[2K3] FATAL PROBLEM: GAME AUTO-GAME OVERS
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Now we're making progress! Yeah, screenshots for those two would be nice, then we'll get to the bottom of this.
Gonna put into spoilers since this is gonna be 6 of them
For the Equipment Abilities. The first 3 show the general idea of what you'd see throughout most of the coding. Screenshot #4 is the first instance of abilities being placed on characters (which I...don't see why this would cause the problem, seeing as the other common event that does the same thing doesn't cause a game over). Last screenshot is the one that I THOUGHT was the problem, but it wasn't because I removed that giant block of coding from the common event, and it still game overed...:
For the HP/MP +60% coding:
What strikes me as odd with THIS one is well...there's nothing DIFFERENT about it from the other ones (HP/MP +20%/+40%). It's...the same coding, just different values, yet those didn't cause any Game Overs. @_@;
For the Equipment Abilities. The first 3 show the general idea of what you'd see throughout most of the coding. Screenshot #4 is the first instance of abilities being placed on characters (which I...don't see why this would cause the problem, seeing as the other common event that does the same thing doesn't cause a game over). Last screenshot is the one that I THOUGHT was the problem, but it wasn't because I removed that giant block of coding from the common event, and it still game overed...:





For the HP/MP +60% coding:

What strikes me as odd with THIS one is well...there's nothing DIFFERENT about it from the other ones (HP/MP +20%/+40%). It's...the same coding, just different values, yet those didn't cause any Game Overs. @_@;
I can't see anything there that would cause the custom game over to fail.
Oh, I thought the problem was that you had battles that were supposed to execute a custom game over if you died and it was just doing the default one instead. Have I misunderstood the problem?
Basically, if you go to Enemy Encounter and tick the "Execute Custom Handler" (it'll give you a Victory/Defeat Handler afterwards, it's SUPPOSED to continue on even if you lose the fight, so the game over is ignored. However, for some reason these 2 common events are preventing it from moving on sometimes and will instead game over.
Yeah, that's what I meant by custom game over.
Can you send me the project or something?
Can you send me the project or something?
Basically, if you go to Enemy Encounter and tick the "Execute Custom Handler" (it'll give you a Victory/Defeat Handler afterwards, it's SUPPOSED to continue on even if you lose the fight, so the game over is ignored. However, for some reason these 2 common events are preventing it from moving on sometimes and will instead game over.
If you lose the battle that means your characters are dead. If your characters are dead that means the game is over, even if it is "supposed" to continue, because how is it going to continue with dead characters? ...I think your problem lies not in these Common Events, but in the 'Defeat' handler after every battle. Rm2k3 has this weird glitch? that if your "Remove Death" command is not within the very first few lines of the code, it won't count, and that will send you straight to the Game Over screen.
Oh fuck, how could I have forgotten that?
But that's the thing. I never had that happen before (never put a Remove Death command at all in any of the Defeat handlers, and it's always worked fine). The other thing is, even WITH that in there and a full heal and whatnot, it still game overed regardless, so it's not the Defeat handler that's causing the issues here. That much I know. Otherwise, it revives the characters with 1 HP after the fight (as I've tested in one of my test battles without any full heal or revive).
Alright, so I managed to fix MOST of the problem. It seems that with the HP/MP+ 60% variable, it was due to how it was coded. Just moving the first set of Conditional Branches (the ones that aren't determined by what's equipped, but rather the accessory variable) into the Else Handler for the Conditional Branches that dictate what's equipped. The Equipment Abilities is 95% fixed too, and what was bugging up there is how it was coded as well. Apparently (and I forgot I did this long ago with my other equipment stuff), if you don't have anything to dictate how the variables act (for instance, I didn't have anything to determine whether or not a variable was at 0 in any of these codes), I guess it wigs out the system or something. So, in each of the branches for what is equipped, there is another conditional branch checking for if the variable is equal to 0, and so on and so forth.
The final bug I'm trying to sort out is with the Nitori skills in the Equipment Abilities. When I took that out and pasted it elsewhere as a placeholder storage, and tested the events, everything worked 100%. So there's something with THAT block of coding that needs fixed, but not sure WHAT yet...
The final bug I'm trying to sort out is with the Nitori skills in the Equipment Abilities. When I took that out and pasted it elsewhere as a placeholder storage, and tested the events, everything worked 100%. So there's something with THAT block of coding that needs fixed, but not sure WHAT yet...
Glad you got the majority of it worked out! If you need help with the second part just post a screenshot of that (unless you already did).
I already did.
This be the batch of code that's left to fix. I'm....not sure why this is screwing up, but it is. I'm not sure what to do about this bit at all personally....maybe I just need to move each section into each armor that gives the abilities? Hmm....

