Duke Igthorn
Member
Yay! Fabulous thing!
But I'd really prefer setting the icons up via event commenting. At the moment I just put an parallel process into each event running the shortcutfor this specific event, then switching a self switch and then moving on to the next eventpage where the real actions are in... works, but leaves me with one less self switch... And setting up a parallel main process for the map (as for BG Music and other stuff) works too but gets awfull laggy in my project if I add the call script. Sooo that would be nice
Another thing is, when the Event moves around and goes somewhere where it is overlapped by a high priority tile, the icon stays visible, which is per se not a bad thing, but I guess if it would fade a litte it'd look nicer. (If that's even possible)
That's it so far
Greets,
Dukey
P.S.: Oh I just found out when using it. I get a weird error when i want to load a savegame.
Look :
http://www.igzorn.phantactics.de/files/ ... veload.png[/IMG]
In line 143 is this method:
Any ideas, anyone?
Greets, Dukey
But I'd really prefer setting the icons up via event commenting. At the moment I just put an parallel process into each event running the shortcutfor this specific event, then switching a self switch and then moving on to the next eventpage where the real actions are in... works, but leaves me with one less self switch... And setting up a parallel main process for the map (as for BG Music and other stuff) works too but gets awfull laggy in my project if I add the call script. Sooo that would be nice
Another thing is, when the Event moves around and goes somewhere where it is overlapped by a high priority tile, the icon stays visible, which is per se not a bad thing, but I guess if it would fade a litte it'd look nicer. (If that's even possible)
That's it so far
Greets,
Dukey
P.S.: Oh I just found out when using it. I get a weird error when i want to load a savegame.
Look :
http://www.igzorn.phantactics.de/files/ ... veload.png[/IMG]
In line 143 is this method:
Code:
def update
sandgolem_eventicons_mapupdate
$game_temp.sg_eventicon_sprites.each { |i| i.update if i != nil } # <-- line 143
end
Any ideas, anyone?
Greets, Dukey