[VXA] Freeze during battle, possibly related to Zeus' Fullscreen++

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Twice now when playtesting my game, it has frozen on battle when an enemy has been defeated from a physical hit. The battle music continues, but the message never goes away, thus the player is never able to continue. However, I'm not able to reliably recreate it. It's happened twice in two days, but I've also managed to play for over an hour without it happening.

I've got a lot of scripts installed, and will post them if it's really necessary, but here's the kicker: I've playtested dozens of hours and never had this happen, until I used the alternate full screen mode allowed by Zeus's Fullscreen++ script. If it is the fault of this script, that sucks because it gets rid of the annoying flicker on Nvidia cards and just looks better than the default fullscreen mode. It's activated by pressing F5 to get to fullscreen, then F6 until it looks unstretched (no blurry pixels.)

The page is:
http://forums.rpgmakerweb.com/index.php?/topic/14081-fullscreen/

I've posted over THERE, but thought HERE someone might be able to help as well :)

I have a lot of scripts installed, the only ones I have that SHOULD be affecting combat in any way are:

Yanfly ACE Core Engine (resolution set to 640x480)
https://yanflychannel.wordpress.com/rmvxa/core-scripts/ace-core-engine/
Modern Algebra State Icon Scroll
http://rmrk.net/index.php?topic=44751.0
Yanfly Common Event on Death
https://yanflychannel.wordpress.com/rmvxa/battle-scripts/death-common-event/
Modern Algebra Drop Options
http://rmrk.net/index.php?topic=40114.0
Yanfly Victory Aftermath
https://yanflychannel.wordpress.com/rmvxa/battle-scripts/victory-aftermath/
Modern Algebra Enemy Flash
http://rmrk.net/index.php?topic=46388.0

And this little guy that fixes it so enemies actually heal/buff each other randomly, rather than the last one in line:

Code: [Select]
class Game_Action
  def targets_for_friends
    if item.for_user?
      [subject]
    elsif item.for_dead_friend?
      if item.for_one?
        [friends_unit.smooth_dead_target(@target_index)]
      else
        friends_unit.dead_members
      end
    elsif item.for_friend?
      if item.for_one?
        if @target_index < 0
          [friends_unit.random_target]
        else
          [friends_unit.smooth_target(@target_index)]
        end
      else
        friends_unit.alive_members
      end
    end
  end
end

Most of these shouldn't effect the actual running of the battles, as I am mainly using the default system other than what these may do. I will of course give any other information requested of me.

UPDATE: I've created a new project with just these scripts included, with a map set to fight the default "Slime*2" every step. So far I haven't duplicated the error, but since it's intermittent, I'll keep trying and report anything I find.

UPDATE 2: 4 freezes in 3 days (in the original project.) All have been in battle, three were at an enemy's defeat, one was when an enemy used its skill. All of the message was displayed, and that's where it stayed. I managed to have it occur during a simple battle test. So far I have not been able to reproduce the error in the original screen mode (alt + enter) which is why I think the Fullscreen script is conflicting with something.
« Last Edit: April 26, 2015, 08:50:15 PM by Japhasca »
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Rep: +0/-0Level 33
RMRK Junior
Sorry for replying to my own post so soon, but since that one I've done a LOT of experimenting and have some results, so I thought a visual separation must be more encouraging for others to read it and maybe give me a hand :P

While I can't reproduce the error at will, I've found out enough to where I think I can reliably reproduce it within a short period of time. When it happens, it seems to happen within the first two fights of any game session, and most commonly when the player receives a status effect.

I created a new project with only the following changes:
Enemy Bat: Its Atk state is ONLY Regen 100%, and I gave it ALSO the "Poison Cloud" ability. (I had it drop Hi-Potions 100% of the time, but this was unnecessary as I only fought two battles per game so dying wasn't an issue.)
I set the main character to start at level 2.
I made a troop of 3 bats, set it to appear in the default map, and set average steps to 1.

I then played with different scripts until I think I narrowed it down to 1.

These were the installed scripts when I was able to produce the freeze:
Yanfly ACE Core Engine (resolution set to 640x480)
https://yanflychannel.wordpress.com/rmvxa/core-scripts/ace-core-engine/
Zeus' Fullscreen++
http://forums.rpgmakerweb.com/index.php?/topic/14081-fullscreen/
Modern Algebra Enemy Flash
http://rmrk.net/index.php?topic=46388.0

The only modifications I've made to these is around line 178 on the ACE Core Engine, I set ANIMATION_RATE to 4 because I like the default speed.

With these three installed, I can get the error pretty quickly. When I remove the enemy flash, I can't seem to cause it. I'm not sure what's going on, but I still think it has to do with the Fullscreen addon because I haven't been able to trigger it except when in the F5 fullscreen.

If someone could figure out what's going on based on this, that would be rad. If I can't use the flashing script, that's fine, but I really like it. (I'm pretty sure this is the root of it, unless the RNG gods are being really cruel to me.)
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