Thread:ヌヌハラ/@comment-46261745-20200811184042/@comment-46261745-20200812131135

That did indeed work - I've completed the tagBattleStatus::2 mod to extend the array through the out.ain. Upon testing, the game no longer crashes because of calls to the 5th array position. So the extended array was recognized by system40.

Thanks for your help!

Unfortunately... I'm still not out of the deep end...

In-game, I'm still not getting the cg effect from using the bloodlust skill.

I have been testing various methods to try to figure out what's wrong, so things I know are:

- the issue appears to be specifically related to assigning the CG to the new array position 5.

- If I set the CG to an existing array number, such as 3 or 4 (used in game for the ally guard/all guard cg's), then call the position 3 or 4 from the new Bloodlust skill FF swiitch case, it works fine: https://files.catbox.moe/nmb6dm.png - this means that the effect is being called properly in the battle algorithm, and the CG is being set properly when using a previously defined array position. (Note: this screencap shows what is supposed to happen, but the way it's coded means that the all guard cg will no longer work in game.)

Modded code for void tagBattleStatus::setShow: https://files.catbox.moe/nedtdi.png

- I also did another test where I swapped the new CG for the ally guard CG, and it disaplayed the bloodlust CG when a footsoldier tried to ally guard (as expected). However, when I did the opposite, and used the new array position 5 in the ally guard case, it just didn't show the bloodlust CG but still displayed the ally guard % numbers - this implies that tagBattleStatus::setShow is working as expected even with the new array position being called, but there is no cg set to the new array position...

So I'm pretty confident that the issue is purely with the CG not getting set to the new array position.

Wondering if you can help me understand ihow to go about fixing this... 2 theories come to mind:

1. There's something else in the tagBattleStatus methods that is hidden that also affects how a specific position in the array behaves, and it's working for postions 0-4, but not the new 5...

2. The tagSprite class for some reason doesn't recognize a 5th arrray item... the tagSprite class is used as the ref for rfSp in void tagBattleStatus::create, where I'm setting the CG for the new m_aspSp[5];

Modded code for void tagBattleStatus::create: https://files.catbox.moe/mfxagc.png

Is this at all of interest to you? Or am I just being annoying? Would be grateful if you had insiights but tell me if it's too much of a time sink!