About RPG maker's internal bugs

Started by Wecoc, August 15, 2014, 08:29:43 pm

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Wecoc

August 15, 2014, 08:29:43 pm Last Edit: October 15, 2021, 12:52:31 am by KK20
RPG maker are full of internal bugs. Some have a known solution and others not yet. That's why I decided to make some sort of a compilation of them and I tried also to fix some.
I will post some of them, you can do the same.

Here's a template

[size=18pt][b][u][Maker] Bug's name[/u][/b][/size]

[size=14pt][b]Description[/b][/size]

> Short description of the bug <

[size=14pt][b]Examples[/b][/size]

> Examples about the problem (optional) <

[size=14pt][b]Screenshots[/b][/size]

> Only if it's necessary to understand the bug <

[size=14pt][b]Solution[/b][/size]

> If there is not a solution specify it <



[XP] Interpreter Script Call Bug

Description

On Script Call from events, when the final eval is 'false' the game crashes.

Examples

a = false
$game_system.timer_working = false

There are some ways to avoid it but it's not a real solution for the bug

a = false
result = true
a = false ; true

Solution

There is an official bugfix for this internal bug; Interpreter Script Call Fix



[XP] Float Speed Bug

Description

If you change the speed of the player to a float, the map and the events do not scroll exactly overlapped.

Screenshots

Spoiler: ShowHide


Solution

There is not a known solution for this bug.



[XP] F12 Stack Level Too Deep

Description

If you press F12 in-game the game has to stop and go to the Title Screen. But sometimes the game will crash with a 'stack level too deep' exception.

Solution

It's an alias problem. What you have to do is simple; look for all the 'alias' in your scripts, for example

alias nmode7_setup setup

and add 'unless $@' on the back.

alias nmode7_setup setup unless $@



[XP] The 'Remove and restore Sprite Battler' problem

Description

On battle, if you call a common event to remove an actor and later you call another common event (for example with an item) to get him again to the party (easy way to do an invocation system) its sprite reappears in the same place as before and it should not (I didn't found this bug and I don't understand exactly how it's supposed to work, sorry)

Solution

Quote from: OrochiiI found the problem. That is solved with one line of code in the right place...

Find this on Sprite_Battler:
#--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # If battler is nil
    if @battler == nil
      self.bitmap = nil
      loop_animation(nil)
      return
    end

And replace that with this:
#--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    # If battler is nil
    if @battler == nil
      @battler_name = nil
      self.bitmap = nil
      loop_animation(nil)
      return
    end

This solves the problem. What happens is that the game deletes the image but not the variable that tells which image is loaded. So when you restore the same hero the script does not reload the image because it thinks the image was already loaded. I added @battler_name = nil so the variable is cleared too.

The new bugfix of 'Screen animation to multiple sprites' by LittleDrago fixes this one too.



[XP] The 'Teleport and Collision' weird problem

Description

You are in a map (Map1) which has an event that teleports you wherever in the Map2. In the same coordinates than the event but in Map2 there's another event with collision condition which does whatever. That second event should not be activated, but it is.

Solution

Put this above main:

class Game_Event
  alias transferring_fix_cet_auto check_event_trigger_auto unless $@
  def check_event_trigger_auto
    if @trigger == 2 and $game_temp.transition_processing
      return
    end
    transferring_fix_cet_auto
  end
end



[XP] Parallel process in the first map

Description

When you initialize a new game from the title things are loaded is that sequence:
1) Events with Parallel Process start working
2) Transition from Title Screen to the game (20 frames)
3) $game_map and all its things are loaded
4) Auto-start Events, map's music, etc. start working

The problem is, if you start a parallel process which uses something related to the map, $game_map was not loaded yet when it starts so the game crashes, and if you use an Auto-start to solve that, it starts when the transition was done so maybe it will look bad. Also if you use a script call with 'if $scene.is_a?(Scene_Map)' or you use a 'Wait x frames', to try to solve the problem.

Solution

I did an script for an engine of my game and by chance this fixes the problem, but the fix by LittleDrago is much more concise.
Put the script above main:

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================

class Scene_Map
  #--------------------------------------------------------------------------
  # * Constant
  #--------------------------------------------------------------------------
  Nothing = Struct.new(:update,:dispose)
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  $@ || alias_method(:main_parallel_process_fix, :main)
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    init_parallel_process_fix
    main_parallel_process_fix
  end
  #--------------------------------------------------------------------------
  # * init_parallel_process_fix
  #--------------------------------------------------------------------------
  def init_parallel_process_fix
    Input.update
    @spriteset = Nothing.new
    update_systems
    transfer_player                    if $game_temp.player_transferring
    return $scene = Scene_Gameover.new if $game_temp.gameover
    return $scene = Scene_Title.new    if $game_temp.to_title
  end
  #--------------------------------------------------------------------------
  # * update_systems
  #--------------------------------------------------------------------------
  def update_systems
    $game_map.update
    $game_system.map_interpreter.update
    $game_player.update
    $game_system.update
    $game_screen.update
  end
end



[XP] Screen animation to multiple sprites

Description

When a screen animation (position == 3) is shown to different sprites at the same time, it is displayed overlapping itself and it should be displayed just once.

Solution

Edit: New script by LiTTleDRAgo

Put the script above main:

#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
#  This sprite is used to display the battler.It observes the Game_Character
#  class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Battler
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  $@ || alias_method(:update_fix_animation, :update)
  $@ || alias_method(:animation_set_sprites_fix, :animation_set_sprites)
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update(*args)
    if @battler.nil?
      @battler_name = nil
    elsif @battler_visible && @battler.animation_id != 0
      @disable_animation = @battler.instance_variable_get(:@disable_animation)
    end
    update_fix_animation(*args)
  end
  #--------------------------------------------------------------------------
  # * Animation Set Sprites
  #--------------------------------------------------------------------------
  def animation_set_sprites(sp, *args)
    return sp[0..15].each {|s| s && s.visible = false } if @disable_animation
    animation_set_sprites_fix(sp, *args)
  end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================
class Scene_Battle
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  $@ || alias_method(:update_phase4_step4_fix, :update_phase4_step4)
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 4 : animation for target)
  #--------------------------------------------------------------------------
  def update_phase4_step4(*args)
    if @animation2_id != 0
      @target_battlers.each_with_index do |s,i|
        s.instance_variable_set(:@disable_animation,false)
        if i > 0 && $data_animations[@animation2_id].position == 3
          s.instance_variable_set(:@disable_animation,true)
        end
      end
    end
    update_phase4_step4_fix(*args)
  end
end



[XP] Disabling skills State bug

Description

There's a type of states restriction which disables the usage of skills to the actor (usually used as the "silence" state). But it doesn't work in the menu because the variable restriction when disabling skills equals 1 and the Skills on menu is disabled when it equals >= 2 by default (so it's so easy, if you change that to >= 1 it will work well). But the problem is the next one: You can go to the Skills scene from an actor who has not the state and with Q / W change to another actor who has the state.

Solution

Put this LiTTleDRAgo's script above main:

#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================
class Scene_Menu
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  $@ || alias_method(:update_status_fix, :update_status)
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status(*args)
    if Input.trigger?(Input::C)
      case @command_window.index
      when 1  # skill
        restrict = $game_party.actors[@status_window.index].restriction >= 1
        return $game_system.se_play($data_system.buzzer_se) if restrict
        $game_system.se_play($data_system.decision_se)
        return $scene = Scene_Skill.new(@status_window.index)
      end
    end
    update_status_fix(*args)
  end
end

#==============================================================================
# ** Scene_Skill
#------------------------------------------------------------------------------
#  This class performs skill screen processing.
#==============================================================================
class Scene_Skill
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  $@ || alias_method(:update_skill_fix, :update_skill)
  #--------------------------------------------------------------------------
  # * Frame Update (if skill window is active)
  #--------------------------------------------------------------------------
  def update_skill(*args)
    return update_skill_lr(1)  if Input.trigger?(Input::R)
    return update_skill_lr(-1) if Input.trigger?(Input::L)
    update_skill_fix(*args)
  end
  #--------------------------------------------------------------------------
  # * update_skill_lr
  #--------------------------------------------------------------------------
  def update_skill_lr(type = 1)
    return if $game_party.actors.size == 1
    actor = @actor_index
    loop do
      @actor_index = (@actor_index + type) % $game_party.actors.size
      break unless $game_party.actors[@actor_index].restriction >= 1
      break if @actor_index == actor
    end
    return $game_system.se_play($data_system.buzzer_se) if @actor_index == actor
    $game_system.se_play($data_system.cursor_se)
    $scene = Scene_Skill.new(@actor_index)
  end
end



[XP] Enemy Action Regarding Skills

Description

If any enemy has the ability to use a skill, it will add it as a potential action it can make regardless if the enemy is even capable of using the skill in the first place (e.g. not enough SP, silenced, etc.).

Examples

Give an enemy the ability to do a normal attack and use a skill that requires SP. Make it so that the enemy has enough SP to only use the skill once. Make sure both actions have a similar priority. Go into battle and notice that the enemy sometimes skips their turn.

Solution

In Game_Enemy, find the method make_action and replace EVERYTHING below it with this:
  def make_action
    # Clear current action
    self.current_action.clear
    # If unable to move
    unless self.movable?
      # End Method
      return
    end
    # Extract current effective actions
    available_actions = []
    rating_max = 0
    for action in self.actions
      # Confirm can use skill
      if action.kind == 1 && !skill_can_use?(action.skill_id)
        next
      end
      # Confirm turn conditions
      n = $game_temp.battle_turn
      a = action.condition_turn_a
      b = action.condition_turn_b
      if (b == 0 and n != a) or
         (b > 0 and (n < 1 or n < a or n % b != a % b))
        next
      end
      # Confirm HP conditions
      if self.hp * 100.0 / self.maxhp > action.condition_hp
        next
      end
      # Confirm level conditions
      if $game_party.max_level < action.condition_level
        next
      end
      # Confirm switch conditions
      switch_id = action.condition_switch_id
      if switch_id > 0 and $game_switches[switch_id] == false
        next
      end
      # Add this action to applicable conditions
      available_actions.push(action)
      if action.rating > rating_max
        rating_max = action.rating
      end
    end
    # Calculate total with max rating value at 3 (exclude 0 or less)
    ratings_total = 0
    for action in available_actions
      if action.rating > rating_max - 3
        ratings_total += action.rating - (rating_max - 3)
      end
    end
    # If ratings total isn't 0
    if ratings_total > 0
      # Create random numbers
      value = rand(ratings_total)
      # Set things that correspond to created random numbers as current action
      for action in available_actions
        if action.rating > rating_max - 3
          if value < action.rating - (rating_max - 3)
            self.current_action.kind = action.kind
            self.current_action.basic = action.basic
            self.current_action.skill_id = action.skill_id
            self.current_action.decide_random_target_for_enemy
            return
          else
            value -= action.rating - (rating_max - 3)
          end
        end
      end
    end
  end
end



[XP][VX][VXA] Testing for File Existence in Encrypted Games

Description

Encrypted games cannot use methods like [tt]FileTest.exist?[/tt] or [tt]File.open[/tt].

