I actually run some persistent switches and variables myself.
I’m not sure in what situations your experiencing stutter but here are some tips on improving your games performance with this plugin.Hi all,
I was wondering what'll happen if I turn off the LeTBS_RhymeSmoothMapScrolling plugin. It seems to be causing my movement to stutter in-game.
I’m not sure in what situations your experiencing stutter but here are some tips on improving your games performance with this plugin.
1. Turn on LeTBS only right before the start of a battle and off at the end. You can use plugin commands to turn it on and off.
2. If you have a time system running, switch it off before battle begins.
3. Turn off as many common parallel events as possible before battle.
Large sprites work bit u gotta cut em out and they only work with 1 cell for nowSorry if this has been asked before, but when can we see large sprite compatibility? Also, does this work with a visual equip plugin such as the one by Rexal?
Large sprites work bit u gotta cut em out and they only work with 1 cell for now
.8 might have the full fix.
It supports anything that changes the characters graphics if u hard code their graphics in the notetags then it won' work
For instance I use yanfly equip and class change cores to change actor images.
It'll be there for 0.8; If by large sprite you mean, "taking more than one cell".Sorry if this has been asked before, but when can we see large sprite compatibility?
Nope, haven't wrote a compatibility patch for such plugins yet.Also, does this work with a visual equip plugin such as the one by Rexal?
I give all player characters a spinning crystal when dead. Simple but effectiveIs there any alternative to entities_can_stay_on_me_on_death? I would like something to mark where a character has died, but not simply passable.
Additionally, the collapse animation won't play upon death but the code seems to be right in the config file. Another animation plays in its place. Anyone have any thoughts what might be going wrong?
I could probably hack the system to do that but other than that, there' no "aggro range"Hey guys, maybe you can help me with a doubt i have, im also reading trough the doc but since i heard its very obsolete i thought i should ask here too.
Basically, what's the best way to limit the aggro of the enemy? I want to make large dungeon like levels, but for that i need the enemies to only react to the player when they are on a certain radius. So for example a room is full of monsters, but they only come after you if you enter it.
I just find it off-putting for enemy sprites to disappear completely, but also block anyone from occupying that spaces (which is problematic in smaller rooms).I give all player characters a spinning crystal when dead. Simple but effective