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2k3 negative attribute absorb numbers bug ---------------- Use a skill with a negative attribute that also aborbs on an enemy. Instead of showing a green healing number, RPG_RT will show...

Test Cases 1 - Behavior of Music Stopping -------------------------------------------------- 1. Play music twice 1. PlayBGM X 2. PlayBGM X again Result: Nothing happens 2. Play, Fade, Play 1. PlayBGM X...

Test Cases 2 - abort_on_escape flag --------------------- EV01 parallel ``` Wait 0.0s Wait 0.0s OpenSaveMenu OpenSaveMenu EraseEvent ``` EV01 parallel ``` Wait 0.0s Battle, interrupt if escape Sw1 off EraseEvent...

This `SaveSystem::transparent` (0x37) chunk. I'm at a loss for what it does or if it's even a real chunk. I hacked it into my save game as 1 and I...

There is a `RPG::System::messageTransparent` in dynrpg which maybe maps to this? Need to investigate further.

So this chunk actually maps to `RPG::System::messageActive` in dynrpg. So maybe this is what we call `Game_Message::IsMessagePending()`? I'm not sure if it's ever possible to save your game while the...

And it looks like you can call scenes while messages are up. EV01 trigger ``` MessageOptions: Allow Events to Continue Switch 01 On Msg: Hello ``` EV02 parallel, from Sw...

So far in dynrpg version I have discovered that this flag is: - [ ] Set to 1 in `CommandShowMessage()` - [ ] Set to 1 in `CommandShowChoices()` - [...

For the `abort_on_escape` flag, the interpreter checks it at the beginning of it's main loop. When the interpreter runs, it checks if this flag is set, and then it checks...

For `messageActive` I've discovered something. When you do ShowMessage, ShowChoices, or ShowNumInput, this flag gets set to 1, and then message is spawned. When you do other things which spawn...