BATTLER WON'T JUMP BACK TO PARTY AFTER ATTACKING [RM2K3]

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I've found that this only happens when against custom sprites. I tried using an RTP monster and it worked fine.

Can someone tell me what's going wrong? Here's an image of the battle scene, you can see him a fair bit ahead of the rest of the party. At the beginning he's with standing with the rest of the team, but after attacking the target which he's in front of, he stops there instead of appearing back with the party.



I've checked the battle events which affect him and there's nothing there which should be causing this.
Yes, same happens with my RM2K3 game very frequently.
Is this just a glitch that will continue to happen?

If it is, I might just have my characters go forward one step and swing their weapons like in the early Final Fantasy games.
Thanks kaine87

It's the Steam version. Nice to know that I didn't do anything to make this happen.
I wasn't aware there was a fix for this bug! That would have been awesome to know years ago when I tried to solve it myself.

As for the bug itself, my testing showed that the bug is caused when your battle script changes the graphics for a battler. In practice, this means changing their condition or their class through an event script.

More specifically, normally actions from enemies or allies cannot occur while your character is acting. However, when you change the animation, for some reason the game will allow others to act during the "movement" phase of a character's action. Therefore, this can interrupt the move forward or jump forward options, as well as move to enemy, although due to the distance traveled and the time it takes to perform those actions, it's rare to get your character stuck somewhere except with the move to enemy option.

The solution, as you might except, is to remove any instances of condition or class changes during the battle, or at the very least to minimize such changes.

Additionally, if you need condition changes to remain in event scripts, ensure that they only exist in events which trigger after damage is dealt (such as check HP or party exhaustion) so that characters are not interrupted in their action before they deal damage. That way the issue is at least only graphical and does not actually affect gameplay.

Hope that helps!
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