[Poll] Magic Words

Definitely not being held hostage by a grown man in a green jumpsuit, but I picked Tingle.

[SCRIPTING] [RMMV] Actor Face not displaying properly on Scene_Menu

Think you're running into an async loading issue.
And visiting any of the other scenes means the face set is already in the image cache.

You can call bitmap.isReady() in your update function and redraw when the images have loaded.

e.g. look at what Window_Message.prototype.updateLoading does

It works properly now! Thanks a bunch! I had to add a janky extra catch there because it was continuously refreshing every tick, but otherwise, the tip about updateLoading was what fixed it.

Here's what it ended up being, for others' reference:
Window_Status.prototype.update = function() {

if (this._actor){
if (ImageManager.isReady() && !this._loaded){
this._loaded = true;

[SCRIPTING] [RMMV] Actor Face not displaying properly on Scene_Menu

Hi there.

I have this issue where the actor's face image won't load the first time Scene_Menu is called, and I'm honestly not sure why? I repurposed Window_Status by making it pop up on Scene_Menu instead. Like so:

First call:

After closing the menu, then re-opening it:

It seems that if I go to any other scene (say, to skill, item, or equip) after accessing the menu, then go back to menu, it would also load properly.

Here's the create function in Scene_Menu, which I pretty much copy-pasted from the MenuStatus one.
Scene_Menu.prototype.createAltStatWindow = function() {
this._altStatWindow = new Window_Status();
this._altStatWindow.x = this._commandWindow.width

There's also this, which I copied from Window_MenuStatus (although idk where this function is called, since Scene_Menu doesn't seem to have a call for it).
Window_Status.prototype.loadImages = function() {

Thanks in advance for the help!

Edit: I forgot to add a topic title.

Suggestive Content & Themes

Can you, say, make an "explicit" version of the game hosted elsewhere, but have a link leading to it from its gamepage here?

[SCRIPTING]Will you deliberately write uncommon bad codes with strange poor designs to make plagiarisms easier to prove?

This isn't really about scripting for games specifically but...

Back in college, I intentionally broke my code so people wouldn't just snap pics of my screen, type it up, then submit it to the prof as their own. I just fixed the code when it's my turn to present to the prof OR if it's time to submit. Like, broken in that it would still run and anyone not paying attention will think it's fine, but upon closer inspection it's straight wrong and inadmissible. Or it just crashes. Depends on the mood, really. The profs have actually caught on to what I was doing and started calling the copycats out later on.

Like, I'm not against helping others. I would literally stop working on my own stuff if someone asks me for help and/or has a question. But these people, they don't want help; they want their work done for them. I don't do that.

Outside of that and similar settings however, I honestly don't care enough if people copy my code. In fact, most of my work are all out for public scrutiny in places like github and such. Maybe if I was actively profiting off of my work, I would add more safeguards to it, but otherwise I don't think it's worth the effort to intentionally make terrible code just to go "Ha! I caught you!" on people.

[RMVX] Halve/Double Damage after Damage Calculation via State

You can modify that in the features area in the database, but idk if that was part of the things VX didn't have that was added later to VXA.

[RMMV] D100 / Tabletop style game engine maths

Assuming I understood you correctly, you can do it with Common Events. Although it does get clunky, but it is doable.

Like so:


Is voting still open?

[RMMV] Hello from a newbie

Welcome and Good luck!

Do feel free to ask around if anything's holding you up.

Hi there.

All gam mak is proper; You're not doing "nothing", you're "brainstorming for a future project"!