, good call on bringing that up. I added battlers so it won’t be the same line on yours.
The line the error is being called at is “SceneManager.scene.update_basic while party.not_in_position?”
There we go.
Weird, in any case i’ve made a small change to fix another glitch try to update the animated battlers and tell me if the error still occur
Haha, you fixed it! Awesome stuff Victor. <3 Now Death State works correctly without an error.
(I'll continue to do further testing) Thanks!
Script Name: followers options
Scripts used: Basic module
1)
if you start a new game with various actors. this happen:
The actor id defines the order. Example: leader id = 10 follower 1= 5 follower 2 = 1
then the following order will be: follower 2, follower 1, leader.
2)
you cannot deactivate the followers showing.
1) and 2)
i’ve made some changes on it and already updated, check if that solve the bugs.
Script Name (with version): Map Turn Battle 1.01
List of Scripts Used (with version):
Only Victor scripts for testing:
Basic Module 1.20
Damage Popups 1.05
Enemy Action Conditions 1.01
Automatic Battlers 1.02
Trait Control 1.00
Fog and Overlay 1.08
Light Effects 1.09
Followers Options 1.02
Tech Points 1.01
Incapacitate states 1.00
Animated Battle 1.05
Actors Battlers 1.06
+ modified Main module for debugging (detailed error log’s source)
Bug Description: Crashes with following error when initiating a battle using an event call as described in the script.
Here’s the exact sequence used to initiate the battle:
start: [15, 10]; end: [15, 10]; escape: [15, 10]; defeat: [15, 10];
actors: [15, 9], [13, 8], [17, 8];
enemies: [1,1, A], [2,1], [3,1];
can escape; can lose;
Error Message:
Victor’s Map Battles: 998: in ‘block in setup_enemies’: undefined method ‘upcase’ for nil:NilClass (NoMethodError)
from Victor’s map battles:997:in ‘collect’
from Victor’s map battles:997:in ‘setup_enemies’
from Victor’s map battles:960:in ‘call_map_battle_comments’
from Victor’s map battles:941:in ‘comment_call’
from Victor Engine:902:in ‘command_108′
from Game_Interpreter:196:in “execute_command’
from Game_Interpreter:59:in ‘block in create_fiber’
Solved it, turns out adding a space after the comma of x and y coordinates is important.
Weird… i thought i made the commands so they don’t rely too much on white spaces.
i will check it anyway
Script Name : Animated Battle v1.07
List of Scripts Used :
*VE Basic Module
*VE Multi frames
*VE Diagonal Movement
*VE Actors Battle
Bug Description : When you win a fight with a magic skill You get stuck on the battle without enemies
(Sorry for my bad english)
Error Message : None
setup a retreat movement for the magic skill
Script name: Character effects
scripts used:
VE basic module
Follower options
Follower control
Error message: “undefined method ‘visible_followers’ for #” error in line 618, when I use an actor tag
You didn’t post the version of your scripts, in any case it’s not a bug, update your rpg maker version.
Script Name (with version): Unknown, occured after installing pixel movement but probably unrelated to it
List of Scripts Used (with version): Victor’s
Basic Module 1.21
Damage popup 1.06
Enemy Actions condition 1.01
Trait control 1.00
Fog effects 1.08
Light effects 1.09
Followers options 1.03
Diagonal movement 1.05
Tech Points 1.01
Pixel movement 1.00
Incapacitate states 1.00
Animated battle 1.08
Actors battlers 1.06
Automatic battlers 1.02
Map turn battle 1.02
Yanfly Engine Ace Patch 1.00
Bug Description: All stats of all actors are 1, except for MP, which is 0.
Error Message: N/A
Did you try to remove the scripts one by one to see wich one can be causing this?
I don’t see how the scripts can do that, specially considering that i have a demo with all of them and anything like that ever happened.
True, it wasn’t any of your scripts, but that I messed up the configuration of another script.
Script Name (with version): Target Arrow 1.01
List of Scripts Used (with version):
- Basic Module 1.21
- Loop Animation 1.03
- Target Arrow 1.01
Bug Description:
Escaping from a battle errors out the game. This is a fresh project, with the exception of the creation of the animation for Target Arrow.
Error Message:
“Script ‘Target Arrow’ line 617: NoMethodError occurred.
undefined method ‘end_loop_anim’ for nil:NilClass
[screenshot: http://i.imgur.com/cndAf.png%5D
Bug found and fixed, update will be available soon
Script Name (with version): SFonts 1.01
List of Scripts Used (with version):
- Basic Module 1.21
- SFonts 1.01
- modern algebra Quest Journal 1.0.1
Bug Description:
When im trying open Quest scene i getting error:
“Script ‘SFont’ line 298: NoMethodError occured.
undefined method `alpha=’ for nil:NilClass”.
Also, this script same error with White-Flute’s text system, but this is not important too much.
I apoligize for my bad English.
Error Message:
“Script ‘SFont’ line 298: NoMethodError occured.
undefined method `alpha=’ for nil:NilClass”
I mean, this line: “contents.sfont.alpha = enabled ? 255 : translucent_alpha”.
Sorry.
Did you see that on the main post?
Script Name (with version): Animated Battle (1.09)
List of Scripts Used (with version): VE – Animated Battle (1.09)
Bug Description: When a character with no shield defends, their body armour piece is shown in battle instead. I’d recommend some sort of failsafe so that the user can specify a specific icon if no shield is equipped (or No icon – whichever)
Also – same script setup.
When enemies use offensive spells on actors, or healing spells on any target but themselves, the damage/healing numbers show before the animation plays.
This does not occur when actors use spells, unless it is a healing spell cast on themselves – or when enemies use a healing spell on themselves.
1 – Coudn’t reproduce this bug, are you using any other script that deals with equipment?
2 – This is not a bug, damage display is handled by the action sequence. The Damage is set to display during the animation, if you want something different, you must go and change it on the action sequences.
Also, on the ‘List of Scripts Used (with version)’ is to list ALL custom scripts you’re using, wich you didn’t, since you using damage popup, and probably other. Also if you’re using scripts that aren’t from the Victor Engine, remove them before testing, because compatibility issues are not bugs.
Sorry ’bout that Vic.
If I can ask, just to clarify for myself – The way it’s set up in the action sequence below:
wait: targets, movement;
wait: animation;
action: self, step foward;
direction: targets;
pose: self, row 3, all frames, sufix _3, wait 3;
wait: 4;
anim: targets, effect;
wait: animation;
effect: 100%;
wait: 20;
action: self, retreat;
Is so that Enemies using the above ‘action’ will show damage numbers before the spell, but Actors will show it after the spell? That’s where I’m confused – because based on what I’m reading, the animation should play on the targets, it should wait for the animation, and then the effect should show.
Please correct me if I’m wrong so that I can customize it for myself. :)
The only non-VE scripts I”m using are Yanfly’s, and the bug for equipment, now that I’m thinking about it, is probably something to do with her script.
I’ll have a look and see if that’s the case. My apologies :)
The script don’t make any difference between enemies and actors, everything is based on the battler filename.
So, check if the battler you set for the enemy uses the same action sequences of the actor. They’re probably calling different action sequences because they use a different template. If that’s the problem, you must adjust the actions from the enemy template also.
Understood. I’ve tested it with both actor/enemy using Kaduki, and these are the settings I have in the script:
Actor: ‘Luathas’ => {frames: 3, rows: 4, mirror: false, mode: :sprite,
action: :kaduki},
Enemy: $Seth’ => {frames: 3, rows: 4, invert: true, mirror: false,
mode: :sprite, action: :kaduki},
As you can see, both have the same settings.
If the actor uses a heal spell, the numbers show before the spell – and if the enemy attacks with a spell, using the pose above, the numbers show before the spell.
I’m not sure what’s causing it, really. Hopefully I’m not making any other errors that I happen to be missing.
Are you using Kaduki template with the sprite mode? But the Kaduki template is suited for charsets… there’s surely something wrong there.
Also i’m just testing here, and as i said, there’s no difference between actors and enemies, everything is based on the filename.
I am using Kaduki with Sprite mode. I found it easier to split them into 4 separate files and use the _sufix thing when writing custom actions. I’ll try it with charsets.
I just noticed the bug you might be facing, it happens with some animations only (i wasn’t having it because i always use the same skills and their animations wasn’t having problems), and also depends on the character position, so thats why you may experiencing this issue only with enemies.
I think i fixed the issue and it will be available on the next update.
Awesome – Thank you Vic! :)
Just tested your fix – it works perfectly. Thank you so very much for fixing this :)
Hi. I’m got the newest updates from the Basic Module, Animated Battlers and Damage Popups. I’m having three problems concerning animation projectiles on multiple enemies.
1) For a brief moment (at the first frame of the throw action, I think), the animation bullet appears at the top left of the screen (coordinates 0,0 I guess). It’s very quick, but it’s still a little weird.
2) This one is more serious. When the targets are very close vertically, sometimes a target is damaged twice (see screenshot).
http://img404.imageshack.us/img404/9879/damagetwice.png
This doesn’t happen if targets are spread on the battle field.
In the battle depicted by the screenshot I showed, this problem happens both when players use the skill against enemies (as shown in the image) and when enemies use the skill against players.
Here are the skill instructions:
direction: targets;
action: self, magic start;
wait: action;
sound: name ‘Earth6′, pitch 150;
action: targets, stone ballet throw;
wait: targets, action;
action: self, step backward;
wait: movement;
throw: self, anim 260, speed 20;
wait: self, throw;
anim: self, effect;
wait: self, animation;
effect: self, 100%;
3) Sometimes, the animation is not thrown at all targets. See screenshot:
http://img100.imageshack.us/img100/9975/projectileproblem2.png
What am I doing wrong now? =/
PS: I tried posting this in the User Manual, but the post disappeared twice. =/ So, I decided to post my comment here hoping it’d not disappear here. (Oh, and if my previous posts turn up somewhere, I’m VERY sorry about the duplicates)
Finally you posted it on the right place after i delete it TWICE ¬¬ i thought you would be the first one to be marked as spammer for not posting the bug reports on the bug reports.
Yeah i’m serious about what i said here: http://victorscripts.wordpress.com/2012/07/15/report-bugs-on-the-bug-report-please/
1) This wasn’t supposed to happen, i just tested here, it don’t happens always and is really very fast, i will fix that
2) and 3) Are you really sure you update all scripts properly?
I’ve tested the throw with various enemies formations and now the only issue was with a animation that sometimes skiped, displaying the damage before it was supposed to, but nothing like double damage or throw animations not showing.
Also i’m using your sequence, and there’s nothing wrong with it.
Take off that hud script and any other that isn’t battle and test to see if it’s a compatibility issue (preferably, use only the Animated Battle, Skip Battle Log, Actors Battler and Damage PopUp).
Script Name (with version): Light Effects v1.09
List of Scripts Used (with version): Basic Module v1.24
Bug Description: I updated to version 1.24 of the Basic Module and the Actor Lantern stopped functioning. All other lights appear to be working. I tried this on a clean install and still no success. Here are the map notes I am using:
[create shade]
opacity: 200
blue: 0
red: 0
green: 0
[/create shade]
[actor lantern 0: 255]
I have all the light graphics – everything was functioning fine until I updated. Thanks.
Error Message:(optional) No Error Message
Oh yes i forgot to mention this on the Light Effects.
Due to the VERY high number of people that can’t simply unestand what is a INDEX and that it’s start from 0, i’ve made a change on the basic module that makes the actors positions be counted startin with 1, so user <actor lantern 1: 255>
Okay good to know, but it’s not showing up even though I changed the index to 1.
weird, i will take a look on it then
Thanks, I’ll keep poking around. Hopefully it’s not a problem on my end. I’d feel dumb if it was.
No it’s not, i just test it here and the lantern isn’t showing properly either
Script Name (with version): VE – Basic Module v1.24
List of Scripts Used (with version):
VE – Animated Battle v1.09
VE – Actor Battler v1.06
Bug Description:
at first i used this script in my project:
VE – Basic Module v1.17
VE – Animated Battle v1.04
VE – Actor Battler v1.05
then i update my script to above version and in battle there some fps drops.
(before i could reach 50-60 fps now only 20-30fps). don’t know if this is a bug or not.
sorry if my english is not too good. Thx in advance.
weird, i have no FPS drop here at all, in fact my FPS in battle is higher that it was on the past versions õ.o
I will try to get these older versions to run some tests.
Hi Victor!
I just tried your new animated battlers script (as per my bug post above), and though the wait times are a bit improved, the same thing happens – only now, regardless of who casts the spell, the damage numbers show after only a few frames.
I tried changing the wait from 8 to ‘animation’ (wait: animation vs. wait: 8), and this did not solve the problem. Setting the wait time to a high number (I tried 200) greatly improved the performance for long animations – but of course, the wait time became rather large for spells with only a 5-6 frame animation.
The error, from my own testing, seems to be with the “wait: animation;” command. I don’t believe it’s working correctly.
Could you please test the following pose:
# Pose for magical skill use
wait: targets, movement;
wait: animation;
action: self, step forward;
direction: subjects;
pose: self, row 3, all frames, sufix _3, wait 3;
anim: targets, effect;
wait: animation;
effect: 100%;
wait: 20;
action: self, retreat;
and a lengthy animation? :) (I should note that some animations in my game are ~100 frames)
the command is wait: targets, animation;
Perfect. That fixes it for actors – but Enemies are still doing the same thing. They use the skill, animation starts, damage shows about 1-2 frames in, and the animation itself is canceled if you select an action with an actor :)
again you’re not using the same sequences for them, and there’s nothing i can do to help.
Now it’s not a bug with the script, since it dont make any differece between actors and enemies, for the script there is no “actors” or “enemies” there is only “battlers”.
It’s a problem how you setup the enemies sprites, try to put the same battler you use for actors on the enemies (without any change, just go to the database and set the graphic for the enemies) and you will see that there’s no problem with them.
From now this is a setup problem so you will have to review your settings, because you did something wrong with them.
Hey Vic,
I am using the same sequences for both actors/enemies. I’ve also tried using the same sprite I have for one of my actors ($Seth) for an enemy. He encounters the same issue – so it’s not something with my settings.
Would you like me to send you a demo for my game so that you can see what I’m encountering, and what I have set up?
Did you also use the same skills with the enemy?
Yes I did. I tested out several skills just to make sure it wasn’t a glitch with just one. Used the same skill with both actor and enemy. :)
Okay send the demo, i will do this only this time.
I hope you remove everything not needed, i will not download anything bigger than 10MB
Done. Should I post the link here, or PM it to you somehow?
Post it here
Your issue was solved together with this issue
http://victorscripts.wordpress.com/bug-report/#comment-2094
i tested it on your demo (without any of the other non VE scripts, so if it still happens to you then it’s a compatibility issue)
Thank you very much, Victor. :) I posted another bug report that I found re: Counter attacks – It didn’t happen in your older versions of the script. Hopefully it helps! ^_^
Once again, I updated the Animated battlers script and I’m having a problem with the skill below. The problem is with the wait: targets, animation; command. My kaduki actors wait for the skill animation to end before executing the next instructions, but the enemy battlers (non-kaduki) do not wait.
direction: targets;
move: self, move to, x +330, y -32;
pose: self, row 1, all frames, sufix _3, wait 3;
icon: weapon 1, angle 45, x +16, y -16;
icon: weapon 1, angle 45, x +10;
icon: weapon 1, angle 45, x +4;
icon: weapon 1, angle 45, x -2;
icon: weapon 1, angle 45, x -8;
icon: weapon 1, angle 45, x -14;
wait: 6;
anim: targets, effect;
wait: targets, animation;
effect: 100%;
icon: delete;
move: retreat;
wait: movement;
direction: targets;
I’m not sure if this is a bug or not. But since the last time I was almost banned for thinking a bug wasn’t a bug, I decided to post here. =(
I forgot this:
Scripts name:
Animated Battle: 1.10
Scripts used:
Basic Module: 1.24
Damage Popup: 1.06
Actors Battlers: 1.05
Loop Animation: 1.03
Same script. I’m getting an error when I try to use a skill that target random enemies:
wait: animation;
action: self, step forward;
direction: targets;
pose: self, row 3, all frames, sufix _3, wait 3;
wait: 4;
anim: random enemy, effect;
wait: 1;
wait: targets, animation;
effect: 25%;
anim: random enemy, effect;
wait: 1;
wait: targets, animation;
effect: 25%;
anim: random enemy, effect;
wait: 1;
wait: targets, animation;
effect: 25%;
anim: random enemy, effect;
wait: 1;
wait: targets, animation;
effect: 25%;
wait: 20;
action: self, step backward;
I get this:
Animated Battle:4277:in `eval’: can’t convert Game_Enemy into Array (TypeError)
I found out that if I put any command between
anim: targets, effect;
wait: targets, animation;
the wait command works. So, what I’m doing is:
anim: targets, effect;
wait: 1;
wait: targets, animation;
However, this workaround doesn’t seem to work for random enemy targets. If the an enemy is selected twice consecutively, it doesn’t wait for the animation.
(Damn lack of edit button!)
The “Random Enemy” tag don’t actually work for effect and animations as expected since it will still use the skill target and not the random for the animation, and if you add the “random enemy” for them it will re-select the target.
