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Grimm's Hollow: Swing meter appears at the wrong times in battle #2535

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Ghabry opened this issue May 16, 2021 · 2 comments · Fixed by #2648
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Grimm's Hollow: Swing meter appears at the wrong times in battle #2535

Ghabry opened this issue May 16, 2021 · 2 comments · Fixed by #2648

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@Ghabry
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Ghabry commented May 16, 2021

Name of the game: Grimm's Hollow (https://ghosthum.itch.io/grimms-hollow)

GrimmsHollowSave.zip

Describe the issue in detail and how to reproduce it:

Load the save and start the compat tutorial. Just always pick the normal attack, even when you are asked later to use a skill. The "swing meter" will randomly appear alot even when no attack is executed (while menuing).

Initially reported to the core: libretro#53

@Ghabry Ghabry added this to the 0.7.0 milestone May 16, 2021
@Ghabry Ghabry changed the title Grimm's Hollow: Grimm's Hollow: Swing meter appears at the wrong times in battle May 16, 2021
@Ghabry
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Ghabry commented Sep 12, 2021

The problem must be the invalidation of Battle Event Pages. Looks like it reexecutes the page with condition "Lavender uses Swing".

RPG_RT does not (but I confirmed that "Swing" is remembered as the last attack until a new one is selected)

@Ghabry
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Ghabry commented Sep 12, 2021

The RPG2k3 Battle code in RPG_RT is beyond terrible...

Some of the page start conditions have extra checks that we do not handle:

The conditions also consider the battler that does the action.

  • monsterTurn and actorTurn also check if: acting battler is NULL (for startup maybe?) OR acting battler = the battlers whose turn count is checked
  • battleCommand also checks if: acting battler = battler whose command is checked <-- this is the bug here

Ghabry added a commit to Ghabry/easyrpg-player that referenced this issue Sep 12, 2021
Ghabry added a commit to Ghabry/easyrpg-player that referenced this issue Sep 12, 2021
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