Examples

If using RMXP, add
print FileTest.exist?("Data/Scripts.rxdata")
to the top of [tt]Main[/tt]. Encrypt your game. Then run the encrypted game. It should say false.

Solution

LiTTleDRAgo provided a work-around here: https://pastebin.com/krvZgfPj

winkio


Zexion

I didn't know about the float thing, I think it can apply to a script I made where the animations seem to be off center when scrolling. Thanks for this, though I'm not sure I understand the collision one.

Is it something like teleporting from the edge of a mapA to the edge of another mapB, and activating the teleport on the other mapB causing an annoying loop of teleports?
If so, then thanks again because I had no idea that was a bug o.o

Wecoc

You are in coordinates [7, 6] and start a teleportation to another map, on new coordinates [3, 3].

There's a collision event on the second map, on coordinates [7, 6]. That event technically was not touched because your coordinates in the second map were always [3, 3], but the event is activated. That's the bug.

With the script, while the player is teleporting collision events can't be activated.

LiTTleDRAgo

August 17, 2014, 03:31:04 am #4 Last Edit: March 18, 2017, 03:36:48 am by LiTTleDRAgo
Quote from: Wecoc on August 15, 2014, 08:29:43 pm
Spoiler: ShowHide

[XP] Screen animation to multiple sprites

Description

When a screen animation (position == 3) is shown to different sprites at the same time, it is displayed overlapping itself and it should be displayed just once.

Solution

It's a huge script for that little bug, I'm sorry.
Put the script above main:

module RPG
  class Sprite < ::Sprite
    def animation(animation, hit=true, show=true)
      dispose_animation
      @_animation = animation
      return if @_animation == nil
      @_animation_hit = hit
      @_animation_duration = @_animation.frame_max
      animation_name = @_animation.animation_name
      animation_hue = @_animation.animation_hue
      bitmap = RPG::Cache.animation(animation_name, animation_hue)
      if @@_reference_count.include?(bitmap)
        @@_reference_count[bitmap] += 1
      else
        @@_reference_count[bitmap] = 1
      end
      @_animation_sprites = []
      if @_animation.position != 3 or not @@_animations.include?(animation)
        for i in 0..15
          sprite = ::Sprite.new(self.viewport)
          sprite.bitmap = bitmap
          sprite.visible = false
          @_animation_sprites.push(sprite)
        end
        unless @@_animations.include?(animation)
          @@_animations.push(animation)
        end
      end
      update_animation(show)
    end

    def loop_animation(animation, show=true)
      return if animation == @_loop_animation
      dispose_loop_animation
      @_loop_animation = animation
      return if @_loop_animation == nil
      @_loop_animation_index = 0
      animation_name = @_loop_animation.animation_name
      animation_hue = @_loop_animation.animation_hue
      bitmap = RPG::Cache.animation(animation_name, animation_hue)
      if @@_reference_count.include?(bitmap)
        @@_reference_count[bitmap] += 1
      else
        @@_reference_count[bitmap] = 1
      end
      @_loop_animation_sprites = []
      for i in 0..15
        sprite = ::Sprite.new(self.viewport)
        sprite.bitmap = bitmap
        sprite.visible = false
        @_loop_animation_sprites.push(sprite)
      end
      update_loop_animation(show)
    end

    def update_animation(show=true)
      if @_animation_duration > 0
        frame_index = @_animation.frame_max - @_animation_duration
        cell_data = @_animation.frames[frame_index].cell_data
        position = @_animation.position
        animation_set_sprites(@_animation_sprites, cell_data, position, show)
        for timing in @_animation.timings
          if timing.frame == frame_index
            animation_process_timing(timing, @_animation_hit)
          end
        end
      else
        dispose_animation
      end
    end

    def update_loop_animation(show=true)
      frame_index = @_loop_animation_index
      cell_data = @_loop_animation.frames[frame_index].cell_data
      position = @_loop_animation.position
      animation_set_sprites(@_loop_animation_sprites, cell_data, position, show)
      for timing in @_loop_animation.timings
        if timing.frame == frame_index
          animation_process_timing(timing, true)
        end
      end
    end

    def animation_set_sprites(sprites, cell_data, position, show=true)
      for i in 0..15
        sprite = sprites[i]
        pattern = cell_data[i, 0]
        if sprite == nil or pattern == nil or pattern == -1
          sprite.visible = false if sprite != nil
          next
        end
        sprite.visible = show
        sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
        if position == 3
          if self.viewport != nil
            sprite.x = self.viewport.rect.width / 2
            sprite.y = self.viewport.rect.height - 160
          else
            sprite.x = 320
            sprite.y = 240
          end
        else
          sprite.x = self.x - self.ox + self.src_rect.width / 2
          sprite.y = self.y - self.oy + self.src_rect.height / 2
          sprite.y -= self.src_rect.height / 4 if position == 0
          sprite.y += self.src_rect.height / 4 if position == 2
        end
        sprite.x += cell_data[i, 1]
        sprite.y += cell_data[i, 2]
        sprite.z = 2000
        sprite.ox = 96
        sprite.oy = 96
        sprite.zoom_x = cell_data[i, 3] / 100.0
        sprite.zoom_y = cell_data[i, 3] / 100.0
        sprite.angle = cell_data[i, 4]
        sprite.mirror = (cell_data[i, 5] == 1)
        sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
        sprite.blend_type = cell_data[i, 7]
      end
    end
  end
end

class Game_Battler
  attr_accessor :show_animation
  alias show_animation_ini initialize unless $@
  def initialize(*args)
    show_animation_ini(*args)
    @show_animation = true
  end
end

class Scene_Battle
  def update_phase4_step4
    if @animation2_id != 0 and $data_animations[@animation2_id].position == 3
      for target in @target_battlers
        target.show_animation = false
      end
    end
    for target in @target_battlers
      target.animation_id = @animation2_id
      target.animation_hit = (target.damage != "Miss")
    end
    @wait_count = 8
    @phase4_step = 5
  end
end

class Sprite_Battler < RPG::Sprite
  def update
    super
    if @battler == nil
      @battler_name = nil
      self.bitmap = nil
      loop_animation(nil)
      return
    end
    if @battler.battler_name != @battler_name or
      @battler.battler_hue != @battler_hue
      @battler_name = @battler.battler_name
      @battler_hue = @battler.battler_hue
      self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
      @width = bitmap.width
      @height = bitmap.height
      self.ox = @width / 2
      self.oy = @height
      if @battler.dead? or @battler.hidden
        self.opacity = 0
      end
    end
    if @battler.damage == nil and
      @battler.state_animation_id != @state_animation_id
      @state_animation_id = @battler.state_animation_id
      loop_animation($data_animations[@state_animation_id])
    end
    if @battler.is_a?(Game_Actor) and @battler_visible
      if $game_temp.battle_main_phase
        self.opacity += 3 if self.opacity < 255
      else
        self.opacity -= 3 if self.opacity > 207
      end
    end
    if @battler.blink
      blink_on
    else
      blink_off
    end
    unless @battler_visible
      if not @battler.hidden and not @battler.dead? and
        (@battler.damage == nil or @battler.damage_pop)
        appear
        @battler_visible = true
      end
    end
    if @battler_visible
      if @battler.hidden
        $game_system.se_play($data_system.escape_se)
        escape
        @battler_visible = false
      end
      if @battler.white_flash
        whiten
        @battler.white_flash = false
      end
      if @battler.animation_id != 0
        animation = $data_animations[@battler.animation_id]
        animation(animation, @battler.animation_hit, @battler.show_animation)
        @battler.animation_id = 0
      end
      if @battler.damage_pop
        damage(@battler.damage, @battler.critical)
        @battler.damage = nil
        @battler.critical = false
        @battler.damage_pop = false
      end
      if @battler.damage == nil and @battler.dead?
        if @battler.is_a?(Game_Enemy)
          $game_system.se_play($data_system.enemy_collapse_se)
        else
          $game_system.se_play($data_system.actor_collapse_se)
        end
        collapse
        @battler_visible = false
      end
    end
    self.x = @battler.screen_x
    self.y = @battler.screen_y
    self.z = @battler.screen_z
  end
end



これならどうだ?

Spoiler: ShowHide
#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
#  This sprite is used to display the battler.It observes the Game_Character
#  class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Battler
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  $@ || alias_method(:update_fix_animation, :update)
  $@ || alias_method(:animation_set_sprites_fix, :animation_set_sprites)
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update(*args)
    if @battler.nil?
      @battler_name = nil
    elsif @battler_visible && @battler.animation_id != 0
      @disable_animation = @battler.instance_variable_get(:@disable_animation)
    end
    update_fix_animation(*args)
  end
  #--------------------------------------------------------------------------
  # * Animation Set Sprites
  #--------------------------------------------------------------------------
  def animation_set_sprites(sp, *args)
    return sp[0..15].each {|s| s && s.visible = false } if @disable_animation
    animation_set_sprites_fix(sp, *args)
  end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================
class Scene_Battle
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  $@ || alias_method(:update_phase4_step4_fix, :update_phase4_step4)
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 4 : animation for target)
  #--------------------------------------------------------------------------
  def update_phase4_step4(*args)
    if @animation2_id != 0
      @target_battlers.each_with_index do |s,i|
        s.instance_variable_set(:@disable_animation,false)
        if i > 0 && $data_animations[@animation2_id].position == 3
          s.instance_variable_set(:@disable_animation,true)
        end
      end
    end
    update_phase4_step4_fix(*args)
  end
end


Quote from: Wecoc on August 15, 2014, 08:29:43 pm
Spoiler: ShowHide

[XP] Parallel process in the first map

Description

When you initialize a new game from the title things are loaded is that sequence:
1) Events with Parallel Process start working
2) Transition from Title Screen to the game (20 frames)
3) $game_map and all its things are loaded
4) Auto-start Events, map's music, etc. start working

The problem is, if you start a parallel process which uses something related to the map, $game_map was not loaded yet when it starts so the game crashes, and if you use an Auto-start to solve that, it starts when the transition was done so maybe it will look bad. Also if you use a script call with 'if $scene.is_a?(Scene_Map)' or you use a 'Wait x frames', to try to solve the problem.

