I'm having the same issue DogVTF was having: While using it with yanfly's battle core enemies take infinite turns. I don't have any other battle plugins and when I take yanfly's out it works :elswt:
Edit: After testing it further it also prevents the battle from ending if you have turns left still. Skipping the player's turn by using the right arrow takes you to the victory screen. Hitting escape (or x) to go back to party command spends a turn too (it doesn't take you to the party command, which I like ;D).
Press Turn Battle
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I just ran a test battle again with my plugin and the Battle Engine Core enabled, and it worked just fine for me - as of this moment, I cannot duplicate the bug.I'm having the same issue DogVTF was having: While using it with yanfly's battle core enemies take infinite turns.
If you can make a barebones demo project and recreate the problem, zip it up and send me the link in a conversation and I'll take a look at it.
This I can duplicate. I thought I encountered this earlier in development and fixed it, but I'll fix it again.Edit: After testing it further it also prevents the battle from ending if you have turns left still.
I don't know what this means. There is no functionality to skip turns via the right arrow.Skipping the player's turn by using the right arrow takes you to the victory screen.
I also can't duplicate this. If you press Escape before taking any actions, it should take you back to the party command. If you've taken any actions, it should simply play a sound and have no effect at all.Hitting escape (or x) to go back to party command spends a turn too (it doesn't take you to the party command, which I like ;D).
Edit: I've updated version 1.5 that correctly ends the battle even if turns are remaining. I'll try to address the other issues if someone can supply a test project demonstrating them - I just can't replicate them. -
Thanks for the quick responses! I'll make a demo and zip it later when I'm home :rhappy:
The skip actor and party command bug must be part of yanfly's battle core (skip is a functionality it adds), it's acting funky god knows why. I'll send you a zip later :rwink: -
Thanks! It stemmed from a plugin parameter I didn't test with.I'll send you a zip later
I corrected the infinite turns bug. When I tested hitting Escape after that, I could not duplicate it causing you to lose a turn - perhaps the fix affected both bits.
I forgot to check the skipping turn thing, but if it's still an issue I can check it out. However, you might consider an alternate way to do that, such as giving Guard the <free turn> notetag or something like that.
The first post is updated with the new version. -
It fixed all issues as far as I've tested :kaopride:
Hat's off :D -
I think I've found another bug or conflict with yanfly's battle core: states only take effect the first turn of battle. I tested it with a poison that drains 10% of maxhp each turn (no turn duration limit) and it only triggered once.
Update: same with battle events set to trigger at turn end: they only happed once per battle, on the first turn (I've set it to run at the end of each turn). -
I corrected the issue with incrementing turns, and confirmed that both Turn X and Turn End troop events work as expected.I think I've found another bug or conflict with yanfly's battle core: states only take effect the first turn of battle. I tested it with a poison that drains 10% of maxhp each turn (no turn duration limit) and it only triggered once.
Update: same with battle events set to trigger at turn end: they only happed once per battle, on the first turn (I've set it to run at the end of each turn).
I also couldn't duplicate the problem with the states, testing with the poison state showed the negative regeneration each turn. However, this is probably because the two bugs had the same cause.
If you're still experiencing any timing-based errors with states, please provide the state configuration/notetags you're using.
First post has been updated to correct these issues, as well as add compatibility with Yanfly's Skill Cooldowns. -
The state cooldowns work now! Killing the last enemy while still having actions left doesn't take you to the victory screen now tho, you are forced to consume all actions.
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Wait, again? I don't think I edited the wrong version of the plugin wherein I already addressed this...I'll check it out later.The state cooldowns work now! Killing the last enemy while still having actions left doesn't take you to the victory screen now tho, you are forced to consume all actions.
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Just a brief note that I noticed an issue with some motions getting updated incorrectly. Will have an update up in the next few days.
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Version 1.8 corrects the graphical glitch with actors displaying the wrong motion after completing their action.
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Version 1.9 adds a feature requested by @DragonMedic - support for Yanfly's Element Core. A plugin parameter now allows attacks with absorbed elements to end the turn.
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New version uploaded that corrects some bugs with the skill notetags.
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Small update that adds the ability to display icons/images for enemy turns.
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There seems to be a bug with skills that use common events to call other skills. I have a few skills that call common events that check for a condition before forcing the correct action, and these softlock the game with no error the second time an Action is forced.
Using two of these skills in a row, ie, two Pistols in a row, or Attack Buff with the specific equipment on to call a buff twice, freezes the game the second time an action is forced.
I can fix this bug by putting the plugin over Yanfly Battle Core, but that causes the Infinite Turn Bug to show up so I'm assuming that's not the intended order of plugins.
