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Script sometimes ignores battle counter #382

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glassofmilk1 opened this issue May 16, 2020 · 4 comments
Open

Script sometimes ignores battle counter #382

glassofmilk1 opened this issue May 16, 2020 · 4 comments
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@glassofmilk1
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I'm on a Galaxy S10e with the latest version of the script. I use autoGameArea(false) in scaling.lua.

This is what the autoskill looks like:

{
		Name = "LalterDrake",
		Skill_Command = "h,#,dfb5,#,acg1ix31gi3j4",
		Support_SelectionMode = "preferred",
		Support_PreferredServants = "merlin1.png, merlin23.png, merlin4.png, merlin_c.png",
		Support_PreferredCEs = "*fortress_of_the_sun.png"
	},

The script still recognizes the skills, but it doesn't seem to recognize the # for the battle counters. So it'll do the first turn's skill then immediate use the dfb5 skills, completely ignoring the #.

@buitim
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buitim commented May 17, 2020

Similar issue here. Using Bluestacks and a T-Mobile REVVLRY (rebranded Moto G7 Play). Was grinding the current EN event and my skills for battle 3 would trigger on round two. It seems to have fixed itself somehow on Bluestacks.

@potchy
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potchy commented May 17, 2020

The script have always worked very reliably for me, but it's behaving pretty weird in this event, indeed.
I'm having the same issue with the APK port.
Open \modules\battle.lua and try to lower the stage counter matching accuracy.

Original:
local currentStagePattern = Pattern(GeneralImagePath .. "_GeneratedStageCounterSnapshot.png"):similar(0.8)

Edited:
local currentStagePattern = Pattern(GeneralImagePath .. "_GeneratedStageCounterSnapshot.png"):similar(0.7)

I'm trying different values to see if it will solve it. The quest I'm currently running is Taishi - the one with a fortress in the background. I think it has something to do with the moving clouds. They may be in a different position when the script compares the stage numbers in-between turns, so it thinks the stage changed when it hasn't.

Edit: 0.7 seems to be the sweet spot for this particular quest!

@buitim
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buitim commented May 18, 2020

The script have always worked very reliably for me, but it's behaving pretty weird in this event, indeed.
I'm having the same issue with the APK port.
Open \modules\battle.lua and try to lower the stage counter matching accuracy.

Original:
local currentStagePattern = Pattern(GeneralImagePath .. "_GeneratedStageCounterSnapshot.png"):similar(0.8)

Edited:
local currentStagePattern = Pattern(GeneralImagePath .. "_GeneratedStageCounterSnapshot.png"):similar(0.7)

I'm trying different values to see if it will solve it. The quest I'm currently running is Taishi - the one with a fortress in the background. I think it has something to do with the moving clouds. They may be in a different position when the script compares the stage numbers in-between turns, so it thinks the stage changed when it hasn't.

Edit: 0.7 seems to be the sweet spot for this particular quest!

Ooh I'll have to give this a shot later. That's a good spot with the clouds affecting the battle counter. Ngl low key didn't even notice there were clouds. Will edit with results later. Thanks @potchy!

EDIT: Update. 0.7 works perfectly for me! Thanks! Also thanks for pointing out Fate Grand Automata! I didn't even realize that existed. Was looking for a way around the annoying ankulua trial and this might be it. Seriously, thank you @potchy!

@KitsumyFox
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I'm having the same issue right now lowering it to 0.7 didn't solve it either, maybe its related to the high FPS you can now get with bluestack since i was running fgo at 60 fps.

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