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Script sometimes ignores battle counter #382
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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. |
The script have always worked very reliably for me, but it's behaving pretty weird in this event, indeed. Original: Edited: 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! |
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. |
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:
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 #.
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