Solution

I did this script for an engine of my game and by chance this fixes the problem.
Put the script above main:

#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
#  Esta clase almacena los datos temporales no incluidos en las partidas guardadas.
#  Llama a "$game_temp" para acceder a las variables globales incluidas aquí.
#==============================================================================

class Game_Temp
  attr_accessor :map_calling
  alias map_calling_ini initialize unless $@
  def initialize
    @map_calling = false
    map_calling_ini
  end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================

class Scene_Map
  def main
    @spriteset = Spriteset_Map.new
    @message_window = Window_Message.new
    $game_temp.map_calling = true
    $game_temp.transition_processing = true
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @spriteset.dispose
    @message_window.dispose
    if $scene.is_a?(Scene_Title)
      Graphics.transition
      Graphics.freeze
    end
  end

  def update
    loop do
      $game_map.update
      $game_system.map_interpreter.update
      $game_player.update
      $game_system.update
      $game_screen.update
      unless $game_temp.player_transferring
        break
      end
      transfer_player
      if $game_temp.transition_processing
        break
      end
    end
    @spriteset.update
    @message_window.update
    if $game_temp.gameover
      $scene = Scene_Gameover.new
      return
    end
    if $game_temp.to_title
      $scene = Scene_Title.new
      return
    end
    if $game_temp.transition_processing
      $game_temp.transition_processing = false
      if $game_temp.map_calling == true
        Graphics.transition
        $game_temp.map_calling = false
      else
        if $game_temp.transition_name == ""
          Graphics.transition(20)
        else
          Graphics.transition(40, "Graphics/Transitions/" +
            $game_temp.transition_name)
        end
      end
    end
    if $game_temp.message_window_showing
      return
    end
    if $game_player.encounter_count == 0 and $game_map.encounter_list != []
      unless $game_system.map_interpreter.running? or
             $game_system.encounter_disabled
        n = rand($game_map.encounter_list.size)
        troop_id = $game_map.encounter_list[n]
        if $data_troops[troop_id] != nil
          $game_temp.battle_calling = true
          $game_temp.battle_troop_id = troop_id
          $game_temp.battle_can_escape = true
          $game_temp.battle_can_lose = false
          $game_temp.battle_proc = nil
        end
      end
    end
    if Input.trigger?(Input::B)
      unless $game_system.map_interpreter.running? or
             $game_system.menu_disabled
        $game_temp.menu_calling = true
        $game_temp.menu_beep = true
      end
    end
    if $DEBUG and Input.press?(Input::F9)
      $game_temp.debug_calling = true
    end
    unless $game_player.moving?
      if $game_temp.battle_calling
        call_battle
      elsif $game_temp.shop_calling
        call_shop
      elsif $game_temp.name_calling
        call_name
      elsif $game_temp.menu_calling
        call_menu
      elsif $game_temp.save_calling
        call_save
      elsif $game_temp.debug_calling
        call_debug
      end
    end
  end
end



Spoiler: ShowHide
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================

class Scene_Map
  #--------------------------------------------------------------------------
  # * Constant
  #--------------------------------------------------------------------------
  Nothing = Struct.new(:update,:dispose)
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  $@ || alias_method(:main_parallel_process_fix, :main)
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    init_parallel_process_fix
    main_parallel_process_fix
  end
  #--------------------------------------------------------------------------
  # * init_parallel_process_fix
  #--------------------------------------------------------------------------
  def init_parallel_process_fix
    @spriteset = Nothing.new
    Input.update
    update_systems
    transfer_player                    if $game_temp.player_transferring
    clear_flag_calling
    @spriteset.dispose
    return $scene = Scene_Gameover.new if $game_temp.gameover
    return $scene = Scene_Title.new    if $game_temp.to_title
  end
  #--------------------------------------------------------------------------
  # * update_systems
  #--------------------------------------------------------------------------
  def update_systems
    $game_map.update
    $game_system.map_interpreter.update
    $game_player.update
    $game_system.update
    $game_screen.update
  end
  #--------------------------------------------------------------------------
  # * clear_flag_calling
  #--------------------------------------------------------------------------
  def clear_flag_calling
    $game_temp.battle_calling = false
    $game_temp.shop_calling   = false
    $game_temp.name_calling   = false
    $game_temp.menu_calling   = false
    $game_temp.save_calling   = false
    $game_temp.debug_calling  = false
  end
end

Wecoc

Wow, your fixes are waaay better, I will change my post.

First I thought it would be possible to apply the effect only on the first sprite but it was not, because the flash effects... so I changed all the animation methods to work only with the first sprite (only in that case) but without losing those effects.
I didn't thought about your mecanism. And I see you fixed the @battler_name = nil bug on the same script!

Well, thank you.

------

C'mon, I'm sure there are thousands of bugs and we have eight on the list!

G_G

August 17, 2014, 10:42:54 am #6 Last Edit: August 17, 2014, 10:44:56 am by gameus
I've fixed the bug before, but I don't have the script anymore. How about this one?

Create a troop. Put three enemies in there, make one Hidden. When you kill the other two, the battle is considered over even though the hidden is still there and fully alive. Even with a battle events, you can't make him re-appear unless enemies still exist. Example: You have a giant slime. Kill him, and two smaller slimes appear. logically, you'd just put a giant slime and two small slimes in a troop and make the small ones hidden.

LiTTleDRAgo

August 17, 2014, 11:49:33 am #7 Last Edit: August 18, 2014, 02:24:18 am by LiTTleDRAgo
Quote from: Wecoc on August 15, 2014, 08:29:43 pm
Spoiler: ShowHide

[XP] Disabling skills State bug

Description

There's a type of states restriction which disables the usage of skills to the actor (usually used as the "silence" state). But it doesn't work in the menu because the variable restriction when disabling skills equals 1 and the Skills on menu is disabled when it equals >= 2 by default (so it's so easy, if you change that to >= 1 it will work well). But the problem is the next one: You can go to the Skills scene from an actor who has not the state and with Q / W change to another actor who has the state.

Solution

Put the script above main:
(I'm sure it can be shortened)

class Scene_Menu
 def update_status
   # If B button was pressed
   if Input.trigger?(Input::B)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # Make command window active
     @command_window.active = true
     @status_window.active = false
     @status_window.index = -1
     return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
     # Branch by command window cursor position
     case @command_window.index
     when 1  # skill
       # If this actor's action limit is 2 or more
       if $game_party.actors[@status_window.index].restriction >= 1 ## BUGFIX
         # Play buzzer SE
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to skill screen
       $scene = Scene_Skill.new(@status_window.index)
     when 2  # equipment
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to equipment screen
       $scene = Scene_Equip.new(@status_window.index)
     when 3  # status
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to status screen
       $scene = Scene_Status.new(@status_window.index)
     end
     return
   end
 end
end

class Scene_Skill
 #--------------------------------------------------------------------------
 # * Frame Update (if skill window is active)
 #--------------------------------------------------------------------------
 def update_skill
   # If B button was pressed
   if Input.trigger?(Input::B)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # Switch to menu screen
     $scene = Scene_Menu.new(1)
     return
   end
   # If C button was pressed
   if Input.trigger?(Input::C)
     # Get currently selected data on the skill window
     @skill = @skill_window.skill
     # If unable to use
     if @skill == nil or not @actor.skill_can_use?(@skill.id)
       # Play buzzer SE
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # Play decision SE
     $game_system.se_play($data_system.decision_se)
     # If effect scope is ally
     if @skill.scope >= 3
       # Activate target window
       @skill_window.active = false
       @target_window.x = (@skill_window.index + 1) % 2 * 304
       @target_window.visible = true
       @target_window.active = true
       # Set cursor position to effect scope (single / all)
       if @skill.scope == 4 || @skill.scope == 6
         @target_window.index = -1
       elsif @skill.scope == 7
         @target_window.index = @actor_index - 10
       else
         @target_window.index = 0
       end
     # If effect scope is other than ally
     else
       # If common event ID is valid
       if @skill.common_event_id > 0
         # Common event call reservation
         $game_temp.common_event_id = @skill.common_event_id
         # Play use skill SE
         $game_system.se_play(@skill.menu_se)
         # Use up SP
         @actor.sp -= @skill.sp_cost
         # Remake each window content
         @status_window.refresh
         @skill_window.refresh
         @target_window.refresh
         # Switch to map screen
         $scene = Scene_Map.new
         return
       end
     end
     return
   end
   # If R button was pressed
   if Input.trigger?(Input::R) ## BUGFIX
     if $game_party.actors.size == 1
       # $game_system.se_play($data_system.buzzer_se)
       return
     end
     actor_index = @actor_index
     loop do
       @actor_index += 1
       @actor_index %= $game_party.actors.size
       unless $game_party.actors[@actor_index].restriction >= 1
         break
       end
       if @actor_index == actor_index
         break
       end
     end
     if @actor_index == actor_index
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     $game_system.se_play($data_system.cursor_se)
     $scene = Scene_Skill.new(@actor_index)
     return
   end
   # If L button was pressed
   if Input.trigger?(Input::L) ## BUGFIX
     if $game_party.actors.size == 1
       # $game_system.se_play($data_system.buzzer_se)
       return
     end
     actor_index = @actor_index
     loop do
       @actor_index -= 1
       @actor_index %= $game_party.actors.size
       unless $game_party.actors[@actor_index].restriction >= 1
         break
       end
       if @actor_index == actor_index
         break
       end
     end
     if @actor_index == actor_index
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     $game_system.se_play($data_system.cursor_se)
     $scene = Scene_Skill.new(@actor_index)
     return
   end
 end
end



