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The most typical failing condition was the infamous Stack level to deep exception caused by a aliasing a method whose original method was not interpreted during the reset. Yes, the hidden scripts within the dll was not interpreted again. Suddenly and violently breaking apart the game with an exception that be thrown at any given time, well who knows what state the Ruby interpreter when the game started interpreting the script section from the top again. To be more general all scripts makes assumptions about the context within they run. There is this funny thing, that not all scripts can handle being run twice. My previous workaround would no longer work.
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Yes, including error handling code dealing with the Reset exception. Now the Reset exception may be thrown at any given time. Probably a wrongful reaction to the time-limit removal between each Graphics.update call (No Graphics.update call within 9~11 seconds in RMXP and it will crash with "Script is hanging"). Not perfect, but at least pressing the button will not break the game anymore. Yes, I have changed the behavior to F12 being a Pause button toggle. Since it the error was only thrown by those two method calls, which luckily do not affect the actual game state we can manage to work around the issue: What a recipe for disaster, but no matter. Instead in the current ruby session with whatever state of its variables it would start again from the top. Yes, no clean-up or proper reset would occur. If uncaught this would make the script start from the beginning again. Pressing F12 would case the next Graphics.update or ansition call to throw a Reset exception. At least I believe the purpose is to make testing faster by resetting the game with one button press.