I posted a bug report of various things found in battles over at the GitHub, but for some reason the issue doesn’t seem to be visible for anyone else (https://github.com/EasyRPG/Player/issues/3490), so maybe sharing them again here could resolve that. It’s a collection of smaller errors I came across while meddling with the battle systems in both 2k and 2k3 environments. All of these were tested with EasyRPG Player 0.8.1.1 on Windows 11.
- In any engine/battle system: Displaying a picture on battle layer 0 (above background) from outside the battle shows it above battlers instead. Further testing revealed that it gets set correctly if also put on map layer 0, while being above battlers again with other map layers set, suggesting that the picture may erroneously display as if on the corresponding map layer (if set, otherwise might default to 6). This doesn’t happen when showing a picture inside the battle on turn 0 instead (however, this only acts after the battle scene is already visible). RPG_RT displays the picture as intended.
- Only in 2k battle system: Selecting an actor to use an item on someone else, then aborting item usage leads to the party member selector to be stuck on the target’s line as if it was their turn. This seems to be purely visual though. In RPG_RT the selector jumps back to the active user as expected.
- Also only relevant for 2k: If an enemy dies in the same round an actor is set to use a skill on it that displays a %O (enemy name) in its message, while the skill itself is redirected to the next alive foe, the name in the message still shows up as the originally selected one’s. RPG_RT correctly switches to the new target’s name.
The following occur when making use of the 2k battle system within a 2k3 project via manual editing of the database converted to xml format. I understand that this is an experimental feature, however seeing most of its features working well it might be of interest to catch these cases.
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When making use of the “easyrpg_battle_use_rpg2ke_strings” option that enables placeholders in strings such as %S, the strings for levelling up and learning a skill (both found in the database tab Terms: Battle2) don’t seem to recognize the format, with the level up message also featuring an odd doubled space between the actor’s name and the set message [this turned out to also appear in 2k3 battles].
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Killing enemies via commands by either setting their state to defeated, or reducing HP and allowing knockout, both result in a complete halt of the game. Even if commands follow, none of them seem to execute, indicating that the battle stops right at the moment of an enemy’s “unnatural” death. This only occurs with 2k battles enabled in a 2k3 project and not for pure 2k or 2k3 cases.
In addition to that, another quirk came along with using Maniacs Patch:
- With the Control Battle command set to either “damage pop” or “set state”, neither option triggers when the last enemy dies, with the battle instead ending immediately. In cases such as using the trigger to display damage values for example, the last hit always won’t be acted upon this way. The Maniacs runtime, on the other hand, does actually execute the called code still before ending the battle.