I will add a “Last” target tag (i forget to add it on the last update)
Also about the wait time for the wait: animation; it’s working fine here for everyone. i noticed that the wait time would work if there was another wait before, so i added one manually before the wait animation. So i will increase the wait time, since it FIX the issue, i just need to setup the right mininum value. i think the problem is that the animation have a 4 frames delay for each animation frame (so a 20 frames animation actually takes 80 ingame frames) that delay is probably conflicting with wait animation (by making the check before the delay end)
Also i found the issue with the random target and fixed it
Script Name (with version):
Victor Engine – Animated Battle v1.08
List of Scripts Used (with version):
Victor Engine – Basic Module v1.23
Victor Engine – Actors Battlers v1.06
Victor Engine – Damage Limit v1.00
Bug Description:
I just can’t seem to get the icon: shield command to work. No matter what I do, it won’t show the icon of the equipped shield.
Another bug with the same script,
this is an action pose for a skill used by an enemy:
# Ram
wait: 4;
move: step backward;
wait: 24;
move: move to;
anim: targets, effect;
effect: 100%;
wait: 5; <— this one
move: retreat;
wait: movement;
wait: 10;
If i set the labelled wait pose to anything higher than 5 (effectively allowing the enemy to ‘collide’ with an actor), the second time the enemy uses that skill, he won’t step backwards, but instead, step forwards.
Same thing happens when replacing wait: 5 with wait: movement on a new project.
FYI, I’m using the scripts to create a front-view battle system, which shows character sprites.
Sorry for spamming this, but just updating this post:
Changing move: step backward to move: y -40 results in the same bug.
The bug specifically seems to only occur if the enemy ‘collides’ with an actor.
Sometimes when the bug occurs, the actor being hit by the skill stop moving idly.
Script Name (with version): Pixel Movement 1.03
List of Scripts Used (with version):
Victor Engine: Basic Module v 1.24
Victor Engine: Pixel Movement v 1.03
Bug Description:
First, I installed the script in my game project and I get this error: s10.postimage.org/6t59uyixl/error1.png
I was using more than 30 scripts in that project, so, I assumed that it was a compatibility error. Then, I tried the script in a new project (with only the basic module) and I get this error: s10.postimage.org/kbc678v2x/error2.png
I was using a follower (a second character in the initial party. Because of the error message and to verify if it was the cause of the problem, I tried to start with a one member party, but I get the same error.
The game starts normally. The error message only pops-up when I try to walk.
Not sure if bug or I need to update my RPG Maker (I’ve read an answer above where you said another undefined_method error was a case of a non-updated RPG Maker)
Script Name (with version):
Victor Engine – Animated Battle v1.10
List of Scripts Used (with version):
Victor Engine – Basic Module v1.24
Victor Engine – Actors Battlers v1.06
Bug Description:
If you specify a pose for item, skill or magic casting (ready as well I guess) and you win a fight with actors in that poses, they’ll start the next fight in the same pose. I managed to fix it by forcing active poses to nil during victory process.
Not sure if it’s clear so I’ll try to make an easy example, if you activate “skillcast”, fight , make all actors attack and win, the actors who didn’t have the time to act will be stuck in the skillcast pose at the start of the next fight (until you choose a first action for them then, or cancel in their turn)
I think I have found another small one.
Script Name (with version):
Victor Engine – Animated Battle v1.11
List of Scripts Used (with version):
Victor Engine – Basic Module v1.25
Victor Engine – Actors Battlers v1.06
Bug Description:
The battler victory pose is not displayed correctly if he lands the finishing blow on a counterattack. He seems to be stuck in first frame.
Maybe there is a better fix but I want to let you know I managed to fix this one by putting a wait between clear_loop_poses and call_pose(:victory) in process_battle_end_pose, even abs_wait(1) was sufficient.
@Zenshio
Thanks, i think this might be enough. There’s a lot of pose changes that needs a extra wait before.
Also about the other bug, do it still happen on v 1.11?
Yep, tested it and it still happen on the latest release. Not a big issue though… Could only be annoying if you like poses when characters are preparing to act, like me. :)
Script Name (with version):
Victor Engine – YEA Patch
List of Scripts Used (with version):
All of your VE Scripts, all of Yanfly’s scripts – most recent versions
Bug Description:
“Script “YEA PATCH” line 207 ArgumentError occurred – Wrong number of arguments (1 for 2)
occurs whenever a character is meant to counterattack. :)
Compatibility issues aren’t bugs. Even with the patch, it’s still a compatibility issue.
Is the bug not directly with the YEA patch script itself, though? If I”m wrong, I apologize, but it seems like it’s something in that script itself that needs updated to match the newer versions of your Animated battler scripts, because you fixed/changed how counterattacks work. o_o
The patch exist to fix issues between both script, so if the patch return a error, it’s because changes made on the script updates made the fix no work. No matter if it was a change on the YEA script or my Script the fact is that one of the latest updates changed the things in a way the patch needs also an update.
But as i said before, i will not work on compatibility issues now.
Okay, no problem – just wanted to make sure I understood what you said :)
If you are selecting a target when the battle ends, it will not deselect even after the battle ends.
I encountered this with the map turn battle system, but will probably be reproduced in every the traditional battle as well.
How can you select a target when the battle end?
Also, follow the templat for bug report, the next one without enough info will be immediatelly deleted.
If I have a target selected it will keep them targeted after they are dead. Which causes when the battle to end to keep them as your target until it goes to the map scene.
But HOW can they die between the time you started the selection and after?
If you have the target selected and another actor finishes it off.
I still don’t get what you mean, your explanation are worse than mine, and mine are really bad u.u
I never tried Map Turn Battle System but can you explain how you can target something during action phases in “traditional battle” ? Action and command phases are clearly distinct in the default battle system, you can’t be targeting something while an ally is attacking…
Aren’t you using Yanfly’s Free Turn Battle System, Instant Cast or something similar because in that case… this is not a bug, but a compatibility issue.
There’s a bug in action restriction. If you use an item that can increase stats in the menu (For example, MHP+100, Recover HP 100%), it gives an error about “.pha” I found the cause of error on line 200 and commenting out “users.max_by {|member| member.pha }” seemed to have worked :O
Found the issue and i think it’s fixed now, the fix will be available on the next update.
Oh! Thank you, sorry I was trying to find where I posted again and forgot where it was <_<;
Script Name:
Victor Engine – Animated Battle v1.10
Scripts Used:
Victor Engine – Basic Module v1.24
Victor Engine – Actors Battlers v1.06
Bug Description:
If you have a skill that inflicts the death state and use it on all enemies or the last enemy standing, the game will close itself with no error message. Strange, I thought this was fixed according to Netsu’s post near the top of this page.
Hrm, are you sure? I just tried it with both a skill and regular attack, both had death properties and i couldn’t reproduce the error ever since it was fixed.
Well, best to wait till Victor get’s back and can have a look at it.
http://rpgmaker.net/media/content/users/6304/locker/ScriptTesting.rar
Weird. Here is a link to a test project. If I use the skill “Death Strike”, the game will close right after the level up message. Can you confirm that it’s working for you?
Thanks
I found this rather weird issue, it happens only if the skill kill don’t do any damage. It was similar to the issue calling the victory window twice. It’s fixed and will be on the next update
Script Name (with version):
Custom Collapse 1.04.
List of Scripts Used (with version):
Victor Engine – Basic Module v1.25.
Victor Engine – Actors Battlers v1.06.
Victor Engine – Animated Battle v1.11.
Victor Engine – Map Turn Battle v1.03.
Bug Description:
When you target an enemy while another actor is finishing it off (killing it), it will not animate their death animation, and instead just show their sprite facing toward the ground.
HA! so the problem was with the collapse, you never mentioned that the problem was with the collapse, neither said what was the problem, how would i guess that? -.-’
Now i can take a look now that i have the scripts that caused the issue.
These are the ONLY scripts being used right? no other else?
I use about 100 scripts, so listing them all would be a little retarded to do.
I listed all the ones relating to the issue. I did intensive tests, and the target bug is separate from this, but they both are target related. So, if this is fixed, most likely the other will be fixed too. I would say it is a problem with the Action Battlers script not working properly when they are an active target, because of the ATB system I am using by Yami. Sorry, totally forgot it wasn’t your fault on this one, but it is relating to one of your compatibility patches most likely.
Seriously are you fucking kidding me right?
YOU’RE USING A ATB AND OTHER HUNDRED SCRIPTS!?!
Seriously, you’re makerd as a spammer from now, this really made me upset, i was like a crazy trying to figure out this bug, and you’re now saying that you’re dozens of other scripts.
I told one million times: COMPATIBILITY ISSUES ARE NOT BUGS!
Script Name (with version):Animations Settings v1.01
List of Scripts Used (with version): Basic Module v1.25
Bug Description: I am not sure if this is a bug but per the description of the script:
“By default, once the animation start, it don’t move even if the target position change”
The animation still seems to follow the player / event. I tried this on a fresh install and was still having the issue. Here’s a link to a project file for your convenience:
Project File
Error Message:(optional) N/A
This was before the japanese SP1 update and the english version (wich already have the SP1 built in)
I will take a look.
Script Name (with version): Light Effects – v 1.10
List of Scripts Used (with version): Basic Module – v 1.25, Light Effects – v 1.10
Bug Description:
I am trying to create a light at the player or on an event,
but once that part of the code runs i get an error
I have placed this in the comments of the event:
[create shade]
opacity: 255
[/create shade]
[event light]
id: 01, name: “light.png”, index: EV004
[/event light]
Shade creation by itself works fine. Error ocures when i add the light.
Error Message:
on line 1051 of the script: NoMethodError
unidentified method ‘[]‘ nil:NilClass
The problem is with your event light, it almost all wrong.
1 – the ids don’t need 0 befores
2 – the filename don’t need extension
3 – the index must be only numeric and the event with that index must exist
this might work
<event light>
id: 1, name: “light”, index: 4
</event light>
Thank you very much! I wasn’t very familiar with the index concept. Now I get it.
Great script, by the way. Thank you very much for you hard work!
Script Name (with version):
Actors Battler v1.06
List of Scripts Used (with version):
Basic Module v 1.23
State Auto Apply v 1.03
Followers Control v 1.03
Rotational Turning v 1.04
Ace Core Engine v 1.09
Ace Party System v 1.08
Command Party v1.01
Ace Battle Engine v 1.22
Yanfly Engine Ace Patch v1.0
>>Actor Battler v1.06
Bug Description:
When I try to change an actor in battle with party command the game cras and prompt the message below
Error Message:
Script ‘Actor Battlers v1.06′ line 511: NoMethodError ocurred.
undefined method ‘setup_position’ for #
Do this error haapens without Yanfly engine? The answer is probably “yes”, then it’s a compatibility issue, not a bug.
I removed Yanfly battle engine ace and the patch and still didn’t work.
And if i remove the yanfly party system and party command, I won’t have that feature since there’s no other on-battle-party-changer mechanic around :/
Here is a place to report bugs from my scripts.
Compatibility issues aren’t bugs.
It’s sad that it don’t work, but the fact that you need it don’t turn this issue a bug.
I won’t stop making my own scripts to work on third party scripts, at last not until i’m totally out of ideas.
I understand your priority. Now that you are looking for ideas and stuff, you should make your own party changer, asides from the one from Yanfly there’s only one made by Claimh, but it completely sucks. I’m tellin’ you this as suggestion, not a request.
Script name: Action States v 1.00
List of script used (with version): Basic Module v 1.25
Bug description: When I attack in a battle the next message appear ->
Error mesagge: Script ‘VE Action States’ line 130: NoMethodError ocurred.
undefinded method `get_action_state_change’ for #
Found and fixed.
The fix will be avaiable on the next update.
Script name: Action States v 1.01
List of script used (with version): Basic Module v 1.27
Bug description: When I use a skill (and when I use a item I think this apear too) in a battle the next message appear ->
Error mesagge: Script ‘VE Action States’ line 138: NoMethodError ocurred.
String can’t be coerced into Float
Again, found and fixed.
The fix will be avaiable on the next update.
Script Name: Custom Slip Effect 1.0
Bug Description:
When I start it, it says it requires Basic Module 1.27. However, at the Basic Module page, the latest version available is 1.26.
Not a bug, i just updated the wrong link
Script Name: Custom Slip Effect 1.0
List of Scripts Used: Tested with Only Victor Basic Module 1.27
Bug Description: When K.O. by slip damage is enabled, if the enemy dies via the poison damage, the game crashes.
Error Message:
Script line 188: TypeError occurred
can’t clone NilClass
Issue found, update will be available on the next update
Script Name: VE – Damage Popup v1.08
List of Scripts Used: All (and only) VE scripts, updated up until August 2
Bug Description:
Ever since it was released, it didn’t display regen/degen popups. I’m probably doing something wrong or the script is built to not display slip damage (no problem if it is!), as I haven’t seen anyone report this before. I hoped it would have been “fixed” with the last update because of the Custom Slip Effect script. Other than that, it works perfectly.
Regen/Poison pop ups are showing properly on 1.08 here.
Yeah, I messed something with my states >_>
Should’ve paid more attention. Sorry.
Script Name: Map Turn Battle v 1.04
List of Scripts: All up to date Yanfly scripts, Yanfly Patch 1.0, Basic module 1.27, Loop Animation 1.03, Animated Battle 1.13, Animation Settings 1.02, Actors Battle 1.06, Diagonal movement 1.07
Bug description:
Upon trying to start a battle the game crashes with a message
Script ‘Game_Interpreter’ line 1411: SyntaxError occured
unexpected ‘<'
How many times i will have to say that?
But you have compability patch already? I thought you’d support that since you already had made it.
DId you take a look at the list of scripts supported by the patch? it’s only 3 scripts, not all YF scripts. And even with the patch, they’re still compatibility issues so if the patch don’t fix, it’s because it’s not supported yet by it.
Diagonal movement 1.07
List of scripts: In upper post.
Bug description: When walking diagonal, you can walk over the wall’s edge even if the entire wall is set as non pass or covered in same level empty event.
Screenshot: http://i48.tinypic.com/29m7q02.png
This how RMVXa behave for diagonal movement, if the target tile is passable, and also one of the adjacent tiles is passable, the movement will be made.
It might look weird, but that’s how the maker do it.
If you want a more precise movement, use the pixel movement.
Script Name: Victor Engine – Anti Lag v 1.00
List of Scripts Used: All VE last Version.
Bug Description: When using the Teleport command on the same map, the events that are displayed were exposed at the time of appearing in the new location on the screen, new events are normally, but the old one, are up in screen and follow the screen until the original location of event.
Error Message: none, only display error.
Script: Animated Battlers 1.13
List of Scripts Used: Victor Engine – Basic Module 1.28
Victor Engine – Actors Battlers 1.06
Bug Description: Seems to ignore note tags in skills for custom poses, which worked fine before going from Animated Battlers 1.11 to 1.13, and yes, I did move the custom poses over from the old version. final test was done with just the scripts listed, all others were removed to ensure not a compatibility error.
Error Message:(optional) N/A not a crash.
Script Name: Custom Slip Effect 1.01
List of Scripts Used: Tested with Only Victor Basic Module 1.28
Bug Description: Seems like the death bug wasn’t fixed. When K.O. by slip damage is enabled, if the enemy dies via the poison damage, the game crashes.
Error Message:
Script line 195: TypeError occurred
can’t clone NilClass
Great! I posted the wrong script and deleted the updated one! ¬¬
Check if it working fine now.
Works! Thanks
YokoNet & zanark101
Both issues found and fixed, fixes will be available on the next update.
This is not quite a bug, but it did cause me a bit of problem.
The Platforms script says
# clear
# this command will “clear” the fall state of the platform and turn off
# all self switches from that platform.
but the command that actually works is reset
in fact clear is only for clearing platform fall, without changing the self switches. reset is for both, clearing the fall and self switches, i fortgot to add this info, thank for pointing that.
Pixel Movement Version 1.06
List OF scripts used with :
Basic Module v 1.28
Free Jumping v 1.00
Diagonal Movement v 1.06
BUG DESCRIPTION:-
Ok tested it on a new project……. Every time the player collides with a graphic from a TILESET ( B-E) i repeat from a tileset……. not in case of RTP Graphic……. An error message pops up
ERROR MESSAGE:-
its in the link……
http://img7.imageshack.us/img7/6599/erroravw.jpg
Script Name : Item command
List of Scripts Used :ve basic module1.26,animated battle v.1.11,pixel movement 1.07
Bug Description:i copy in actor note tag, but in battle he has “item” only. It works in menu, i can see the item with in “potions”
Sorry, bug description: i copy in actor note tag usable item type 5, but in battle i see no changes.
In menu the items with note tag item type 5 are in “potions”, so it works in menu
The tag is <usable item type: 5>.
Double Check your tags
tag is ok but in battle only appears “item” and not my item type
Weird, i just testing it right now and no problem at all
Script Name (with version): Autobattle v1.3
List of Scripts Used (with version):
Basic Module v.1.21
Bug Description: Whenever I use the stat lower or higher functions, I get a floating decimal error at the beginning of a battle.
