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[Ace] Shaz's Dynamic Features incompatibility

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: [Ace] Shaz's Dynamic Features incompatibility
  • Original author: Lighty
  • Original date: January 18, 2016
  • Source thread: https://forums.rpgmakerweb.com/threads/ace-shazs-dynamic-features-incompatibility.55226/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support

Summary

Not too long ago, I added Shaz's Dynamic Features script to my game, because it had functionality that I needed. I ran a playtest of the game to see that it worked, and all was well. At least, I thought it was. A little while after finishing the playtest, I did a battle test against one of my enemies, the Turtle, which uses Neon Black's Starting States script to begin the battle with a "Shell" state. However, when I ran the battle, the turtle didn't start with a shell. I...

Archived First Post

Not too long ago, I added Shaz's Dynamic Features script to my game, because it had functionality that I needed. I ran a playtest of the game to see that it worked, and all was well. At least, I thought it was.


A little while after finishing the playtest, I did a battle test against one of my enemies, the Turtle, which uses Neon Black's Starting States script to begin the battle with a "Shell" state. However, when I ran the battle, the turtle didn't start with a shell. I placed Starting States at the bottom of my Script List, and it seemed to fix the problem, but when I ran another playtest of the game, none of my Dynamic Features script calls work.


It turns out that Dynamic Features and Starting States hate each other. If both are in the same project, only the one placed lower on the Script List will function, and the other one won't work at all. I'm in need of either a fix, or something that combines the two scripts so they don't cancel each other out. Thank you for your time.


(Also, I can't simply event the Turtle, because I'm using Starting States for a bunch of other things in my game. The turtle was just what made me notice that it wasn't working.)


Links to Shaz's Dynamic Features: Forum Topic, Raw Script


Links to Neon Black's Starting States: Forum Topic, Raw Script


As well, I made a brief demo to show the problem. You can download it here. Play it once, then swap the positions of Dynamic Features and Starting States in the the Script Editor and play it again.


Anyway, thanks a bunch for reading this. I hope someone can help me out.

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