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Killin' those bugs!

So I've spent most of the day today hammering out bugs in the game, instead of finishing the last 10% or so of the Macalania Woods maps. I think I mentioned a nasty bug that was plaguing me forever in a previous blog post, but in the spirit of this post, I'll list that one again. Plus, I feel damn good that I finally beat it into submission.

FIXED BUGS
- Command windows in battle have a visible line height of five commands instead of four, so players won't have to scroll the window to get to Items, or back up to Fight, or hear a scrolling sound when holding down L/R to escape a battle while a command window is active.
- Windows in battle are now opaque to prevent overlapping.
- The battle log window will no longer appear empty or clear text early when applying or removing status conditions with skills (this was the one that was driving me nuts for a long time).
- This isn't so much a bug as it is a feature addition, but players can now scroll to the right of the Fight option to select Limit Break or Nethicite. These commands are disabled unless the party member's Limit Break gauge is full, or if the party member has no Nethicite equipped. Players are no longer forced to use a Limit Break in favor of a normal attack. The Limit Break command is always disabled for Beclem, since he doesn't use Limit Breaks.
- I made an update to my Land Vehicle script (which is used to ride chocobos in the game) to 1.03, which allows users to choose whether or not to be able to activate events on "action button" settings while riding the vehicle. This has no real effect on players in FFD, because it's a script option for the user (me), but I figured I'd list it here, anyway. That script can be found on my Pastebin account here.
- The arrow cursor will no longer remain on the screen in battles when a battle ends before an action or a target is chosen.
- Bosses now complete their collapsing animation before the victory text appears. Victory music still plays as soon as the boss reaches 0 HP, but I'm working on that.

As with any round of fixing bugs, I've noticed a few more while testing. I guess I'll list those too, in case any RGSS3 geniuses see it and recognize how to fix it.

PERSISTING BUGS
- Victor Engine Animated Battle & Victor Engine Active Time Battle & Moghunter Weather EX scripts cause scripted battle events to freeze the game if that battle has weather effects activated. Battle time will still pass, but commands and targets cannot be selected, effectively locking up the game.

- Raizen's Triple Triad script allows players to restart any event from the beginning by pressing the button reserved for challenging an NPC to a Triple Triad game while that event is running and if that event is set to "Autorun." I've not seen this bug reported before with anyone else using this script (UPRC, mind testing? You're the only other person I know that uses it), so there's a possibility it's a compatibility issue. I'm looking into it.

- Certain notetags in Craze's Regrowth Options (1.02) no longer work with the latest versions of Victor Engine Animated Battle & Victor Engine Active Time Battle. In my testing, I'm using a status condition with the notetags <hit hp regrowth: -100%>, <crit hp regrowth: -100%> and <miss hp regrowth: -100%>, which would cause the attacker to die on their next action, regardless of whether or not they successfully land the blow. When applied, the attacking enemy or party member suffers no damage when attacking.

- When applying the "Normal Attack" state and "Normal Attack" element to a skill's damage type, status conditions are ignoring the "Atk Element" of the attacker, rendering status conditions like Protect and NulBlaze useless sometimes. On the other hand, forcing a character to use an "Atk Element" renders Relics designed to add status conditions or elements to attacks useless. I have no idea what script is causing this to occur, or if it's just an RMVXA bug itself.

In my example, Cid's weapon has an Atk Element of Physical. The status condition Protect increases resistance to the Physical element by 50%. He is still taking normal damage from enemies attacking with the Physical element as their Atk Element. If Cid's "Fight" skill is changed to have a damage type of "Physical" instead of "Normal Attack" (which should inherit the Atk Element traits from the Actor/Classes tab and any equipment worn), Protect functions as normal. However, if Cid was equipped with a Relic that applied status conditions with attacks, such as the Lag Shock (20% to apply Slow on attacks), then it will never be applied as long as his damage element is "Physical" instead of "Normal Attack." The same applies to elemental damage. This bug is very annoying, as it is crippling the balance of certain battles.

That's all for now! Back to work. If anyone is having similar issues, and knows or has an idea on how to fix them, I'm all ears!

Posts

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The Victor Engine Animated Battle and Victor Engine ATB also cause freezing to my game. I wish I could help and I hope someone can help you fix it. I don't use the other scripts so I cannot help you there either. But why am I posting I hear you ask? Well, simply because no one else has posted yet. :D


P.S: Loving the project! Can't wait for a new release!
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