Error Message:
no . floating literal anymore; put 0 before dot
opponents_unit.members_any?{|member| member.1 > 4 }
Automatic Battlers is already on version 1.05. Use the latest version of the scripts.
still doesn’t work
I’m having no problems here.
I sent you a demo of the blank project last week.
okay for some reason accidentally copied the wrong basic module. sorry. :3
Script Name: Animated Battle 1.14
List of Scripts Used: Basic Module 1.28
Bug Description: An error occurs immediately after a party member attacks an enemy, following the party member’s attack animation. The script worked fine prior to the update {with identical settings for my sprites}. I’ve also taken both scripts into a clean project and the error still occurs. Again, this has never happened to me in earlier versions.
Error Message: Line 2735: NoMethodError occured.
undefined method ‘atk_animation_id1′ for #
Sorry, the rest didn’t display for some reason. it was for Game_Enemy:0x908fe18
I see now why there was no reply. lol. Apparently my Actor Battlers script was out of date.
Script Name: Pixel Movement/Custom Vehicles.
List of scripts used: Basic Module 1.28, Custom Vehicles 1.06 and Pixel Movement 1.07
When i added Pixel Movement i could not get off of boat vehicles. So i figured maybe using Custom Vehicles would help me bypass that and make my own vehicle. But then it was causing Pixel Movement to error as soon as i would try to move in my game.
The error is: Script “VE_Pixel_Movement’ line 317: ArgumentError occured.
wrong number of arguments (5 for 2)
I have not done anything to the scripts and tested it out on a new project and it would still error on movement.
I deleted the 2 premade vehicles horse and ballon in Custom Vehicles and the error would go away. But i was still plagued with not being able to leave boats.
i will check this issue.
Ok, Take your time then. No need to rush.
Script Name (with version): Pixel Movement v 1.04 – 2012.06.24
List of Scripts Used (with version): Victor Engine – Basic Module v 1.28 – 2012.08.03
Bug Description: When the player trying to move to the same tile with an event with random moves, they got stuck…
Error Message:n/a
Nevermind, I found the solution, by setting event comment :(move steps: 1), it runs perfectly now, thanks :)
now I wonder why the open parenthesis sign become a smiley XD
Before reporting a bug, check if you’re using the updated version.
Pixel Movement is already on version 1.07
Well, my bad :D
Updating right away.
I found another bug with version 1.07,
when Events move with “Approach” movement, they stuck when the player move on a narrow path.
Script Name (with version): Pixel Movement v1.07
List of Scripts Used (with version): VE Basic Module, Passive States, Moving Platform, Free Jump.
Bug Description: Any event that’s below characters priority and player or event touch will automatically act as soon as you touch it, rather than when you’re in the middle of the square. This may be on purpose, I’m not sure, but the problems it causes are numerous:
If I set a move route, they’ll move at half square intervals. (See below about the move steps tag, as this is a separate problem I’m having)
If I set up a quick transfer that has a transfer back to the same spot(Like a path on the side of a map to the next area), it’ll end up putting the character in an odd location that doesn’t allow them to immediately turn back around. I’ll admit I can fix this by transferring them farther forward, but that kind of looks odd when spacing out everything.
Also, another problem within the same script: I don’t think the note tag move steps: x works, unless I’m just using it wrong. I’ve tried setting this to move steps: 1 and move steps: 2 but no changes are happening. And I am including the greater/less than symbols and putting it in a comment at the top of the event, just removed the symbols here.
No other issues at the moment, but I can foresee this problem messing up timing for other kinds of events as well. Do you have a fix for this? I apologize for being so noobish and making the description so long.
About the event touch, that’s how it’s supposed to be. Setup it to be only when the player is on the center, would lead to other issues, like the player giving few steps to the side and avoiding the event.
About the move steps, it’s working fine here.
Ahh, I see, that’s fine then. And thanks so much for replying so quickly!
Maybe I’m misunderstanding what Move Steps does? If I set it to 1, 2, 50, anything, the options “Move left” or “Move right” or “1 step forward” still move a single full tile’s length. I put this in a new game with only the basic Module and the PIxel Movement, to see if it still acts up, and it does.
And I’m 100% sure I’m putting it in right, since I’m just copy/pasting your tag from the script to the event comment and changing the ‘x’ to a number. Is there a specific spot in the event I need to put it? I’ve been putting it above the move route.
Thanks again for all your help, and your great scripts! I’ve been looking for a number of things that your scripts are able to do.
Hi! I’ve encountered a crash after updating your scripts in my project, specifically map turn battles. Here’s the crash log.
Victor’s Map Battles:989:in ‘block in setup_actors’:undefined method ‘clear_move’ for # (NoMethodError)
from Victor’s Map Battles:987:in ‘each’
from Victor’s Map Battles:987:in ‘each_with_index’
from Victor’s Map Battles:987:in ‘setup_actors’
from Victor’s Map Battles:970:in ‘call_map_battle_comments’
from Victor’s Map Battles:949:in ‘comment_call’
from Victor’s Trait Control:526:in ‘comment_call’
from Victor’s Platforms:1328:in ‘comment_call’
from Victor’s Free Jump:287:in ‘comment_call’
from Victor Engine:1127:in ‘command_108′
from Game_Interpreter:196:in ‘execute_command’
from Game_Interpreter:102:in ‘run’
from Game_Interpreter:59:in ‘block in create_fiber’
The exact comment sequence used in initializing the battle:
start: [15, 8]; end: [15, 10]; escape: [15, 10]; defeat: [15, 10];
actors: [15, 9], [13, 8], [17, 8];
enemies: [1, 1, A], [2, 1, A], [3, 1, A];
can escape; can lose;
I have 3 actors in the party.
Here are the scripts installed (all non-victor scripts save for a modified Main – the source of the crash log – disabled)
VE Basic Module 1.28
VE Damage Popup 1.08
VE Enemy Action Conditions 1.03
VE Fog and Overlay 1.11
VE Light effects 1.11
VE Followers options 1.04
VE Tech Points 1.02
VE Pixel Movement 1.07
VE Diagonal Movement 1.08
VE Incapacitate states 1.00
VE Custom Slip 1.01
VE Animated Battle 1.14
VE Actors battlers 1.06
VE Automatic Battlers 1.05
VE Map Turn Battles 1.05
VE Trait Control 1.01
VE State Change Animations 1.00
VE Moving Platforms 1.02
VE Free Jump 1.00
VE Item Command 1.00
VE Direct Commands 1.00
VE Anti-lag 1.01
VE Actor Events 1.00
VE Critical hit effects 1.00
VE Element Counter 1.00
VE Element Set 1.00
VE Element Strengthen 1.00
Now, I’ve encountered the same issue with an earlier version, but then, adding spaces between the X and Y coordinates fixed it. Now, it doesn’t. Could you please look into what’s causing the problem? Thanks in advance.
Oh, forgot to say, the crash happens when initializing a map battle – as in, stepping on the event that triggers it.
The way you write the setup is VERY important, white spaces are mandatory.
Also there is a issue with the newest version of map turn battle and the anti lag, it was already reported and i’m already working on fixing it.
Script Name (with version): Pixel Movement v. 1.07
List of Scripts Used (with version): Basic Module v. 1.28 + Pixel Movement v. 1.07
Bug Description: When I use the Pixel Movement Script I can’t go behind event objects.
With Pixelmovment: http://img717.imageshack.us/img717/4441/28436008.png ; Without Pixelmovement: http://img546.imageshack.us/img546/7996/26815793.png
I hope you understand what I mean.
Error Message: None
It’s not a bug, it’s wrong use of the script.
The event collision boxes have the same size of the event graphic. You must setup manually the size of events you want to behave differently.
# <event size: x, y> # Collision area size, in pixels for event collisions. # x : collision area width # y : collision area heightOkay, thank you.
I have a problem with target arrow,when i use the script with your “Direct command script” it gives me a error:
http://s15.postimage.org/l92obqypl/Error.png
PD: I tried to change the scripts order,but it doesnt work.
Thanks in advance,Victor.
Please use the template and provide all info needed, otherwise i will remove this post.
Excuse me Victor…
These are the custom scripts i’m using:
Yanfly core engine V 1.09
Victor Engine – Basic Module V 1.28
Victor Engine – Direct Commands V 1.0
Victor Engine – Target Arrow V 1,03
The error message appears when i try to use a command skill (in this case “shock”)
Seriously…
Remove the YF script before testing.
Script Name (with version): Moving Platforms v1.02
List of Scripts Used (with version): Basic Module v1.28, Pixel Movement v1.07
Bug Description: I’m getting a weird error with an event that is not related to moving platforms at all. I’ve attached a link to an image of the event code along with the error message. Essentially the event is a box designed to move to reveal a secret passage, but the player has to hold the up button for a moment before the box will move. I removed all the event code except for the move route and did a clean install of the three scripts and was still getting the error. I also get this error in my obstacle course but I can’t seem to explain exactly what is happening there. I didn’t have this problem with previous versions of the script.
http://s18.postimage.org/gbc70qw15/Error.jpg
Error Message: In the image
-=-=-=-=-=-=-=-=-=-
Script Name (with version): Pixel Movement v1.07
List of Scripts Used (with version): Basic Module v1.28,
Bug Description: Some of the comment tags don’t seem to be functioning.
- First of all the comment tag doesn’t seem to be working when an event is placed over an auto-tile. It was working in a previous version.
- doesn’t seem to be working either. As I understand it, this tag keeps events from activating when the player collides with them on the edges (really useful if you have two events side by side and don’t want them to activate at the same time)…unless that’s not how it works. To be honest I haven’t played around with it much.
The first issue was already found and fixes will be available.
The second, the tags didn’t show, remember that the blog removes the < > from posts, so just use any other sign like [ ] or { } to post tags.
Sorry I keep forgetting it doesn’t show the tags properly here. The first bullet is [over tile] and the second is [front collision].
Uhm, I’ve tried everything, and the {move steps: x} tag still doesn’t seem to be working. If you look above you’ll see that I mentioned it before but when you said it works for you I just thought I was doing it wrong. I’ve now put in a good few hours this morning (And all night last night, and a few nights ago…) searching for my error, with every effort to figure it out, and I still can’t seem to get any effect from it the way I seem to be thinking it works.
http://www.mediafire.com/?owtbu1gwr4pzoc4
This is a blank demo with the Pixel Movement and basic module, and a simple move command. Please tell me what I’m doing wrong. >.< Sorry for being such a noob, especially since you seem to be having an abundance of them lately (Believe me, seeing that post about noobs made me spend an EXTRA hour trying to double check everything…)
The reason I'm so persistent with this is because forcing move routes is going to be an important part of my puzzles (Very Golden Sun inspired overall).
Script Name : Pixel movement v 1.07
List of Scripts Used ):
Pixel movement
platforms
diagonal movement
jumping
Bug Description:
When setting an event’s move route to approach
it gets stuck on things and twitches violently if it happens touch anything in its way.
To elaborate when you set any custom move route
to have ‘repeat action’ along with ‘skip if cannot move’
‘skip if can not move’ DOESN’T WORK
This is becoming rather frustrating
because I wanted to have monster npcs
chase the player between platforms
but instead they end up getting stuck on void tiles
and freaking the fuck out O_o
Error Message:(none)
Thanks
In the Diagonal Movement script turn the VE_DIAGONAL_FIX to false. I had that twitch problem too. Something about the Pixel Movement script doesn’t play nice with Diagonal Movement script anymore (it use to work fine) when it is set to true.
I did, this leaves me with the same problem I’ve been having. although
I noticed that turning it on makes npcs work correctly and makes my guy wig out instead O_o
Script Name: Free Jump v 1.00
List of Scripts Used: Basic Module v 1.28
Pixel Movement v 1.07
Terrain States v 1.02
Moving Platform v 1.03
Bug Description: An error occurs as soon as the player moves
Error Message: SystemStackError occurred
stack level too deep
What I think fixes it: for reference this is line 212 through 218
#————————————————————————–
# * Alias method: on_state_floor?
#————————————————————————–
alias :on_state_floor_ve_moving_platform? :on_state_floor? if $imported[:ve_terrain_states]
def on_state_floor?
on_state_floor_ve_moving_platform? && !jumping?
end
With this instead-
#————————————————————————–
# * Alias method: on_state_floor?
#————————————————————————–
alias :on_state_floor_ve_free_jump? :on_state_floor? if $imported[:ve_terrain_states]
def on_state_floor?
on_state_floor_ve_free_jump? && !jumping?
end
It works, but I haven’t fully tested it nor do I know enough about scripting to know if this will cause other problems
I dunno if this will fix your problem or not but i noticed you have an outdated Pixel movement. Think Pixel movement v1.08 was just released.
Good catch, but even with v1.08 it still occurs (I just tested). By the way this only happens when you use Terrain States and only if you use both Free Jump and Moving Platform.
Script Name (with version): Pixel Movement v1.08
List of Scripts Used (with version): Basic_Module v1.28, Moving_Platform v1.03, Free_Jump v1.00
Bug Description: {move steps: x} and {over tile} tags don’t seem to work properly. I’ve provided a demo here to try and show the tags in place. I also included moving platforms to show that I do know how to use comment tags properly, so I’m pretty sure it’s just these two (And possibly others I haven’t tested out).
http://www.mediafire.com/?e6mu3sadme77e5q
Am I perhaps just putting them in wrong? I mean I just copy/pasted so I don’t think so. But could you help me understand what I’m doing wrong? The {over tile} tag in particular is a major problem, as I’m sure you can imagine.
Error Message: N/A
Both are working properly on pixel movement v1.08. I just tested it.
Just notice that they’re valid only for the page of the event that contain.
Hey Victor, just a few things I noticed while testing some of your new scripts.
Script Name (with version): Direct Commands (latest version)
Bug Description: If a character has two items equipped of the same type (lets say two weapons, or two accessories), and each one has a different direct command, one of the direct commands is overwritten and you end up getting two of the same command (such as Steal, Steal).
Also, this last one is just an incompatibility thing but I figured I’d let you know anyway… Yanfly’s Party Change script breaks your Animated Battle 1.14 script with an error referencing @battler.clear_poses.
I found the issues with dual wield and fixed, i suppose this might fix the issue with other slots, although i can’t be 100% sure since using more than one accessory isn’t a default feature and it might be a compatibility issue with the multi slot script you might be using.
Thanks for the speedy reply on that Victor. Also, a new bug has popped up for me here…
Script: Actor Battlers 1.06
Whenever I load a save game file, and enter a battle (from an event, haven’t tried with random encounter), I get a NoMethod error referencing line 312. This is what is on that line.
position + $game_position_adjust[:x]
Not sure what is causing it, but I suspect it may have something to do with saving and loading by itself, so I’m going to disable any scripts I have that alter that stuff (namely just Yanfly’s Save Menu).
A lot of scripts introduces new values upon the creation of a new game, values that don’t exist and aren’t created on old save files. So as matter of rule: don’t load old save files after the instalation of scripts, a lot of scripts will cause crashes.
After testing EVERY script I had, I finally found the problem. Actor Battlers 1.06 is incompatible with CSCA Achievements script. I will contact the author of that script and ask about fixing that. Good to know it wasn’t your script acting up, though. Good work, man.
Animated Battle 1.14
List of Scripts Used (with version and in order used):
Jet Cache Optimization
Mithran Text Cache
Modern Algebra Quest Journal 1.02
Victor Basic Module 1.28
Victor Loop Animation 1.03
Victor Multi Frames 1.03
Victor Pixel Movement 1.08
Victor Animated Battle 1.14
Victor Actors Battle 1.06
Victor Map Turn Battle 1.06
Victor Diagonal Movement 1.08
Victor Rotational Turn 1.05
Victor Anti Lag 1.01
Yanfly Core 2012.02.09
Yanfly Message system 2012.07.21
Yanfly Actor Codes 2012.01.13
Yanfly Common Events 2012.01.09
Yanfly Common Event Tiles 2012.12.06
Yanfly Item Menu 2012.01.05
Yanfly Menu Engine 2012.01.03
Yanfly Save Engine 2012.07.22
Yanfly Status 2012.08.06
Yanfly System 2012.01.01
Yanfly Paralax Lock 2012.02.19
Doctor Todd’s One Person Menu 1.0
Yami Core 2012.04.27
Yami Overlay 2012.04.16
Tsukihime Mapshots July 27 2012
Fomar 0153 More choices 1.0
DiamondandPlatinum3 PlayBGM on Load menu
Bug Description: The game crashes with an error message when trying to start it.
Error Message:(optional) Script ‘Animated Battle’ line 5597:SyntaxError occured.
unexpected $undefined
@inital_position = @
I won’t even check this one until you do this.
After rebooting, somehow it cleared out the errors. (I think it was cache related error) Now, I do no longer get the error and have not been able to replicate it. I’ve noticed many of your scripts require resetting my computer so the ACE can fully flush the cache and update all the things.
I am aware this isn’t a bug but I was wondering if you can help me, so I don’t have to make a new post just for the sake of it. When I start the battle, both my enemy and my character are both facing down, even if the position they started from was right or left or up. What I’m saying is, the default for both is down. They however, are perfectly animated and do not display any errors in the animation, it’s just the default direction has been set to wrong way. After moving around and attacking, they still end up returning to the facing down pose. Have I done something wrong? I did not see the answer to this in the manual either.
