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[RMVXA] YEA - Learn Skill Engine - Notecard information incorrect. [And fix]
Haven't seen any threads about this one. So figured I'd post and help out.
In Yanfly's skill engine, the notecard functions in the help section read out as the following:
However, and this annoyed me for HOURS.. The code itself in the editor is read as:
EDIT:
And even then, the code still don't work. So. Yeah. May just be broke'd.
So, if you've ever run into problems with this mod, either change your note format, or remove the bracket thingies from lines 192 to 200. (Preferably just change your tagging. Removing brackets kinda breaks things. XD;
In Yanfly's skill engine, the notecard functions in the help section read out as the following:
<learn require skill: x> <learn cost: x jp> <learn require level: x> <learn require switch: x>
However, and this annoyed me for HOURS.. The code itself in the editor is read as:
<learn require skill:[x]> <learn cost:[x]jp> <learn require level:[x]> <learn require switch:[x]>
EDIT:
And even then, the code still don't work. So. Yeah. May just be broke'd.
[RPGMVX-A] Unable to draw sprites during 'perform_battle_transition'
Is there a hard-coded prevention of this, or am I simply doing something wrong?
I'm working on something to fix the resolution of Battle Transitions, cuz I'm too lazy to be bothered resizing them all in photoshop.. So, I'm taking the much more difficult route of learning how to code RGSS, and duplicating Graphics.transition() since apparently, you can't plug resized sprites/bitmaps into it.
... Starting to look like you can't plug bitmaps into PBT either though.
I'm working on something to fix the resolution of Battle Transitions, cuz I'm too lazy to be bothered resizing them all in photoshop.. So, I'm taking the much more difficult route of learning how to code RGSS, and duplicating Graphics.transition() since apparently, you can't plug resized sprites/bitmaps into it.
... Starting to look like you can't plug bitmaps into PBT either though.
module Cache def self.btrans(filename) load_bitmap("Graphics/System/", filename) end end class Scene_Map < Scene_Base def perform_battle_transition @BTrans_Name = "BattleStart" @FillRate = 80 @Trans = Cache.btrans(@BTrans_Name) @BattleTrans = Sprite.new @BattleTrans.bitmap = Bitmap.new(Graphics.width, Graphics.height) @BattleTrans.bitmap.stretch_blt($ScreenRez, @Trans, @Trans.rect) @BattleTrans.z = 1 @Overlay = Sprite.new @Overlay.bitmap = Bitmap.new(Graphics.width, Graphics.height) @Overlay.bitmap.fill_rect($ScreenRez,Color.new(0,0,0,@FillRate)) @Overlay.z = 0 Graphics.fadeout(60) @BattleTrans.bitmap.dispose @Overlay.bitmap.dispose end end
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