'Float Domain Error' Help

Yingyangathena

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Hello all,

I have run into a problem that seems to be randomly happening with my battles.

The enemy will begin the attack animation and I will get an error screen that says,

'Game_Battler' line 360: FloatDomainError occured.

Infinity

I have no idea what this means, even looking at the part of the script it is dealing with. I was wondering what it in fact meant, and if there was a way to fix it?

Thanks.
 

Andar

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please link to all scripts you have installed in your game.


That line is for calculating the damage of a skill or used item, and either some scripts have modified those methods or one of your skills/items has an error in its damage formula - most probably a skill used by the enemy at that fight.


And if only one of the (randomly choosen) skills of an enemies attack pattern creates the problem, then it will only happen in a fight where that skill is used.
 

Yingyangathena

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This game has been ported from VX to VXACE using Fenix's conversion script, would that have anything to do with it?

Other than that, my scripts are:

MOG Antilag

Large Party

Max Item Scriptlet- Bravo2Kilo

V's Gambling Man

On Off Vehicle Locations

Correct Sprite Display
 

Shaz

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I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.


He didn't ask for a list of your scripts - he asked for links to them.
 

Yingyangathena

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Whoops, sorry, I need to read better, and thank you for moving the topic!

I can try to provide the links, sorry if it isnt exactly what you want.

Gambling: http://forums.rpgmakerweb.com/index.php?/topic/11332-vs-gambling-man-v11/

Large Party: http://yanflychannel.wordpress.com/rmvxa/core-scripts/party-system/

Item Max: http://bravo2rgss.wordpress.com/item-max-scriptlet/

Vehicles On/off: http://galvs-scripts.com/galvs-vehicle-on-off-locations/

Correct Sprite: http://forums.rpgmakerweb.com/index.php?/topic/2803-mss-correct-sprite-display/

Moghunter's Antilag from the master demo: http://rpgmkr.net/forum/topic/2801-anti-lag/

And the script that is needed to run ported Vx to VxACE games properly:

http://forums.rpgmakerweb.com/index.php?/topic/1569-vx-to-ace-project-conversion-program/

class Game_BattlerBase

def attack_skill_id
$data_skills ||= load_data("Data/Skills.rvdata2")
text = "_.::~|-ATTACK-|~::._"
id = $data_skills.find {|s| s.note.include?(text)}.id rescue 1
return id
end

def guard_skill_id
$data_skills ||= load_data("Data/Skills.rvdata2")
text = "_.::~|-DEFEND-|~::._"
id = $data_skills.find {|s| s.note.include?(text)}.id rescue 2
end
end
 
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Andar

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it doesn't look like one of the scripts would change the formulas, so it's probably that one of your skills has a wrong damage formula.


Either you have to check every skill for a possible error, or you can try to locate the wrong skill by playtesting and noting which enemies were present everytime the game reported the bug, and then checking which skills are in the action patterns of those enemies.


If you can limit the possibile source to a few skills by that, you might also post screenshots of those specific skills for us to check for you.
 

Yingyangathena

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I followed your advice by playtesting all my enemies where the error started showing up, and somehow fixed this error by deleting them from the enemy list and resetting them again with the skills they had again when I found that only two 'boss' enemies produced this error.

I tested through playtesting and actually going into the point in the game, and it doesn't seem to be showing up anymore.

It may be fixed now? Anyway, thank you for being paitent with me and helping.
 

Shaz

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Was it happening consistently, and with only one enemy? If it was a bit random, it's hard to say it's been fixed if you can't pinpoint what was actually causing it. You might have to keep playing for a while to be sure.
 

Yingyangathena

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I have been testing it over and over, as I thought it couldnt be that simple, but it won't bring up the error again after I just reset them in the enemies list.

Its great it isn't happening, but it is hard to say if it has been 'fixed', I agree.

It was only with two particular enemies the error would consistantly pop up with.
 

Andar

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I have been testing it over and over, as I thought it couldnt be that simple, but it won't bring up the error again after I just reset them in the enemies list.
You should test some more to be sure, but it might have been a simple typo that was automatically corrected after you wrote the correct values again...
 

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