This be the batch of code that's left to fix. I'm....not sure why this is screwing up, but it is. I'm not sure what to do about this bit at all personally....maybe I just need to move each section into each armor that gives the abilities? Hmm....
Alright, I'm slightly confused-- what is the problem with this block of code? Is it still the game issue where it's giving you a game over? Or is the issue something else?
I don't see how this would give a game over, so instead I assume it's just not working. The only problem I could see occurring is due to the way you're setting the variables. I don't see it in the picture, but hopefully you're resetting those variables back to 0 after working with them. I see you're doing that in the else condition, but it's always best to reset them at the end of the common event since you're just using them for checking anyway.
I don't see how this would give a game over, so instead I assume it's just not working. The only problem I could see occurring is due to the way you're setting the variables. I don't see it in the picture, but hopefully you're resetting those variables back to 0 after working with them. I see you're doing that in the else condition, but it's always best to reset them at the end of the common event since you're just using them for checking anyway.
Yes, it's the only block of code to be giving me any game overs at all. I think it does have to do with the variables themselves for some obscure reason, but I'm not quite sure what it is...
EDIT - Actually, nothing's resetting them at all. Maybe that's the problem? Hmm....though the way the coding's set up, I'm not sure if just setting them back to 0 would work or not. @_@;;
EDIT - Actually, nothing's resetting them at all. Maybe that's the problem? Hmm....though the way the coding's set up, I'm not sure if just setting them back to 0 would work or not. @_@;;
Alright, so thanks to Mako, I got this issue resolved:
Essentially, here's what I did to solve this (for anyone else having this same issue for some reason). I had my Nitori ability coding there as you see in the screenshot in its own common event, and it's a Parallel Event (no Trigger though). Have alllll of that coding in a Conditional Branch that checks to see if a switch is off (I just named my Parallel Processes, in the event that I use this for other Parallel Processes). At the very top (or right before the unwinnable fights) of the event where you have to lose a fight, I turned the switch ON, then at the very end of the entire event, I turned it back off. This made it so that there was no game overs.
From what Mako explained to me, this has something to do with specific commands causing lag in the system, and enough lag/delay as to make it so that the maker doesn't read the heal in time, and thus registers the party as dead. Which I don't know how that applied to the HP/MP +60% issue though...as that only dealt with variables and changing Max HP/MP but...there's that! Much obliged for the help Mako!
Essentially, here's what I did to solve this (for anyone else having this same issue for some reason). I had my Nitori ability coding there as you see in the screenshot in its own common event, and it's a Parallel Event (no Trigger though). Have alllll of that coding in a Conditional Branch that checks to see if a switch is off (I just named my Parallel Processes, in the event that I use this for other Parallel Processes). At the very top (or right before the unwinnable fights) of the event where you have to lose a fight, I turned the switch ON, then at the very end of the entire event, I turned it back off. This made it so that there was no game overs.
From what Mako explained to me, this has something to do with specific commands causing lag in the system, and enough lag/delay as to make it so that the maker doesn't read the heal in time, and thus registers the party as dead. Which I don't know how that applied to the HP/MP +60% issue though...as that only dealt with variables and changing Max HP/MP but...there's that! Much obliged for the help Mako!
