There’s absolutely no way for that happen, maker don’t store scripts on cache or anything like that.
Do you make your tests on actual gameplay or battle test? because battle tests need you to save the changes manually, any change made on the editor will not be applied on battle test once you close the editor, only when you save your project.
About the facing poses, you probably messed with the setup. Using the wrong template, like using Kaduki template for non-kaduki battlers or something like this.
I used a regular charaset of a single chara so it was !$Cynthia[anim][up] I just copied the same sheet 4 times to bring the anim things.
I also found a small bug in the compabitility of the Overlay and Fog. When the map battle begins, if there’s an overlay fog that moves, it stops moving during the battle.
Thats your problem, you’re using sprite settings for charsets.
the [anim] and direction settings [up][down][left][right] are exclusively for sprites.
Okay, I’ve got it. I have a suggestion and expanding on the before mentioned bug.
Suggestion; Since I use 4 frames instead of 3 frames, the default stand pose has the character’s leg sticking out. Having option to set what frame of the said pose is the “stand” would be really great.
Bug: Fog and Overlay version 1.11. If you have the fog be moving in the map’s comments, it does not animate in the battle. Also, even if I have the “show fog in battle” as false, it still displays in the battle during the Map Battle. To ensure it wasn’t caused by another script, I tried to replicate this on a new project with -just- the victor scripts I mentioned above, with a dummy event calling the battle inside a map with the fog. There’s nothing but Victor and Enterbrain scripts and it still stops animating and it still displays even if I set it as “false” so it is not caused by a compatibility issue.
Ack, please ignore my previous bug report, I couldn’t edit it and I noticed I forgot some details and did some mistakes ;_;
Script Name (with version): Anti-Lag v 1.01 – 2012.08.04
List of Scripts Used (with version):
Basic Module
Anti-lag
Modern Algebra’s Animated Parallax
Fomar0153′s Show More Choices
Bug Description:
I removed all the scripts before attempting to report this. I also tried the AntiLag Script and Basic Module by itself.
If you have an autorun event and a parallel process event, the other parallel process event is ignored and won’t run. The Autorun will work. The Parallel Process will only run if I select a choice or something.
If I make them both a parallel process, they won’t work at all. Unless I open the menu or something. Even if I put “always update.” It still happens even when I have them both as Parallel Process.
Here are some screenshots:
The map: http://i.imgur.com/L7klx.png
This one displays the logo: http://i.imgur.com/6njl1.png
This is the title choices: http://i.imgur.com/L7klx.png
Without the script: http://www.youtube.com/watch?v=yLv9RZU2-ZQ&feature=player_embedded
(The selection is just show choices)
Here is a Demo to check it out!
https://dl.dropbox.com/u/17078211/VE%20Edited.rar
About messages, technically if it’s in a Label/Loop event it should run even when there are show messages/choices around.
Another bug report with the Anti-lag! If an event is set up like this: http://puu.sh/14ZlF and if isn’t there, even if I turn on the switch in game, the character still won’t appear ’3′)b
Script Name (with version): Fog and Overlay v1.11
List of Scripts Used (with version):
Bug Description: The “hue” option doesn’t seem to work. The fog does not have its hue changed.
Script Name (Target Arrow 1.03)
List of Scripts:
-VE Basic Module 1.28
- Target Arrow 1.03
Bug Description:
Well, after many hours of trying to find the reason of an error in battle. I started removing scripts until I could find out it was the Target Arrow script.
This is how I tested it to repeat the error countless times:
If I’m in a fight with two party members and two enemies (only tested with 2) SlimeA and SlimeB, if I set Actor1 to attack (the attack command) an enemy and actor2 to attack the other enemy and then one actor kills his target and the other does not kill it, the next turn when I choose attack I get this error: http://puu.sh/18t0u
(In case you can’t see the pic: “Script ‘Window_Base’ line 408: NoMethod error occurred.
undefined method `hp’ for nil:NilClass”)
Script Name: Moving Platform v 1.03 – 2012.08.18
List of Scripts Used:
- Basic Module v 1.28 – 2012.08.03
- Pixel Movement v 1.08 – 2012.08.18
- Moving Platform v 1.03 – 2012.08.18
Bug Description:
First bug: the player does not move along with the platform if its speed is set to “normal” (up & left only) or higher (all directions).
It’s working perfectly with lower speed settings, though.
I’ve tried to debug the script, attempting to fix it myself, but to no avail. Although I think I’ve pinpointed the approximate location of the problem: method update_platform_move, starting at line 1067.
Second bug: the fall sound only plays, if I omit the volume and pitch arguments from the “fall (region) sound” notetag. As soon as I include those additional arguments, your Regular Expression cannot parse it, which doesn’t make any sense, since the synthax seems to be correct… weird.
After I changed the Regexp creation from “variable injection into regexp literal” to “instantiation by string concatenation”, it magically started working like a charm.
Here’s what I’ve changed:
Before:
def fall_sound
value = ” *,? *(\d+)? *,? *(\d+)?”
regexp = “FALL REGION SOUND #{$game_player.region_id}”
if note =~ //im
RPG::SE.new($1.to_s, $2 ? $2.to_i : 100, $3 ? $3.to_i : 100).play
elsif note =~ //im
RPG::SE.new($1.to_s, $2 ? $2.to_i : 100, $3 ? $3.to_i : 100).play
end
end
After:
def fall_sound
value = ” *,? *(\d+)? *,? *(\d+)?”
regex_region = Regexp.new(“FALL REGION SOUND ” +
$game_player.region_id.to_s + “: ” + get_filename + value,
[Regexp::IGNORECASE, Regexp::MULTILINE])
regex_normal = Regexp.new(“FALL SOUND: ” + get_filename + value,
[Regexp::IGNORECASE, Regexp::MULTILINE])
if note =~ regex_region
RPG::SE.new($1.to_s, $2 ? $2.to_i : 100, $3 ? $3.to_i : 100).play
elsif note =~ regex_normal
RPG::SE.new($1.to_s, $2 ? $2.to_i : 100, $3 ? $3.to_i : 100).play
end
end
This is a quick fix and probably not very pretty, but it did the job. You’ll probably come up with a cleaner solution.
Additional info:
For testing purposes, I created a fresh project and copied the 3 aforementioned scripts directly from your page into the materials section of the script editor. Then I set up a minimal test environment: terrain settings (fall tiles = 7), one common event with “return to safe position” as the only command and a few platforms with different routes and speed. I didn’t change anything within the script.
I’m using RPGVXAce v 1.01a (English).
Error Message: None. It’s ‘only’ a misbehaviour.
Script Name (with version):
VE – Animated Battle 1.14
List of Scripts Used (with version):
In the progress of narrowing down where the behavior of the game comes from, i deleted every other script, so that only those two remaining caused the bug:
VE – Animated Battle 1.14
VE – Basic Module 1.28
Bug Description:
In battle when one of the participating characters or enemies has some kind of state on him, the message that this state has ended will remain at the top of the screen when it is the last thing that happens before the player can act.
This also happens for example when an enemy is sleeping.
This causes an overlap of the information window for spells and special moves with the battle log information text.
P.S.: Thanks for making those wonderful scripts.
Another little thing i noticed:
Script Name (with version):
VE – Animated Battle 1.14
List of Scripts Used (with version):
VE – Animated Battle 1.14
VE – Basic Module 1.28
VE – Actors Battlers 1.06
Bug Description:
In battle when using charsets for the enemies, if the enemy is casting a spell, when he retreats – at the very last moment he turns around and back.
Maybe i didnt understand something, but from what i undersand it is setup so that what the enemy does is some kind of default casting pose. But when a player character casts magic that doesnt happen.
i tried some things, and found out that there is something wrong with this part of the script (from the charset part):
# Step backward movement
wait: animation;
move: self, step backward, speed 6;
pose: self, row direction, all frames, return, wait 4, loop;
wait: movement;
But i couldnt correct the bug. It seems to be that one of the moves or poses that are called thinks for a frame or so the enemy has to face left.
Basic Module 1.28
List of scripts:
Basic module 1.28
Anti lag 1.01
Animated Battle 1.14
Actor battles 1.06
Multi Frames 1.03
Pixel movement 1.08
Diagonal Movement 1.08
Character control 1.05
Free jump 1.00
Rotational turning 1.05
If attacking with a character that has 1 frame, it gives an error and crashes;
Script ‘Basic Module’ line 266:ZeroDivisionError occured.
divided by 0
I’m currently using only Basic Module 1.28, Animated Battle 1.14, and Actors Battle 1.06 and have the same error with a 1 frame battler crashing.
Script Name: Rotational Turning 1.05
List of Scripts Used:
Basic Module 1.28
Animated Battle 1.14
Actor Battlers 1.06
Followers Options 1.05
Light Effects 1.11
Map Turn Battle 1.06
Rotational Turning 1.05
Visual Equip 1.08
Character Effects 1.02
Fog and Overlay 1.11
Bug Description: When you make a transfer event and choose a direction for the Actor, after the transfer the Actor will remain in the same direction he was before the transfer. If I remove Rotational Turning script, it fixes the problem.
Also, ladders don’t work well either. The Sprite keeps turning up and down on every step.
All is well after the update…
I’m not sure where the bug is.
But the victory happens before the custom collapses end for me.
No matter how long or how short i make the collapse duration..
The game seems to refuse to wait for the collapse animation to end before it starts playing the victory theme and showing the results at the bottom.
It kind of ruins boss defeat moments cause before his long collapse is even complete, the music starts playing and everyone is doing their victory pose.
I’m not sure what’s wrong.
I’m using
VE – Animated Battle
VE – Actors Battlers
VE – Animations Settings
VE – Custom Collapse
VE – Target Arrow
VE – Skip Battle Log
VE – Damage Popup
VE – Control Text
VE – Control Codes
VE – Arrow Cursor
VE – Fog and Overlay
Those are all the custom scripts i’m using so far, only your scripts.
I’m not sure where the problem even is.
I have figured out the problem, the process_victory is not waiting for the collapse to complete, it’s only checking if all the enemies have 0 HP. I’m trying to figure out a way to tell it to wait for the completion of any collapse that is happening and not just if troop is all dead.
Script Name:
Animated Battle
Scripts used :
Basic Module, Actors Battlers, Cast Animations, Damage Popup and Loop
Animation
Bugs Description:
All scripts listed are made by you and have being tested in a new project.
I battle with enemy with three actors in my party. When I want to include fourth actor in my party through event system, the game crashes.
Script Name (with version): Automatic Battlers (1.05)
List of Scripts Used (with version): Victor Engine – Basic Module (1.28)
Bug Description: Game crashes and gives an error message when using any condition. I have even used the example ones given and they give the same error’s as well.
Error Message:
For “Opponent” when used in the enemy notebox and for “Friend” when used in the Actor’s notebox,
” Script ‘Automatic Battlers’ line 750: NoMethodError occurred. undefined method ‘any?’ for # game_party:0xa0c8d48 ″
For Friend when used in enemy and Opponent when used in actor,
” Script ‘Automatic Battlers’ line 750: NoMethodError occurred. undefined method ‘any?’ for # ″
For User the error message returned is,
” Script ” line 750: SyntaxError occurred.
unexpected ‘)’ expecting $end
!state?(2)) “
Script Name:
Map Battle 1.06
List of Scripts Used:
VE 1.28
Animated Battle 1.14
Actors Battlers 1.06
Bug Description:
After ending a map battle, random encounters end up having the actor’s positions changed to something similar to the positions they had during map battle:
http://i.imgur.com/VJv9F.png
Script: Target Arrow 1.04
If you select item, choose an item, and then cancel before choosing a target, the item window does not reappear (although you can still scroll and choose items).
Script Name:
Animated Battle 1.15
List of Scripts Used:
ve basic module
ve actor battle
Bug Description:
i’m not quite sure this is bug or not…
when linking skill that call common event that run script call
SceneManager.call(Scene_Item)
when returning from scene item… the battle will freeze after one more selection.
when using normal battle system the battle can still continue (but there’s emerge message at start. it’s like the battle restarted but the dead enemy stay dead, the enemy hp is not recovered)
why i call scene_item? i made skill that when used i could heal my party using item i have as many times / buff my party using item that give state, etc. as long as i don’t leave the scene. >.<.
While this is a bug, i wouldn’t probably fix it. Due to the highly dynamic nature of the animated battle it wouldn’t be doable to mess with outside scenes within it.
nevermind victor. i manage to make a script that prevent that – actually workaround. basically i mark all the scene that i want to call in battle. then i change in terminate function of scene_battle to not dispose any window if it going to the scene that have that mark. then add function in that scene to restart the battle when returning to scene_battle.
the battle start ok. the die enemy stay die. hp is correct. turn number is correct. (put some code to make turn number and battle count correct). i also put some code to prevent on_battle_start executed if returning from marked scene. since if it executed. the tp will be initialized.
but the only bug is. if the skill executed before other battler action. all other battler action will be erased. so i must put that skill to act last so it won’t erase anything. >.<.
Script Name:
Map Turn Battle 1.07
List of Scripts used: complete VE Engine (for testing purposes and to sort out, which ones I need for a future project), aligned so I don’t get a message to realign them
Bug Description:
Every time I try to enter a map battle the game crashes with the following mesage:
[IMG]http://i1077.photobucket.com/albums/w478/Gonor85/undefinedmethod994.png[/IMG]
The event is set up like this:
start: [8, 7]; end: [8, 7]; escape: [8, 7]; defeat: [8, 7];
actors: [8, 7], [6, 6], [10, 6];
enemies: [2, 1, A];
can escape; can lose;
I have no other scripts than yours and the default enterbrain scripts.
Am I doing something wrong?
Of course and are there as well in the proper places. Just forgot to add them in my comment above…^^
It’s a compatibility issue with Followers Options (in fact some typos i’ve made on it). You can remove temporarily the followers options until it fixed.
Script Name:
——————————————-
Cast Animation v 1.02
List of Scripts Used:
——————————————-
Basic Module v 1.29
Actors Battlers v 1.06
Animated Battle v 1.15
Damage Popup v 1.09
Target Arrow v 1.04
Bug Description:
——————————————-
If I put “” in the Actors database note tag, it has no effect. But if I put it in Skills database note tag, it worked.
Error Message:
——————————————-
No error message, animation just not worked.
Script Name:
Map Turn Battle 1.07
List of scripts used:
VE 1.29
Animated Battle 1.15
Actors Battlers 1.06
After casting a magic spell, actors no longer face towards the enemy.
Not a bug, the default setup was causing some move glitches becaus it called the return movement even on actions without movement, if you’re using any non default layout you must add the command to fix the direction on the action sequence.
*Posting the info about the damage pop up like you said.
I didn’t know it was a bug, actually, I just knew it wasn’t appearing — I thought I had to edit a setting. As far as battle scripts go, I’m using:
—
VE – Engine
VE – Animated Battlers
VE – Actor Battlers
VE – Target Cursor
VE – Damage Popup
VE – Element Set
VE – Element Strength
—
If I set a skill in the database to ‘Repeat X times,’ the damage popup will only show the last damage inflicted. For instance, the data log in battle will show the damage inflicted in order: 300, 290, 280, 270: but the only damage that pops up over the character’s head will be 270. How do you make it show all of the damage caused as popups, instead of just the last amount?
You can’t make until it’s fixed.
Ah, ok. But yes, I thought it was something I wrong. Thanks for the reply, and good luck fixing it.
Hey Victor.
Bug with Action Restrictions 1.01
Scripts used:
Victor Basic Module 1.28
Victor Action Restrictions 1.01
The bug:
When I use all of a type of any type of item (example: I have 3 potions and I use them all so the item empties) I get this:
Game_Battler line 570 NoMethodError occured
undefined method ‘pha’ for nil:NilClass
How can you have an error on line 570 on a script with 228 lines?
An unadulterated Game_Battler has 825 lines.
Script Name:
- Victor_AnimatedBattler-v1.15
List of Scripts Used:
- Victor_BasicModule-v1.29
- Victor_AnimatedBattler-v1.15
- Victor_ActorsBattler-v1.06
Bug Description:
Weapon note tag for <dual pose: action> not worked.
1. I set my actor to dual wield;
2. I equip my actor with two short sword;
3. I give <dual pose: action> note tag to short sword weapon;
4. I didn’t change any default setting and I already set my actor battler with two different pose for single attack and dual attack.
Error Message:
There is no error message, but instead use dual attack pose, my actor just execute normal attack pose twice. I try with skill note tag <action pose: dual attack>for dual attack skill and it worked. The only thing that not worked is dual attack by using normal attack with two weapon.
I noticed the problem.
The problem is because I didn’t set <use dual attack> to Actors/Enemies/Classes/States/ Weapons/Armors. After set it in my actor note tag, my battler can execute custom dual attack.
Sorry for the inconvenience.
Problem solved.
