Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I've probably lost your interest entirely at this point, but can you tell me more about what you were doing right before the bugs happened?  

The "Script Sprite_Battler line 80: TypeError occurred. no implicit conversion from nil to integer" bug used to happen when you removed a character from your party and didn't replace them with a new member.  I thought I'd fixed it, but perhaps not.  Someone else got around the bug by always having the max number of members in the active party.  

The other bug happened once when the timer ran out as a boss battle was being finished, and for some reason it caused the player to be caught in a loop like that. 

How does that compare to what you experienced?

(3 edits)

Eeyup, that checks out.

The TypeError occurred shortly after I traded in one of my five team members for cash science. The ~3k I got were pretty useful for buying new weapons at that point, so I gave it a try. The error came up about four rooms later, it probably was the first battle with the smaller party and I didn't change the formation.
When I tried the same thing today, the error message occured again. I got the blue Beastman, then the Russian witch, then the hidden pig Beastman. I sold the blue Beastman, didn't change the active party and the first battle after that led to the crash. In the menu screen, the party consisted of four characters again, but in the formation screen, one of the slots was left blank.
The bug didn't appear when I tried the same thing while having only four (then three) party members, but it did reappear then I tried selling two party members so that I had only active party members left.

The New Game+ loop happened after a boss battle against two cartoony, ghost-like enemies. I don't remember their names, but it was rather late in a game and the floor had a lot of nurses and ???? enemies. The boss battle started on the lowest or second lowest tile of a long hallway. The timer ran out during the battle and I noticed that I had no chance, so I escaped to start a NG+ and...you know the rest.

I'm not familiar with the scripts you used, therefore I'm not sure how to fix these issues. But an automatic sorting of the active party members after losing one could help with the first bug. For the second one, I'm not sure how the engine handles the countdown event. Since it didn't interfere during the battle, the event probably triggered only after returning to the map. In that case, maybe increasing the timer by a minimal amount of time at the end of the battle and/or freezing it shortly before it runs out could delay the event? If the timer then runs out outside of the battle, the problem might be avoided without changing the gameplay. Having an event on the first map of NG+ that resets the timer (or just disables its game over event) could also help.

But then again, the conditions for these bugs are probably pretty odd, so maybe there aren't that many players who will encounter them.

However, another bug that I encountered in todays's playing was more serious. I'm not sure what triggered it, but on several occasions, the button to open the menu or cancel actions wouldn't work. Sometimes it would start while walking on the maps, sometimes it would occur while opening the menu. Once, it even happened right after saving - a lucky incident, since reolading would fix the problem. Other times, I would get stuck and had to reload without saving. One time I managed to trigger the bug, but after a boss battle, the problem was gone again.
It's apparently not dependent on the player's input, since neither Esc, Num0 nor my controller's button would work. I thought about the RPG Maker having the option to temporarily disable opening the menu, but that wouldn't explain why the buttons didn't work while being in the menu or even battling...strange.

You seem to have a knack for finding really strange bugs somehow.  Well, thanks for your report, I'll noodle around and see what I can do.  So far, I haven't managed to replicate any of the bugs you've described, but I'll keep at it.  

I could send you my save files, if you want to. For the TypeError, I simply did what I already described.  I have one save file before the party member is removed and another one after that, right before a battle that crashes the game.

I think I also found the source of the NG+ bug. The problem wasn't the counter itself, it had something to do with the protagonist dying in battle before escaping. Her dead status seems to carry over to the NG+ and leads to the game noticing that the whole starting party is dead on the first map, prompting a game over screen. It could probably be fixed by healing the whole party in the "timer's up" event right before it asks you to save for a NG+ file. I also have two save files for that, one right before a boss battle with about 30 seconds left. Just let the protagonist die (or use the Hemloxxx item on her), wait until the timer runs out and then escape. It then asks you to save (which I did on another file). If you start a NG+ from that file, it immediately leads to a game over.

Ah, that's weird!  The NG+ is supposed to recover everybody's health on its own, but I guess if it doesn't, then I can do that manually.  Thanks!  

And if you could send me your save files in a Dropbox link or something, I will gladly accept then

Alright, I uploaded the save files (including a description) here:

https://drive.google.com/open?id=1glIb_GM1rBI0tOlOAYIo3FdrMQds-12G

I'm glad I could help~

This has been most helpful!  Apparently, a new script I added to stop the timer whenever you're reading something or sitting through a cutscene has been messing with how the New Game+ works.  I've fixed all of the issues you were having with the timer running out during battles, as well as the hopeless loop all New Game Pluses were getting caught in.  I'm going to see if I can somehow rescue your New Game+ file.  

The bug that happens when someone leaves your party is a bit stickier, though.  I'm trying, but I can't seem to fix it.  I think it's an issue with the Yanfly script not playing nice with some other vital scripts.  I'll spend some more time on it, but it might not be fixable.  

Happy to hear that the NG+ issue seems to be fixed!

For the other one: if it can't be fixed, it might be worth trying to avoid it. If the clinic is the only situation where that bug is likely to appear, it could be worth checking whether the selected party member is in the active formation or not. If it is the case, denying that "service" would probably avoid the problem. It would reduce the player's options, but it might be less obtrusive than a crash.

I'm not sure if there are other points in the game that lead to the same problem. There is at least one scene where a party member leaves for good and a related character takes that place, but that didn't cause any problems in my playthrough. Not sure if that character was in my active party at time, though.

A more general approach could be a loop that opens up the formation screen if there are fewer active party members than there could be. In pseudocode, it would look something like that:

// After you lose one of your active party members
possible_party_members =  (4 or number of total party members, whichever value is lower);
while (active_party_members < possible_party_members)
{
    show_message("Please fill up the blank spots in the formation.");
    open_formation_screen();
}
// Loop is done when the player has filled up the active party

On the other hand, the players lose the ability to battle with less than four party members, once their party is big enough...if anyone wanted to do that.

And don't worry about rescuing the file. I've already played through the complete game in another run, carefully avoiding the situations that might trigger those two bugs. It took a bit of extra effort, but it was worth it! =)