Having some trouble with the "Appear Halfway" Command

AngelGrace

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Well, to be exact, it's not exactly agreeing with the scripts I have running.

I'm using Yami Battle Symphony and  Add-on: Enemy Character Set, and what I want to do is that if a certain switch is flipped, an enemy will appear on a certain turn.

At first, it was showing the enemy, with the proper animated sprite, from the getgo, and after a bit of research, I set it up using a normal battle sprite, and on the event page where they're set to appear, I used the following commands, in this order

Enemy Appear:[2. Appearify]

Enemy Transform [2.Apperaify],[intended Enemy]

What happened is the event ran as it was supposed to, but the animated sprite didn't appear, and when the enemy attacked, it was using the normal battler sprite, and not the animated one.
 

AngelGrace

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Going to give this a polite bump, since I've been trying to solve this problem and have had no luck.
 

Andar

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I think the problem has nothing to do with the appear halfway option, but with the transform option.


Please test independently, once with an enemy appearing but not transforming, and once with an enemy transforming that's there from the beginning.


Where does the problem occur?
 

AngelGrace

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I think the problem has nothing to do with the appear halfway option, but with the transform option.

Please test independently, once with an enemy appearing but not transforming, and once with an enemy transforming that's there from the beginning.

Where does the problem occur?
Okay, so here is what I get if I don't use Enemy Transform

battletestscript1.png 

There's my battle event, and here's the result

battletest1.png

The second slime is untargetable and does not act until it "appears"

So here's what I get when I transform but don't use Appear Halfway

battletestscript2.png

Result

battletest2.png

So it does look like the transform command is having issues.
 
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Shaz

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Can you confirm whether this is related to the script or not? In a new project, without the script, do you still have the same issue?


If not, please add links to the scripts.
 

Shaz

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But does it only happen in a project where you use that script? Or does it happen in a brand new project without any custom scripts as well?
 

AngelGrace

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But does it only happen in a project where you use that script? Or does it happen in a brand new project without any custom scripts as well?
I copied both scripts into a new project, that was what you saw in the images above. In a brand new project, no scripts, everything works as it should. Let me try using only the battle system without the enemy character sprites, which won't solve the problem but will help isolate it.

Edit: The problem is with enemy battle sprites. Let me see if I can find it.
 
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Shaz

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okay, then ... Moving to RGSSx Script Support
 

Rad

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I am not sure if this will solve your problem, but when I used transform with battle symphony I could only get it to work transforming from 8d sheet to 8d sheet or holders to holders.
 

Andar

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It appears as if Battle Symphony (or only that add-on to it) loads the graphical data at the beginning of the battle only, and doesn't update when that data is changed dynamically during battle.


And that counts for both appear (the second enemy should be invisible until appearing) and transformation (the display keeps the battler change by the default settings, it doesn't update from the enemy note tags for the sprite).


That requires a rewrite of the add-on, or symphony, or both to solve as the event commands appear halfway and enemy transform need functions added to transfer their new data into the symphony data structure, and symphony has to be told to keep enemies invisible at the beginning if the appear halfway flag is set.
 

AngelGrace

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It appears as if Battle Symphony (or only that add-on to it) loads the graphical data at the beginning of the battle only, and doesn't update when that data is changed dynamically during battle.

And that counts for both appear (the second enemy should be invisible until appearing) and transformation (the display keeps the battler change by the default settings, it doesn't update from the enemy note tags for the sprite).

That requires a rewrite of the add-on, or symphony, or both to solve as the event commands appear halfway and enemy transform need functions added to transfer their new data into the symphony data structure, and symphony has to be told to keep enemies invisible at the beginning if the appear halfway flag is set.
It is assuredly the addon, not Symphony. Symphony will appear and transform battlers as intended, but it seems like it can't handle the animated battlers I'm using in my project. 

I suppose then my next step is to contact the maker of the script, whether I find a new script or not. Bug report filing, ho!
 

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