Script Name (with version): Victor Engine – State Auto Apply Version 1.06
List of Scripts Used (with version):
Victor Engine – Basic Module 1.29
Victor Engine – Passive States 1.03
Victor Engine – Control Text 1.04
Victor Engine – Control Codes 1.01
Victor Engine – Light Effects 1.08
Victor Engine – Element Set 1.00
Victor Engine – Fog and Overlay 1.09
Victor Engine – Automatic Battlers 1.06
Victor Engine – Element Strenghten 1.00
Bug Description: I set the tag in the state as follows (without – and using of course)
-apply auto state skill use: 160, 35-
true;
/apply auto state
it’s not working, and i also tried it like this:
-apply auto state skill use 160: 35-
true;
/apply auto state
Not working either. There might be a problem with the skill check? Or am I not writing it the right way?
Error Message: No error message.
Script Name:
Multi Frames (v 1.03) and Pixel Movment (v 1.08)
List of Scripts Used:
Basic Module (v 1.28)
Multi Frames Script (v 1.03)
Pixel Movment Script (v 1.08)
Rotational Turning (v 1.06)
Bug Description:
First of all I know this is a compativility script, but its a compativility beetween two of your scripts, so I suposed it can be considered a bug.
I’m using the Multi Frames Script, I ceateted a 8 frames character and it works perfectly. I reduced the character velocity and the Script still works. But when I add the Pixel Movment Script the character didn’t complete the 8 frames animation. What is the problem?
(Sorry for my bad english)
Just tested them here, i had no issue with the frames using only the scripts listed. No matter how many frames or the movement speed was.
I have a bug to report.
I’m using the fallowing scripts.
I’m using
VE – Basic Module v 1.29
VE – Animated Battle v 1.15
VE – Actors Battlers v 1.06
VE – Animations Settings v 1.02
VE – Custom Collapse v 1.06
VE – Target Arrow v 1.04
VE – Skip Battle Log v 1.04
VE – Damage Popup v 1.09
VE – Cast Animations v 1.02
VE – Arrow Cursor v 1.01
VE – Fog and Overlay v 1.11
And i am getting this error with Custom Collapse.
When i set a battler to have an Opacity in it’s collapse, i get an error message refering to line 538 saying “NoMethodError occurred undefined method `to_i’ [15,160]:Array”
I actually have the Opacity set like this [15] opacity: 15, 160 in the note for the enemy, so i know i got it set up correctly, i double checked all those little things.
Script Name (with version): Diagonal Movement (Ace)
List of Scripts Used (with version):
Base
Control Followers
Pixel Movement
Diagonal Movement
Actor Event
Control Text
Bug Description:
In my game, I use the button X to gather the follower (Which is a floating crystal ball) to the player’s character and make some VFX. However, when I gather the followers during a diagonal movement the follower endlessly look for the character between two position and I cant control anything anymore after that. If you could solve this issue it would be sooo great because if not I will not be able to use diagonal movement anymore and that sucks!
By the way, you are awesome!
Error Message: None.
And how exaclty do you gather the followers? There’s no default “press X to gather the followers”, so i need to know what exactly you did.
With a parallel process Common Event I check if the player press the X Button, if it does, I use the default ”Gather Followers” Event command. I tried using your ”Gather Followers” command within the ”Control Followers” Script but it does not work either. I guess it would be require to redefine the ”Gather Follower Command.
Sorry to bother you Victor,i have a problem with Direct Commands.
It is gives a error in the line “252″ when you cancel an action (Skills,items,ect)
Scripts List:
Victor Engine – Basic Module V1.29
Victor Engine – Direct Commands V1.01
Excuse me for my bad English and greetings from Argentina.
Thanks in advance.
Screenshot (excuse me for the double post)
http://s18.postimage.org/s1as4q7c9/Sin_t_tulo.png
Script Name: Active Time Battle v1.01
list of script used:
basic module, actor battler, animated battle newest version
bug desc: when i set troop event to work in turn more that 0 it just won’t execute. it’s like the turn never added.
There’s no bug, i just mistaken set the turn count value (it was supposed to be 200, but it’s 1200) so it’s take too long to count a turn.
you can edit the turn count values at the settings:
VE_ATB_TURN_COUNT = :time
VE_ATB_TIME_COUNT = 200
VE_ATB_ACTION_COUNT = 10
Using
VE Basic
VE Animated Battle
VE Actors Battlers
VE ATB (semi_wait, VE_ATB_WAIT_ACTION = true)
All being the latest versions.
When an enemy uses a skill that inflicts a state that confuses/sets the actor to auto battle and actor_command_window is open, if inflicted with the state, the actor’s window doesn’t close and you are able to select commands.
Script Name (with version): Target Arrow [latest version]
List of Scripts Used (with version): None [Used on new project]
Bug Description:
When you get into a battle, highlight an enemy (showing their name in the top window), cancel selecting an enemy, go into items/skills (when you have no items in the inventory/skills learned); It will display the name of the last enemy selected in the information window.
Hope this helps. I can post pictures if my explanation didn’t make sense.
I can confirm this error as well. Happens to me, too.
Script: Active Time Battle
Other scripts: Victor Base Script
End of Turn event condition condition doesn’t seem to work in battles.
Script: Active Time Battle 1.01
When an actor has selected a skill with a cast time, they will still be charging to cast it if the battle ends and a new one begins.
Script: Active Time Battle
Other Scripts:
A few of Victor Engine scripts and some window size changing ones.
Also tested with just VE: Basic and ATB, still produced the same error.
Firstly, thank you for the scripts, I really appreciate the work you’ve put into all of them. This is an error I came across while changing settings around in ATB to see how they affected the battles.
If “VE_ATB_WAIT_ACTION” is set to false and you select the last enemy of a troop as it dies from another party members attack and hit the button to confirm it just after it starts the collapse animation it crashes with the error below.
Script ‘Scene_Battle’ line 404: NoMethodError orccurred
undefined method ‘index’ for nil:NilClass
Due to what I’m guessing is the selected command trying to interact with the enemy index in the few seconds between the index being removed and the battle scene ending. Which makes it seem more like an issue with the default VXA scripts not having a way to deal with the ability to select actions as the enemy index is removed from the scene. At least, that’s my long-winded guess.
Originally found it due to mashing confirm as a fight ended, and reproduced by timing it as the last enemy collapsed.
I’ve changed my setting for wait action back to true as it avoids the error, but I thought I would let you know about it in case it’s something that comes up again, as it’s reproducible when the setting is set to false.
Script Name Active Time Battle: V 1.01
List of Scripts Used:
- Basic Module V 1.31
- Victor Engine – Loop Animation V 1.03
- Victor Engine – Cast Animations V 1.03
- Victor Engine – Skip Battle Log V 1.04
- Victor Engine – Animated Battle V 1.16
- Victor Engine – Actors Battlers V 1.07
- Victor Engine – Damage Popup 1.10
- Victor Engine – Pixel Movement 1.08
- Victor Engine – Control Text 1.06
Bug Description: Everytime I use ATB with Animated Battle my Battlers can’t use the guard command properly. When they use it, they gain the guard trait for 1 second and then they allready loose it. If I use only animated Battle and Battlers without ATB it works just fine: My Battlers use their shields and they gain the trait until their turn is up again.
Sorry for the inconvenience earlier on, Victor. ^^
Script: Active Time Battle (V 1.02)
Other Sctipts: Basic Module (V 1.33)
So I just updated to the latest version of ATB it seems states dont autoremove properly any more. I tried on a completely new project and even when states are set to only last one turn they stay active turn after turn, all except guard it seems. I tried with my custom settings and all the default ones and that didnt make any differance.
Thanks for your continued work. Love your scripts.
All state remove time works fine here. you should check their setups.
Got a few reports to make (some of which I made before, but they weren’t acknowledged). I’ve thoroughly tested all of these errors on a new file with only VE scripts being used. Hopefully, some resolutions can be made! Here are the VE scripts I’m using:
Basic Module 1.33
Anti-Lag 1.01
Custom Hit Formula 1.00
Animated Battle 1.18
Actor Battlers 1.08
Skip Battle Log 1.05
Active Time Battle 1.02
Leap Attack 1.00
Arrow Cursor 1.01
Damage Limit 1.00
Custom Collapse 1.07
Passive States 1.03
Loop Animation 1.03
Incapacitate States 1.00
State Toggle 1.00
State Cancel 1.01
Custom Basic Actions 1.00
Target Arrow 1.06
Direct Command 1.02
Command Replace 1.00
State Graphics 1.01
Retaliation Damage 1.01
Damage Popup 1.12
State Auto Apply 1.07
Control Text 1.06
Control Codes 1.03
Counter Options 1.00
Bug 1: In Custom Collapse 1.07, the game does not wait for custom collapses to finish animating completely if the last enemy to die has a custom collapse and the battle ends. Tested with a new file using ONLY VE scripts listed above. The custom collapse animation starts and the end battle messages begin immediately, and can be skipped through while the enemy is still collapsing.
Bug 2: Whenever there are more than four actors in the party, the game crashes when entering a battle citing line 313 in Actor Battlers 1.08: NoMethodError. Tested on a new file using ONLY VE scripts listed above. If there are only four actors or less, the game does not crash. NOTE: There does not have to be more than four actors in the BATTLE party, just in the party in general. I only use four actors during battles.
I am using :custom as my setting for the actor formation and all of my actors are using :charset and :kaduki for their settings, if that helps.
Bug 3: The “wait: animation, targets;” tag in Animated Battle 1.18 does not work properly. I tested this in a new file, using only the scripts listed above, with the following lines, in order for the action pose: “anim: targets, effect;”, “wait: animation, targets;”, followed by “effect: 100%;”, and the damage was applied IMMEDIATELY as soon as the animation began, which should not happen given the action pose settings. The only way I’ve been able to time animations properly is by setting an action pose for each individual action using the normal “wait: x;” tag after the “anim: targets, effect;” line in the pose settings.
Hope this helps, Victor! Good luck and Happy New Year.
Bug 1: tested it here, no issue. The script wait until the collapse end to resume the battle end. If you’re using any custom setup you should post them, because with unchanged scripts everything works fine.
Bug 2: Make your tests on a new game, not on old save files made before the script installation. And if using the custom position, make sure to setup all the 5 positions.
Bug 3: for some weird reason the script isn’t considering the tag “wait: animation, targets;” but it works if it is “wait: targets, animation;” it was supposed to not take the order into account so i will check it later.
ALL of my tests for these bug reports were done using new save files and no other scripts other than the VE scripts listed above in my original post.
With the custom formation, why would I need to set up a 5th actor position if I can only use four actors at any time? Not to mention, the script worked fine before this last update on it. I never had to set up five actor positions before.
Here is the custom collapse setting for the enemy I tested with.
“custom collapse”
duration: 330
[300] flash: 20, 255, 255, 255, 200
[300] sound: “Thunder6″
[250] flash: 20, 255, 255, 255, 200
[250] sound: “Earth4″
[250] shake on
[250] sound: “Thunder6″
[200] move y: 5
[200] flash: 20, 255, 255, 255, 200
[200] sound: “Thunder6″
[200] sound: “death”
[200] fade
[200] blend: 1
[200] color: 0, 200, 64, 64, 160
[200] wave on
“/custom collapse”
If you notice anything strange with that setting, let me know what I’m doing wrong there. I think I copied it straight out of the example contained within the script comments.
I will check on the action pose setting for waiting for animations. Thanks for the tip on that.
Well, maybe because you set up 5 battle members instead of 4… because that’s the only way to occur this error.
And the collapse works fine here.
I have never used five battle actors or changed any setting that would allow that. All I did was update the scripts to their latest versions and the error started happening.
Still in none of my tests this error appears
Hmm… alright, I’m gonna take a closer look at anything that handles game_party.battle_members and see if anything references more than four actors. If nobody else can reproduce this problem, it has to be on my end. I’ll find the source of it, given some time. I’ll post here in this thread when I find it.
OK, so I tested it out a little more. The Actor Battlers script is actually forcing me to create a position for each party member, even if I can only use four actors in battle at once. It never did this in previous versions, and I checked the method which is returning the error (setup_x) in older versions of the script and it’s exactly the same, so it must be a recent update to another VE script I’m using that is causing it.
For example, if I have seven actors in the party (still only four in battle), it needs seven positions set up in the script which makes no sense. I added a fifth and sixth position to the settings just to test, and battles worked fine up until I added a seventh actor.
Once again, I tested this all on a new save file with only the VE scripts I listed in my original post here. I’m stumped as to what is causing it.
NOTE: This only happens when set to :custom. If set to :side, for example, this error does not happen.
hum i knew there was some non-default setup involved, now i think i can map this issue.
Script Name (with version): Counter Options v1.00
List of Scripts Used (with version): Victor Engine Basic Module v1.33, Counter Options v1.00
Bug Description: I have started a brand new project without any game saves for the purpose of testing this. There are two errors I have discovered with this script. I have tried setting this up with notetags for actors, classes, and/or states with the same exact results. The tag I use is [skill counter: 8], I have also tried [skill counter: 8, 100%]. I have tried it with the actor having knowledge of the #8 skill and without and get the same effect. I was using Victor Engine 1.29 until I tried this script so I updated to 1.33 to see if that would fix the problem, but it does not.
First:
Error Message:(optional)
Script ‘VECounterOptions’ line 283: NameError occurred.
undefined local variable or method ‘attack_skill’ for
#
It seems you used the variable name from the default counterattack script by mistake. I’m not a scripter but it looked to me like the correct variable should be ‘item’ so I changed it to that, and the battle is able to proceed normally. However, then I get the second error:
There is no error message, but the counterattack skill does not activate. If I set the actor trait to counterattack at 100% the actor counters but the regular attack animation is displayed instead of the skill animation, and does not display a battle message stating that any damage has been done, even if the enemy dies. Also, enemy battlers that have died due to counterattacks in this way cannot be targeted but their image does not disappear from the battle.
Thanks in advance for any assistance.
Scripts:
Basic Module (v1.31)
Critical Hit Effects (v1.00)
Bug Description:
y is the Chance of succeed with the state. However, there is a small bug. If y is typed as integer above 0, the state will ALWAYS succeed. If y is typed as float (or %), the state will NEVER succeed.
Possible solution (tested):
Basic Module, Line 705 (Method: add_state_normal):
Original:
add_state(state_id) if rand < add_state(state_id)
Fixed:
add_state(state_id) if rand < rate
Now it works as intended and I don't see any conflicts in my project with this fix.
HOWEVER I am not sure, if this will have an impact on other scripts of you that actually use add_state_normal, since my Ruby skills are too limited to actually understand it.
I hope this helps. Thanks and keep up the good work!
Scripts:
Basic Module (v1.33)
Light Effects (v1.11)
Bug Description:
The Light Effect doesn’t work. A shade on the map is not adjustable. And any creation of event light leads to an error.
The light effects works fine.
Wrong use of the script isn’t a bug.
And even if there is a bug, you provide absolutely no info about what triggered the error neither your setup.
Script Name (with version): Light Effects 1.11
List of Scripts Used (with version): Basic Module 1.33
Bug Description: Seems like when you load a map with a follower, buggy lantern behavior occurs. The lantern won’t reposition unless you move in a direction twice. For example if I’m facing up and the lantern is facing up, if I move in any other direction for one step, the lantern will still face up. The result looks like this: http://i.imgur.com/8yTmW.jpg
I tested this with a few scenarios:
1) Starting the game with two party members.
2) Starting the game with one party member, adding another party member and then transferring to a new map.
3) Starting the game with one party member and adding a party member on the same map.
Cases 1 and 2 produced the buggy behavior I described, while case 3 worked just fine.
Take a look at the changelog list:
# v 1.10 - 2012.07.24 > Compatibility with Moving Platform # > Changed actor indexing for lantern (now start at 1)Your lantern is on the actor 2, using index 0 for the lantern will call the lanter on the last actor, thats why entering the map with only one actor is not causing any issue, because the last actor is the first.
Ah, my mistake. I failed to understand how indexing worked. Thank you for the response.
Script Name Active Time Battle: Animated Battles
List of Scripts Used:
- Basic Module V 1.33
- Victor Engine – Loop Animation V 1.03
- Victor Engine – Cast Animations V 1.03
- Victor Engine – Skip Battle Log V 1.04
- Victor Engine – Animated Battle V 1.17
- Victor Engine – Actors Battlers V 1.08
- Victor Engine – Damage Popup 1.12
- Victor Engine – Control Text 1.06
Bug Description: I have a weird Bug when one Actor uses an Item or a trait to gain the substitute effect.
If I use charset: When the actor covered someone and got hit, he turns around, facing right. If the use attack, they will attack on the opposite direction.
If I use sprites: When the actor covered someone and got hit, he isn’t facing right. But instead the pose from all the other attacks are a mess. If they’re guarding and covering ad the same time, the shield icon isn’t where it’s supposed to be anymore.
- For example, if I attack normaly, my sprite will not move forward but instead float up in the air and strike.
- If they use a item, the item is thrown oposite of the normal direction.
- If I use drain or mpdrain, the pose fir displaying the idle state is mixed up with the hurt pose.
I made some pictures ^^;
http://imageshack.us/g/1/9948357/
Hey, Victor. Eu encontrei um pequeno bug.
Eu uso o seu Animated Battle e o ATB. Na verdade eu uso vários outros script, mas nenhum que altere a cena de batalha.
