It is kind of annoying to get negative reviews out of seemingly nowhere. At least with Steam, the reviewer must justify their decision in writing, and you can reply directly. If Itch.io adopts that while keeping the star rating system, they'd easily have the better of the two systems.
TwinTails ツインテールズ
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I just came up with a theory about why people may be having this problem. Is it possible that when you assign a global struct to an instance and delete that instance, it stays associated with that instance? When you re-battle an enemy, the enemy's instance that was created has a different id to the previous instance that was destroyed.
This occurs when you re-battle an enemy, battle an enemy of the same type, or exit and re-enter the room before re-battling the enemy. Is there a way to refresh global structs to their condition at game start?
EDIT: I fixed the bug!
Instead of doing this:
global.enemies = { slimeG:I re-rote the enemies list to be more in line with the players list:
{ name: "Slime",
global.enemies = [ { name: "Slime",Instead of doing it the way Shaun had implemented it, I assigned a unique integer value to each enemy and manually assigned each enemy's name to an enumerator:
oBattleUnitEnemy,enemies[i]); oBattleUnitEnemy,global.enemies[enemies[i]]);
I advise everyone facing this problem to do what I did.
Greetings, Shaun.
I too am running into this same issue and was wondering if you were able to find an adequate solution. I've been struggling with this error for some time and I fear it may further bottleneck my progress unless I remove the ability to re-battle enemies entirely.
I currently don't want to do that so I'm reaching out to you or anyone else who can help. Here is the error message:
___________________________________________ ############################################################################################ ERROR in action number 1 of Step Event0 for object obj_battlecontroller: Variable <unknown_object>.hp(100114, -2147483648) not set before reading it. at gml_Script_anon____struct___30____struct___29_init_bestiary_gml_GlobalScript_init_bestiary_1982____struct___30____struct___29_init_bestiary_gml_GlobalScript_init_bestiary (line 65) - if (hp < (maxhp * 0.2)) ############################################################################################ gml_Script_anon____struct___30____struct___29_init_bestiary_gml_GlobalScript_init_bestiary_1982____struct___30____struct___29_init_bestiary_gml_GlobalScript_init_bestiary (line 65) gml_Script_battle_state_select_action_gml_Object_obj_battlecontroller_Create_0 (line 226) - var _enemy_action = _unit.ai_script(); gml_Object_obj_battlecontroller_Step_0 (line 1) - battle_state();I have also run into similar issues where the game would either crash or enemies would use actions that weren't assigned to them. I tried poking around in debug mode but have not found anything different from what I have seen in this thread.
There was one other solution in this thread that worked for others where you would repeat the third argument for the BeginAction script:
begin_action(_unit.id, _enemy_action[0], _enemy_action[1]); begin_action(_unit.id, _enemy_action[0], _enemy_action[1], _enemy_action[1]);
but for me, I get a different error message saying that the variable is not an array.
~TwinTails100
- I was hoping that wouldn't be the case. I was aware that that could happen. It means I misspelled a value somewhere. Could you tell me in which rooms they occurred?
- I was aware of the issues with the water and still working on fixing them. Thank you.
- The timer resetting is a roguelike element where the game starts over upon death. It's a feature.