Spoiler: ShowHide
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================
class Scene_Menu
 #--------------------------------------------------------------------------
 # * Alias Listing
 #--------------------------------------------------------------------------
 $@ || alias_method(:update_status_fix, :update_status)
 #--------------------------------------------------------------------------
 # * Frame Update (when status window is active)
 #--------------------------------------------------------------------------
 def update_status(*args)
   if Input.trigger?(Input::C)
     case @command_window.index
     when 1  # skill
       restrict = $game_party.actors[@status_window.index].restriction >= 1
       return $game_system.se_play($data_system.buzzer_se) if restrict
       $game_system.se_play($data_system.decision_se)
       return $scene = Scene_Skill.new(@status_window.index)
     end
   end
   update_status_fix(*args)
 end
end

#==============================================================================
# ** Scene_Skill
#------------------------------------------------------------------------------
#  This class performs skill screen processing.
#==============================================================================
class Scene_Skill
 #--------------------------------------------------------------------------
 # * Alias Listing
 #--------------------------------------------------------------------------
 $@ || alias_method(:update_skill_fix, :update_skill)
 #--------------------------------------------------------------------------
 # * Frame Update (if skill window is active)
 #--------------------------------------------------------------------------
 def update_skill(*args)
   return update_skill_lr(1)  if Input.trigger?(Input::R)
   return update_skill_lr(-1) if Input.trigger?(Input::L)
   update_skill_fix(*args)
 end
 #--------------------------------------------------------------------------
 # * update_skill_lr
 #--------------------------------------------------------------------------
 def update_skill_lr(type = 1)
   return if $game_party.actors.size == 1
   actor = @actor_index
   loop do
     @actor_index = (@actor_index + type) % $game_party.actors.size
     break unless $game_party.actors[@actor_index].restriction >= 1
     break if @actor_index == actor
   end
   return $game_system.se_play($data_system.buzzer_se) if @actor_index == actor
   $game_system.se_play($data_system.cursor_se)
   $scene = Scene_Skill.new(@actor_index)
 end
end

Wecoc

August 17, 2014, 12:01:08 pm #8 Last Edit: August 17, 2014, 12:06:23 pm by Wecoc
game_guy: I wonder if it was really a bug, but this solves the problem:

class Scene_Battle
 alias hidden_fix_phase4_step1 update_phase4_step1 unless $@
 def update_phase4_step1
   troop = $game_troop.enemies
   if troop.all? {|enemy| (enemy.hidden == true or enemy.hp0?)}
     troop.collect {|enemy| enemy.hidden = false}
   end
   hidden_fix_phase4_step1
 end
end


LiTTleDRAgo: Thank you again, you are contributing a lot.

ForeverZer0

I don't think it really is a bug, but it does make it more difficult to do as GG described.
As it currently is, it can act as a mechanism for enemies who "escape", therefore allowing the battle to end, but not rewarding experience, etc. It would be more intuitive to have a @hidden flag, and a separate @escaped flag.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

G_G

It's not a bug I guess, but more of a design flaw.

LiTTleDRAgo

Quote from: ForeverZer0 on August 17, 2014, 12:31:23 pm
I don't think it really is a bug, but it does make it more difficult to do as GG described.
As it currently is, it can act as a mechanism for enemies who "escape", therefore allowing the battle to end, but not rewarding experience, etc. It would be more intuitive to have a @hidden flag, and a separate @escaped flag.


something like this?

Spoiler: ShowHide

#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
#  This class handles enemies. It's used within the Game_Troop class
#  ($game_troop).
#==============================================================================
class Game_Enemy
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :escaped                   # escaped flag
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  $@ || alias_method(:escaped_flag_addition, :escape)
  #--------------------------------------------------------------------------
  # * Escape
  #--------------------------------------------------------------------------
  def escape(*args)
    @escaped = true
    escaped_flag_addition(*args)
  end
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================
class Scene_Battle
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  $@ || alias_method(:escaped_phase4_step1, :update_phase4_step1)
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 1 : action preparation)
  #--------------------------------------------------------------------------
  def update_phase4_step1(*args)
    if (troop = $game_troop.enemies).all? {|e| (e.hidden or e.hp0?)}
      troop.each {|enemy| enemy.escaped || enemy.hidden = false }
    end
    escaped_phase4_step1(*args)
  end
end

#==============================================================================
# ** Interpreter
#------------------------------------------------------------------------------
#  This interpreter runs event commands. This class is used within the
#  Game_System class and the Game_Event class.
#==============================================================================
class Interpreter
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  $@ || alias_method(:escaped_command_335, :command_335)
  #--------------------------------------------------------------------------
  # * Enemy Appearance
  #--------------------------------------------------------------------------
  def command_335(*args)
    enemy = $game_troop.enemies[@parameters[0]]
    enemy && enemy.escaped = false
    escaped_command_335(*args)
  end
end


it will automatically unhide all unescaped enemies when all visible enemies is defeated

NB : Not properly tested

Wecoc

LiTTleDRAgo: Like a boss! I tested that for you, it works great.

I did the VX Version:

#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
#  This class handles enemies. It's used within the Game_Troop class
#  ($game_troop).
#==============================================================================
class Game_Enemy
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :escaped                   # escaped flag
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  $@ || alias_method(:escaped_flag_addition, :escape)
  #--------------------------------------------------------------------------
  # * Escape
  #--------------------------------------------------------------------------
  def escape(*args)
    @escaped = true
    escaped_flag_addition(*args)
  end
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================
class Scene_Battle
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  $@ || alias_method(:escaped_battle_event, :process_battle_event)
 
  def process_battle_event(*args)
    if (troop = $game_troop.members).all? {|e| (e.hidden or e.dead?)}
      troop.each {|enemy| enemy.escaped || enemy.hidden = false }
    end
    escaped_battle_event(*args)
  end
end

#==============================================================================
# ** Interpreter
#------------------------------------------------------------------------------
#  This interpreter runs event commands. This class is used within the
#  Game_System class and the Game_Event class.
#==============================================================================
class Game_Interpreter
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  $@ || alias_method(:escaped_command_335, :command_335)
  #--------------------------------------------------------------------------
  # * Enemy Appearance
  #--------------------------------------------------------------------------
  def command_335(*args)
    enemy = $game_troop.members[@params[0]]
    enemy && enemy.escaped = false
    escaped_command_335(*args)
  end
end


(I don't know if Ace needs that fix, too)

G_G

Quote from: LiTTleDRAgo on August 17, 2014, 01:24:09 pm
Quote from: ForeverZer0 on August 17, 2014, 12:31:23 pm
I don't think it really is a bug, but it does make it more difficult to do as GG described.
As it currently is, it can act as a mechanism for enemies who "escape", therefore allowing the battle to end, but not rewarding experience, etc. It would be more intuitive to have a @hidden flag, and a separate @escaped flag.


something like this?

Spoiler: ShowHide

#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
#  This class handles enemies. It's used within the Game_Troop class
#  ($game_troop).
#==============================================================================
class Game_Enemy
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_accessor :escaped                   # escaped flag
 #--------------------------------------------------------------------------
 # * Alias Listing
 #--------------------------------------------------------------------------
 $@ || alias_method(:escaped_flag_addition, :escape)
 #--------------------------------------------------------------------------
 # * Escape
 #--------------------------------------------------------------------------
 def escape(*args)
   @escaped = true
   escaped_flag_addition(*args)
 end
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================
class Scene_Battle
 #--------------------------------------------------------------------------
 # * Alias Listing
 #--------------------------------------------------------------------------
 $@ || alias_method(:escaped_phase4_step1, :update_phase4_step1)
 #--------------------------------------------------------------------------
 # * Frame Update (main phase step 1 : action preparation)
 #--------------------------------------------------------------------------
 def update_phase4_step1(*args)
   if (troop = $game_troop.enemies).all? {|e| (e.hidden or e.hp0?)}
     troop.each {|enemy| enemy.escaped || enemy.hidden = false }
   end
   escaped_phase4_step1(*args)
 end
end

#==============================================================================
# ** Interpreter
#------------------------------------------------------------------------------
#  This interpreter runs event commands. This class is used within the
#  Game_System class and the Game_Event class.
#==============================================================================
class Interpreter
 #--------------------------------------------------------------------------
 # * Alias Listing
 #--------------------------------------------------------------------------
 $@ || alias_method(:escaped_command_335, :command_335)
 #--------------------------------------------------------------------------
 # * Enemy Appearance
 #--------------------------------------------------------------------------
 def command_335(*args)
   enemy = $game_troop.enemies[@parameters[0]]
   enemy && enemy.escaped = false
   escaped_command_335(*args)
 end
end


it will automatically unhide all unescaped enemies when all visible enemies is defeated

NB : Not properly tested


Yes, that's actually quite perfect. Still would have been nice to been able to do a "When all enemies died" page condition inside the editor, though I suppose no one really thought of that over at Enterbrain.

LiTTleDRAgo

Quote from: gameus on August 17, 2014, 10:45:17 pm
Yes, that's actually quite perfect. Still would have been nice to been able to do a "When all enemies died" page condition inside the editor, though I suppose no one really thought of that over at Enterbrain.


http://pastebin.com/1WP0KMRM (edited from here)

How to Use


G_G

xD Thanks Drago! I wasn't actually expecting you to do it. ;p

LiTTleDRAgo

I'm not sure if it's a bug or not

when player is unarmed (barefisted), atk will became 0 regardless the enemy and player level

Wecoc

Quote from: LiTTleDRAgo on August 18, 2014, 02:19:46 am
I'm not sure if it's a bug or not

when player is unarmed (barefisted), atk will became 0 regardless the enemy and player level


This should work, it's probably the easiest way.

class Game_Actor < Game_Battler
 
  attr_accessor :basic_atk
  attr_accessor :basic_animation_id
 
  alias no_weapon_fix_ini initialize unless $@
  def initialize(*args)
    no_weapon_fix_ini(*args)
    @basic_atk = 100
    @basic_animation_id = 4
  end

  def base_atk
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.atk : @basic_atk
  end
 
  def animation2_id
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.animation2_id : @basic_animation_id
  end
end


Another option I use in my game is not allowing actors to have no weapon.

Spoiler: ShowHide
A friend of mine some time ago did a code called 'ERON module' where each Actor had a specific (not directly used) Enemy which parameters were the actor basics without equip, and also each Enemy had a specific Actor so they were able to have equip, level... That solved this bug by far but I think the project was canceled. Anyway I have not permission to post it here, it was just an anecdote.

