07-12-2009, 04:41 AM
Maybe you should try this...
Replace:
with
which only disposes @Map if it still exists.
Now replace:
Which can delete/dispose of @map on the keypress. After that, I set it to 'nil' so IF it is disposed this way, the system won't try to dispose it again at the end of the main routine.
Replace:
Code:
@Map.dispose
Code:
@Map.dispose unless @Map == nil
Now replace:
Code:
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
end
Code:
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@Map.dispose unless @Map == nil
@Map = nil
$scene = Scene_Map.new
end