DoubleX RMVXA Bug Fixes to YSA Battle System: Classical ATB

vanti

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I tried to find its 1.24 version but failed, so I used v1.22 in my test XD
Yes 1.24 cannot be found anywhere... the latest official version is 1.22 still :(
 
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vanti

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I've tested and it's Yanfly Engine Ace - Ace Battle Engine's bugs. I don't know if Yami's CATB may make things "worse" but I'll try to fix them in Yanfly Engine Ace - Ace Battle Engine if there's no such bugfix scripts uptil now :)
Oops... it seems there is a fix for it already found by DionisioVega:

http://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/#comment-3325

in the display_added_states function add the linetarget.perform_collapse_effect if target.can_collapse?

above

return unless YEA::BATTLE::MSG_ADDED_STATES
I cannot check it now because I'm at work but according to a later comment it does the trick.

Thanks to your finding the location of this bug I could find a fix already posted. :) And sorry if you already started working on it

EDIT: I have checked it, unfortunately it does not work with catb, the bug persists :(
 
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DoubleX

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Updates

v1.02a(GMT 0600 7-3-2014):

- Tried to fix collapse check bug

Oops... it seems there is a fix for it already found by DionisioVega:

http://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/#comment-3325

I cannot check it now because I'm at work but according to a later comment it does the trick.

Thanks to your finding the location of this bug I could find a fix already posted. :) And sorry if you already started working on it

EDIT: I have checked it, unfortunately it does not work with catb, the bug persists :(
Yanfly Engine Ace - Death Common Events should also work now, at least according to my test.
 

vanti

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Thanks! It works perfectly for enemies, but actors now collapse on every turn end if they get KO'd by anything (not just slip damage) :)
 

DoubleX

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v1.02b(GMT 2330 7-3-2014):

- Tried to fix bugs caused by the fixes on collapse check bug
 

turtlerock

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Hey DoubleX,

v1.02b breaks:

Yanfly Target AoE Manager (1.02)

Yanfly Cast Animations(1.00)

Yami Engine Symphony (1.16)

Yanfly Battle (1.22)

All errors specify nul spriteset, item sprite set, or battle sprites.

Example: http://i.imgur.com/2KqYwQH.jpg

Had to revert to 1.0f.
 
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DoubleX

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Hey DoubleX,

v1.02b breaks:

Yanfly Target AoE Manager (1.02)

Yanfly Cast Animations(1.00)

Yami Engine Symphony (1.16)

Yanfly Battle (1.22)

All errors specify nul spriteset, item sprite set, or battle sprites.

Example: http://i.imgur.com/2KqYwQH.jpg

Had to revert to 1.0f.
May you please tell me when this error occurs and list all custom scripts you used preserving their ordering in your project? I may need more information to find what actually happened.
 

turtlerock

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The crash happens at battle end,

and here goes. Scripts with a (*) report crashes. I removed them starting at the bottom, beginning with AoE Manager Addon.



Yanfly Core script

Yanfly Battle Engine (*) 1659:NoMethodError occured undefined method 'spriteset' for nil:NilClass

Yami ATB

CATB Bugfixes 1.02b

Clear Addon for CATB DoubleX

Color Addon for CATB DoubleX

Cooldown Addon for CATB DoubleX

SFX addon for CATB DoubleX

Yami Engine Symphony 1.16 (*) [ line 1663: NoMethodError occured. undefined method 'battler_visible' for nil:NilClass

Yanfly Libra

Yanfly Elemental Colors

Yanfly Message System

Skill Effect addon for Symphony 

Visual Effect addon for Symphony

Yanfly Class System

Yanfly Class Addon: Specifics

Yanfly Parameter Bonuses

Yanfly Party

Yanfly Battle Command List

Yanfly Cast Animations  (*) Fixed, unrelated.

Yanfly Command Equip

Yanfly Element Absorb

Yanfly Element Reflect

Yanfly Enemy Death Transformations

Yanfly More Items drop

Yanfly State Animations 

TDS Battleback Stretch

Yanfly Buff&State Manager

DoubleX Bug fixes for Buff&state

DoubleX Clear Addon Compatability Fix

Yanfly Combo Attacks

Yanfly Barehand Trait

Yanfly Damage Conversion

Yanfly Enemy Level

Yanfly Chain Skills

Yanfly Field States

Input Combos

Jp System

Skil Cost Manager

Skill Restrictions

Skill Steal System

Target Manager

Target AoE addon (*) [script line 837: NoMethodError Occured, undefined method 'spriteset' for nil:NilClass

Tp Manager

Save Menu

Skills Menu

Skill Upgrades by KreadEX

Zerbu Engine- Change or Randomize Battle Transition

Rafael_Sol_Maker's Ace Perfect Fog

Map Effects for VXAce by Zeus81

Quest Journal by modernalgebra

Weapon/Armor Randomization by Vlue

Khas Awesome Light Effects

Mog Animated Title A

Mog Menu Cursor

DEBUGGER

Once Yanfly Battle Engine and Enemy LVL scripts are removed, crashes stop.
 
