Bug Report
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#1
18 October 2013 - 09:01 AM
Post any bugs you encounter here, along with a screenshot if possible.
#2
18 October 2013 - 10:32 AM
I'm getting random freezes upon entering random battles. The ! above my characters appear but then nothing happens. The music and animations continue playing but that's it, that happened to 1/4 of my randoms so far.
#3
18 October 2013 - 01:01 PM
XtraT, on 18 October 2013 - 10:32 AM, said:
I'm getting random freezes upon entering random battles. The ! above my characters appear but then nothing happens. The music and animations continue playing but that's it, that happened to 1/4 of my randoms so far.
Moved this to the bug reports thread. What version of ePSXe are you using?
Edit: And is it in Yraall Woods?
This post has been edited by Advent: 18 October 2013 - 01:02 PM
#4
18 October 2013 - 01:11 PM
1.7.0
It's happening everywhere I can get random battles at the start of the game.
It's happening everywhere I can get random battles at the start of the game.
#6
18 October 2013 - 01:16 PM
I'm gonna throw out there that I'm fairly sure it's the ISO. There's a few differences in regards to data locations between the two versions, because I know SA works with Vodka Shot and the Dragon Gene offsets he gave me were a little bit off.
#12
22 October 2013 - 04:01 PM
I am aware that Boss Goblins aren't attacking on the first turn. This is because of the way I had to work their AI. What was happening before was on the second turn when their support AI activated, their primary AI wouldn't reactivate due to the way the game handles their AI. If, for instance, AI condition 3 and 4 are activated at the same time, only 4 would have its skill array and attack type used.
Their support AI was AI section 2, while their Influence AI was number 1, therefore when 2 activated it wouldn't switch back. The Boss Goblin doing nothing on turn 1 is the result of what I did to get around that, which was set the buffing condition on script 4 (3 is their alone AI) to start on the first turn, and activate every two turns after that. This way they'll alternate between buffing and Influence each turn. What I can probably do is just set an every 2 or 3 turns AI condition on a higher number than their Influence script, so it activates every two turns then switches back.
Either way, this will be implemented in 0.2, as I'm not interested in using every single letter of the alphabet for one patch.
Their support AI was AI section 2, while their Influence AI was number 1, therefore when 2 activated it wouldn't switch back. The Boss Goblin doing nothing on turn 1 is the result of what I did to get around that, which was set the buffing condition on script 4 (3 is their alone AI) to start on the first turn, and activate every two turns after that. This way they'll alternate between buffing and Influence each turn. What I can probably do is just set an every 2 or 3 turns AI condition on a higher number than their Influence script, so it activates every two turns then switches back.
Either way, this will be implemented in 0.2, as I'm not interested in using every single letter of the alphabet for one patch.
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