Quick answer: In the damage-application step, if the target has the sleep status and the hit is physical (or any non-zero damage by your rules), remove sleep and let the unit act again.
Classic JRPGs wake a sleeping ally when you hit them. If yours stays asleep no matter what, the damage code never calls into the status system. Here is how to wire wake-on-hit.
How to fix it
1. Hook the damage step
After applying damage, call something like status.try_wake_from_damage(amount, damage_type) on the target.
2. Apply your wake rules
Decide which hits wake the unit. Commonly any physical damage wakes it, while pure status or healing does not. Encode that in the wake check.
3. Refresh the turn order
If waking restores the unit's ability to act this round, make sure the turn queue re-includes it rather than skipping its now-active turn.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.