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DoubleX

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Updates

v1.02c(GMT 0500 22-3-2014):

- Tried to fix more bugs caused by the fixes on collapse check bug

The crash happens at battle end,

and here goes. Scripts with a (*) report crashes. I removed them starting at the bottom, beginning with AoE Manager Addon.



Yanfly Core script

Yanfly Battle Engine (*) 1659:NoMethodError occured undefined method 'spriteset' for nil:NilClass

Yami ATB

CATB Bugfixes 1.02b

Clear Addon for CATB DoubleX

Color Addon for CATB DoubleX

Cooldown Addon for CATB DoubleX

SFX addon for CATB DoubleX

Yami Engine Symphony 1.16 (*) [ line 1663: NoMethodError occured. undefined method 'battler_visible' for nil:NilClass

Yanfly Libra

Yanfly Elemental Colors

Yanfly Message System

Skill Effect addon for Symphony 

Visual Effect addon for Symphony

Yanfly Class System

Yanfly Class Addon: Specifics

Yanfly Parameter Bonuses

Yanfly Party

Yanfly Battle Command List

Yanfly Cast Animations  (*) Fixed, unrelated.

Yanfly Command Equip

Yanfly Element Absorb

Yanfly Element Reflect

Yanfly Enemy Death Transformations

Yanfly More Items drop

Yanfly State Animations 

TDS Battleback Stretch

Yanfly Buff&State Manager

DoubleX Bug fixes for Buff&state

DoubleX Clear Addon Compatability Fix

Yanfly Combo Attacks

Yanfly Barehand Trait

Yanfly Damage Conversion

Yanfly Enemy Level

Yanfly Chain Skills

Yanfly Field States

Input Combos

Jp System

Skil Cost Manager

Skill Restrictions

Skill Steal System

Target Manager

Target AoE addon (*) [script line 837: NoMethodError Occured, undefined method 'spriteset' for nil:NilClass

Tp Manager

Save Menu

Skills Menu

Skill Upgrades by KreadEX

Zerbu Engine- Change or Randomize Battle Transition

Rafael_Sol_Maker's Ace Perfect Fog

Map Effects for VXAce by Zeus81

Quest Journal by modernalgebra

Weapon/Armor Randomization by Vlue

Khas Awesome Light Effects

Mog Animated Title A

Mog Menu Cursor

DEBUGGER

Once Yanfly Battle Engine and Enemy LVL scripts are removed, crashes stop.
The v1.02c update should fix at least some(if not all) of the problems you've mentioned.
 

Nosleinad

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Hello DoubleX,

  I don't know if someone already reported it yet (it seems somethinf easy to notice), but the ATB bar of enemies are set over the sprites, like in this pic:



  I am using Symphony and it's holder add-on, could you take a look and see if its possible to let the ATB bars behind the sprites? Here's the link to the scripts:

https://github.com/suppayami/rmvxa-collection/blob/master/battle-symphony/battle-symphony-116c.rb

https://github.com/suppayami/rmvxa-collection/blob/master/battle-symphony/add-on/Holder-Battlers.rb
 

DoubleX

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As some may prefer to put the atb bars above the battler sprites, I'd just post a snippet to do the reverse:

class Enemy_CATB_Gauge_Viewport < Viewport #----------------------------------------------------------------------------| # Alias method: initialize | #----------------------------------------------------------------------------| alias initialize_atb_below_battler initialize def initialize(battler, sprite, type) initialize_atb_below_battler(battler, sprite, type) # This part is added by this snippet to put the atb bars below the battlers self.z = 0 # end # initializeend # Enemy_CATB_Gauge_ViewportPut this below all YSA CATB scripts and my fixes and addons.

I haven't tested this but if it doesn't work I'll have to address Battle Symphony or Holder Battlers themselves :)
 

Nosleinad

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Unfortunatelly it didnt work. Seems like there's something hardcoded here. :)
 

DoubleX

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It seems that the problem is beyond my current scripting knowledge but I suspect that the atb bars can't be made under the battler sprites.

