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Issues with the Timer #3548

@Mimigris

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@Mimigris

Those issues are present with the two timers, both in 2k battle mode and 2k3 battle mode.

  • On EasyRPG, when a timer stops (either due to running out of time, or due to being stopped with the Set Timer command), the "Continue in Battles" property is not cleared. While this may seem innocuous at first glance (does not impact gameplay on EasyRPG, since the timer just gets ignored in battle), it creates issues for savegame compatibility with RPG_RT (on RPG_RT, if the "Continues in Battles" property is enabled, the engine checks if the timer is equal to 0 seconds in battle, in which case the battle automatically ends).
  • When using the command Set Timer with a negative value, RPG_RT sets the timer frame to 0 frames. On EasyRPG, the same formula than for positive values is applied (value selected x 60 + 59), which is inaccurate.
  • If a timer has its frame count to 0 (happens on a new game, if a negative value is input as mentioned above, or if you start and end a timer 60 times without setting a new value, already replicated by EasyRPG), in addition to not stopping (already replicated), battles should automatically end on start (on RPG_RT, the battle transition starts, then the end of battle due to timer transition plays, then the name of all enemies are displayed on-screen outside of the battle, and then controls are finally given back on the map). Currently on EasyRPG the battle is not interrupted.

If the first and third points are directly fixed to be accurate with RPG_RT, it may lead to savegame compatibility issues tied to the Continue in Battles property (since savefiles with the error would not be fixed). I guess fixing saves that have this issue on load could be done, since to my knowledge there is no way to reach this state without savefile editing or without this EasyRPG inaccuracy.

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