EasyRPG Battle System Bugs: Display, Items, And Enemy Death

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EasyRPG Battle System Inconsistencies and Bugs

Hey guys! I've been diving deep into the EasyRPG Player, specifically version 0.8.1.0 on Windows 11 (64-bit), and I've stumbled upon a few interesting inconsistencies and bugs related to the battle system. I wanted to share my findings with you all, hoping it helps improve this awesome project. These observations were made while tinkering with my personal project converted from RPG Maker 2000 to 2003, but the issues can be easily replicated in other games as well.

Picture Display Bug on Battle Layer 0

So, the first bug I encountered involves displaying pictures on battle layer 0. In any engine/battle system, when you display a picture on battle layer 0 (which should be above the background) from outside the battle, it unexpectedly shows up above the battlers. It's like the picture is trying to steal the spotlight from our heroes and villains! Now, things get even weirder. After some testing, I discovered that if the picture is also placed on map layer 0, it displays correctly. However, if you put it on any other map layer, it jumps back to being above the battlers. It's as if the picture is mistakenly displaying as if it's on the corresponding map layer (and if no map layer is set, it might default to layer 6).

This behavior doesn't occur when you display a picture inside the battle on turn 0. In that case, it acts as expected, but only after the battle scene is already visible. To compare, RPG_RT (the original RPG Maker runtime) displays the picture exactly as intended, without any of these layer shenanigans. This is a big deal, because correct picture display is crucial for visual clarity and creating the intended atmosphere during battles. Imagine wanting to display a subtle background effect, only to have it plastered over your characters! This unexpected layering can really throw off the visual balance of your game.

To further illustrate, consider a scenario where you want to display a motivational message at the start of the battle using a picture. If you intend for it to appear behind the battlers to maintain focus on the characters, this bug would cause the message to obscure them, making it difficult for the player to see what's happening. This inconsistency in layer rendering can lead to a jarring and unprofessional appearance, especially in more visually complex battle scenes. The difference in behavior between EasyRPG Player and RPG_RT highlights a discrepancy in how layer priority is handled, indicating a potential area for improvement in EasyRPG's rendering engine.

Party Member Selection Bug in 2k Battle System

Next up, we have a bug that's specific to the 2k battle system. When you're in a battle and you select an actor to use an item on another party member, then decide to abort the item usage, the party member selector gets stuck on the target's line, as if it's their turn. It's like the game is confused about who should be taking action next. The good news is that this seems to be purely visual. Despite the selector being in the wrong place, the battle logic still works correctly. However, it can be quite confusing for the player.

In RPG_RT, the selector jumps back to the active user as expected, providing a clear visual indication of whose turn it is. This discrepancy in selector behavior can lead to player confusion and frustration, especially during intense battles where quick decision-making is essential. Imagine a player trying to heal a party member, then changing their mind and wanting to attack an enemy instead. If the selector is stuck on the target's line, they might accidentally select the wrong action or target, leading to suboptimal battle strategies and potentially even defeat. This bug highlights the importance of clear and consistent visual feedback in battle systems.

To make matters worse, this bug can be particularly problematic for players who are new to the game or who are not familiar with the intricacies of the battle system. They might not immediately realize that the selector is in the wrong place and could make mistakes as a result. This can create a negative first impression and discourage them from continuing to play the game. Therefore, fixing this bug is crucial for ensuring a smooth and enjoyable player experience.

2k3 Project with 2k Battle System Bugs

Now, things get even more interesting. The following bugs occur when using the 2k battle system within a 2k3 project by manually editing the database converted to XML format. I know this is an experimental feature, but since most of its features seem to be working well, I figured it would be helpful to report these issues.

String Placeholder Issues

First, when using the "easyrpg_battle_use_rpg2ke_strings" option, which enables placeholders in strings like %S, the strings for leveling up and learning a skill (both found in the database tab Terms: Battle2) don't seem to recognize the format. This means that the placeholders don't get replaced with the actual values, resulting in incorrect or incomplete messages. For example, instead of saying "[Actor Name] reached level [Level]!", it might just say "reached level !". This can be quite jarring and confusing for the player.

To make matters worse, the level-up message also has an odd doubled space between the actor's name and the set message. This is a minor cosmetic issue, but it contributes to the overall feeling of polish and professionalism. A doubled space might seem insignificant, but it can detract from the immersive experience and make the game feel less refined. The fact that these string formatting issues are specific to the 2k battle system within a 2k3 project suggests a potential incompatibility or bug in the way EasyRPG handles string parsing in this particular configuration.

The correct formatting of these messages is vital for providing players with clear and informative feedback on their progress. When a character levels up or learns a new skill, it's an exciting moment for the player, and the game should celebrate it with a well-formatted and grammatically correct message. Failing to do so can diminish the impact of these milestones and make the player feel less engaged with the game. Therefore, fixing these string placeholder issues is crucial for ensuring a satisfying and rewarding player experience.

Enemy Death Halt

Finally, killing enemies via commands by either setting their state to defeated or reducing their HP and allowing knockout results in a complete halt of the game. Even if commands follow, none of them seem to execute, indicating that the battle stops right at the moment of an enemy's "unnatural" death. This only occurs with 2k battles enabled in a 2k3 project and not for pure 2k or 2k3 cases.

This is a major issue because it completely breaks the flow of the battle and prevents the player from progressing. Imagine designing a complex battle sequence with multiple enemies and scripted events, only to have the game freeze every time an enemy dies due to a specific command. This would render the entire sequence unplayable and force you to find alternative ways to achieve the desired effect. The fact that this bug is specific to the 2k battle system within a 2k3 project suggests a potential conflict or incompatibility in the way EasyRPG handles enemy death events in this particular configuration.

To further illustrate, consider a scenario where you want to trigger a special cutscene or a boss transformation upon the death of a specific enemy. If killing that enemy causes the game to freeze, you would be unable to execute the cutscene or trigger the transformation, effectively breaking the intended narrative flow and preventing the player from experiencing the full scope of the game. This bug severely limits the creative possibilities of game developers and can make it difficult to implement complex or interesting battle mechanics. Therefore, fixing this enemy death halt issue is of paramount importance for ensuring the stability and playability of games that utilize the 2k battle system within a 2k3 project.

Conclusion

So, there you have it, guys! These are the inconsistencies and bugs I've found while experimenting with the EasyRPG Player. I hope this information is helpful and that these issues can be addressed in future versions. Keep up the great work, EasyRPG team! You're doing an amazing job of preserving and expanding the RPG Maker legacy.