I've found a pretty funny bug.
Start a timer, enter a battle, then enter the item, skill, actor target or enemy target screen and wait until the timer reaches zero.
What do we have there? A couple of battle windows on the map screen! Enterbrain forgot to dispose these windows in the 'terminate' method of Scene_Battle.
Here's the fix.
Start a timer, enter a battle, then enter the item, skill, actor target or enemy target screen and wait until the timer reaches zero.
What do we have there? A couple of battle windows on the map screen! Enterbrain forgot to dispose these windows in the 'terminate' method of Scene_Battle.
Here's the fix.
Code:
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#------------------------------------------------------------------------------
# Fixes a bug with windows not disposed when a timer reaches zero.
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias dargor_vx_fix_battle_dispose_terminate terminate
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
dargor_vx_fix_battle_dispose_terminate
@skill_window.dispose if @skill_window != nil
@item_window.dispose if @item_window != nil
@help_window.dispose if @help_window != nil
@target_enemy_window.dispose if @target_enemy_window != nil
@target_actor_window.dispose if @target_actor_window != nil
end
end