O erro que apareceu foi esse: http://img854.imageshack.us/img854/9234/bugti.png
Não tenho muito certeza – o erro aparece bem de repente -, mas acho que é quando acontece o seguinte:
Se um monstro causa Atordoamento (impede de agir) e ele atacar no intervalo entre eu selecionar a opção “Atacar” e escolher escolher o alvo (simplesmente durante a escolhe do alvo), ocorre isso.
Espero ter sido clara…
Esse erro ocorre mesmo em um projeto sem nenhum outro script?
Sim. Eu testei com apenas esses scripts no meu editor (todos seus):
Basic Module
Animated Battle
Actors Battlers
Active Time Battle.
Ah, e eu tinha esquecido de dizer: meu “wait mode” do ATB está como semi_wait.
Script i am using right now, all from you of course:
VE Basic Module v1.34
VE Animated Battle v1.19
VE Actor Battlers v1.09
VE Custom Collapse v1.07
VE Skip Battle Log v1.05
VE Active Time v1.03
VE Damage Popup v1.12
VE Loop Animation v1.03
(I don’t post the “Script Name (with version):” since i don’t got any bug before.. so i don’t know what script is the one giving the bug i will list now)
BUG 1:
How to get the bug:
0.- Be on battle
1.- Have very low hp (so 1 hit more will kill you).
2.- Select some skill to cast on the enemy and wait on the “select enemy”, the enemy will hit you and kill you..
3.- Press the button to do the skill.. Crash.
Screen:
http://i1133.photobucket.com/albums/m586/Banead0/Bug1_zps2ad51e8e.png
BUG 2:
How to get the bug:
0.- Be on battle
1.- Be on the select skill section
2.- Enemy cast Confusion in you
3.- Press button to do some skill.. Crash.
Screen:
http://i1133.photobucket.com/albums/m586/Banead0/Bug2_zps7461c43d.png
*On this bug 2 sometimes i can success on select the skill (very rare) and then, when i select the enemy to cast on, i get the error message from the Bug 1.
Things i edited and maybe are doing something wrong:
Wait_Mode: Active (From VE Active Time)
Default_Cast: Changed from nil to 50 (Same script)
Using kaduki style battlers and characters.
Regards.
I just noticed the post of Pretty-Belle is very related to this one.. i hope i can help a little with my report to get it fixed ^^ ~
Script: Animated Battlers
List of Scripts Used: Basic Module, Animated Battlers, Actors Battlers
Bug Description: Tried testing simple combat on a plant following a guide on youtube. Animations were acting out fine but then the moment Eric attacks he changes into natalie and when the plant attacked it changed into a dragon. I have changed:
VE_DEFAULT_SPRITE = {
# Basic Settings
# name: value,
frames: 3, # Number of frames
rows: 4, # Number of rows
mirror: false, # Mirror battler when facing right
invert: false, # Invert the battler graphic
mode: :charset, # Graphic style (:sprite or :chasert)
action: :charset, # Action settings
added an actor4 image file to Graphics/Battlers from where Eric would pull up his sprite
Seriously, why people INSIST in report bugs without reading the fucking manual!
This tutorial is good, but if you having issues THE MANUAL IS THE ONLY THING YOU SHOULD USE AS REFERENCE.
http://victorscripts.wordpress.com/rpg-maker-vx-ace/battle-scripts/animated-battle/user-manual/#DefaultSprite
it just still doesnt work though….. my character still changes to natalie when attacking and the plant turns into a dragon when attacking me
You made some wrong setup. I have no idea what you did, but you did something wrong.
Script: Actor Battlers
Bug: Actor dosent return when revived. (was wondering if you got around to fixing it)
This was fixed a long time ago. If you still have issues, it’s compatibility with non VE scripts. I made several tests here and the actor revival works fine.
Script name: ATB
Scripts used:
Basic Engine
Animated Battle
Actors Battlers
ATB
Target Arrow
Target Toggle
Damage Popup
Fogs
Problem: The box at the top that says which action is being used is not appearing. Ex. ‘Ralph casts Fire!’ does not appear. Nothing does. I have tried removing every script, but it is only happening when ATB is installed.
Script Name: Animated Battle 1.2
List of Scripts Used: Basic Module, Animated Battle, Actors Battlers
Bug Description:
While testing all the sprite animations I noticed that the ‘Use’ and ‘Item’ rows (Row 6) were not working properly, and the Guard animation was being displayed instead. I attempted adding the tags and to items to see if they just needed the tags. When the ‘USE’ tag was added, nothing changed and the guard row was displayed again. When the ‘ITEM’ tag was added, the game would crash and this error would be displayed. I have tried to remedy this by removing all other scripts being used, starting fresh saves, and even downloading and using Holder’s animated sprites (for which, I assume, the default code applies). Nothing worked.
Obviously not a high priority bug by any means as I can do without one more pose, but it would be nice to be able to figure out. Especially if something like this will cause problems for future poses or custom sprites.
Thank you very much for your time, your scripts are all very amazing. Making all of these available to the public is very generous of you.
Error Message: https://lh4.googleusercontent.com/-tAp6N3mX2xo/UQREDBlAjKI/AAAAAAAAAFk/GRES7CBmK1k/s485/Victor_Bug.png
Script ‘Victor Animated Battlers’ line 4588: NameError occurred.
undefined local variable or method ‘update_pose_battler’ for #
The use and item pose works fine here.
Now your setup isn’t a bug, you set the things wrong.
Alright then, I’ll continue to look into it to figure out what I did wrong. Thanks for taking a look at it, and thanks for the User Manual. This script is a very nice tool for the users.
posting the changes you made on setup directly here would help.
I got it– you were right it was a clerical error on my end. I was placing the tag or in the item slots instead of placing the correct tag of on the item.
My apologies for using your time but thank you for being willing to help me out, and so quickly too!
Script Name (with version): Step sounds v 1.03
List of Scripts Used (with version): Victor Engine – Basic module v 1.34
Bug Description: found a bug that plays sounds twice with a short delay when the following requirements are met:
player followers must be ON
player runs into an impassable tile (like a wall or a NPC)
player changes direction towards a passable tile, while still holding down the second directional button
settings for the sound dont matter, it works with any sound at any pitch and any volume
tested on a new project with only the required scripts
Error Message: none.
Script Name (with version): Custom Vehicle (Latest)
List of Scripts Used (with version): Basic (Latest)
Bug Description: After installing the two scripts as directed in the installation guide I attempted to use the horse placed in map 1 – with the result being no change to the character or entering the vehicle. I have made several attempts to create new vehicles with the same resulting problem. I should note I am relatively new to RPG Maker (1 month)
Error Message: No error message.
Wrong setup aren’t bugs.
This script require a very heavy user setup, not only on the script, but on the map with the setup of regions and terrain IDs.
You probably just copy pasted the script and didn’t lay a finger on the map regions and terrain IDs to make them follow the setup.
Oh, my bad. Would you willing to give this idiot a clue as to what to do next?
Nope, the instructions on the script header provide all the info needed to use the script.
Script Name (with version): Victor Engine – Materia System Ace
List of Scripts Used (with version):
Victor Engine – Basic Module v 1.34
Victor Engine – Animated Battle v 1.20
Victor Engine – Actors Battlers v 1.09
Victor Engine – Active Time Battle v 1.04
Victor Engine – Passive States v 1.03
Victor Engine – Materia System Ace v 1.01
Victor Engine – Leap Attack v 1.01
Victor Engine – Action Strenghten v 1.00
Victor Engine – Action States v 1.02
Victor Engine – Action Counter v 1.01
Victor Engine – Action Restriction v 1.01
Bug Description:
The game won’t go pass the Title Screen, I think it has something to do with the Materia System Ace not working with the Passive States Scripts because the game runs well without one or the other. But I’ll leave it up to the pro, thank you in advance .
Error Message:(optional)
Script ‘Victor Engine – Materia System Ace’ line 1327: NoMethodError occurred.
Undefined method ‘each’ for nil:NilClass
Script Name (with version):
Followers Options (v 1.07)
———
List of Scripts Used (with version):
Basic Module (v 1.34)
Followers Control (v 1.04)
Pixel Movement (v 1.04)
———
Bug Description:
Using an AutoRun or Parallel Process event, when setting a Move Route for the Player, upon calling the “jump” command the game will crash with the error below. This happens regardless of whether the jump is positive, negative, horizontal or vertical (or any combination of them).
I’ve found when I remove Pixel Movement and leave Followers Options, it works fine. The same applies when I remove Followers Options and leave Pixel Movement (it works fine).
———
Error Message:
Script ‘Victor Engine: Followers Options’ line 691: NoMethodError occurred.
undefined method ‘size’ for nil:NilClass
Script Name: Toggle Target (v1.00)
Scripts Used: Basic Module (v1.34)
Animated Battle (v1.2)
Actor Battle (v1.09)
Skip Battle Log (v1.05)
Active Time Battle (v1.04)
Leap Attack (v1.01)
Damage Popup (v1.12)
Target Arrow (v1.08)
Bug Description: When a party member is mid-air in a Leap, toggling a spell onto the entire party fails. No error message is given, but when I try to confirm the spell cast, nothing happens. Target arrows appear for each character, including the empty space where the Leaping character should be.
Diagonal Movement v1.09
If events have direction_fix turned on they still turn towards the character if at a diagonal.
Need to add the following to the end of line 307:
&& @direction_fix != true
(Crossposting from the Diagonal Movement thread. Didn’t realize this was here. Feel free to delete the original.)
Name – VE – Diagonal Movement
List of Scripts Used
VE – Core v 1.34
VE – Pixel Movement v 1.10
VE – Diagonal Movement v 1.09
Bug Description
Events spoken to from an diagonal no longer execute Turn commands as normal; Move Route-based Turn commands will simply fail to parse, with the event remaining frozen at its last facing. Events will also fail to return to their original facing after spoken to. If spoken to from one of the four cardinal directions (i.e. anything the game doesn’t consider a diagonal), turn commands act as normal once more, but speaking to it from a diagonal again will once again break anything Turn-related. Actual movement continues as normal.
If I’m being too vague or you can’t reproduce the problem, I’ll gladly give more information. Cheers!
Script Name (with version): Animated Battlers v1.20
List of Scripts Used (with version): Basic Module v1.34, Animated Battlers v1.20
Bug Description: Messages when a state removes/remains sticks around forever until someone makes an action. It’s blocking up the skill description whenever a state is removed at the end of a turn.
Error Message:(optional) None.
Trying to use Retalation damage. The only two scripts I am using are the base engine and retaliation damage.
No matter what combination of VE_DAMAGE_ON_ALL_COUNTERS = true/false and VE_DAMAGE_ON_ALL_REFLECTS = true/false in addition to adding/removing to the actor, class, and skill, my actor always evades the attack and then counters.
It’s working perfectly here. I just tested it.
It was either a bad installation, or a conflict with a previous version of RPG Maker. I uninstalled everything, cleared out my registry, reinstalled. Script worked first try. Looking forward to using all your great scripts, now!
Script Name (with version): Actors Battlers v. 1.09
List of Scripts Used (with version): Basic Module 1.35 Animated Battle 1.21
Bug Description: Enemy battlers are flipped.
Error Message:(optional) None
Wrong setup of the script isn’t a bug. Read the instructions before reporting bugs.
The script auto mirror any battler facing right. If you inverted the sprite graphics manually, you will have to change setup, not expect the script to do everything alone.
In Custom Slip Effect v 1.02 – 2013.02.13, there appears to syntax error at lines 213, 222 and 231.
It appears that this:
VE_MINIMUM_SLIP_EFFECT ? base.to_ceil : : base.to_i
should be:
VE_MINIMUM_SLIP_EFFECT ? base.to_ceil : base.to_i
Tested on a new save game file with ONLY these scripts used. Here are the VE scripts I am using. All of
them are updated to their latest and current versions.
Content deleted by Victor
Take a look on the guidelines of the bug report:
ALSO PLEASE AVOID MAKING REPORTS LISTING A LOT OF SCRIPTS. MAKE YOUR TEST WITH THE LOWEST NUMBER OF SCRIPTS POSSIBLE. BUG REPORTS WITH 20-30 SCRIPTS WILL BE IGNOREDNot sure what the number of scripts has to do with anything since all VE scripts are compatible with one another, or should be, but OK, I went ahead and disabled all VE scripts EXCEPT…
Basic Module
Animated Battle
Actor Battlers
Active Time Battle
Cooperation Skills
Arrow Cursor
Loop Animation
Target Arrow
Toggle Target
Again, all of them are updated to their most current versions and all tests were made on a brand new save file.
Almost all of the errors I experienced persisted. Can’t make it past the title screen because Loop Animation 1.04 crashes the game at the title screen if used with Arrow Cursor 1.03. Previous versions did not have this problem. I am using an animation as a cursor.
After disabling Arrow Cursor 1.03 to get past the title screen, I entered a battle to test the remaining errors I reported.
The game crashes when selecting a target while the Target Arrow 1.08 script is active. So I had to go and disable that one, too. I am also using an animation for a cursor in battle (the same animation that Arrow Cursor 1.03 is using).
The game also crashed with the same error in Loop Animation 1.04 whenever an actor or enemy was affected by a state with a looping animation. I even made sure I had the correct versions of Basic Module, Loop Animation, Target Arrow and Arrow Cursor AGAIN to be absolutely sure, and it still crashes the game. Each error for each of the three tests occurred in Loop Animation 1.04.
The note tag used for the state looping animation was a simple “loop animation: x” note tag.
Next? Reviving dead actors in Animated Battle 1.21. Still crashes the game. This happens when using an item to revive a dead actor, with the item restoring 25% HP (via the item trait, not a damage formula). It also happens when using a skill to revive a dead actor (also using a trait, not a damage formula). I then tested this with a damage formula to recover HP, and had the same result.
Up next is escaping with settings set to :key with :L, :R in Active Time Battle 1.05. Crashes the game as soon as you press the Q and W keys together. This did not happen in the previous version of the script.
With Toggle Target, setting a button to use :Y (keyboard S) does not seem to work. :L, :R, and :X all seem to work fine, however. For the purpose of this test, :L or :R were used to toggle Single/All, and :X or :Y were used to toggle Ally/Enemy. Only :X (keyboard A) worked.
Finally, with Cooperation Skills, if you select a cooperation skill, and then cancel before selecting your target, the other actors involved in the skill will have their ATB reset to zero.
That should narrow it down and make it easier to reproduce.
You didn’t provide the versions of the all the scripts, neither the error messages you’ve got. I can’t reproduce these errors with the list you providede, then it’s either a custom setup made by you (custom setup you didn’t post) or the script versions)
Yes I did. I said all scripts are updated to their current and latest versions. All of the errors which crashed the game were NoMethod errors. If you cannot reproduce any of these problems, then perhaps it’s the custom set up of the script modules causing it, so I’ll list those now (I did this before and it was ignored by the way).
Animated Battle: I am using charset battlers for my actors set to :kaduki. For the enemies, they are all set to :sprite and :default. MOST of my enemies also utilize the unmovable tag. I also have INTRO_FADE set to false.
Actor Battlers: I am using a :custom setup for Actor Battlers. The CENTRALIZE feature is set to false, POSITION ADJUST is 0, 0 and DISTANCE_ADJUST is 48, 48.
Active Time Battle: Here are all of my module setups for ATB…\
VE_ATB_WAIT_MODE = :semi_wait
VE_ATB_WAIT_ACTION = true
VE_ATB_REVERSE = false
VE_MOVE_STATUS_WINDOW = false
VE_ATB_SOUND = RPG::SE.new(“Decision2″, 100, 100)
VE_ATB_ESCAPE_TYPE = :key
VE_ATB_ESCAPE_KEYS = [:L, :R]
VE_ATB_ESCAPE_TIME = 300
VE_ATB_ESCAPE_TEXT = true
VE_ATB_TURN_COUNT = :time
VE_ATB_TIME_COUNT = 300
VE_ATB_ACTION_COUNT = 10
VE_ATB_SPEED = 1.0
VE_speed_modifier = 0
VE_ATB_START_RATE = 50
VE_ATB_REVERSE_GUARD_TIME = 150
VE_ATB_DEFAULT_CAST = nil
VE_ATB_DAMAGE_WAIT = true
VE_ATB_ESCAPING_ANIM = true
VE_ATB_REGEN_TRIGGER = :timing
VE_ATB_REGEN_TIMING = 300
Cooperation Skills has no module settings, so we’ll skip that.
Arrow Cursor and Target Arrow are both using an animation as a cursor. No other custom settings were changed.
Loop Animation also has no custom settings to change, so we’ll skip that.
Toggle Target’s custom settings are for :L or :R to change from One/All and :X or :Y to change from Ally/Enemy. Nothing else has been modified.
That is my exact setup for these scripts. If you need any more information from me, let me know.
Hey Victor.
Bug with Action Restrictions 1.01
Scripts used:
Victor Basic Module 1.28
Victor Action Restrictions 1.01
The bug:
When I use all of a type of any type of item (example: I have 3 potions and I use them all so the item empties) I get this:
Game_Battler line 570 NoMethodError occured
undefined method ‘pha’ for nil:NilClass
Your script is creating an issue with the default Game_Battler script somehow and causing the crash.
Script Name (with version): Animated Battle (v1.21)
Bug Description:
This script needs two small changes to work when the player escapes. Otherwise it crashes.
