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The biggest compatibility issue i've ever faced

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: The biggest compatibility issue i've ever faced
  • Original author: kerbonklin
  • Original date: October 1, 2013
  • Source thread: https://forums.rpgmakerweb.com/threads/the-biggest-compatibility-issue-ive-ever-faced.18634/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support

Summary

Okay so after weeks of trying to make a solution, i'm down to what I believe is the last step of compatibility-making between Battle Symphony + Enemy Charset, and Rhyme's Animated Battlers (for enemy Holders sprites)  The enemy Holder sprites work perfectly well (so far), however my enemy Charset sprites are not disappearing properly upon death. They go through the collapse effect, playing the SE and applying the tint, but are not disappearing, which I assume is related to @battler_visible = false/true somewhere along the lines. (could be something else...

Archived First Post

Okay so after weeks of trying to make a solution, i'm down to what I believe is the last step of compatibility-making between Battle Symphony + Enemy Charset, and Rhyme's Animated Battlers (for enemy Holders sprites)  The enemy Holder sprites work perfectly well (so far), however my enemy Charset sprites are not disappearing properly upon death. They go through the collapse effect, playing the SE and applying the tint, but are not disappearing, which I assume is related to @battler_visible = false/true somewhere along the lines. (could be something else maybe, i'm not sure at this point)  They stay tinted on the screen after death.

These three scripts (Battle Symphony, Symphony Enemy Charset Add-on, Rhyme Animated Battlers) are the only scripts in the project.

Here is the demo I made (for attempting fix this) via the following dropbox link.

https://www.dropbox.com/s/vqac1l3wr5sy4fo/Compatibility.exe

The event on the left is a battle with the Holders sprites, and the event on the right is the battle with the Charset sprites.

Please try not to change any of the commented-out lines / edits within the Rhyme Animated Battlers script unless extremely necessary, those were needed to get to where I am now.

For safety purposes of my own work, I erased like 95% of content in the project (maps, events, etc.) to make it pure demo-ish as everything needed for this scenario is still given. (resources/script/battle events)

In the meantime I shall head back into the demo myself to keep on trying ways of fixing this.

Updates: (I will make these as I find things out)

Turning @spritesheet from True (default) to False will disable @epose changing, but reveals that the collapse issue will happen.

To all who take on this challenge to help me, I salute you (lol) and will give high amounts of priority credit.

SUCCESS!!! I managed to figure out the problem! It was due to these lines in Rhyme Animated Battlers

self.opacity = 255self.visible = trueI noticed that flipping it off made no battlers show at all, and that the default engine lacked those two lines for 'def update'. Those two lines were making battlers always show even if collapse/disappear, so getting rid of them fixed the issue! Now I have (hopefully) complete compatibility between the two scripts. I don't think any other problems may occur with all the research and trial/error I did.

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To all who take on this challenge to help me, I salute you (lol) and will give high amounts of priority credit. SUCCESS!!! I managed to figure out the problem! It was due to these lines in Rhyme Animated Battlers self.opacity = 255self.visible = trueI noticed that flipping it off made no battlers show at all, and that the default engine lacked those two lines for 'def update'. Those two lines were making battlers always show even if collapse/disappear, so...

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