Heretic86

XP's Float Bug does have a solution.

It is based on the @real_x and @real_y using whole numbers, not @move_speed.  The trouble comes from @move_speed being used to calculate @real_x and @real_y exponentially.  2 ** X in Ruby means "to the power of", or an Exponent.  It comes from this line of code in def update_move.

    # Convert map coordinates from map move speed into move distance
   distance = 2 ** @move_speed


Move Speed 1: 2 ** 1 = 1
Move Speed 2: 2 ** 2 = 4
Move Speed 3: 2 ** 2 = 9
Move Speed 4: 2 ** 2 = 16
Move Speed 5: 2 ** 2 = 25
Move Speed 6: 2 ** 2 = 36

When the resulting value in the right column in the above example is not a whole number, it is still used to adjust @real_x and @real_y values as floats instead of whole numbers.  Lets say we wanted a Move Speed of 3.5.  It seems to be half way between 3 and 4.  But 2 ** 3.5 = 12.25, which is not a whole number.  Instead, pick a real value (x or y * 128) between 9 and 16 and get its square root, due to the exponent.  Lets say 12.  The square root of 12 is 3.46410161513775457705489268 and change.  But that is WAY too much for an average person to put in for @move_speed = 3.5.  Same problem occurs with a Move Speed of 4.5.  The square root of 4.5 would be 2.12132034 and change.  Again, too much for Joe Average, and the math has to be 100 accurate.

The code solution for this would be to just round the value to the next whole number.

Change
distance = 2 ** @move_speed
to
distance = (2 ** @move_speed).round


There is only 2 places where this code is used.  Game_Map and Game_Character.  Just CTRL+SHIFT+F for 2 **.

I discovered this while updating my Downhill Ice Deluxe [XP] script (not released at time of this post).
Current Scripts:
Heretic's Moving Platforms

Current Demos:
Collection of Art and 100% Compatible Scripts

(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

Wecoc

October 27, 2014, 06:53:57 pm #19 Last Edit: October 27, 2014, 07:24:26 pm by Wecoc
This was basically my try on this, but rounding the value has an obvious collateral problem; you lose "movement resolution"; 3.1 = 3.2, 3.4 = 3.5 ...

Here an example; these charas are walking (Move up) in frequence 6, and their speed is 3.0, 3.2, 3.4, 3.5, 3.6, 3.8 and 4.0
You can see the difference between rounding the value or not.

Spoiler: ShowHide


One possible fix for that would be to round only the player's distance, but the player would still have that lack of "movement resolution".

Someone said me rounding the distance also has some problems on camera if you are using a "smooth-movement" script, but sincerely I didn't check that.

The other possible way to fix this would be to work always with distances directly controlling it's integer instead of the speed as a float. Anyway, I don't like so much this idea...

The character I used on the first image: http://s9.postimg.org/7i2mp9hzv/character.png

==============================

Anyway, I think I already fixed this on my game some months ago, I didn't post it here because I'm not 100% sure but I'll tell what I found ;D
All this fixes try to fit the charas movement with the current screen movement, but the one which is delayed is the screen.

Once, on my game, I tried to display a bitmap layer or a picture over the map and scroll it via script call on parallel process to fit with the map (changing display_x and display_y). The result was laggy, and because of the 3.6 speed of the player, I had the same problem. It had nothing to do with character speed, so I decided to modificate the Game_Map converting to some sort of a smooth-movement script, but "not so smooth". The result is a map scroll practically identical as the default but the picture is displayed well and lag decreases. The annoying bug also disappears. The only problem is the new script is not perfect. For example, on diagonal movement the map is too slow now...

This is the script. I'm pretty sure correcting its bugs, we would fix the problem definitelly:

#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
#  This class handles the map. It includes scrolling and passable determining
#  functions. Refer to "$game_map" for the instance of this class.
#==============================================================================

