Damage Sequence + Yanfly Ace Battle Engine incompatibility

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GaryTheGreat

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This
https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/
And this
https://forums.rpgmakerweb.com/index.php?threads/damage-sequence.44434/

When used together and MSG_ADDED_STATES is ticked "true" in YEA, (which makes messages like "Actor is poisoned!"), make damage sounds and death sounds on actors disappear. They die silently.
I fixed damage sounds with a separate script, but can't fix the death sounds.

This here script did not fix the issue, death sounds are still not heard.
https://forums.rpgmakerweb.com/index.php?threads/death-sounds.55251/

Making an event for every time someone dies and play a sound is tedious, and also doesnt work if it's your last actor dying and game over comes, events stop processing and thus, no sound.

Four Actor Voice scripts here that could help me, but...
Three of links are broken and lead to some spam websites, and fourth does not feature death sound in combat, for some reason. Only on the overworld.
https://www.rpgmakercentral.com/topic/9005-actor-voices-in-battle/

I would like to keep state messages AND use the power of damage sequence. I texted damage sequence author about this a month ago, and no response.
Before I give up either messages or damage sequence, or try to find a script that postpones game over on all actor death so I can make death sounds work with an event, is there an easier solution in mind?
 

Dyluck

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You're talking about the default death sound defined in the database, right?

Does the problem still occur if MSG_ADDED_STATES is ticked "true" in YEA, but you DON'T use the Damage Sequence script?
 

GaryTheGreat

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Yes, that death sound.
No, it's those two put together that make it happen. Unticking added states or removing either scripts returns the sound.
 

Dyluck

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The reason I ask is that on line 3046 of yanfly battle engine:
def perform_collapse_check(target)
return if YEA::BATTLE::MSG_ADDED_STATES
target.perform_collapse_effect if target.can_collapse?
@log_window.wait
@log_window.wait_for_effect
end

It seems to say that if MSG_ADDED_STATES is true, then it just returns and doesn't do the collapse effect stuff. So it makes me suspect that maybe it should be "return unless" instead of "return if". But if you're absolutely sure that things work normally when MSG_ADDED_STATES = TRUE and the other script is removed, then there is nothing wrong with the code here, and it may not be a good idea to change it.
 

GaryTheGreat

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I assure you, before adding Damage Sequence, there was never an issue of silent deaths.
I've tried your fix and nothing seems different, atleast not with actors dying.

I think the issue is in damage sequence and how it handles collapsing. There's no death sound when Death state's message exists.
 

GaryTheGreat

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EDITED

Okay I solved it through some Goldberg complex means
A script plays animations with sound when actor dies, and I edited it to not do same for enemies, so it works now kind of, but I did reach my initial goal and kept both things that conflicted
Thanks for coming

It's more fun making a game when you don't know a lick of programming and just throw things together that other people made and hoping it doesnt break
 
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Kes

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[dpost]GaryTheGreat[/dpost]
If you want to add something use the Edit button to add it to the earlier post.

If your query has been solved to your satisfaction, please Report your opening post and ask for the thread to be closed.
Thanks.
 

Kes

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[closed]IgnoreMe[/closed]
 
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