Could someone please fix the (probably simple) bugs in this script? The creator is inactive.

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Little Paw

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And this is coming from someone who knows nothing at all about scripting, it doesn't seem like it would be that much of an effort to get it to work right.

This is the script: http://www.rpgmakervxace.net/topic/509-simple-side-view/

Basically this script does EXACTLY what I want out of a side view battle system. It's simple to use and has options for changing a character's sprite when they're afflicted with a state (such as death).

However, there's a few bugs with it (and it's not just me, just have a read through the thread and you'll see other people mentioning them) that would need to be fixed...

1. Enemy attack animations don't appear on the player's sprites. For some reason, they appear up in the corner of the screen. This needs to be fixed so they appear on the targetted character. Attack animations made by the player towards enemies seem to work just fine.

2. If the player dies as a result of suicide (such as through Confusion), the game will crash. Some in the thread speculate that this is because the character does not return to their neutral standing position and dies. I suppose a quick fix for this would be to not apply damage until the character has returned to their neutral position.

3. Not quite a fix, but more of a request. Part of the script allows for cast animations. I'd like to be able to turn this off, as I have another script that handles this (Yanfly's cast animations script) with more variety (this script only supports one cast animation, whereas Yanfly's supports as many as you want).

4. One more minor request. Able to specify whether or not a character stops walking in place during a state. Sure I'd like Death or Freeze to result in an immobilized character, but if they're just Burned, they should keep moving. I can deal without this though.

5. Needs to retain compatibility with Yanfly's scripts. Most of my other scripts come from Yanfly.

Thanks :)

Edit:

6. There's another problem I just discovered... When someone dies and you revive them, they remain in the dead sprite state.
 
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Little Paw

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Could anyone please help me out? I really need a functioning side view battle system.
 

Andar

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And this is coming from someone who knows nothing at all about scripting, it doesn't seem like it would be that much of an effort to get it to work right.
Unfortunately, your assumption is wrong. Changing code that was written by someone else is almost never simple, because first you need to understand what the other scripter did.
There are quite a number of scripters who have always stated that they will never change the code created by another scripter, even if they're paid for that - partly because it's like changing another artists work, and a good part is that it takes usually more time to change an existing code than to write it new from zero.


And that is no joke - the larger the existing script is, the more time-consuming it becomes to analyse, and that work has to be done before someone can even try to change the functions.


A long time ago I read from a scripter here on the forum, that he doesn't even look into the topic if the word "simple" is in the title, because those who have no scripting knowledge often assumed that extremely complex work should be "simple" - if programming was simple, it wouldn't need years to learn...


Back to topic:


If Jet isn't around any longer (really? I thought I'd seen him posting a few month ago), then it'll be probably faster to use another battlescript than to wait for someone to make those modifications for you.
 

Little Paw

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Because it's extremely confusing and I cannot understand any of it. From what little I've been able to gather about it, it seems like it's more for having fully animated battle scripts. I don't want that. I just want to have my sprites drawn on the screen. Have them step forward when they make an attack, and step back. Then when they die (or have another state inflicted), have their sprite change to something else.

I don't know if I can do that with that system, and if I can.... like I said, I cannot make heads or tails out of any of those instructions. It seems extremely advanced...

Unfortunately, your assumption is wrong. Changing code that was written by someone else is almost never simple, because first you need to understand what the other scripter did.

There are quite a number of scripters who have always stated that they will never change the code created by another scripter, even if they're paid for that - partly because it's like changing another artists work, and a good part is that it takes usually more time to change an existing code than to write it new from zero.

And that is no joke - the larger the existing script is, the more time-consuming it becomes to analyse, and that work has to be done before someone can even try to change the functions.

A long time ago I read from a scripter here on the forum, that he doesn't even look into the topic if the word "simple" is in the title, because those who have no scripting knowledge often assumed that extremely complex work should be "simple" - if programming was simple, it wouldn't need years to learn...

Back to topic:

If Jet isn't around any longer (really? I thought I'd seen him posting a few month ago), then it'll be probably faster to use another battlescript than to wait for someone to make those modifications for you.
I see... And yeah, he did post a few months ago... but a few months ago is a long time...
 

Andar

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I see... And yeah, he did post a few months ago... but a few months ago is a long time...
Not exactly - game development is something that often takes years, and since for many it's a hobby that has to take second place to real life, it also often happens that some people are off for several months before returning.
As far as Battlesystem scripts go: there are probably half a dozen side-view battlescripts on the master script list, so you should compare them if others might also fit you.


And while Symphony allows for fully animated action sequences, there are default in it so that you don't have to program them yourself, you can use symphony without any additional configuration if you want.


But it's your decision - but if you really want Jet's battlesystem I suggest that you simply start working on another part of your game, using defaults for playtesting until you either see Jet's return or find someone who already knows the script - this might take several months of time, but if you want to make a game that is longer than ten minutes you'll need those months to work on other parts of your game anyway...
 

Shaz

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Since you have several battle scripts competing with one another, I wonder if some of the issues might be due to incompatibility. Can you disable all your other custom scripts, or put JUST this script into a new project, and test, to see if those few issues are still there?
 

Little Paw

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Everyone, I'm sorry. I'm a colossal idiot.

There's a very good reason why the script in question is completely outdated and buggy.

Because it was abandoned in favor of this: http://forums.rpgmakerweb.com/index.php?/topic/3358-viewed-battle-system/

Which is... mostly not buggy. In fact the only crash bug I've found is that you still get a crash if you kill yourself. All I have to do is prevent that from happening.

It seems to do everything I need it to do. Thanks for dealing with my stupidity, guys ._.
 

Archeia

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ahh that's great! Good to know you have less problems :3

This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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