Battle error crash

Kes

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The title is a bit vague because I am uncertain as to whether this is a compatability issue, or a standalone issue.

I am using Yami's Battle Symphony script, together with Yami's PCTB. I am over an hour into a new play test, and have fought a fair number of battles already. However, the game crashed with this error message.

error message.png

The console was not very useful, all it had was this:
console printout.png

Ignore the first line - I had recently changed maps and there's always a whole load of them. But as you can see, the crash happened on the first action. I used a skill to quickly kill off a minion, so it was a one shot KO. This is not the first time I'd done that. But then the crash.

Anyone got any thoughts on this?

Thanks.
 

Engr. Adiktuzmiko

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What's on line 3295 of your Yami's script? Include the whole method preferably
 
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TheoAllen

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Do you mean, these lines?
Screenshot_1051.jpg
Because it's in a different line. I assume because the config, so it shifted downward and pointed to 3295.

In a not really related note, I found a similar bug in my battle system just recently and it was similar. I found out that the enemy killed and it didn't get registered as "killed" bcz it gets killed 'too fast'. Without going into detail, the system was trying to make the dead battler take action. While I found a direct solution to my problem, I used to have a workaround to prevent it from crashing before pinpointing the actual problem.

Between these lines
Screenshot_1052.jpg
Add
Code:
return unless item
It should do the job preventing the script from crashing. But may not actually solve the actual problem. So you might expect some weird behavior or something. An actual bug hunting is still preferable.
 

Kes

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@Engr. Adiktuzmiko

Here is the section from my version of Battle Symphony

Code:
#--------------------------------------------------------------------------
  # overwrite method: use_item
  #--------------------------------------------------------------------------
  def use_item
    @scene_item = item = @subject.current_action.item
    targets = @subject.current_action.make_targets.compact
    #---
    attack = @subject.current_action.attack?
    weapon = @subject.weapons[0]
    w_action = attack && weapon
    #---
    targets = targets * 2 if attack && @subject.dual_attack?
    #--- Setup Actions ---
    actions_list = item.setup_actions_list
    actions_list = weapon.setup_actions_list if w_action && weapon.valid_actions?(:setup)
    perform_actions_list(actions_list, targets)
    #--- Item Costs ---
    @subject.use_item(item)
    refresh_status
    #--- YEA - Cast Animation
    process_casting_animation if $imported["YEA-CastAnimations"]
    #--- YEA - Lunatic Object
    if $imported["YEA-LunaticObjects"]
      lunatic_object_effect(:before, item, @subject, @subject)
    end
    #--- Whole Actions ---
    actions_list = item.whole_actions_list
    actions_list = weapon.whole_actions_list if w_action && weapon.valid_actions?(:whole)
    perform_actions_list(actions_list, targets)
    #--- Target Actions ---
    actions_list = item.target_actions_list
    actions_list = weapon.target_actions_list if w_action && weapon.valid_actions?(:target)
    targets.each { |target|
      next if target.dead?
      perform_actions_list(actions_list, [target])
    }
with line 3295 being
actions_list = item.setup_actions_list

@TheoAllen I have followed your suggestion and inserted that line between what was, for me, lines 3286 and 3287. Testing whether it works or not will be tricky because I will probably have to fight a lot of battles before I get the precise conditions to repeat, but I'll give it a go. You say that "an actual bug hunting is still preferable." How might that be done?

Thanks to both of you.
 

TheoAllen

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You say that "an actual bug hunting is still preferable." How might that be done?
That can only be done by the Yami themselves or someone that is knowledgeable about the script. But as I said, my solution should work to prevent the crash, it MIGHT have some weird behavior that is going to happen when it's supposed to crash though.

Basically, my solution is like (in the analogy) if you wrote a wrong damage formula, instead of crashing, it just deals null damage. Something like that.
 

Kes

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@TheoAllen From what I can see Yami is no longer doing support for that script, so I'll go with your workaround for the time being. I did a couple of fast battles to test it out, and nothing unusual happened, so maybe, just maybe, things will be okay.

Once again, thank you for your help. Much appreciated.
 

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