PEPSIOTAKU'S DYNRPG PLUGIN EMPORIUM!

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Uh, for some reason my game keeps freezing up during one of my boss battles. This never happened before, so it's either a problem with the new version of DynRPG, or the Combat Overhaul plugin... no idea.
It completely freezes at random during the battle, with only the BGM playing. I'm forced to alt+ctrl+del it to shut down the game when it happens. It's actually happened every single time I've tried this boss fight, yet I've never seen it happen in any of the other battles in my game. I can make a recording if that would help at all...
Yeah, I still need to fix some bugs with that plugin, hence why I haven't widely advertised it yet. Could you describe what happens in the boss battle? (condition changes, etc)
The boss itself has a large combat page that activates every turn it moves. It drains the life of minions currently alive. It runs through some checks to see which minions are currently still alive and about the current state of the hero party. Then it has a chance to summon another minion on the field (revives dead minion to full HP) if all minions were killed, or has a chance to summon a 2nd or 3rd if the boss's HP was low. The regular minions don't do anything out of the ordinary, so it's probably to do with the boss behaviour then I guess. I can send a screenshot of the page if that would help.

I'm glad to know that the plugin is still in testing mode, I'd hate to be forced to downgrade to the previous one (hopefully the issue will get fixed in a future version). This new one has been an improvement to everything, except the crashing on this one boss battle.
Send me a screenshot of the battle pages. Could you also try to set the game to "Active" mode before the battle. Does it still freeze then?

The bug I'm thinking of doesn't technically crash the game, it just freezes the ATB bar during a battle condition where it shouldn't.
There doesn't seem to be any difference between Active and Wait, and it still freezes. I think I see a pattern in the crashes, but I'll have to do more testing. It usually seems to happen after the boss absorbs...

This is a screenshot of the boss page, which only runs when the boss moves.
http://s18.postimg.org/ns1qxtvft/Boss_Page.png
Alright now I need to see your DynRPG.ini. Does "Variable Oper: (0995:Player Turn ATB) Set, -250" interact with one of my plugins? I wonder if that line is the culprit, but it's hard to say. You could be setting someone's ATB to a negative value (which might be bad--I'm not sure).

Also, make sure that if you are using the ATB Overhaul plugin, that my previous "faster_atb_advanced" plugin is not in your DynPlugins directory, just in case there's some negative interaction between the two (although I doubt that's the case).
author=PepsiOtaku
Alright now I need to see your DynRPG.ini. Does "Variable Oper: (0995:Player Turn ATB) Set, -250" interact with one of my plugins? I wonder if that line is the culprit, but it's hard to say. You could be setting someone's ATB to a negative value (which might be bad--I'm not sure).

Also, make sure that if you are using the ATB Overhaul plugin, that my previous "faster_atb_advanced" plugin is not in your DynPlugins directory, just in case there's some negative interaction between the two (although I doubt that's the case).


That variable was used for your previous version of the plugin, but it's unused now (I forgot to remove it when I took the screenshot). The freezing still occurs with that variable removed. Also the issue doesn't just stop the ATB bars, but it completely freezes up the game, except the BGM. It disables any of the game functions like F12 game reset.
And yes, I have removed everything from your previous plugin version (both the plugins folder and the .ini file).

I just found the pattern... it looks like it's freezing only right after summoning a Slime. It's getting late now, but tomorrow I'll try some changes in the event page for Slimes to see if that could fix it. I'll let you know when I found something.
Okay, I got it. Enemy executing the Observe Battle command is causing the freezes. Do you think that's fixable?
You need to add that condition as an exception in your DynRPG.ini

Under "ConditionExceptions="

So if your observe condition is "16" add it next to any others, separated by a comma.
Plugin dump time (which was long overdue)! I just updated the first post!

Added:
ATB Overhaul
http://rpgmaker.net/engines/rm2k3/utilities/60/

This plugin allows you to control the speed calculations of party members and monsters independently, in turn controlling the speed of ATB bar. Because of this, it dramatically changes the active/wait system.


CMS Tools: Hero Rename
http://rpgmaker.net/engines/rm2k3/utilities/62/

This plugin allows you to extract the name of a hero to a range of variables and vice-versa, allowing you to build a custom enter hero name screen.


System: Display Options
http://rpgmaker.net/engines/rm2k3/utilities/61/

This plugin enables RPG_RT.ini settings like starting in a window or fullscreen, and enables Cherry's "AnotherFullscreenMode" tool, with in-game controls for all. With it, you can create a "Display Settings" menu in-game with several options, and the ability to add your own default ini settings of any kind that the user can change easily if they wish.

Updated:
Provoke Skill
http://rpgmaker.net/engines/rm2k3/utilities/23/

You can now set multiple skills to provoke, and force provoke via a "@provoke_monster monster#, hero#" comment command.


Store Item, Skill ID & Condition ID in Battle
http://rpgmaker.net/engines/rm2k3/utilities/51/

Added Condition tracking.


Auto Switches w/ Custom Var Import/Export
http://rpgmaker.net/engines/rm2k3/utilities/52/

Added a parameter to @export_event_state in order to turn an individual auto-switch off if you need to do so.

Removed:
CMS Tools: Advanced Faster ATB 2
http://rpgmaker.net/engines/rm2k3/utilities/38/
(Since ATB Overhaul has taken its place)


I'm still working on the message window plugin, since it's a bit of a doozy. I'm probably going to try to expand it to a custom font plugin (or make that a separate one). Stay tuned!
author=PepsiOtaku
You need to add that condition as an exception in your DynRPG.ini

Under "ConditionExceptions="

So if your observe condition is "16" add it next to any others, separated by a comma.

Hmm, but Observe Battle is a command exclusive to monsters. It's not a condition.
http://i60.tinypic.com/281fk8.png
I just tested that, and observe battle works fine? Also, could you just link that image instead of using the img tags? I want people to notice the post above it.

Edit: Actually, now that I htink about it. Try upgrading the plugin to this version and let me know if it still crashes:
http://rpgmaker.net/engines/rm2k3/utilities/60/
I did, but it still freezes when it executes Observe Battle. When I change its behaviour to Attack instead it works just fine.
I have a question about the atb_overhaul, can i still change active/wait mode with the regular menu option, even if i have this plugin?
You sure can!
author=PepsiOtaku
You sure can!


thanx bro, that saves me a lot of truble :)
i'm experiencing a random (at least i think it's random) crash at the start of some battles, and this is the error message I get:



battle are starting via event as in my project monsters are visible on the map and battles are iniciated on touch.

anyone else experiencing that?
How the battle starts shouldn't matter, but PM me the event pages so I can take a look at what's going on. Also tell me the number of enemies and number of heroes in your party.
it's possible to do something like that with the MAIN MENU GAME PLAYTIME CLOCK & BACKGROUND/FOREGROUND OPTIONS plugin?

in every page of the menu?
because if I eliminate the inner part of the system the result is this

thanks in advance ^ ^
See the post on plugin page.

Although that begs the question. There probably should be the above enabled as default, an be a second windowing layer for 0G, Klaus, and Item sections, so you could have that without the hassle of screwing with textbox transparency.

Also, if it's blacking like that, you probably don't have 256 color pictures.