I'll be using this thread to compile script snippets I've posted in the VX Ace help section. These work automatically once pasted into the Materials section, and are only tested with the default scripts. For maximum compatibility, put these before any custom scripts you may be using.
Enemy Turn Count Fix
By default, enemy actions are determined at the start of the round but before the turn counter is increased. This means that any monster's turn-specific actions actually execute one turn late, so actions set to happen on round 1 won't happen until round 2.
Spoiler Code:
- module BattleManager
- def self.input_start
- if @phase != :input
- @phase = :input
- $game_troop.increase_turn
- $game_party.make_actions
- $game_troop.make_actions
- clear_actor
- end
- return !@surprise && $game_party.inputable?
- end
- def self.turn_start
- @phase = :turn
- clear_actor
- make_action_orders
- end
- end
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A side effect of this script is that actions set to happen on turn 0 + 0 will not happen at all (though 0 + X actions will happen normally). According to the tooltip, this is the intended behavior in VX Ace.
Randomized Enemy Self-Targeting
By default, enemy actions set to target a member of their own group will always, without exception, target the last enemy in the list, making buffs and healing commands essentially worthless when given to groups of enemies. This patch implements an extra step to keep enemies from skipping target selection for ally actions.
Spoiler Code:
- class Game_Action
- def targets_for_friends
- if item.for_user?
- [subject]
- elsif item.for_dead_friend?
- if item.for_one?
- [friends_unit.smooth_dead_target(@target_index)]
- else
- friends_unit.dead_members
- end
- elsif item.for_friend?
- if item.for_one?
- if @target_index < 0
- [friends_unit.random_target]
- else
- [friends_unit.smooth_target(@target_index)]
- end
- else
- friends_unit.alive_members
- end
- end
- end
- end
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Note that this does not implement any enemy AI, it only restores the random behavior found in earlier versions of RPG Maker.
Custom Font Junk Symbol Fix
By default, the
draw_text_ex method handles specific non-printable characters, like line breaks, but does so in such a way as to leave non-printable junk characters behind. While the normal font draws those as blank spaces, any custom fonts used will render these junk characters as character-not-found glyphs. This adds an extra step to character processing to ensure that only printable characters are drawn to the screen.
Spoiler Code:
- class Window_Base
- alias :process_normal_character_vxa :process_normal_character
- def process_normal_character(c, pos)
- return unless c >= ' '
- process_normal_character_vxa(c, pos)
- end
- end
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I didn't really do anything that impressive with any of the above, so you don't need to credit me in your game. But thanks are nice.
Update: If you're using
Yanfly's Core Engine Fixes with the
Turn Count Fix above, put all snippets
after the Core Engine and include this snippet, or the turn count will increment twice, breaking all your Battle Events.
Code:
- module BattleManager
- class <<self
- alias :this_is_how_you_alias_modules :turn_start
- end
- def self.turn_start
- @performed_battlers = []
- this_is_how_you_alias_modules
- end
- end
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本贴来自国际rpgmaker官方论坛作者:Lone Wolf处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:
https://forums.rpgmakerweb.com/threads/rgss3-unofficial-bugfix-snippets.1131/