BattleCry script functioning wrong/weird

● ARCHIVED · READ-ONLY
Started by McTricky 8 posts View original ↗
  1. Heya. I found this script called Iris Battlecry, and it's supposed to be play SEs (or voice clips) at appropriate times during battle, such as getting hit, entering critical HP, dying, using a skill/item, starting a battle, winning a battle, etc.

    However, either the files don't seem to be playing when they're supposed to, or it plays the wrong files for the wrong situation. It's quite frustating as my project is going to feature ample amounts of voice acting.

    I've followed the set-up instructions properly, according to the demo that came with it, but it just keeps playing the wrong sound files. Specifically, every time the characters get hit for normal damage, or even RECOVER HP through healing, the "i'm almost dead" voice clip plays instead of the normal "i just took damage" voice clip. So all I've got is my character saying "Ugh, this is not good...!" 3 times every turn and it's frustrating.

    It doesn't help that the script comments and site are in Portuguese so it's hard to make much sense of it, even with Google Translate. I was wondering if anyone could help me out with this. I really don't want to have to event this like I had to do with my old project on RMXP (that Dalissa's Battle Cry script wasn't as flexible as this one).

    It might be helpful to note that I do have a couple (say...5?) of Victor's scripts which are at the top followed by quite a number of Yanfly's scripts including a few others that follow and I've had THIS script either at the bottom of the pack or right under Yanfly's scripts.

    Scripts I am using. A lot of them are Yanfly's scripts.

    Spoiler
    Victor Module

    ---- Lights

    ---- Incapacitate States

    ---- Element Set

    ---- Element Counter

    ---- Passive States

    ---- Event Conditions

    ---- Action Conditions

    Yanfly Ace Core Engine

    Map Saver

    ---- Ace Message System

    --------Message Actor Codes

    ---- Party System

    -------- Command Party

    ---- Ace Battle Engine

    --------Free Turn Battle

    Craze's Extra Enemy Actions

    Iris BattleCry

    -------- Elemental Popups

    -------- Enemy HP Bars

    -------- Enemy Target Info

    ---- Battle Command List

    Sykval's Note Field System

    Sykval's Passive States

    ---- Battle Command Equip

    ---- Death Common Events

    ---- Element Absorb

    ---- Lunatic Damage

    -------- LDP Critical

    -------- LDP Power

    ---- Lunatic Objects

    -------- LOP Destruction

    -------- LOP Give & Take

    -------- LOP Recoil

    ---- Lunatic Parameters

    -------- LPP Empower

    ---- Lunatic States

    -------- LSP Protection

    -------- LSP Punishment

    ---- Victory Aftermath

    ---- Ace Equip Engine

    ---- Buff & State Manager

    ---- JP Manager

    ---- Learn Skills Engine

    ---- Skills Cost Manager

    ---- Skill Restrictions

    ---- Skill Steal

    ---- Steal Item

    ---- Button Common Events

    ---- Event Chase Player

    ---- Event Select Skill

    ---- Event Window

    ---- Move Restrict

    ---- Gab Window

    ---- Slippery Tiles

    ---- Ace Item Menu

    ---- Ace Menu Engine

    -------- Party Sized Menu

    Moghunter's Animated Titles

    Kread-EX's Grathnode Install

    ---- Ace Save Engine

    ---- Ace Shop Options

    ---- Ace Skill Menu

    ---- Ace Status Menu

    ---- Command Window Icons

    ---- System Options

    Craze's Regrowth Options

    Zerbu's BGM Overide

    Bubble's Gender Functions

    Bubble's Gender Requirements

    Kread-EX's Gun License

    modern algebra's Quest Journal

    VE - Yanfly Patch

    Fomar0153's Blue Mage

    TDS' Sprite Reflection

    TDS' Quick Travel

    modern algebra's Geomancy

    modern algrebra/Pacman's Enemy Summon Skill

    modern algebra's Menu Use Sound Effects

    Yanfy Extension Debug
    EDIT: I just tried it out on a blank project, and the problem actually still occurred.
  2. When using multiple scripts, before asking for support you should test the script by itself. If this don't happen when you use the script alone, then it's a compatibility issue.

    Also, actually listing the other scripts might help if the problem is compatibility, no one will be able to help you if you just say "i have a problem on this script, but also i'm using hudreds other scripts"
  3. Sorry, I would've mentioned specifically what scripts I have, but I have...a LOT. But I edited my first post with a list of the scripts i'm using in order of placement in a spoiler tag.

    Also, I tried out the script in a blank project and the problem still actually occurs.
  4. Did you at last test the script alone?
  5. Victor Sant said:
    Did you at last test the script alone?
    Yes, fresh project, only lone script in there, as well as the sound resources needed to make it work. Bug strangely still occured. It would be fine, until the character gets into Critical HP where the "Danger" sound file would play, but once that sound file plays, it will play every time the character is hit, instead of just when in critical HP mode.
  6. After downloading the script demo and mucking around trying to duplicate it and thinking it would be complicated, it was a very simple error in the end.

    You'll find a line in the script of:



    Code:
    set_voice_action('Danger') if @flag_danger = true
    (it's line 306 of the demo script, but will probably be different in yours).

    Change it to the following:



    Code:
    set_voice_action('Danger') if @flag_danger == true
    (or technically just set_voice_action('Danger') if @flag_danger, but that's besides the point)
  7. Racheal said:
    After downloading the script demo and mucking around trying to duplicate it and thinking it would be complicated, it was a very simple error in the end.

    You'll find a line in the script of:



    Code:
    set_voice_action('Danger') if @flag_danger = true
    (it's line 306 of the demo script, but will probably be different in yours).

    Change it to the following:



    Code:
    set_voice_action('Danger') if @flag_danger == true
    (or technically just set_voice_action('Danger') if @flag_danger, but that's besides the point)
    That seems to have done the trick! Thanks so much, Rachael!

    A mod may come and close this as this has been resolved.
  8. This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.