class Game_Map
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_accessor :tileset_name             # tileset file name
 attr_accessor :autotile_names           # autotile file name
 attr_accessor :panorama_name            # panorama file name
 attr_accessor :panorama_hue             # panorama hue
 attr_accessor :fog_name                 # fog file name
 attr_accessor :fog_hue                  # fog hue
 attr_accessor :fog_opacity              # fog opacity level
 attr_accessor :fog_blend_type           # fog blending method
 attr_accessor :fog_zoom                 # fog zoom rate
 attr_accessor :fog_sx                   # fog sx
 attr_accessor :fog_sy                   # fog sy
 attr_accessor :battleback_name          # battleback file name
 attr_accessor :display_x                # display x-coordinate * 128
 attr_accessor :display_y                # display y-coordinate * 128
 attr_accessor :need_refresh             # refresh request flag
 attr_reader   :passages                 # passage table
 attr_reader   :priorities               # prioroty table
 attr_reader   :terrain_tags             # terrain tag table
 attr_reader   :events                   # events
 attr_reader   :fog_ox                   # fog x-coordinate starting point
 attr_reader   :fog_oy                   # fog y-coordinate starting point
 attr_reader   :fog_tone                 # fog color tone
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   @map_id = 0
   @display_x = 0
   @display_y = 0
 end
 #--------------------------------------------------------------------------
 # * Setup
 #     map_id : map ID
 #--------------------------------------------------------------------------
 def setup(map_id)
   # Put map ID in @map_id memory
   @map_id = map_id
   # Load map from file and set @map
   @map = load_data(sprintf("Data/Map%03d.rxdata", @map_id))
   # set tile set information in opening instance variables
   tileset = $data_tilesets[@map.tileset_id]
   @tileset_name = tileset.tileset_name
   @autotile_names = tileset.autotile_names
   @panorama_name = tileset.panorama_name
   @panorama_hue = tileset.panorama_hue
   @fog_name = tileset.fog_name
   @fog_hue = tileset.fog_hue
   @fog_opacity = tileset.fog_opacity
   @fog_blend_type = tileset.fog_blend_type
   @fog_zoom = tileset.fog_zoom
   @fog_sx = tileset.fog_sx
   @fog_sy = tileset.fog_sy
   @battleback_name = tileset.battleback_name
   @passages = tileset.passages
   @priorities = tileset.priorities
   @terrain_tags = tileset.terrain_tags
   # Initialize displayed coordinates
   @display_x = 0
   @display_y = 0
   @scroll_remain_x = 0
   @scroll_remain_y = 0
   @scroll_take_x = 0
   @scroll_take_y = 0
   # Clear refresh request flag
   @need_refresh = false
   # Set map event data
   @events = {}
   for i in @map.events.keys
     @events[i] = Game_Event.new(@map_id, @map.events[i])
   end
   # Set common event data
   @common_events = {}
   for i in 1...$data_common_events.size
     @common_events[i] = Game_CommonEvent.new(i)
   end
   # Initialize all fog information
   @fog_ox = 0
   @fog_oy = 0
   @fog_tone = Tone.new(0, 0, 0, 0)
   @fog_tone_target = Tone.new(0, 0, 0, 0)
   @fog_tone_duration = 0
   @fog_opacity_duration = 0
   @fog_opacity_target = 0
   # Initialize scroll information
   @scroll_direction = 2
   @scroll_rest = 0
   @scroll_speed = 4
 end
 #--------------------------------------------------------------------------
 # * Get Map ID
 #--------------------------------------------------------------------------
 def map_id
   return @map_id
 end
 #--------------------------------------------------------------------------
 # * Get Width
 #--------------------------------------------------------------------------
 def width
   return @map.width
 end
 #--------------------------------------------------------------------------
 # * Get Height
 #--------------------------------------------------------------------------
 def height
   return @map.height
 end
 #--------------------------------------------------------------------------
 # * Get Encounter List
 #--------------------------------------------------------------------------
 def encounter_list
   return @map.encounter_list
 end
 #--------------------------------------------------------------------------
 # * Get Encounter Steps
 #--------------------------------------------------------------------------
 def encounter_step
   return @map.encounter_step
 end
 #--------------------------------------------------------------------------
 # * Get Map Data
 #--------------------------------------------------------------------------
 def data
   return @map.data
 end
 #--------------------------------------------------------------------------
 # * Automatically Change Background Music and Backround Sound
 #--------------------------------------------------------------------------
 def autoplay
   if @map.autoplay_bgm
     $game_system.bgm_play(@map.bgm)
   end
   if @map.autoplay_bgs
     $game_system.bgs_play(@map.bgs)
   end
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   # If map ID is effective
   if @map_id > 0
     # Refresh all map events
     for event in @events.values
       event.refresh
     end
     # Refresh all common events
     for common_event in @common_events.values
       common_event.refresh
     end
   end
   # Clear refresh request flag
   @need_refresh = false
 end
 #--------------------------------------------------------------------------
 # * Scroll Down
 #     distance : scroll distance
 #--------------------------------------------------------------------------
 def scroll_down(distance)
   if distance > (self.height - 15) * 128 - @display_y - @scroll_remain_y
     distance = (self.height - 15) * 128 - @display_y - @scroll_remain_y
   end
   if scrolling?
     @scroll_take_y = 2 ** @scroll_speed
   else
     if distance.ceil % 4 == 0
       @scroll_take_y = distance.ceil
     elsif distance.ceil % 4 <= 2
       @scroll_take_y = distance.ceil - distance.ceil % 4
     else
       @scroll_take_y = distance.ceil + (4 - (distance.ceil % 4))
     end
   end
   @scroll_remain_y += distance
 end
 #--------------------------------------------------------------------------
 # * Scroll Left
 #     distance : scroll distance
 #--------------------------------------------------------------------------
 def scroll_left(distance)
   if distance > @display_x - @scroll_remain_x
     distance = @display_x - @scroll_remain_x
   end
   if scrolling?
     @scroll_take_x = 2 ** @scroll_speed
   else
     if distance.ceil % 4 == 0
       @scroll_take_x = distance.ceil
     elsif distance.ceil % 4 <= 2
       @scroll_take_x = distance.ceil - distance.ceil % 4
     else
       @scroll_take_x = distance.ceil + (4 - (distance.ceil % 4))
     end
   end
   @scroll_remain_x -= distance
 end
 #--------------------------------------------------------------------------
 # * Scroll Right
 #     distance : scroll distance
 #--------------------------------------------------------------------------
 def scroll_right(distance)
   if distance > (self.width - 15) * 128 - @display_x - @scroll_remain_x
     distance = (self.width - 15) * 128 - @display_x - @scroll_remain_x
   end
   if scrolling?
     @scroll_take_x = 2 ** @scroll_speed
   else
     if distance.ceil % 4 == 0
       @scroll_take_x = distance.ceil
     elsif distance.ceil % 4 <= 2
       @scroll_take_x = distance.ceil - distance.ceil % 4
     else
       @scroll_take_x = distance.ceil + (4 - (distance.ceil % 4))
     end
   end
   @scroll_remain_x += distance
 end
 #--------------------------------------------------------------------------
 # * Scroll Up
 #     distance : scroll distance
 #--------------------------------------------------------------------------
 def scroll_up(distance)
   if distance > @display_y - @scroll_remain_y
     distance = @display_y - @scroll_remain_y
   end
   if scrolling?
     @scroll_take_y = 2 ** @scroll_speed
   else
     if distance.ceil % 4 == 0
       @scroll_take_y = distance.ceil
     elsif distance.ceil % 4 <= 2
       @scroll_take_y = distance.ceil - distance.ceil % 4
     else
       @scroll_take_y = distance.ceil + (4 - (distance.ceil % 4))
     end
   end
   @scroll_remain_y -= distance
 end
 #--------------------------------------------------------------------------
 # * Determine Valid Coordinates
 #     x          : x-coordinate
 #     y          : y-coordinate
 #--------------------------------------------------------------------------
 def valid?(x, y)
   return (x >= 0 and x < width and y >= 0 and y < height)
 end
 #--------------------------------------------------------------------------
 # * Determine if Passable
 #     x          : x-coordinate
 #     y          : y-coordinate
 #     d          : direction (0,2,4,6,8,10)
 #                  *  0,10 = determine if all directions are impassable
 #     self_event : Self (If event is determined passable)
 #--------------------------------------------------------------------------
 def passable?(x, y, d, self_event = nil)
   # If coordinates given are outside of the map
   unless valid?(x, y)
     # impassable
     return false
   end
   # Change direction (0,2,4,6,8,10) to obstacle bit (0,1,2,4,8,0)
   bit = (1 << (d / 2 - 1)) & 0x0f
   # Loop in all events
   for event in events.values
     # If tiles other than self are consistent with coordinates
     if event.tile_id >= 0 and event != self_event and
        event.x == x and event.y == y and not event.through
       # If obstacle bit is set
       if @passages[event.tile_id] & bit != 0
         # impassable
         return false
       # If obstacle bit is set in all directions
       elsif @passages[event.tile_id] & 0x0f == 0x0f
         # impassable
         return false
       # If priorities other than that are 0
       elsif @priorities[event.tile_id] == 0
         # passable
         return true
       end
     end
   end
   # Loop searches in order from top of layer
   for i in [2, 1, 0]
     # Get tile ID
     tile_id = data[x, y, i]
     # Tile ID acquistion failure
     if tile_id == nil
       # impassable
       return false
     # If obstacle bit is set
     elsif @passages[tile_id] & bit != 0
       # impassable
       return false
     # If obstacle bit is set in all directions
     elsif @passages[tile_id] & 0x0f == 0x0f
       # impassable
       return false
     # If priorities other than that are 0
     elsif @priorities[tile_id] == 0
       # passable
       return true
     end
   end
   # passable
   return true
 end
 #--------------------------------------------------------------------------
 # * Determine Thicket
 #     x          : x-coordinate
 #     y          : y-coordinate
 #--------------------------------------------------------------------------
 def bush?(x, y)
   if @map_id != 0
     for i in [2, 1, 0]
       tile_id = data[x, y, i]
       if tile_id == nil
         return false
       elsif @passages[tile_id] & 0x40 == 0x40
         return true
       end
     end
   end
   return false
 end
 #--------------------------------------------------------------------------
 # * Determine Counter
 #     x          : x-coordinate
 #     y          : y-coordinate
 #--------------------------------------------------------------------------
 def counter?(x, y)
   if @map_id != 0
     for i in [2, 1, 0]
       tile_id = data[x, y, i]
       if tile_id == nil
         return false
       elsif @passages[tile_id] & 0x80 == 0x80
         return true
       end
     end
   end
   return false
 end
 #--------------------------------------------------------------------------
 # * Get Terrain Tag
 #     x          : x-coordinate
 #     y          : y-coordinate
 #--------------------------------------------------------------------------
 def terrain_tag(x, y)
   if @map_id != 0
     for i in [2, 1, 0]
       tile_id = data[x, y, i]
       if tile_id == nil
         return 0
       elsif @terrain_tags[tile_id] > 0
         return @terrain_tags[tile_id]
       end
     end
   end
   return 0
 end
 #--------------------------------------------------------------------------
 # * Get Designated Position Event ID
 #     x          : x-coordinate
 #     y          : y-coordinate
 #--------------------------------------------------------------------------
 def check_event(x, y)
   for event in $game_map.events.values
     if event.x == x and event.y == y
       return event.id
     end
   end
 end
 #--------------------------------------------------------------------------
 # * Start Scroll
 #     direction : scroll direction
 #     distance  : scroll distance
 #     speed     : scroll speed
 #--------------------------------------------------------------------------
 def start_scroll(direction, distance, speed)
   @scroll_direction = direction
   @scroll_speed     = speed
   @scroll_rest      = distance.ceil * 128
   case @scroll_direction
   when 2  # Down
     scroll_down(@scroll_rest)
   when 4  # Left
     scroll_left(@scroll_rest)
   when 6  # Right
     scroll_right(@scroll_rest)
   when 8  # Up
     scroll_up(@scroll_rest)
   end
 end
 #--------------------------------------------------------------------------
 # * Determine if Scrolling
 #--------------------------------------------------------------------------
 def scrolling?
   return @scroll_rest > 0
 end
 #--------------------------------------------------------------------------
 # * Start Changing Fog Color Tone
 #     tone     : color tone
 #     duration : time
 #--------------------------------------------------------------------------
 def start_fog_tone_change(tone, duration)
   @fog_tone_target = tone.clone
   @fog_tone_duration = duration
   if @fog_tone_duration == 0
     @fog_tone = @fog_tone_target.clone
   end
 end
 #--------------------------------------------------------------------------
 # * Start Changing Fog Opacity Level
 #     opacity  : opacity level
 #     duration : time
 #--------------------------------------------------------------------------
 def start_fog_opacity_change(opacity, duration)
   @fog_opacity_target = opacity * 1.0
   @fog_opacity_duration = duration
   if @fog_opacity_duration == 0
     @fog_opacity = @fog_opacity_target
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   # Refresh map if necessary
   if $game_map.need_refresh
     refresh
   end
   # If scrolling
   if @scroll_rest > 0
     @scroll_rest -= 2 ** @scroll_speed
   end
   if @scroll_remain_x > 0
     old_display_x = @display_x
     distance = [@scroll_take_x, 4].max
     unless @display_x + distance > (self.width - 15) * 128
       @display_x += distance
     end
     @scroll_remain_x += old_display_x - @display_x
     if @scroll_remain_x < 0
       @scroll_remain_x = 0
     end
   elsif @scroll_remain_x < 0
     old_display_x = @display_x
     distance = [@scroll_take_x, 4].max
     unless @display_x - distance < 0
       @display_x -= distance
     end
     @scroll_remain_x += old_display_x - @display_x
     if @scroll_remain_x > 0
       @scroll_remain_x = 0
     end
   end
   if @scroll_remain_y > 0
     old_display_y = @display_y
     distance = [@scroll_take_y, 4].max
     unless @display_y + distance > (self.height - 15) * 128
       @display_y += distance
     end
     @scroll_remain_y += old_display_y - @display_y
     if @scroll_remain_y < 0
       @scroll_remain_y = 0
     end
   elsif @scroll_remain_y < 0
     old_display_y = @display_y
     distance = [@scroll_take_y, 4].max
     unless @display_y - distance < 0
       @display_y -= distance
     end
     @scroll_remain_y += old_display_y - @display_y
     if @scroll_remain_y > 0
       @scroll_remain_y = 0
     end
   end
   # Update map event
   for event in @events.values
     event.update
   end
   # Update common event
   for common_event in @common_events.values
     common_event.update
   end
   # Manage fog scrolling
   @fog_ox -= @fog_sx / 8.0
   @fog_oy -= @fog_sy / 8.0
   # Manage change in fog color tone
   if @fog_tone_duration >= 1
     d = @fog_tone_duration
     target = @fog_tone_target
     @fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d
     @fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d
     @fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d
     @fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d
     @fog_tone_duration -= 1
   end
   # Manage change in fog opacity level
   if @fog_opacity_duration >= 1
     d = @fog_opacity_duration
     @fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d
     @fog_opacity_duration -= 1
   end
 end
end

Heretic86

Rounding just the Player's calculated move speed would be a solution.  Or perhaps .floor or .ceil as well?  I havent tried it, but have played with adjusting the values after exponential calculations in Downhill Ice.  Downhill Ice just adds ice_speed to real_y so it skips all that exponent stuff. I do use floating move speeds all over the place for random movement, just not for the player.
Current Scripts:
Heretic's Moving Platforms

Current Demos:
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(Script Demos are all still available in the Collection link above.  I lost some individual demos due to a server crash.)

KK20

Since no one has posted it, might as well just say that changing a sprite's x/y value by a float won't work. I experienced this occurrence with smooth scrolling scripts while working on a tilemap implementation. It seems to set it as the floor value.

As a result, slowly increasing (+0.1) will do absolutely nothing whereas slowly decreasing (-0.1) will consistently keep moving the sprite left/up 1 pixel. Not sure if this is a workaround, but I think you can add two variables that actually take in the x/y changes first before physically changing the Sprite's built-in x/y attributes, kind of like what @real_ does but with floats instead.

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Wecoc

Hi guys, long time no see.
I solved another bug with event interaction. By default the event interaction only depends on the coordinates, and this has some problems.

