02-16-2025, 02:05 AM
(This post was last modified: 02-16-2025, 02:07 AM by DerVVulfman.)
I am doing a Double-Bump, solely to ensure Steel Beast 6Beets gets this message:
Replace the Spriteset_Battle code within Dargor's script with this:
This should greatly decrease the lag you are receiving with the battle animations.
Replace the Spriteset_Battle code within Dargor's script with this:
Code:
#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
# This class brings together battle screen sprites. It's used within
# the Scene_Battle class.
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias large_party_spriteset_initialize initialize
alias large_party_spriteset_update update
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
#
# Assume that large party code has not been initialized
@lp_init = false
#
# Perform the original method (which includes 'update')
large_party_spriteset_initialize
#
# Cycle through all extra actors (4+) and create sprites where needed
for i in 4...$game_party.actors.size
if @actor_sprites[i].nil?
@actor_sprites.push(Sprite_Battler.new(@viewport2))
end
end
#
# Set the flag indicating the large party has now been initialized)
@lp_init = true
#
# Frame Update
update
#
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
#
# Update any large-party actors when initialized
update_large_party if @lp_init
#
# Perform the original method
large_party_spriteset_update
#
end
#--------------------------------------------------------------------------
# * Frame Update (when updating large party members)
#--------------------------------------------------------------------------
def update_large_party
#
# Cycle through all extra actors (4+) and update sprites
for i in 4...$game_party.actors.size
@actor_sprites[i].battler = $game_party.actors[i]
end
#
end
end
This should greatly decrease the lag you are receiving with the battle animations.