Okay, it does seem to work! I couldn't reproduce the error over a long amount of time. So the newer version does seem to do the trick!
Thanks a lot again!
One-Nil |Team Studios
Recent community posts
All good, I was pretty confident that you'd respond one day :D
I can also keep trying to reproduce the error while recording, which may give a little more insight.
And yeah, it may not seem that far off from last time, since the game supposedly crashes once a character
makes their move after the one causing the issue. Thanks a lot for your time!
EDIT: I may have a hunch here. I got it to reproduce several times now.
HOWEVER: This only happens when Rubberbanding in the CTB settings is OFF. I haven't encountered the bug once
after rubberbanding was switched back on.
Here's still another video:
Hello there, it's us again. :D"
Unfortunately, we stumbled upon yet another error message. :
This again had nothing to do with using a Dualtech (there weren't even members present who could've used them).
Unfortunately, I can't reproduce this one consistently.
But I'll try my best to explain what happened when that error popped up.
A character used a skill that applied a haste state (CTB Speed+25% / ctb order: targets, -2); the character then got hit by a Speed malus (reducing Agility to 1) after that a qued skill from a different character hit an enemy and the game crashed. I could reproduce this one more time and the setup was quite similar.
EDIT: If I remember correctly, one of the enemies was charging an attack and got hit with a sleep state. Don't know if that would be of any importance.
EDIT 2: To me, it seems that the game crashes, once the turn order is altered with skills (like using "CTB SPEED: targets, +20%" "ctb order: targets, -1" commands in action sequencing) and an actor/enemy has a restriction (cannot move in that case), but cannot confirm 100%.
Sorry that I can't be of much more help right now, I'll try to capture the error later. But maybe you've got a hunch about what could cause this. Sorry again and have a good time!
Sorry, I didn't mean console logs but rather the explicit lines that the log displayed.
I updated the plugin, and the error no longer occurs! Thank you so much for the super fast handling! I'm glad that everything is working smoothly again! It's remarkable how compatible your plugin is!
May I ask what exactly caused the error?
Anyway, thanks a thousand times again! Hope we don't need to reach out again. ;)
Sure thing, I'll try to provide some more insight. I've uploaded a video to showcase what I've been doing in the game. This is one of two events where I could reproduce the error 100% of the time. It also happened here and there. I don't know if it occurs because of a forced skill kind of "messing" with the turn order or if the skill that is used to force the sequence must be valid to use for the "caster" since this was never a requirement to force an action prior to installing your plugin (It doesn't seem to work either way, even if the skill setting up the action sequence would be castable).
The other instance was also a forced skill, I used the forced skill manually with the actor and the game didn't crash then. So yeah, it's always "force skill -> every action afterward crashes the game".
Thanks a lot for your time and getting back to us! :)
There's not much going on with the troop settings or the Skill. But here are the screens to make sure, as well as the full Action Sequence of the Skill.
We're using version 1.17 of the CTB and the current version of your plugin.
EDIT: Here's also some console logs:
Oh, and merry Christmas by the way. Thanks again for looking into this. :)
Action Sequence:
<After CTB: 1>
<Setup Action>
bgm: stop
tint screen: -255, -255, -255, 0, 1
hide battle hud
zoom: 200%, 1
camera screen: center, 1
move actor 0: point, 600, 360, 1
move enemy 0: point, 50, 360, 1
move actor 1: backward, 1000, 1
move enemy 1: backward, 1000, 1
move enemy 2: backward, 1000, 1
wait for movement
move enemy 0: forward, 200, 120
tint screen: -80, -100, -100, 119, 60
SE: DogAngry, 300, 100, 0
wait for movement
wait: 10
move enemy 0: forward, 400, 120
motion guard: actor 0
wait for movement
SE: Evasion1, 100, 100, 50
motion escape: actor 0
wait for movement
move actor 0: return, 30
jump actor 0: 100%, 30
face actor 0: forward
move enemy 0: return, 75
jump enemy 0: 100%, 75
reset zoom: 30
wait for movement
motion idle: actor 0
wait for movement
motion thrust: user
SE: Vaan All bark and no bite, 100, 100, 50
wait: 100
if $gameVariables.value(138) == 0
BGM: Take the Crown, 100, 100, 0
else if $gameVariables.value(138) == 1
BGM: We wont be defeated, 100, 100, 0
end
move actor 1: return, 60
SE: Lidia_Evade_02, 100, 100, 50
motion victory: actor 0
wait for movement
wait: 80
move enemy 1: return, 60
jump enemy 1: 100%, 75
SE: Dog, 100, 130, 20
wait: 2
move enemy 2: return, 60
jump enemy 2: 100%, 75
move actor 0: return, 60
wait for movement
show battle hud
wait: 80
</Setup Action>
<Whole Action>
</Whole Action>
<Target Action>
</Target Action>
<Finish Action>
perform finish
</Finish Action>
Hello! First of all, thank you very much for the plugin, it works great! However, not always, which is why I'm writing. I hope you're still active and can help us.
The game seems to crash whenever actions are forced via the Battle Event Manager with the error message in the title. Most of the time, the action is executed, and shortly thereafter, the error occurs (for example, when another character performs an action after the sequence that normally works). The error also occurs when no dual tech is present or has been executed, so it seems to be completely independent of that. Do you think that you'd be able to fix that?
Thanks a lot! :)
EDIT: You surely are aware that this is a CTB issue, just wanted to point it out. The error doesn't happen when using the STB. :)
Error message: