12-24-2024, 04:43 PM
(This post was last modified: 12-24-2024, 07:36 PM by DerVVulfman.)
Two points:
Whether or not the antivirus result returns clear, the June package is the most stable.
Do note that the repeat? method of the Input module (aka Input.repeat?) appears to only function with the DIAGONAL keys (Input::UP, Input::Left, etc.) within the stable June 2024 version, and none of the others which are indeed used in the default scripts.
As an example:
Within Scene_Name, this line is non-functional.
EDIT: I also need to address an issue with the 'draw_text' method if the Window class. Whilst you can set the x/y positions just fine, the defined or limited 'width' parameter is not functioning as it should.
Consider the following edit to the default Window_Base script I have made (seen below):
The results are starkly different between HiddenChest and RPGMaker XP as shown below.
The over-lengthy text should condense in width, but isn't.
- Unlike the previous June iteration which passed my Anti-Virus, the recent October 2024 edition hasn't... or hadn't as yet. As it wasn't cleared, but gave no definite answer as why, the alert said it was sending the contents to its LAB for further inspection which could take hours.
- Using the same project that has run with the June edition, I received the immediate pop up "Error creating OpenAL context" which also shut down the application. I need add that this is with both the .exe and with the .dll files that were packaged.
Whether or not the antivirus result returns clear, the June package is the most stable.
Do note that the repeat? method of the Input module (aka Input.repeat?) appears to only function with the DIAGONAL keys (Input::UP, Input::Left, etc.) within the stable June 2024 version, and none of the others which are indeed used in the default scripts.
As an example:
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@edit_window.update
@input_window.update
# If B button was pressed
if Input.repeat?(Input::B)
# If cursor position is at 0
if @edit_window.index == 0
return
end
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@edit_window.update
@input_window.update
# If B button was pressed
if Input.repeat?(Input::B)
# If cursor position is at 0
if @edit_window.index == 0
return
end
Within Scene_Name, this line is non-functional.
EDIT: I also need to address an issue with the 'draw_text' method if the Window class. Whilst you can set the x/y positions just fine, the defined or limited 'width' parameter is not functioning as it should.
Consider the following edit to the default Window_Base script I have made (seen below):
def draw_actor_name(actor, x, y) self.contents.font.color = normal_color
#self.contents.draw_text(x, y, 120, 32, actor.name)
name = "To be or not to be, that is the undeniable question."
self.contents.draw_text(x, y, 120, 32, name)
end
#self.contents.draw_text(x, y, 120, 32, actor.name)
name = "To be or not to be, that is the undeniable question."
self.contents.draw_text(x, y, 120, 32, name)
end
The results are starkly different between HiddenChest and RPGMaker XP as shown below.
The over-lengthy text should condense in width, but isn't.