Disabling Preemptive Strikes/Surprise Attackes

KindCoffee

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Hi everyone I was wondering if there's a line I'm just not seeing in VX ace for determining preemptive strikes/surprise attack in the scripts?

I know in the VX it was in the Scene_map, but can't really seem to find it in ACE. 

Any help would be appreciated.

The issue right now that I'm having is that there's a random chance of my project locking/crashing when a surprise attack occurs for the initial battle in a zone with random encounters.
 

Andar

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Hi everyone I was wondering if there's a line I'm just not seeing in VX ace for determining preemptive strikes/surprise attack in the scripts?

I know in the VX it was in the Scene_map, but can't really seem to find it in ACE. 

Any help would be appreciated.

The issue right now that I'm having is that there's a random chance of my project locking/crashing when a surprise attack occurs for the initial battle in a zone with random encounters.
Then I strongly suggest you try to find the script or error that causes the crash.

Most problems don't have single bugs as a result, and covering the bugs instead of eliminating them usualy leads to more problems farther down the road, when there are more causes and more work placed in your game.

And no, that isn't done by a switch or check in Ace, you'll need a script to change that. And that would probably cause even more problems because you already have something interfering with Ace's internal engine, or you wouldn't crash on a random surprise battle...
 

KindCoffee

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Then I strongly suggest you try to find the script or error that causes the crash.

Most problems don't have single bugs as a result, and covering the bugs instead of eliminating them usualy leads to more problems farther down the road, when there are more causes and more work placed in your game.

And no, that isn't done by a switch or check in Ace, you'll need a script to change that. And that would probably cause even more problems because you already have something interfering with Ace's internal engine, or you wouldn't crash on a random surprise battle...
Thanks Andar, 

I did a little more research, and you're right even after I disabled surprise and preemptive, I found that disabling Yami's Symphony got rid of the issue. So I nailed it down to one script that's causing it. Now to figure out how to fix it... :(  
 

Fomar0153

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If you can't fix the bug then this is the solution to your original request:

Code:
module BattleManager  #--------------------------------------------------------------------------  # * Processing at Encounter Time  #--------------------------------------------------------------------------  def self.on_encounter    @preemptive = false    @surprise = false  endend
 

KindCoffee

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That's very kind of you thanks! Let me see what happens if I plug it in! (hopefully fixes the bug!) 

So disabling the surprise attack and preemptive strike didn't fix the bug, I pinpointed which custom script does it, but trying to figure out what part of it would mess with it. I'm guessing it's the scene transition, but couldn't find anyone else having trouble with it for Battle Symphony. :(

Thank you so much for that script though Fomar0153!

Edit: This issue was resolved! I found a post on it specifically dealing with the Yami script issue http://www.rpgmakervxace.net/topic/16407-rgss3-has-stopped-working/   . Thanks everyone!
 
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