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Heyla!
So, I've been using the Falcao Pearl ABS Liquid v3 scripts in my game. And everything seems to work, perfectly... until I test the final battle scene. I'm not exactly sure why, but every now and then, while I'm trying to use either a health potion or a dispel herb, the game crashes with an error (nil class something or other) that points to the Pearl Sprite script, line 458. At first, I thought that it might have been related to my maybe using my potions at exactly the same time I'm getting killed, as in, just as my hp hits 0, I've hit the use potion tool button, which takes me to the target selection screen, which bugs out when I hit enter, because there's nothing to use the potion on, anymore. But then, while keeping an eye on my hp bar, I've realized that it will do this regardless of where my hp are at, so I'm back to not knowing exactly what's wrong, but that it happens at some seemingly random point in this battle, and while I'm using either my health potion or my dispel potion. I'm hoping that someone else can take a look at the demo I've included, which isolates & replicates that final battle (and that annoying error). All the scripts I'm using, with the exception of the Zlevel script by Hime (from the HF2 resource pack), are included in this demo, just in case something is clashing with another script.
Here is where I had downloaded the Pearl ABS, in case the original, unmodified scripts are needed:
https://falcaorgss.wordpress.com/category/pearl-abs-liquid/
I really hope that someone with a better and more experienced eye (this is my first game project) can figure out what's causing this issue.
Many thanks,
TheKeeper
View attachment Health Error Isolation.exe
=====
EDIT1
=====
I've been spending the last several hours playing around with the demo, isolating individual things to see if I can pin down what's causing the problem. And for whatever reason, the only time I can really get the error to occur is when I add in the "enemy die self switch" note tag to the trash mobs that spawn at different points in the battle (related to the boss health). When I remove the note tag, everything is apparently fine (I say "apparently," because there's still a chance I'm still wrong about what's causing the error). When I add it back in, at some point, the game just decides it's had enough and crashes. Again, that's about as close as I can get to deliberately causing the error.
If anyone can confirm that that really is the cause of the error, then I'm in another bind: I use the self-switch note tag to keep the enemies dead. I really don't want enemies spawning when a player returns to a map or, more importantly, reloading a save file in an area that is supposed to be safe after having been cleared. I'm not sure how to keep the enemies from spawning under those conditions, if I can't use the self switch. I'm starting to wonder if this is the real reason for the save points: they provide a safe area for the player to load back into, because there's no way to keep the mobs from coming back.
So, I've been using the Falcao Pearl ABS Liquid v3 scripts in my game. And everything seems to work, perfectly... until I test the final battle scene. I'm not exactly sure why, but every now and then, while I'm trying to use either a health potion or a dispel herb, the game crashes with an error (nil class something or other) that points to the Pearl Sprite script, line 458. At first, I thought that it might have been related to my maybe using my potions at exactly the same time I'm getting killed, as in, just as my hp hits 0, I've hit the use potion tool button, which takes me to the target selection screen, which bugs out when I hit enter, because there's nothing to use the potion on, anymore. But then, while keeping an eye on my hp bar, I've realized that it will do this regardless of where my hp are at, so I'm back to not knowing exactly what's wrong, but that it happens at some seemingly random point in this battle, and while I'm using either my health potion or my dispel potion. I'm hoping that someone else can take a look at the demo I've included, which isolates & replicates that final battle (and that annoying error). All the scripts I'm using, with the exception of the Zlevel script by Hime (from the HF2 resource pack), are included in this demo, just in case something is clashing with another script.
Here is where I had downloaded the Pearl ABS, in case the original, unmodified scripts are needed:
https://falcaorgss.wordpress.com/category/pearl-abs-liquid/
I really hope that someone with a better and more experienced eye (this is my first game project) can figure out what's causing this issue.
Many thanks,
TheKeeper
View attachment Health Error Isolation.exe
=====
EDIT1
=====
I've been spending the last several hours playing around with the demo, isolating individual things to see if I can pin down what's causing the problem. And for whatever reason, the only time I can really get the error to occur is when I add in the "enemy die self switch" note tag to the trash mobs that spawn at different points in the battle (related to the boss health). When I remove the note tag, everything is apparently fine (I say "apparently," because there's still a chance I'm still wrong about what's causing the error). When I add it back in, at some point, the game just decides it's had enough and crashes. Again, that's about as close as I can get to deliberately causing the error.
If anyone can confirm that that really is the cause of the error, then I'm in another bind: I use the self-switch note tag to keep the enemies dead. I really don't want enemies spawning when a player returns to a map or, more importantly, reloading a save file in an area that is supposed to be safe after having been cleared. I'm not sure how to keep the enemies from spawning under those conditions, if I can't use the self switch. I'm starting to wonder if this is the real reason for the save points: they provide a safe area for the player to load back into, because there's no way to keep the mobs from coming back.
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