Spoiler: ShowHide


With the script if the player can't go to the event position (without considering the event itself on the passability) there is not interaction.
Also using $game_map.events[ID].passable_touch = true/false you can enable or disable the fix on the event manually.

class Game_Character
  attr_accessor :passable_touch
  alias passable_touch_ini initialize unless $@
  def initialize
    passable_touch_ini
    @passable_touch = false
  end
 
  def no_event_passable?(x, y, d)
    new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
    new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
    return true  if @passable_touch == true
    return false unless $game_map.valid?(new_x, new_y)
    return true  if @through
    return false unless $game_map.passable?(x, y, d, self)
    return false unless $game_map.passable?(new_x, new_y, 10 - d)
    return true
  end
end

class Game_Event < Game_Character
  alias collision_passable_fix check_event_trigger_touch unless $@
  def check_event_trigger_touch(new_x, new_y)
    if @x != new_x
      d = (@x < new_x ? 6 : 4)
    elsif @y != new_y
      d = (@y < new_y ? 2 : 8)
    end
    if (@x == new_x) and (@y == new_y) or no_event_passable?(@x, @y, d)
      collision_passable_fix(new_x, new_y)
    end
  end
end

class Game_Player < Game_Character
  def check_event_trigger_there(triggers)
    result = false
    if $game_system.map_interpreter.running?
      return result
    end
    new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
    new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
    for event in $game_map.events.values
      if event.x == new_x and event.y == new_y and
        triggers.include?(event.trigger)
        if not event.jumping? and not event.over_trigger?
          passable = no_event_passable?(@x, @y, @direction)
          if event.passable_touch == true or passable
            event.start
            result = true
          end
        end
      end
    end
    if result == false
      if $game_map.counter?(new_x, new_y)
        new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
        new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
        for event in $game_map.events.values
          if event.x == new_x and event.y == new_y and
            triggers.include?(event.trigger)
            if not event.jumping? and not event.over_trigger?
              passable = no_event_passable?(@x, @y, @direction)
              if event.passable_touch == true or passable
                event.start
                result = true
              end
            end
          end
        end
      end
    end
    return result
  end
 
  def check_event_trigger_touch(x, y)
    result = false
    if $game_system.map_interpreter.running?
      return result
    end
    for event in $game_map.events.values
      if event.x == x and event.y == y and [1,2].include?(event.trigger)
        if not event.jumping? and not event.over_trigger?
          passable = no_event_passable?(@x, @y, @direction)
          if event.passable_touch == true or passable
            event.start
            result = true
          end
        end
      end
    end
    return result
  end
end


-----------------

I found a bug on the LittleDrago's fix called [XP] Parallel process in the first map.
The battle call from event restarts over and over...

KK20: No idea how to do that exactly.

KK20

October 04, 2015, 04:12:29 pm #23 Last Edit: October 06, 2016, 02:45:42 pm by KK20
I've done the float sprite movement a while ago. Included is a little test of it. Paste above Main.
Code: ruby

=begin
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Allows sprites to have their x and y values changed via float values rather than
automatically converting to int.

Normally, when you change the x/y of a sprite by a Float, it will floor the
value before setting the sprite.
Examples:
          sprite.x = 0.5 = floor(0.5) = 0
          sprite.y = -0.5 = floor(-0.5) = -1
          sprite.x = -1E10 = floor(-1E10) = -1

Also, adding a series of floats will do nothing. Look at the following:

          while true
            sprite.x += 0.99999
          end

This will not move the sprite at all.

'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
=end

 
# Takes in a number and an amount. This will add or reduce the number by that
# amount, whatever gets it closer to 0. If it would go beyond 0, it will stop at
# 0 (and if it is already 0, it will do nothing).
# You can make the amount negative to make the number move AWAY from 0 as well.
def to0(num, amt)
  # First check if the number is already 0
  if num.integer?
    return num if num == 0
  else
    return num if num =~ 0
  end
  # Now check whether we need to ADD or SUBTRACT to reach (or avoid) 0
  if num > 0
    num = [num - amt, 0].max
  else
    num = [num + amt, 0].min
  end
end

class Float
  # A close float comparison. Because of rounding errors, this comparison will
  # help compensate for that. Since 0 and 0.0001 are very close to each other,
  # it's best to use this custom comparison.
  def =~(num)
    return (self + 0.0001 >= num && self - 0.0001 <= num)
  end
end


# Contains modified set methods for X/Y that allow the use of Floats

class IntFloat
  attr_reader :value
 
  def initialize(n)
    @value = n
  end
 
  def to_i; @value.to_i; end
  def ceil; @value.ceil; end
  def floor; @value.floor; end
  def to_f; @value; end
  def inspect; @value.to_i; end
 
 
  def +(other)
    if other.is_a?(IntFloat)
      r = @value + other.value
    elsif other.is_a?(Integer)
      r = @value.floor + other
    elsif other.is_a?(Float)
      r = @value + other
    else
      raise "Cannot perform addition on a non-numeric object!"
    end
    r
  end
 
  def -(other)
    if other.is_a?(IntFloat)
      r = @value - other.value
    elsif other.is_a?(Integer)
      r = @value.floor - other
    elsif other.is_a?(Float)
      r = @value - other
    else
      raise "Cannot perform subtraction on a non-numeric object!"
    end
    r
  end
 
  def *(other)
    if other.is_a?(IntFloat)
      r = @value * other.value
    elsif other.is_a?(Integer)
      r = @value.floor * other
    elsif other.is_a?(Float)
      r = @value * other
    else
      raise "Cannot perform multiplication on a non-numeric object!"
    end
    r
  end
 
  def /(other)
    if other.is_a?(IntFloat)
      r = @value / other.value
    elsif other.is_a?(Integer)
      r = @value.floor / other
    elsif other.is_a?(Float)
      r = @value / other
    else
      raise "Cannot perform division on a non-numeric object!"
    end
    r
  end
 
  def set(other)
    if other.is_a?(IntFloat)
      @value = other.value
    elsif other.is_a?(Integer) || other.is_a?(Float)
      @value = other
    else
      raise "Cannot assign to a non-numeric object!"
    end
    roundOff
    @value
  end
 
 
  def roundOff
    if @value.to_f.abs =~ 1
      @value = @value.round
    end
   
  end
 
 
end



class Sprite
 
  alias init_offsets initialize
  def initialize(vp = nil)
    @intfloat_x = IntFloat.new(0.0)
    @intfloat_y = IntFloat.new(0.0)
    init_offsets(vp)
  end
 
  def x; @intfloat_x; end
  def y; @intfloat_y; end
 
  alias set_x x=
  def x=(amt)
    @intfloat_x.set(amt)
    set_x(@intfloat_x.to_i)
  end
 
  alias set_y y=
  def y=(amt)
    @intfloat_y.set(amt)
    set_y(@intfloat_y.to_i)
  end
 
  def xInt(x)
    set_x(x)
  end
 
  def yInt(y)
    set_y(y)
  end
 
  def xInt=(x)
    xInt(x)
  end
 
  def yInt=(y)
    yInt(y)
  end
 
  def actualX
    return @intfloat_x.to_f
  end
 
  def actualY
    return @intfloat_y.to_f
  end
 
end



=begin
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Just a test program with the Float sprite movement. Move a red square around the
screen. Has a standard acceleration setup that is added to the sprite's X/Y
coordinates. If using Console debugger, hold SHIFT key to see values.
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
=end
begin
  #Graphics.resize_screen(1024, 1024)
  sprite = Sprite.new
  sprite.bitmap = Bitmap.new(32,32)
  sprite.bitmap.fill_rect(0,0,32,32, Color.new(255, 0, 0))
  accel_x = 0.0
  accel_y = 0.0
 
  while true
    Graphics.update
    Input.update
   
    input = Input.dir8
   
    if Input.press?(Input::SHIFT)
      #puts ["Sprite Location: ", sprite.x, sprite.y]
      #puts ["Sprite Acutal: ",sprite.actualX, sprite.actualY]
      #puts ["accel: ", accel_x, accel_y]
      #puts "-------"
    end
    if Input.trigger?(Input::C)
      sprite.y += 10
    end
    if Input.trigger?(Input::B)
      sprite.x += 0.3
    elsif Input.trigger?(Input::A)
      sprite.x -= 0.3
    end
   
    # Get input and set sprite acceleration
    if input != 0
      if [1,2,3].include?(input)
        accel_y += (accel_y >= 0 ? 0.2 : 0.5)
      elsif [7,8,9].include?(input)
        accel_y -= (accel_y <= 0 ? 0.2 : 0.5)
      end
     
      if [1,4,7].include?(input)
        accel_x -= (accel_x <= 0 ? 0.2 : 0.5)
      elsif [3,6,9].include?(input)
        accel_x += (accel_x >= 0 ? 0.2 : 0.5)
      end
    end
   
    # If not inputting in a desired direction, slow down in that direction
    if [0,4,6].include?(input)
      accel_y = to0(accel_y, 0.1).to_f
    end
    if [0,2,8].include?(input)
      accel_x = to0(accel_x, 0.1).to_f
    end
   
    # Acceleration speed cap
    if accel_y.abs > 10
      accel_y = (accel_y > 0 ? 10 : -10)
    end
    if accel_x.abs > 10
      accel_x = (accel_x > 0 ? 10 : -10)
    end
   
    # Move the sprite
    sprite.x += accel_x
    sprite.y += accel_y
   
   
  end
end


Other Projects
RPG Maker XP Ace  Upgrade RMXP to RMVXA performance!
XPA Tilemap  Tilemap rewrite with many features, including custom resolution!

Nintendo Switch Friend Code: 8310-1917-5318
Discord: KK20 Tyler#8901

Join the CP Discord Server!

LiTTleDRAgo

Sorry necropost :P

Quote from: KK20 on October 04, 2015, 04:12:29 pm
I've done the float sprite movement a while ago. Included is a little test of it. Paste above Main.
Spoiler: ShowHide
Code: ruby

=begin
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Allows sprites to have their x and y values changed via float values rather than
automatically converting to int.

Normally, when you change the x/y of a sprite by a Float, it will floor the
value before setting the sprite.
Examples:
          sprite.x = 0.5 = floor(0.5) = 0
          sprite.y = -0.5 = floor(-0.5) = -1
          sprite.x = -1E10 = floor(-1E10) = -1

Also, adding a series of floats will do nothing. Look at the following:

          while true
            sprite.x += 0.99999
          end

This will not move the sprite at all.