Line 5252:
change this:
subject.target_direction(subject.target_x, subject.target_y)
to this:
subject.poses.target_direction(subject.target_x, subject.target_y)
Line 3202:
change this:
movable_members.any? {|member| member.moving? }
to this:
movable_members.any? {|member| member.poses.moving? }
Script: VE – Control Codes v1.03
Scripts used: VE – Basic Module v1.35, VE – Control Text v1.06
Bug 1: No method error. (There was a missing “s” on line 231. Fixing this leads to Bug 2.)
Bug 2: Game crashes whenever \II[x], \IW[x], \IA[x], \IS[x], or \IT[x] is used.
Fix:
At line 231, change this:
process_icon_setting(code, pos)
to this:
process_icon_settings(code, pos, text)
At line 493, change this:
def process_icon_settings(code, text)
to this:
def process_icon_settings(code, pos, text)
Love your scripts by the way. :3
Script: Counter Options 1.01
Scripts used: Victor Core 1.35
Counter options 1.01
Bug: It doesn’t seem to do anything, for some reason. I put the (skill counter: 51) or the (skill counter: 51, 90%) in the actor’s notebox, and I even used the Add Skill option just in case even though it doesn’t say I need to, but the actor keeps countering with a normal attack. They DEFINITELY know the skill in question, I can use it normally.
It also seems to sometimes just end a battle saying I won immediately after some counter attacks, but not every time. The enemy doesn’t disappear or anything, and it shouldn’t have been enough damage to end their lives.
Any idea what this is? Is it just something I’m doing wrong?
Script: Loop Animation
Scripts used:
Basic Module
Animated Battle
Actors Battlers
Loop Animation
Targer Arrow
Skip BattleLog
Damage Popup
they are all the latest versions
Bug:when I set“loop animation: x”on enemy notetag,the X is animation ID I know,there is a problem.It said:
Script ‘ Victor Engine-Loop Animation’ line 624: NoMethodError occurred.
undefined method ‘charset?’ for Sprite_battler:0x6fe2f6c
My post has being deleted with outside of the page , I think it’s a bug.
If not,what did I do wrong?
Hmm, I hope you still support the Atoa Battle System for RmXP. Searched the net for awnsers, but couldn’t find anyone who had the same problem.
Script Name (with version):
Core system:
- Atoa Custom Battle System 3.2
Additional scripts:
- Add | Chrono Trigger Battle
- Add | Custom Window Settings
List of Scripts Used (with version):
None besides the two Add-ons mentioned (they both came with the 3.2 version).
Bug Description:
The custom window settings script is used in my “game” (at the moment it’s actually still the provided demo download of acbs 3.2, which functions as the core of the game) to show some different backgrounds, which are obviously placed in the windowskin folder.
When playing the game/acbs 3.2 demo the backgrounds work fine when I go into a normal battle at the first demo map (the battlers are actually placed on top of the background, but a simple .z = should fix that problem).
However, when I go to the second map to test the CT battle system the backgrounds aren’t shown anymore. I’ve tried to place the scripts in different orders in the script editor, but I can’t get it to show the backgrounds while in CT battle mode.
I’ve also tried to search the CT battle script for classes which could interfere with the custom window settings script, but I couldn’t find any.
Error Message:(optional)
N/A
Quick update on the bug, because I resolved it/worked around it. I discovered that after I added the custom window command for actors to the system the skill background did show up and the item background didn’t. I also discovered how this add-on messed up my positions of the backgrounds.
This gave me the idea to go into the code and change some stuff in the core script of the addons. I made the x and y positioning static instead of the “self.x/y + background x/y” and this made the backgrounds stop from moving.
After that I added an extra line of code to change the self.z. to 3000 which made the background of the item menu reappear in the CT battle system. Now it’s just a matter of fine tuning the self.z values to work around the bug.
Thanks for this great system and if you ever going to update it, you might as well fix the xyz problems for these add-ons =). Have a nice weekend!
Script Name (with version):
Animated Battle (v 1.21)
List of Scripts Used (with version):
Basic Module (v 1.35)
Animated Battle (v 1.21)
Actors Battlers (v 1.09)
Bug Description:
Attempting to revive any actor (either through a spell or item use) from death/KO results in error message below, either in or out of battle. Attempted to recreate error in fresh project with minimal setting adjustments and scripts.
In Animated Battle settings, only changes made were as follows:
frames: 3, # Number of frames
rows: 4, # Number of rows
ox: 0, # Adjust sprite X position
oy: 0, # Adjust sprite Y position
mirror: false, # Mirror battler when facing right
invert: false, # Invert the battler graphic
mode: :charset, # Graphic style (:sprite or :chasert)
action: :charset, # Action settings
and added the following to allow the “Slime” picture to be used in the custom sprite settings for the test:
‘Slime’ => {frames: 4, rows: 14, mirror: false, mode: :sprite,
action: :default},
In Actor Battlers settings, only changes made were as follows:
VE_BATTLE_FORMATION = :custom
and
1 => {x: 375, y: 225}, # Position for the first actor.
2 => {x: 390, y: 270}, # Position for the second actor.
3 => {x: 450, y: 225}, # Position for the thrid actor.
4 => {x: 465, y: 270}, # Position for the fourth actor.
Error Message:(optional)
Script ‘VE_AnimatedBattle’ line 2613: NoMethodError occurred.
undefinted method ‘call_pose’ for #
Line 2611 to 2615 with the added lines to the Animated Battle script reads as:
2611 alias :revive_ve_animated_battle :revive
2612 def revive
2613 call_pose(:revive, :clear)
2614 revive_ve_animated_battle
2615 end
These lines were not edited at all by me. Considering that no one else has run into such a problem that makes a game unplayable like this, it’s very possible that somewhere in here, I made a mistake. After reviewing the settings multiple times, and reinstalling the latest version of these three scripts, the same issue continues to appear. What might I be doing wrong?
Solved my own problem:
Changed:
call_pose(:revive, :clear)
TO:
poses.call_pose(:revive, :clear)
But for any that might’ve experienced this problem, there it is.
I can confirm this bug, as I’ve reported it twice already. Good job on the temporary fix!
Sorry for the post on wrong side, at last i can found the problem, i dont understand nothing about scripts but after read, test, change, test etc i found the solution for me.
Script Actime Time Battle v1.05
Change this on line 721:
def reset_escape_pose
$game_party.alive_members.each? {|actor| actor.reset_pose if !actor.active? }
for that:
def reset_escape_pose
$game_party.alive_members.all? {|actor| actor.reset_pose if !actor.cast_action? }
Hope i help.
Script Name:
Animated Battle (v 1.21)
List of Scripts Used:
Basic Module (v 1.35)
Animated Battle (v 1.21)
Actors Battlers (v 1.09)
Bug Description:
All “physical attack” movements starts in the same moment as “retreat” movement do. Even the damage from poison effect take some of enemy’s HP before the “retreat” action. I didn’t modify you standard settings. How can I fix it?
In “Animated Battle” v. 1.19 this problem didn’t exist.
Error massage: none.
And sorry for posts in Animated Battle
Script Name (with version): Fog and Overlay 1.12
List of Scripts Used (with version): Basic Module 1.35
Bug Description: I’m trying to have a light effect like a torch in a dungeon or so, so the fog shouldn’t move. My settings:
id: 1
name: “TorchLight2″
move: 0
If I enter a battle, the fog shifts up or down and stays this way. After battle, it doesn’t turn back to its normal position but stays the way it was during battle. In a new battle, it continues to shift to another position again.
This error doesn’t seem to happen when move is set to 32.
Error Message: none
I have to add a detail. If the battle starts in a defined ‘region’, the error doesn’t appear either.
That’s a issue with the State Graphics and Animated Battle. Qhen i using the two scripts and try put a animated battler to enemy, the animated battler don’t work and put the battler static from the database. I removed the State Graphics and the animated battle works properly.
Script Name (with version): Followers Control 1.04
List of Scripts Used (with version):
Basic Module 1.35
Followers Control 1.04
Bug Description: It’s me again.
I’m trying to have special events when there are certain actors in the group. So I’m using the “follower actor” comment.
It works fine as long as those actors really are in the group. If they aren’t, the game crashes.
I could avoid the problem by checking via conditional branch whether the specified actor is in the group or not. But since the description reads “if the specified actor isn’t in the party, nothing will happen (the event command will be skiped).” I thought I should report it anyway. I hope it’s ok.
Error Message:(optional) Script ‘Victor_Follower_Control’ line 268: NoMethodError occurred. Undefined method ‘player?’ for nil:nilClass
Thanks to look my post, I’m sorry, but I’m French and I can’t good speak english. (13 years old)
Script Name (with version): I think there is Victor Engine – Animatted Battle v1.21 but it can be others VE-Battles scripts
List of Scripts Used (with version): I’ve a big lot of scripts (a big lot of Victor Engine)
Is there a screen : http://www.noelshack.com/2013-09-1362242391-bug.png
Informations : I’ve test with not VE script’s & I’ve test without not VE script’s. There is always this problem.
Bug Description: When a battle start, I’ve this message ans that leave the game …
Error Message:(optional):
Screen : http://www.noelshack.com/2013-09-1362242391-bug.png
Thank very much, if you want, i can send my Game but it’s french …
Script Name (with version): Victor Engine – Animated Battle 1.21
List of Scripts Used (with version): Alguns dos seus scripts(confira na print)
Bug Description: Problema com o comando de afterimage…. A direção do afterimage SEMPRE fica para baixo….
Eu estou usando os sprites do tipo charset e sempre que tento usar o comando de afterimage, as “ilusões” do char sempre ficam olhando pra baixo…. já tentei mudar a direção do char, mas nada dá certo. Esse é o único problema que tive até agora, eu tinha misturado muitos scripts, mas não havia começado a editar o jogo em si, eu estava criando as ações dos personagens quando percebi esse bug, então, fiz um back up e removi todos os outros scripts que não eram seus pra testar…
Eis algumas imagens:
http://imageshack.us/a/img189/1169/90114241.png
http://imageshack.us/a/img546/1010/77708347.png
http://imageshack.us/a/img818/3333/45617117.png
E um vídeo:
http://www.mediafire.com/?10md68d2w7nh0na
No vídeo, o dano não é mostrado pois eu editei o script(que já vem no rpg maker) que mostra aquele log de batalha.
Obrigado pela atenção.
Seu personagem está olhando para baixo durante o movimento, então é obvio que a sombra vai seguir o movimento do personagem. A sua segunda imagem comprova isto.
A falha é na sua configuração de movimento.
Não tem bug nenhum.
Não, mano…. na segunda imagem, a afterimage está por cima do char e dá essa impressão…. no vídeo, eu esqueci de mostrar a animação *sem* a afterimage…. o personagem vai até o inimigo, olhando para a esquerda, ataca normalmente e volta…. Só que, em qualquer ação, quando eu uso a afterimage, esta fica olhando para baixo sempre, enquanto o char executa normalmente sua animação(independente da direção deste)…
=======================
Outra coisa, achei um bug no animated battle durante a ação em que o char revive e acabei de dar um jeito… eu achei que fosse conflito entre scripts, mas fiz a mesma coisa que citei aí encima e o bug persistiu, então, fui no método “revive” do animated battlers e mudei:
#————————————————————————–
# * Alias method: revive
#————————————————————————–
alias :revive_ve_animated_battle :revive
def revive
#call_pose(:revive, :clear) # Estava assim
poses.call_pose(:revive, :clear) # <- Mudei para isso
revive_ve_animated_battle
end
Até então, quando eu tentava reviver os chars, nada acontecia, então, removi os outros scripts e deixei só os seus, então, o jogo passou a travar e apontou aquela parte do código, então, vi o exemplo que tinha num método que estava acima(regenerate_hp) em que você usou "poses.call_pose(:hurt, :clear)", então vi que tudo o que faltava era o "poses."
Foi um golpe de sorte, mas funcionou….
Obrigado por responder. Espero ter esclarecido o problema.
Não está não, o after image não fica por cima do personagem. E até no video está assim. O personagem que está com a direção errada. que é evidente considerando sua configuração de movimento. Você em nenhum momento altera a direção dele, você chama o comando “move” e não faz nada em relação a direção. O comando move não mexe em nada com a direção, então novamente repetindo: o problema é a configuração da sua ação.
=/
Não há mais espaço para dúvida:
Print: http://snag.gy/c6B5m.jpg
Gravei outro vídeo mostrando claramente que há um bug… adicionei e removi o código de afterimage e o código de mudar a direção do personagem durante a ação. Ainda pausei(com F1) para mostrar claramente o que estou dizendo.
Eis: http://www.mediafire.com/?ys2e6p8hjp1z0sh
Hi there Victor, I’m having an issue, these are the scripts I’m using:
VE Basic Module- v1.35
VE Animated Battle- v1.21
VE Actor Battlers- v1.09
The issue is that when I try to add a new actor into the party during mid-battle, I get an error:
Script ‘VE Actor Battlers’ line 553: NoMethodError occurred.
Undefined method ‘default_direction’ for #
I’ve tried this on a fresh project and it’s still the same. I’ve used this script before with no worries in the past but ever since I’ve updated I started getting this error and I don’t understand why.
Script Name:
Active Time Battle – v 1.05
List of Scripts Used:
Basic Module – v 1.35
Active Time Battle – v 1.05
Bug Description:
With semi-wait ATB mode, if you get the first turn, SOMETIMES the enemy doesn’t attack you and it waits forever. I do NOT select “attack”, I simply do nothing at all.
This bug does happen with a VERY LOW rate, but luckily, after A LOT of testing I discovered that using a high value in VE_ATB_START_RATE makes the bug appearing more often.
Here are the steps to reproduce the bug:
1) start a new project
2) add the two scripts
3) VE_ATB_WAIT_MODE = :semi_wait
4) VE_ATB_START_RATE = 190
5) new event under the actor, random graphic, battle processing, Specify Directly, Slime*2
6) Enemies->Slime->Agility = 5
7) Troops->Slime*2->remove Slim B
8) Save and run
9) Fight; After the “Slime emerged!” message, press Enter and then do nothing at all.
If the enemy DOES NOT attack you even after 1 minute of you doing nothing, that’s the bug.
If the enemy attacks you, just quit and run again and re-try. DO NOT kill the Slime and try again, but quit the game (ALT+F4) and restart it (F12); it looks like you have better changes, but maybe it’s just me.
Number of tries before the bug appears: 1,1,2,2,1,6,3,4,1
Testing with other enemies (the Slime just get killed with one attack) I’ve seen that when the bug happens, if you attack the enemy it “unlocks”/solves the situation and everything can go on normally.
The bug DOES happen even with a lower VE_ATB_START_RATE, for example “50″, but it’s very very hard to make it happen (you have to try a lot of times, and this is why I initially had problems to reproduce the bug).
I made a bug report about this already, but it seems to have vanished.
Script Name:
Animated battle v1.21
List of Scripts Used:
Basic Module – v1.35
Animated Battle – v1.21
Bug Description:
During battle, before anyone can make an attack, it says they attack
but it freezes there, with the music still playing.
Here are the steps to reproduce the bug:
1) start a new project
2) add the two scripts
3) test a battle
4) game freezes when the battle log says the first character attacks.
Tested it with all my monsters, does it no matter what the battler i am facing is.
Just wanted to say.. i realize now why you kept deleted my last post, you had really changed how some things worked… and i am just now figuring out how you changed Animated Battle to work differently.
So i got it figured out, and it’s not freezing up anymore.. i figured i would just respond and apologize.
The “bug” is just where i tried to simply port and or drop what i had with old scripts into the new ones, and in the process it caused some errors… like the freezing up.
Script Name:
Active Time Battle – v 1.05
List of Scripts Used:
Basic Module – v 1.35
Active Time Battle – v 1.05
Bug Description:
When an actor dies, the ATB is cleared only if it is full. This is a nonsense and it misleads you into thinking that an actor is still alive.
Basically I think the following weird check should be deleted (the commented line):
class << BattleManager
#--------------------------------------------------------------------------
# * New method: clear_dead_atb
#--------------------------------------------------------------------------
def clear_dead_atb
all_dead_members.each do |battler|
#next unless active_battler?(battler)
battler.atb = 0
@active_members.delete(battler)
@input_battlers.delete(battler)
@action_battlers.delete(battler)
end
end
end
I hope the code tag works lol.
Script Name (with version): Toggle Target v1.01
List of Scripts Used (with version): Basic Module v1.35, Toggle Target v1.01
Bug Description: As soon as battle is started with a character set to Auto Battle, the game crashes.
Error Message:(optional): ‘VE: Toggle Target’ line 321: TypeError occured.
nil can’t be coerced into float.
Hello,
I wasn’t sure where to post this, since it’s not a bug per se. On Toggle Target v1.01 the def target_switch scopes aren’t correct for switching between all targets/all enemies.
215 def target_switch
216 scope = @scope
217 @scope = 7 if scope == 1
218 @scope = 1 if scope == 7
219 @scope = 8 if scope == 8 <— should be 2
220 @scope = 2 if scope == 2 <— should be 8
221 end
Thanks for all the great scripts by the way; I couldn't begin to code the things you put on here (and for free too!). You're awesome!
