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Fix bugs encountered (mostly in battles) in Ara Fell #897

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merged 39 commits into from May 29, 2016

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Ghabry commented May 15, 2016

This fixes lots of bugs I found while playing through Ara Fell and defeating the first boss. The biggest change was moving most Interpreter commands to the Interpreter (from map) because this breaks battle otherwise.
Many visual Problems were fixed in battle.
If I didn't fail in cut-paste the Interpreter should work as good as before.

The map is here but for some reason when starting the battle it crashes (works locally)
https://easy-rpg.org/play/?game=af_demo&start-map-id=223&start-party=1&test-play

I also fixed a buffer Overflow in vsnprintf which occured in Spanish Dragonball Z because the map tree was too deep.
And double clicking in the Finder on MacOS should work now...

Not ready yet. I need somebody to test it on a Mac ;)

Ghabry added some commits May 6, 2016

Animated battlers in RPG Maker 2k3 battles will stay on the last anim…
…ation frame of left/right hand until the attack animation is finished. Draw an empty sprite when an animation frame has no slots.

This fixes a problem in Ara Fell: The battler fades out and without this fade out it looked strange because the actor was visible twice on screen (once the battler, once in the animation)
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Ghabry May 16, 2016

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Regression in EHR is fixed.

The only problem I'm aware of in Ara Fell now is that the "Scout" battle command is behaving totally wrong :/

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Ghabry commented May 16, 2016

Regression in EHR is fixed.

The only problem I'm aware of in Ara Fell now is that the "Scout" battle command is behaving totally wrong :/

Show outdated Hide outdated src/graphics.cpp

@Ghabry Ghabry changed the title from Fix bugs encountered in "Key Room" in Ara Fell to Fix bugs encountered up to first boss battle in Ara Fell May 16, 2016

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Enough fixes for this PR. The next commits will fix regressions.

The first boss can be defeated now. That boss absorbs other enemies to generate a "shield". The Interpreter checked if all enemy HP was 0, then the real boss can be attacked. Due to different bugs the sum was never 0.

ForceFlee is not needed, see it as a bonus ;)

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Ghabry commented May 16, 2016

Enough fixes for this PR. The next commits will fix regressions.

The first boss can be defeated now. That boss absorbs other enemies to generate a "shield". The Interpreter checked if all enemy HP was 0, then the real boss can be attacked. Due to different bugs the sum was never 0.

ForceFlee is not needed, see it as a bonus ;)

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First regression found: battler sprites are the same for all allied in EHR:
The allied character is the same for all

Visible improvements are at least battle animations now looking more consistent (it was showing a frozen last frame for some animations before) and the allied target offset seems fixed 😄.

The force flee implementation sure will unbreak multiple games, nice bonus 👍.

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fdelapena commented May 17, 2016

First regression found: battler sprites are the same for all allied in EHR:
The allied character is the same for all

Visible improvements are at least battle animations now looking more consistent (it was showing a frozen last frame for some animations before) and the allied target offset seems fixed 😄.

The force flee implementation sure will unbreak multiple games, nice bonus 👍.

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RPG2k3 supports many ways to do animations.

  1. The "right hand" animation fades out the battler and then it stays at an empty frame (old behaviour: it was looping or stuck at the last non-empty frame)
  2. The battle animation plays
  3. Not implemented: A "fade-out" animation is played (is an extra per-actor setting), not used by many games but Ara Fell does. This makes Lita's attacks look a bit strange.
  4. The idle (or state) animation plays for the battler
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Ghabry commented May 17, 2016

RPG2k3 supports many ways to do animations.

  1. The "right hand" animation fades out the battler and then it stays at an empty frame (old behaviour: it was looping or stuck at the last non-empty frame)
  2. The battle animation plays
  3. Not implemented: A "fade-out" animation is played (is an extra per-actor setting), not used by many games but Ara Fell does. This makes Lita's attacks look a bit strange.
  4. The idle (or state) animation plays for the battler
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Ghabry May 21, 2016

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Got confirmation that #705 is fixed

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Ghabry commented May 21, 2016

Got confirmation that #705 is fixed

Ghabry added some commits May 9, 2016

Correctly handle vsnprintf return value and don't rely on assert for …
…terminating when vsprintf overflows the buffer. Fixes #891
Work around a crash that sometimes happens when interpreting RPG Make…
…r 2k3 English versions. No idea how it exactly happens but seems to be related to the window focus.
Battle: Fix offset calculation of battle animations when enemy attack…
…s and animation loop when actor is not using a battle animation for anims
Battle algorithm was not clearing the conditions when targeting the n…
…ext enemy. Dead condition not added anymore when HP reach 0, ChangeHP already handles this.

Ghabry added some commits May 21, 2016

Change the comment about the "changed_class" command because we know …
…better now. This also fixes calculation of base values and the from battler animations being rendered.
Prevent Airship from triggering events that are triggered by collisio…
…n and not on the "same" layer.

Bottom layer is triggered by airship, no idea why, RPG Maker logic.
This fixes entering of caves when in "fly mode" in Ara Fell.
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Fixed the reported regressions and solved more (easy to resolve) issues I encoutered.

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Ghabry commented May 21, 2016

Fixed the reported regressions and solved more (easy to resolve) issues I encoutered.

Ghabry added some commits May 22, 2016

Fix calculation error in skill damage
The formula was evaluated first resulting in def being substracted from spi instead of both being substracted from effect
Battle RPG2k3: Change update logic for idle state, this way events th…
…at alter states have a visible result immediately.
Battle: Change action picking logic of enemies. According to help fil…
…e the only considered actions are: Valid action with highest rating - 9
Prevent race conditions when selecting targets in battle and the (ene…
…my) party size gets altered due to somebody getting killed or removed by an event script.

@Ghabry Ghabry changed the title from Fix bugs encountered up to first boss battle in Ara Fell to Fix bugs encountered (mostly in battles) in Ara Fell May 22, 2016

Battle: Implement Physical damage state heal, otherwise this deadlock…
…s some battles because the "CanAct" handling was fixed.
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Ghabry May 22, 2016

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pfew this is ready now 👍

Battle should be a bit better now, also in other games ;)

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Ghabry commented May 22, 2016

pfew this is ready now 👍

Battle should be a bit better now, also in other games ;)

Ghabry added some commits May 22, 2016

Battle RPG2k: Fix a regression that prevents target-less skills (e.g.…
… Switch) from being used.

This fixes the battle against Doria in Unterwegs in Düsterburg.
Fixed to map pictures did not scroll correctly when the difference be…
…tweeen old and new location was smaller then the tile size.

This happened when the Player movement speed was too slow (below default)

@fdelapena fdelapena merged commit a16f258 into EasyRPG:master May 29, 2016

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