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=44751.0Yanfly Common Event on Death
https://yanflychannel.wordpress.com/rmvxa/battle-scripts/death-common-event/Modern Algebra Drop Options
http://rmrk.net/index.php?topic=40114.0Yanfly Victory Aftermath
https://yanflychannel.wordpress.com/rmvxa/battle-scripts/victory-aftermath/Modern Algebra Enemy Flash
http://rmrk.net/index.php?topic=46388.0And this little guy that fixes it so enemies actually heal/buff each other randomly, rather than the last one in line:
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.