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[RM2K3] CONDITIONAL BRANCH IGNORED DURING CERTAIN ANIMATIONS

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Event Pg1 Hero(1) has taken 1x turns
Switch Operation 001:Check Events ON
Branch if Hero(1) Spell Used
Switch Operation 002:Spell ON

Event Pg2 Switch 002:Spell is ON
Switch Operation 001:Check Events OFF
Branch if Switch 002:Spell is ON
Call Common Event Spell

Common Event "Spell"
Change Hero1 Intelligence...

This basically sums up what goes on during my battle events. The problem is on Event Pg2. When checking if 002:Spell is ON during certain battle animations, the branch is ignored. I check with F9 to see the switch is ON and I added a message outside the branch of that event to play to make sure it was triggering, and it was. I then tried a different spell and the events played out as intended.

I started experimenting to see what was going on and noticed it was the battle animation. I first noticed this by changing the battle animation associated with the spell that caused the issue, and it worked. I then tried using a spell that had no issues, but with the same battle animation as the bugged spell and noticed it broke my event again. After experimenting some more, I found that the battle animation ID, in the database, is also bugged. I cleared the bugged animation in the database and tried making a new animation with a different battle graphics set, but it broke my event when using any spells associated with that animation.

Does anyone know what is going on here? I am guessing it is a plugin issue or DynRPG bug.
I've done quite a bit of investigation into rm2k3's battle system in the past, but I've never encountered a situation like what you describe where changing the animation itself actually changes the outcome.

That said, maybe my notes will be helpful anyway. A lot of commands don't trigger for various reasons, and there are a few cases when all action can be prevented. So maybe it's related? Note that my research was all done without DynRPG, and I didn't have any plugins.

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Animation Canceling
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Animations in the DBS can be interrupted by the following:
Equipment Changing
Condition Changing

When an animation is interrupted, the action following the animation is also interrupted. This means that animations can cancel attacks, spells, and whatever else the character is trying to do.

This interruption can occur when done in the Turns or Active BC. I think it can occur in all commands, but it only cancels actions in those two.


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Event Triggers
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** If the monster (or probably anyone) is Poisoned and takes damage, nothing extra is triggered.
** Conditional branch actions (like Monster Target) occur based upon the original trigger.
** Monster target can also be wonky depending upon which trigger you put it in, as it can trigger that the monster is the target even though it's the monster's attack if you buffer your attack in while the monster is attempting to attack.
** Skills targeting anything other than yourself do not require any stat selected (HP, MP, Attack, etc) for it to trigger all of the standard damage, etc. formulas.
** HP visual is updated fairly randomly -- I've seen it as early as "Variable Change" and as late as after "Hero HP"
** Items, even Scrolls, never trigger anything after damage is dealt.
** Item switches DO trigger everything, but since you can't do any targeting with switches, your options are limited.
** Triggers before the damage is dealt occur in the order in which they appear in Battle Events. The same is true for triggers that occur after the damage is dealt. The two types (before and after), however, never mix.
** If HP alterations are made after damage is dealt from a skill, the HP alteration will override the damage display. This is not true if the damage is done through a basic attack (the Fight command). This does not apply if MP was changed rather than HP.
** Post-damage triggers sometimes don't occur after healing. It is inconsistent, and I haven't been able to figure out what causes it to work or not work.
** AOEs seem to act like single target abilities, though I have not tested this extensively.
** If two monsters act very close to each other, if the first uses a skill, the 2nd's action won't trigger post-damage triggers (like variable change or party exhaustion).
** If a spell is cast on self, it sometimes does not trigger the post-damage triggers (I've noticed that when it stops working, it tends to be broken for a couple of turns, but otherwise works most of the time).


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Event Ordering
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Battle Begins (these appear in the order they are in the Monster Group):
Variable change
Turn taken
Monster takes turn
Hero1 takes turn
Hero2 takes turn (this appeared even when Hero2 wasn't in the party)
Party exhaustion
Turn


Hero1 Fights or uses Skill against enemy:
Turn taken
Hero1 takes turn
Hero1 uses the <fight or skill> command
(Skill name appears if not Fight)
(Animation)
(Damage or healing, unless there is none)
(MP removed for cost of skill)
Variable change
Party exhaustion
Monster HP check (for all of monsters, alive or dead)
Hero HP check (for all heroes in current party, alive or dead)


Hero1 uses Skill on ally or self:
Turn taken
Hero1 takes turn
Hero1 uses the <fight or skill> command
(Skill name appears if not Fight)
(Animation)
(Damage or healing, unless there is none)
(MP removed for cost of skill)
Other triggers like Variable change sometimes work here, but often do not (I haven't figured out why yet)


Hero1 Defends:
Turn taken
Hero1 takes turn


Hero1 Item:
Turn taken
Hero1 takes turn
Hero1 uses the <item> command
(Item name appears)
(Animation)
(Damage or healing, unless there is none)


Monster Acts:
Turn taken
Monster takes turn
(Skill name appears if not Fight)
(Animation)
(Damage or healing, unless there is none)
Variable change
Party exhaustion
Monster HP check (for all of monsters, alive or dead)
Hero HP check (for all heroes in current party, alive or dead)
Those are interesting finds. I finally fixed my problem, kinda. I bumped the frames to 24 and it started working again. If I drop it to anything less than 24 frames the battle event breaks. I figured this out because all the animations that broke the event were extremely short, 8-20 frames. I can just increase the frames for all my animations with empty cells and I shouldn't run into this again, I hope.

This is probably the weirdest bug I've ever seen. It wasn't a plugin issue either as I removed all the plugins to test the issue, but I didn't try using a fresh rpg_rt.exe(w/o DynRPG). While this does solve my issue, I hope someone could shed more light on this issue.
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