'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
=end

 
# Takes in a number and an amount. This will add or reduce the number by that
# amount, whatever gets it closer to 0. If it would go beyond 0, it will stop at
# 0 (and if it is already 0, it will do nothing).
# You can make the amount negative to make the number move AWAY from 0 as well.
def to0(num, amt)
  # First check if the number is already 0
  if num.integer?
    return num if num == 0
  else
    return num if num =~ 0
  end
  # Now check whether we need to ADD or SUBTRACT to reach (or avoid) 0
  if num > 0
    num = [num - amt, 0].max
  else
    num = [num + amt, 0].min
  end
end

class Float
  # A close float comparison. Because of rounding errors, this comparison will
  # help compensate for that. Since 0 and 0.0001 are very close to each other,
  # it's best to use this custom comparison.
  def =~(num)
    return (self + 0.0001 >= num && self - 0.0001 <= num)
  end
end


# Contains modified set methods for X/Y that allow the use of Floats

class IntFloat
  attr_reader :value
 
  def initialize(n)
    @value = n
  end
 
  def to_i; @value.to_i; end
  def ceil; @value.ceil; end
  def floor; @value.floor; end
  def to_f; @value; end
  def inspect; @value.to_i; end
 
 
  def +(other)
    if other.is_a?(IntFloat)
      r = @value + other.value
    elsif other.is_a?(Integer)
      r = @value.floor + other
    elsif other.is_a?(Float)
      r = @value + other
    else
      raise "Cannot perform addition on a non-numeric object!"
    end
    r
  end
 
  def -(other)
    if other.is_a?(IntFloat)
      r = @value - other.value
    elsif other.is_a?(Integer)
      r = @value.floor - other
    elsif other.is_a?(Float)
      r = @value - other
    else
      raise "Cannot perform subtraction on a non-numeric object!"
    end
    r
  end
 
  def *(other)
    if other.is_a?(IntFloat)
      r = @value * other.value
    elsif other.is_a?(Integer)
      r = @value.floor * other
    elsif other.is_a?(Float)
      r = @value * other
    else
      raise "Cannot perform multiplication on a non-numeric object!"
    end
    r
  end
 
  def /(other)
    if other.is_a?(IntFloat)
      r = @value / other.value
    elsif other.is_a?(Integer)
      r = @value.floor / other
    elsif other.is_a?(Float)
      r = @value / other
    else
      raise "Cannot perform division on a non-numeric object!"
    end
    r
  end
 
  def set(other)
    if other.is_a?(IntFloat)
      @value = other.value
    elsif other.is_a?(Integer) || other.is_a?(Float)
      @value = other
    else
      raise "Cannot assign to a non-numeric object!"
    end
    roundOff
    @value
  end
 
 
  def roundOff
    if @value.to_f.abs =~ 1
      @value = @value.round
    end
   
  end
 
 
end



class Sprite
 
  alias init_offsets initialize
  def initialize(vp = nil)
    @intfloat_x = IntFloat.new(0.0)
    @intfloat_y = IntFloat.new(0.0)
    init_offsets(vp)
  end
 
  def x; @intfloat_x; end
  def y; @intfloat_y; end
 
  alias set_x x=
  def x=(amt)
    @intfloat_x.set(amt)
    set_x(@intfloat_x.to_i)
  end
 
  alias set_y y=
  def y=(amt)
    @intfloat_y.set(amt)
    set_y(@intfloat_y.to_i)
  end
 
  def xInt(x)
    set_x(x)
  end
 
  def yInt(y)
    set_y(y)
  end
 
  def xInt=(x)
    xInt(x)
  end
 
  def yInt=(y)
    yInt(y)
  end
 
  def actualX
    return @intfloat_x.to_f
  end
 
  def actualY
    return @intfloat_y.to_f
  end
 
end



=begin
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Just a test program with the Float sprite movement. Move a red square around the
screen. Has a standard acceleration setup that is added to the sprite's X/Y
coordinates. If using Console debugger, hold SHIFT key to see values.
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
=end
begin
  #Graphics.resize_screen(1024, 1024)
  sprite = Sprite.new
  sprite.bitmap = Bitmap.new(32,32)
  sprite.bitmap.fill_rect(0,0,32,32, Color.new(255, 0, 0))
  accel_x = 0.0
  accel_y = 0.0
 
  while true
    Graphics.update
    Input.update
   
    input = Input.dir8
   
    if Input.press?(Input::SHIFT)
      #puts ["Sprite Location: ", sprite.x, sprite.y]
      #puts ["Sprite Acutal: ",sprite.actualX, sprite.actualY]
      #puts ["accel: ", accel_x, accel_y]
      #puts "-------"
    end
    if Input.trigger?(Input::C)
      sprite.y += 10
    end
    if Input.trigger?(Input::B)
      sprite.x += 0.3
    elsif Input.trigger?(Input::A)
      sprite.x -= 0.3
    end
   
    # Get input and set sprite acceleration
    if input != 0
      if [1,2,3].include?(input)
        accel_y += (accel_y >= 0 ? 0.2 : 0.5)
      elsif [7,8,9].include?(input)
        accel_y -= (accel_y <= 0 ? 0.2 : 0.5)
      end
     
      if [1,4,7].include?(input)
        accel_x -= (accel_x <= 0 ? 0.2 : 0.5)
      elsif [3,6,9].include?(input)
        accel_x += (accel_x >= 0 ? 0.2 : 0.5)
      end
    end
   
    # If not inputting in a desired direction, slow down in that direction
    if [0,4,6].include?(input)
      accel_y = to0(accel_y, 0.1).to_f
    end
    if [0,2,8].include?(input)
      accel_x = to0(accel_x, 0.1).to_f
    end
   
    # Acceleration speed cap
    if accel_y.abs > 10
      accel_y = (accel_y > 0 ? 10 : -10)
    end
    if accel_x.abs > 10
      accel_x = (accel_x > 0 ? 10 : -10)
    end
   
    # Move the sprite
    sprite.x += accel_x
    sprite.y += accel_y
   
   
  end
end




I tested your code and found another issue with it.

Based on your code, of course the sprite x and y values could be changed into floats.
However, that also makes it unusable to other operation as well...

p sprite.x < 0 # throws error
p 10 + sprite.x # throws error
p sprite.x # throws IntFloat class (can't be used in numeric operation)


I think normal float variable is enough to fix float sprite movement.


#==============================================================================
# ** Sprite
#------------------------------------------------------------------------------
#  A sprite class for bitmap processing.
#==============================================================================
class Sprite
  #---------------------------------------------------------------------------
  # * Alias Listing
  #---------------------------------------------------------------------------
  $@ || alias_method(:set_x_alias, :"x=")
  $@ || alias_method(:set_y_alias, :"y=")
  $@ || alias_method(:get_x_alias, :"x")
  $@ || alias_method(:get_y_alias, :"y")
  #---------------------------------------------------------------------------
  # * Aliased method: x=, y=
  #---------------------------------------------------------------------------
  define_method(:x=)  {|amt| set_x_alias((@intfloat_x = amt).to_i) }
  define_method(:y=)  {|amt| set_y_alias((@intfloat_y = amt).to_i) }
  define_method(:x)   { @intfloat_x ||= get_x_alias }
  define_method(:y)   { @intfloat_y ||= get_y_alias }

end


Quote from: Wecoc on October 04, 2015, 02:26:59 pm
I found a bug on the LittleDrago's fix called [XP] Parallel process in the first map.
The battle call from event restarts over and over...


Oops... Sorry I didn't look at this thread until now (that's about 2 years :O)

Spoiler: ShowHide
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================

class Scene_Map
  #--------------------------------------------------------------------------
  # * Constant
  #--------------------------------------------------------------------------
  Nothing = Struct.new(:update,:dispose)
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  $@ || alias_method(:main_parallel_process_fix, :main)
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    init_parallel_process_fix
    main_parallel_process_fix
  end
  #--------------------------------------------------------------------------
  # * init_parallel_process_fix
  #--------------------------------------------------------------------------
  def init_parallel_process_fix
    @spriteset = Nothing.new
    Input.update
    update_systems
    transfer_player                    if $game_temp.player_transferring
    clear_flag_calling
    @spriteset.dispose
    return $scene = Scene_Gameover.new if $game_temp.gameover
    return $scene = Scene_Title.new    if $game_temp.to_title
  end
  #--------------------------------------------------------------------------
  # * update_systems
  #--------------------------------------------------------------------------
  def update_systems
    $game_map.update
    $game_system.map_interpreter.update
    $game_player.update
    $game_system.update
    $game_screen.update
  end
  #--------------------------------------------------------------------------
  # * clear_flag_calling
  #--------------------------------------------------------------------------
  def clear_flag_calling
    $game_temp.battle_calling = false
    $game_temp.shop_calling   = false
    $game_temp.name_calling   = false
    $game_temp.menu_calling   = false
    $game_temp.save_calling   = false
    $game_temp.debug_calling  = false
  end
end


untested ~
(Dunno if that would fix the problem or not, since it seems I can't reproduce the bug)

KK20

Yeah, that was years ago though. I've refined it more somewhere in one of these many projects.

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LiTTleDRAgo

I see...
I just confirming things since I also got that same problem and found your post while searching in google.

Thank you for that post, I got inspiration because of it. :D

KK20

Thanks to Kise for reporting this: http://forum.chaos-project.com/index.php/topic,15768.0.html
Added to first post a way to make enemies disregard the use of a skill if it cannot even use it due to SP costs or disabling states.

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KK20

Added a fix by LiTTleDRAgo regarding file existence testing in encrypted games.

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KK20

[XP] Status Window Refreshing During Battle Events

Description

When in battle, the Window_BattleStatus keeps refreshing while a battle event is running. You can see this under Scene_Battle#update:

    # If battle event is running
    if $game_system.battle_interpreter.running?
      # Update interpreter
      $game_system.battle_interpreter.update
      # If a battler which is forcing actions doesn't exist
      if $game_temp.forcing_battler == nil
        # If battle event has finished running
        unless $game_system.battle_interpreter.running?
          # Rerun battle event set up if battle continues
          unless judge
            setup_battle_event
          end
        end
        # If not after battle phase
        if @phase != 5
          # Refresh status window
          @status_window.refresh
        end
      end
    end


Solution

A user posted a potential solution on the official RM forums: https://forums.rpgmakerweb.com/index.php?threads/rmxp-battle-text-lag.111312/#post-987292

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