Combat Initiation Bug?

Any bugs found while playing or testing the engines for both PC and Android

Combat Initiation Bug?

Postby zach_holbrook » Fri Feb 01, 2019 9:19 pm

I have an end dialog/combat node that isn't working in iBBeta140, but it works in iBBeta132. There are two gaEnableDisable trigger scripts that run with it -- I'm wondering if that's the problem? Another end dialog node leading to the same encounter is working, but it doesn't have the trigger scripts.

Update: I tested it without the gaEnableDisable scripts, and it still didn't work.

Update 2: Most of the other pre-combat conversations have the same problem. I still can't isolate what's making the ones that work work. I tested with iBBeta137, and the issue doesn't seem to be happening there.
zach_holbrook
 
Posts: 182
Joined: Mon Dec 26, 2016 5:52 am

Re: Combat Initiation Bug?

Postby youngneil1 » Sat Feb 02, 2019 5:42 pm

Thank you for the report, Zach. I will look into it tomorrow and try to find out where I messed up.
User avatar
youngneil1
Backer
Backer
 
Posts: 4935
Joined: Sat Dec 08, 2012 7:51 am

Re: Combat Initiation Bug?

Postby youngneil1 » Sat Feb 02, 2019 7:01 pm

I posted a hotfix attempt in the main thread, keeping fingers crossed.
User avatar
youngneil1
Backer
Backer
 
Posts: 4935
Joined: Sat Dec 08, 2012 7:51 am

Re: Combat Initiation Bug?

Postby zach_holbrook » Sun Feb 03, 2019 3:01 am

It seems to be working now! I haven't tested all the combats, but the one that repeatedly failed initiated.
zach_holbrook
 
Posts: 182
Joined: Mon Dec 26, 2016 5:52 am

Re: Combat Initiation Bug?

Postby youngneil1 » Sun Feb 03, 2019 1:13 pm

That sounds promising, great to hear.
User avatar
youngneil1
Backer
Backer
 
Posts: 4935
Joined: Sat Dec 08, 2012 7:51 am


Return to Engine Bugs

Who is online

Users browsing this forum: No registered users and 1 guest