Script Name: Damage Popups 1.13
List of Scripts Used (with version): Victor Engine Basic Module 1.35
Damage Popups 1.13
Follower Control 1.04
Bug Description: Whenever anyone attacks, friend or foe, the animations will play, the
damage will show, the animation sounds will play, but the damage sounds, and the sounds
played when a monster or actor attacks won’t play. Also, whenever an enemy dies, it’s
graphic stays there, and the death sound won’t play. However, they are still dead, and so
it can’t attack, and nor can you attack it.
I don’t want to get rid of damage popups though. But when I do get rid of it, the
bug is fixed, suggesting that the problem is most likely with that script. The only
custom scripts I’m using are yours, so it’s probably not a compatibility issue.
Error Message: There is none. The only problem is the sounds not playing, and the
graphics not disappearing.
Thanks in advance!
Script : VE Animated Battle/ Active time battle
List of Scripts Used (with version): base1.35 anibattle1.21 actor battle1.9 ATB 1.05
Bug Description: I noticed a small bug while experimenting & thought i’d contribute, the game crashes out when the party dies from an enemy attack that has set death state, It Only crashes if you’re going to game over screen, if you set the fight to return to map after defeat there is no problem..
If the party dies to conventional means(hp damage) game over appears as normal. but is reproducable with set death state on in a fresh new project. The error Only occurs with ATB installed.
Error Message:(optional) “script ve- ani battle’ line 2307#
{{Code reffered to {{{ def processing_collapse?
SceneManager.scene.spriteset.collapse?
end }}}}
BTW I’ve been following your work since rpgm xp, keep up the great work!
First, let met tell you how much I appreciate your great work :) … befor making another bug report.
Script Name (with version): I don’t really know which script causes the error.
List of Scripts Used (with version):
Victor Engine – Basic Module v. 1.35
Victor Engine – Animated Battle v. 1.21
Victor Engine – Actors Battlers v. 1.09
Bug Description:
Something seems to be wrong with the counter attack state. A character may well achieve the ‘counter attack’ state, but as soon as this character tries to perform any action (including counter attacks ;)), he freezes.
The music keeps on beeing played. Animations of the other characters loop, but the character in counter attack state is frozen.
Error Message:(optional) none
Script Name: Control Codes v 1.03
List of Scripts Used:
-V.E. – Basic Module v 1.35
-V.E. – Control Codes v 1.03
-V.E. – Control Text v 1.06
-V.E. – Animated Battle v 1.21
-V.E. – Animations Settings v 1.03
-V.E. – Actors Battlers v 1.09
-V.E. – Damage Popup v 1.13
-V.E. – Target Arrow v 1.08
-V.E. – Cast Animations v 1.03
Bug Description:
Fiz alguns testes e percebi que quando eu digitava algum texto em um evento, na parte “Mostrar Mensagem” usando o comando \c[x], em vez de trocar a cor, o texto aparece pela metade e em Itálico. Porém isso não acontece em todos os texto. Já tentei usar os comandos com \# no inicio, com \\, com a opção VE_AUTOMATIC_TEXT_CODE = true e VE_AUTOMATIC_TEXT_CODE = false do script V.E – Control Text, mas quando “da na telha” o RMVX some com metade do texto e poe tudo em itálico.
Segue abaixo algumas prints do suposto Bug:
Print do Evento:
http://imageshack.us/f/145/eventob.png/
Print do texto bugado:
http://imageshack.us/f/14/textof.png/
Print do texto funcionando:
http://imageshack.us/f/803/visualiszao.png/
Sim, eu já li o manual. Só se eu deixei escapar alguma coisa e não percebi.
Desde já agradeço.
Script Name: Active Time Battle v.1.05
List of Scripts Used:
+ Victor Engine – Basic Module v 1.35
+ Victor Engine – Animated Battle v 1.21
+ Victor Engine – Animations Settings v 1.03
+ Victor Engine – Actors Battlers v 1.09
+ Victor Engine – Skip Battle Log v 1.05
+ Victor Engine – Active Time Battle v 1.05
+ Victor Engine – Damage Popup v 1.13
+ Victor Engine – Target Arrow v 1.08
Bug Description: Got an error with the escape mode set to :key. The error message appears right as I press the keys. Other modes work fine.
Error Message:
Script ‘VE_ATB’ line 721: NoMethodError occurred.
undefined method `active?’ for #
Script: Active Time Battle 1.05
Other Scripts: Appears to be irrelevant, bug appears in fresh project.
Bug:
This script segment here refers to the timing of turn count increase if it is set to battlers. When such, the script seems to ask for the number of dead battlers. At the start of battle this causes an immense amount of lag and surely not the correct value.
Setting the relevant part to all_battle_members.size appeared to fix it, but I dunno if this is correct as it may still count dead battlers. (On the other hand perhaps that works to keep states from vanishing faster as battlers are killed…?)
Didn’t read the policy about deleting bug reports; my fault. Just in case there’s a chance it’ll still be looked into, Victor Active Time Battle 1.05 has a bug where the HP Gauge and HP Values are not updated during select_ally_selection using :active and :semi_wait. If you keep the cursor over an ally for a spell like heal, you will not be aware damage taken until you act or exit the menu – then it will update correctly. During select_enemy_selection this works correctly however.
Script Name: Actors Battlers v 1.09
List of Scripts Used:
+ Victor Engine – Basic Module v 1.35
+ Victor Engine – Skip Battle Log v 1.05
+ Victor Engine – Animated Battle v 1.21
+ Victor Engine – Actors Battlers v 1.09
+ Victor Engine – Active Time Battle v 1.05
+ Victor Engine – Damage Popup v 1.13
Got an error testing it. The error occurs when I set up a battle where a character is supposed to be added after a certain amount of turns. When the condition is met an error pops…the error is the following
Script Victor Engine – Actors Batters line 559 NoMethodError occurred
Undefined method ‘default_direction’ for #
As far as I can tell, aparently there is no such method in Game_Actor or any of the rewrites in any of the listed scripts. My only theory is that such method is in other script I’m not really using and should be added as requirement….but is only my theory.
Anyhow, for my ATB I have it in active, for the animated battlers I use a 14 pose template not the character sprites.
Hope you have the chance to give it a quick look, I’ll keep seeing if I can solve it
Script Name: Map Turn Battle V 1.09
List of Scripts Used: (All these scripts are yours.)
Basic Module v. 1.35
Slip Damage v. 1.01
Animated Battle v. 1.21
Actor Battlers v. 1.09
Map Turn Battle v. 1.09
Cast Animation v. 1.03
Damage Popup v. 1.13
Tech Points v. 1.03
Fog Effect v. 1.07
Footsteps v. 1.02
Critical Hit Effects v. 1.01
Bug Description: Parallaxes stop scrolling when entering battle.
Script Name: Moving Platform v 1.03 – 2012.08.18
List of Scripts Used:
- Basic Module v 1.35 – 2013.02.13
- Pixel Movement v 1.10 – 2013.01.24
- Moving Platform v 1.03 – 2012.08.18
Bug Description:
As Vyzzuvazzadth posted a long long while ago, there’s a misbehavior with the platform tiles. At normal speed, the player can only stay on the platform if it is moving left and down. When it moves right or up, the player immediately falls off. At speeds higher than normal, the player cannot get on the platform at all.
I have tried this both with my game project and on a separate project alone.
I hope you have a chance to take a look at this soon.
Never had any issue with platform speed.
Strange. Just out of curiosity, what version of RPG Maker VX Ace are you using?
i own the original japanese version with the SP1, wich is exactly the same as the US version wich have the SP1 built-in
I’ve created a video that explains the issues I’m having with the scripts.
Sorry if I seem a bit pushy but I’m a bit desperate for this to be fixed and I have no clue where to go.
Script Name: Active Time Battle
List of Scripts Used: Basic Module, Animated Battle e Active Time Battle. Os mais recentes.
Bug Description: Quando uso o comando dos botões q e w para fugir da batalha, sempre aparece isso, mesmo usando somente o Basic Module e Animated Battle.
Error Message: Linha 721: $game_party.alive_members.each {|actor| actor.reset_pose if !actor.active? }
Script Name: Victor Engine – Animated Battle v 1.21
List of Scripts Used: VE – Basic Module v 1.35, VE – Actors Battlers v 1.09
Bug Description: Whenever I attempt to revive my party member I get the error message below. I have already tried the change “call_pose(:revive, :clear)” to “poses.call_pose(:revive, :clear).” to no avail.
Error Message: Script ‘VE | Animated Battles’ Line 2612: NoMethodError occured.
undefined method ‘call_pose’ for #
Okay, i got a real honest to goodness bug for you.
As for the scripts i’m using.
VE Basic Module 1.34
VE Animated Battle 1.21
VE Actors Battlers 1.09
VE Custom Collapse v 1.7
VE Animations Settings 1.03
VE Cast Animations 1.03
VE Fog and Overlay 1.12
VE Arrow Cursor 1.1
The event i made basically changes the state Death Remove in the event using the Change State option, which causes a crash.
@>Change State: [Roland], – [Death]
I set up the event for what i call a church, at the church you bring people back from the dead using event command @>Change State: [Player1], – [Death].
For some reason when i go to this event and bring someone back from the dead, i get an error in VE Animated Battle 1.21 under # * Alias method: revive, at the line that says
call_pose(:revive, :clear).
I tried this in a fresh game just using scripts VE Basic Module 1.34 and VE Animated Battle 1.21, it does the same thing.
Already known bug, just wait for the fix (that might take sometime since i’m very busy lately)
Script Name: Victor Engine – Pixel Movement 1.10
List of Scripts Used: VE – Basic Module v 1.35, Victor Engine – Pixel Movement 1.10
Bug Description: i found this bug accidentally when i’m scripting for my event size script. i try to make it compatible with your pixel movement. so when i found this bug. i create blank project with only basic module and pixel movement to test it out. apparently it’s really a bug :D. (first i thought it because my script make the behavior like that).
this is step what i do in that blank project.
i create event with big monster charset (ace rtp). the dragon one (didn’t try the other but i think it’s the same problem). the event trigger with action button.
then i set my event position and then move my player to left side of the event. then i press enter.
the event activate. EVEN when player facing AGAINST the event. it’s not logical. also EVEN when i move a little bit from the event. (i think the trigger still occur even i walked across the whole tiles)
this also happen even when i use FRONT COLLISION.
btw i manage to fix it in my script (i only fix the front collision method though). but it would be better if you fix this officially. :D. since in my version i also remove the event size by graphic size feature and change to work with my event size script. i also add new comment to make the event work like Default collision. means it will only activate on the place where the event placed. since i use my event size script to make event with ‘building’ graphic and i want it can activate at the door only :D. (one of the core for my build and decor script series) so i think not everyone want the same thing as i do. so it’s better if you update it. :D. (i will release my script too in future when i finished all the script to make the system. but if you do update the pixel movement i will make patch to make it work with your newer version). :D. thx. estriole.
forgot to mention. the method that i changed to make it works (maybe could help you find the culprit)
1) Game_CharacterBase > side_collision_fix?
2) Game_CharacterBase > collision?
Script Name (with version): Unsure
List of Scripts Used (with version):
(Note: All current)
Victor Module
Victor Custom Damage Formula
Animated Battle
Actor Battlers
Leap Attack
Toggle Target
Multi Troop
MP Levels
Custom Collapse
Auto State Apply
Counter Options
Bug Description: Whenever I attempt to have a counter-attack capable foe (a Tonberry, to be exact) get attacked, the game freezes. No ifs, no buts. Just freeze. When the Actor counter attacks, however, he can do it, but as he attacks, other enemies are attacking at the same exact time, and can skip his other counter attacks, so only about half of the attacks are countered.
Error Message: None.
I get a similar issue in my project, I thought it had to do with the ATB, as it seemed that when the counter attack occurs the ATB ceases to run. But then i troubleshooted it with a new file.
when its just the basic engine and counter options there’s no freeze, but it turns out that the troubles somewhere in the animated battlers script, when i included that script into a naked file everything locked up on the counter. I’ve been trying to figure this out for a while, so just dropping my 2 GP.
Script Name: Animated Battle [] [Counterattack movements]
SCRIPTS USED (Everything from Victor Engine with exception of Core Engine, updated to today’s version):
Basic Module
Text Codes
Control Codes
Target Arrow
Animated Battle
Actors Battlers
Active Time Battle
Damage pop-up
YEA Core Engine [Battle Manager and scenes scripts from here are REMOVED, so it doesn't provoke issues, anyways, the test was done also WITHOUT this script and the bugs still happens]
–No more scripts–
Bug Description: When an enemy has the tag, it ignores the waiting time of the next actor movements (like returning position) and directly attacks the actor while is still moving, and slows down his movement. With Active Time Battle Script, using the tag happens the next issues (see video):
http://img43.imageshack.us/img43/9779/ekjbuwhxlgtyjzjooyepmp.mp4
(Ignore the first attack, the character had a second action passive bonus. I’ve added to the player the ability of counterattack everything for test the engine.)
As you may see in the video, sometimes the character executes a melee attack without moving to the target, this is caused by a quick attack execution right after a counterattack. Also, the command window is being refreshed twice after have counterattacked an enemy attack in defensive stance because the ATB doesn’t wait until the player ends his counterattack. Fixing the waiting time ignore of the tag and the ATB when the player is counterattacking may fix every issue.
Error message: none.
Script Name: Animated Battle ["advance pose: step forward" freeze counter bug]
SCRIPTS USED (Everything updated to today’s version):
Basic Module 1.35
Animated Battle 1.21 (:charset)
Actors Battlers 1.09
Active Time Battle 1.05 (:full_wait)
–No more scripts–
Bug Description: I had the same counterattack freeze issue like more people, for me happens if I use the tag “advance pose: step forward” in a weapon, if I remove this tag, the counterattacks are not being frozen. Also, the same tag makes counterattack two times instead of one (wielding one weapon, without double-attack effects or something). It’s the default counterattack reaction configured in your script.
Error message: none.
Script Name: Damage Popup 1.13
List of Scripts Used:
-Victor Engine – Basic Module v 1.35
-Victor Engine – Skip Battle Log v 1.05
-Victor Engine – Custom Collapse v 1.07
-Victor Engine – Active Time Battle 1.05
Previously I used some more, but stopped using them. The problem still persists, so it’s not a compatibility issue.
Bug Description:
Innitially I really didn’t think about this as a bug, instead thinking it was something I passed by, given the nature of the script, giving lots of popup information, including the K.O. state when a battler dies. Which I used to turn off, as I think of it as redundant.
As my messages keep being deleted, looks like I’ll have to post it here. Thing is enemy battlers don’t collapse. And I say enemy battlers because when I used sideview battle scripts the party battlers dissapeared (sweet irony). There’s no error message at all.
Script Name (with version): Rotational Turning v 1.06
List of Scripts Used (with version): (In this order, all are your scripts)
-Basic Module v 1.35
-Animated Battle v 1.21
-Actor Battler v 1.09
-Active Time Battle v 1.05
-Arrow Cursor v 1.01
-Followers Control v 1.04
-Pixel Movement v 1.10
-Rotational Turning 1.06
Bug Description: I have the caterpillar like movement with my party, but with the rotational movement the party followers does not follow. I am not sure if this is a bug, however it does create a problem. I will have a picture up so you can see what I mean.
Error Message:None
*Note* I was using some of Yanfly’s scripts, however I took them all out, then retested it, and the same thing happened. If you need more information just let me know.
Nevermind, I deleted the script, and after it’s deletion I retested it. Turns out that it still didn’t work after the script was deleted, so on a whim I deleted the Followers Control Script. Low and behold it worked! I was experimenting with that script before the rotation one and forgot to use the comment {gather followers} before I closed the game. I will reload both scripts, test them again, this time using the gather followers comment and see if it does the same thing.
After reloading Followers Control, and Rotational Turning, I tested Followers Control. Here is what my event looks like for the test:
Comment: [follower actor: 002>
Set Move Route: Player (Wait)
: $>Move Left
: $>Move Left
: $>Wait: 30 frame(s)
Comment:
The event is set to auto run, the even works just fine. After the event the followers do not follow. I now believe that this is a bug with Followers Control, and caterpillar movement, however I am not sure.
Script Name: Animation Settings 1.03
List of Scripts Used (on CLEAN PROJECT):
VE | Basic Module 1.35
VE | Control Text 1.06
VE | Skip Battle Log 1.05
VE | Animated Battle 1.21
VE | Actor Battles 1.09
VE | Active Time Battle 1.05
VE | Animation Settings 1.03
Bug description:
The tags udir and tdir gives the following error:
-Error Message using the tag TDIR:
-Error Message using the tag UDIR:
Tested with “Above, Below, Center, Screen” settings on Animations Database, first only with the tag “tdir” then only with the tag “udir”. Also tested with “Targets: None/One Enemy/All Enemies/etc etc” setting on Skill Database.
I’ve tried to fix the error by myself and I saw that “target.direction” was never used in the script Animated Battle, maybe the method doesn’t exist at all.
…Seems that is not possible use any html code at all.
Error Message using the tag TDIR:
http://i43.tinypic.com/2z7ipzr.jpg
Error Message using the tag UDIR:
http://i39.tinypic.com/iyhftg.jpg