Fix for tiles being invisible after battle until they leave the edge

This commit is contained in:
Maruno17
2022-06-03 20:13:19 +01:00
parent ff1f9633f3
commit 2c65a9de7d
2 changed files with 4 additions and 6 deletions

View File

@@ -49,11 +49,11 @@ class Game_Temp
end end
def pbSceneStandby def pbSceneStandby
$scene.disposeSpritesets if $scene.is_a?(Scene_Map) # $scene.disposeSpritesets if $scene.is_a?(Scene_Map)
RPG::Cache.clear # RPG::Cache.clear
Graphics.frame_reset # Graphics.frame_reset
yield yield
$scene.createSpritesets if $scene.is_a?(Scene_Map) # $scene.createSpritesets if $scene.is_a?(Scene_Map)
end end
def pbBattleAnimation(bgm = nil, battletype = 0, foe = nil) def pbBattleAnimation(bgm = nil, battletype = 0, foe = nil)

View File

@@ -556,7 +556,6 @@ def pbLoadRpgxpScene(scene)
oldscene = $scene oldscene = $scene
$scene = scene $scene = scene
Graphics.freeze Graphics.freeze
oldscene.disposeSpritesets
visibleObjects = pbHideVisibleObjects visibleObjects = pbHideVisibleObjects
Graphics.transition Graphics.transition
Graphics.freeze Graphics.freeze
@@ -566,7 +565,6 @@ def pbLoadRpgxpScene(scene)
Graphics.transition Graphics.transition
Graphics.freeze Graphics.freeze
$scene = oldscene $scene = oldscene
$scene.createSpritesets
pbShowObjects(visibleObjects) pbShowObjects(visibleObjects)
Graphics.transition Graphics.transition
end end