I'm scripting some event's movement outside the default pathfinding and these events should be able to detect whether they gonna have a collision with an unpassable event or not.
WIthout this script, they would just ignore events since and go right through.
I made a script that makes all party members have a shared MP bar and it works perfectly fine outside the battle but once I start one it starts lagging and I experience huge FPS drops.
Here's one of the fragments that causes the problem:
◆Script：window.v = $gameVariables._data
Often MV script calls simply won't work in MZ.
$gameScreen.showPicture(26, "gauge_full", 1, 111, 111, 100, 100, 255, 0)
Doesn't do anything. Any ideas?
UPD Issue solved itself after installing FOSSIL plugin
When you choose a battle command there's a little flickering effect highlighting your choice. Is there any way to deactivate it or turn the flickering's opacity to zero?
I found it inside rpg_windows - Window_Selectable.prototype.itemRect = function(index)
but couldn't quite figure it out...
I've tried every single plugin I could find and even tried to make my own modification, but nothing worked
Orange Screenshots won't save into the pictures folder and generates names based on the current time.
Orange Mapshots ignores my bitmaps
Cae PicSnapshot just doesn't work...
Hope I'm not spamming. I made a grid-based cursor of sorts, but if I'm moving it my FPS slowly drops:
//deleting the old cursor bitmap
window.myCursorList.bitmap.clearRect(self(this)["xMathCursor"], self(this)["yMathCursor"], self(this)["pixel size"], self(this)["pixel size"])...
In the painting game, I'm making u can change colors. I didn't want to stack bitmaps on top of each other so I've decided to replace one bitmap with another If they shape the same coordinates:
I'm deleting the old rectangle, drawing a new one, and assigning it the old one's value in the array...
Here's my little script:
var bitmap = new Bitmap(816, 624)
bitmap.fillRect(0, 0, 816, 624, "red")
window.backround = new Sprite(bitmap)
The problem is that it covers the whole screen including message windows. Of course, I could use pictures...
SIGH its so hard to convince my friend that making a game for fun and making one to sell takes different planning. I don't care about weird bothersome ways of doing things in a game made for fun, but when you are planning to market it, there is some stuff that you just have to streamline or cut out.