[RMVX ACE] FORCE ACTION OVERFLOWS ACTIONS?
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I've heard about a Force Action bug, but I can't seem to find much info on it. I'm using Yanfly's Core, though, so it should probably be fixed.
That said, the bug I'm experiencing is that if too many Force Action commands are used in a single round, the tail end of the actions array is cut off. Slow moving party members will queue up their attacks but never execute them.
For reference, here's my Force Action module.
and here's Yanfly's alias
That said, the bug I'm experiencing is that if too many Force Action commands are used in a single round, the tail end of the actions array is cut off. Slow moving party members will queue up their attacks but never execute them.
For reference, here's my Force Action module.
author=Enterbrain, possibly edited
#--------------------------------------------------------------------------
# * Force Action
#--------------------------------------------------------------------------
def force_action(skill_id, target_index)
clear_actions
action = Game_Action.new(self, true)
action.set_skill(skill_id)
if target_index == -2
action.target_index = last_target_index
elsif target_index == -1
action.decide_random_target
else
action.target_index = target_index
end
@actions.push(action)
end
and here's Yanfly's alias
author=Yanfly
#--------------------------------------------------------------------------
# alias method: force_action
#--------------------------------------------------------------------------
alias game_battler_force_action_ace force_action
def force_action(skill_id, target_index)
clone_current_actions
game_battler_force_action_ace(skill_id, target_index)
end
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