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I would suggest a more elegant solution for this would be to use Yanfly Skill Core notetags - most situations, doing what you describe will look janky to some degree as the player sees one skill resolve and then another go off.There seems to be a bug with skills that use common events to call other skills. I have a few skills that call common events that check for a condition before forcing the correct action
That being said, my plugin should absolutely not break Force Action, so I'll look into what's going on and post a fix.
Does the softlock happen before or after the forced action happens? -
It happens before the second forced action, the first Forced Action works just fine, but if I try to force a second action, whether it be part of the same skill forcing two actions, or another skill that forces an action, the game crashes between the initial action and the forced action.I would suggest a more elegant solution for this would be to use Yanfly Skill Core notetags - most situations, doing what you describe will look janky to some degree as the player sees one skill resolve and then another go off.
That being said, my plugin should absolutely not break Force Action, so I'll look into what's going on and post a fix.
Does the softlock happen before or after the forced action happens?
Thanks for the advice, I had a feeling there was a better way to accomplish this, but I'm new to making attacks in Notetags so it didn't occur to me that I'd be able to apply the states in code.
Follow-Up Question: I have a plugin that runs a common event after every action to check if all the enemies are stunned before allowing the player to escape from a battle, but with your plugin it doesn't seem like the event is running, is there any way you'd recommend I fix that? -
I'm going to have some time to dig into this tonight, but does the game softlock or crash? Softlock means it's still running but nothing happens and no input is registered; a crash means the program closes entirely.the game crashes between the initial action and the forced action.
Impossible to make a recommendation without knowing what the plugin is or seeing its code. Again, I'm not sure running a common event after every action is a good way to accomplish your end goal - if you're using the default escape command, it should be trivial to make it greyed out unless all enemies are stunned.Follow-Up Question: I have a plugin that runs a common event after every action to check if all the enemies are stunned before allowing the player to escape from a battle, but with your plugin it doesn't seem like the event is running, is there any way you'd recommend I fix that?
But if you link to the plugin, I'll see how simple it is to make a compatibility patch. -
Sorry, I meant a softlock! If I have one skill summon a common event that forces an action, it works fine, but the second time an action is forced, whether it be from the skill being used again, or a skill forcing two actions in a row, the game softlocks.I'm going to have some time to dig into this tonight, but does the game softlock or crash? Softlock means it's still running but nothing happens and no input is registered; a crash means the program closes entirely.
Impossible to make a recommendation without knowing what the plugin is or seeing its code. Again, I'm not sure running a common event after every action is a good way to accomplish your end goal - if you're using the default escape command, it should be trivial to make it greyed out unless all enemies are stunned.
But if you link to the plugin, I'll see how simple it is to make a compatibility patch.
EDIT: Followup: Doing some more testing, it seems like the softlock occurs after *any* action done after a forced action. I tried using the pistol ability, and then did a basic attack, and the game froze.
This is the plugin as uploaded by the original Author [Edit: Fixed Link, hopefully for real)
I have no idea if there's a better way to accomplish this that doesn't require the plugin, but the "Escape" option is brought onto the main battle window by another Plugin, and I have Common Event 19 set to check if the first enemy is stunned (I haven't gotten around to writing a version that checks if all the enemies are stunned yet since I've been trying to deal with the more major crash-bringing concerns first) in order to decide whether the escape option should be enabled after any given action, and Common Event 20 just disables the command at the beginning and end of battles to avoid it accidentally being enabled when it shouldn't be.
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I can't duplicate the bug. I took my clean testing project with Yanfly's Core Engine, Battle Engine and my battle plugin.EDIT: Followup: Doing some more testing, it seems like the softlock occurs after *any* action done after a forced action. I tried using the pistol ability, and then did a basic attack, and the game froze.
I gave an actor a skill which calls a common event that forces them to perform another action.
He went first, used the skill, did the forced action, and the battle proceeded normally with two other actors taking their turns.
If you can make a demo project which exhibits the bug that you want to link me to, I'll take a look, but at first blush it appears that it might be an error with something in your events or interaction with another plugin.
I didn't install and configure it to actually test it, but it's a really simplistic plugin. It looks like if you put it beneath my PTB in your plugin manager, it should work just fine.This is the plugin as uploaded by the original Author [Edit: Fixed Link, hopefully for real)
Again, impossible to say without knowing what that plugin is (and I don't want to clutter up this thread with too much other stuff, as opposed to a separate support thread) but anything that adds a command to a window should have a field that determines whether or not that command is active or greyed out.I have no idea if there's a better way to accomplish this that doesn't require the plugin, but the "Escape" option is brought onto the main battle window by another Plugin
You would simply put for the active condition
Code:changing the 13 if you're using a different ID than the default Stun state. No need to constantly run events.!$gameTroop.aliveMembers().some(enemy => !enemy.isStateAffected(13))