Maybe a translucent atb bar is a considerable substitute for your issue:

module Translucent_ATB_Bar # Back gauge color rgba values Back_Gauge_Color1 = Color.new(0, 0, 0, 128) Back_Gauge_Color2 = Color.new(0, 0, 0, 128) # ATB gauge color rgba values ATB_Gauge_Color1 = Color.new(255, 0, 255, 128) ATB_Gauge_Color2 = Color.new(255, 0, 255, 128) # Charge color rgba values Charge_Color1 = Color.new(255, 0, 0, 128) Charge_Color2 = Color.new(255, 0, 0, 128) # (Only if using DoubleX RMVXA Cooldown Addon to YSA Battle System: Classical ATB) # Cooldown color rgba values Cooldown_Color1 = Color.new(255, 255, 0, 128) Cooldown_Color2 = Color.new(255, 255, 0, 128)end # Translucent_ATB_Barclass Enemy_CATB_Gauge_Viewport < Viewport #----------------------------------------------------------------------------| # Rewrite method: create_gauge_sprites | #----------------------------------------------------------------------------| def create_gauge_sprites @sprite = Plane.new(self) dw = self.rect.width * 2 @sprite.bitmap = Bitmap.new(dw, self.rect.height) case @type # This part is rewritten by this snippet to make atb bar translucent when :back colour1 = Translucent_ATB_Bar::Back_Gauge_Color1 colour2 = Translucent_ATB_Bar::Back_Gauge_Color2 when :catb colour1 = Translucent_ATB_Bar::ATB_Gauge_Color1 colour2 = Translucent_ATB_Bar::ATB_Gauge_Color2 when :catbct colour1 = Translucent_ATB_Bar::Charge_Color1 colour2 = Translucent_ATB_Bar::Charge_Color2 when :catbcd if $imported["DoubleX RMVXA Cooldown Addon to YSA-CATB"] colour1 = Translucent_ATB_Bar::Cooldown_Color1 colour2 = Translucent_ATB_Bar::Cooldown_Color2 end # when :percent if $imported["DoubleX RMVXA Percentage Addon to YSA-CATB"] colour1 = Color.new(0, 0, 0, 0) colour2 = Color.new(0, 0, 0, 0) end end dx = 0 dy = 0 dw = self.rect.width dh = self.rect.height self.rect.width = target_gauge_width unless @type == :back || @type == :percent set_percentage_font if @type == :percent @gauge_width = target_gauge_width @sprite.bitmap.gradient_fill_rect(dx, dy, dw, dh, colour1, colour2) @sprite.bitmap.gradient_fill_rect(dw, dy, dw, dh, colour2, colour1) end # create_gauge_spritesend # Enemy_CATB_Gauge_ViewportPut this below all YSA CATB scripts and my bug fixes and addons.
 
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Nosleinad

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Translucent bar...now you really got my attention rsrsrs :D .

I am at the beggining of my work shift now, but as soon as i get home i will try it out. Thanks in advance and I am curious to see the results.

Edit: Thanks a lot DoubleX, it worked like a charm. I am sure other side view users would like to use this snippet as well in conjuction with Yami Classical ATB.
 
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DoubleX

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Translucent bar...now you really got my attention rsrsrs :D .

I am at the beggining of my work shift now, but as soon as i get home i will try it out. Thanks in advance and I am curious to see the results.

Edit: Thanks a lot DoubleX, it worked like a charm. I am sure other side view users would like to use this snippet as well in conjuction with Yami Classical ATB.
I upgraded my color addon a bit and now it should also be able to make translucent bars:

http://forums.rpgmakerweb.com/index.php?/topic/23421-doublex-rmvxa-color-addon-to-ysa-battle-system-classical-atb/
 

Nosleinad

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Thanks for officially implementing the translucent bars. They look great and fits a SBS very well.
 
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DoubleX

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Note

v1.03a+ disables party escape while at least 1 battler is executing actions

Updates

v1.04b(GMT 0800 14-11-2014):

- Tried to fix more issues on dying enemy selection bug

v1.04a(GMT 0800 12-11-2014):

- Tried to fix windows not closing upon victory nor defeat bug

v1.03a(GMT 0200 20-8-2014):

- Tried to fix battler escape bug

P.S.: Some battler escape issues might still exist as trying to fix them is starting to drive me mad :)
 
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XPhater

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I'm also having the issue with KO by Slip Damage.  I'm using Yanfly Battle Engine Ace and Yami Battle Symphony, not ATB.  What happens with this:

in the display_added_states function add the line
target.perform_collapse_effect if target.can_collapse?
above
return unless YEA::BATTLE::MSG_ADDED_STATES
Monsters and actors will collapse.  BUT, if you are using Holder style battlers, enemies will collapse but party members won't.  (Party members DO collapse at the start of next turn action, after commands have been assigned).  This is totally boggling me since that part of the code seems like it should handle both.  I spent the better part of 3 hours trying to figure this out and nothing I do fixes it.

I'll take a look over your fixes and see if I can find something in there to help.

Update:  Nope, the only thing I gleened from that was to try changing the quoted line from "target" to "battler" but then it crashed.  This is getting to be the most frustrating issue I've had lol.
 
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DoubleX

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Updates

v1.04c(GMT 0500 24-11-2014):

- Tried to fix more issues on dying enemy selection bug
 

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