KitsuneKouta
狐 康太
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- Seen Nov 20, 2017
I didn't actually bother to check if both were necessary, I just figured they were meant to be paired and left them both since it worked. Now I know to only use one.Shiny!
It seems that disposeSpritesets causes a bit of lag, but it seems to work without it. I also built on what you said to remove a bit more potential lag (by making the spriteset refresh only for the current map). The only problem now is that creating a new spriteset wipes out any animations that were going on at the time (namely the grass rustling animation). I have yet to find a solution to that, but it's cosmetic. You're welcome to see my code if you want to help look for a solution to this last bit.
So rejoice! This probably means we'll have sooty grass in the next update. Get your Soot Sacks at the ready. :)
Incidentally, the same kind of thing can be used to implement Cut's old grass-mowing effect (but I won't be putting that in myself).
That's an interesting idea. Some of the useless event commands could be reinstated. On further inspection, though, it'd probably just be a waste of time unless things were radically changed (which they won't be).
What's wrong with Button Input Processing?
Now, this is just off the top of my head, but would it be possible to create a second spriteset strictly for animations? I haven't delved too far into that yet (and it might be terribly complicated), but if animations were somehow kept separate from everything else, it could be controlled. I could probably say more if I checked into how the individual elements are handled in the spriteset (there's probably just a for loop that displays or disposes all at once). It may be possible to just exempt certain sprites if they have an animation tag of some kind, but I'd have to look into how RMXP recognizes animations vs other graphics (or if it differentiates at all).
Button Input Processing doesn't (or at least didn't the last time I used it months ago) function correctly (it always interpreted every input as down, if I remember correctly). If I'm not mistaken, that's actually what my entire first post on this community was about. I later just commented out Poccil's code related to it, which made it work again and didn't seem to break anything. However, I ought to find and analyze what I was actually commenting out now that I understand scripting better (it may have had some importance). It's actually the command that Pokemon Raptor used for its evented menu system. I personally found it a helpful command when I was doing mostly event-related stuff, but now that I'm scripting more it's become fairly irrelevant to me.
On a final note, we seem to be in the 3rd gen spirit today, as I think I may have found an adequate solution for implementing a functional Secret Base system to go along with that sooty grass (which is actually how you procure a couple of decorations in gen 3). Without the incredibly long and complex (and only half functional) events I tried last time.
Edit: It keeps slipping my mind, but I've found that Windows 7 (and presumably Vista) lag quite a bit. The processor on my W7 machine is comparable to (or maybe even slightly better than) the one on my XP machine, but it runs much faster on XP. Even the initial loading of the RGSS window is fairly slow. So all that talk of lag we had here before might have been because of the users choice of OS, rather than Essentials itself. I can have 10 programs and a browser with 20+ tabs running in XP and Essentials hardly lags. In W7 with RMXP being the only open program, it still lags (most noticeably at startup though).
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