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1.4.1 fixes #419

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Fix invoke_event don't rebuild all spriteset_map when calling
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BastienDuplessier committed Jul 31, 2018
commit 55fb36720c80b254c39c3cfd91e6b3e1d6694bd2
1 change: 1 addition & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,7 @@
- Fix `pixel_in_event?` and `pixel_in_player?` (@BastienDuplessier, reported by @acs-l)
- Fix `page_runnable?` (@BastienDuplessier, reported by @acs-l)
- Fix `event_move_with`, move is not repeatable anymore (@BastienDuplessier, reported by @Zer0xxxxx)
- Fix `invoke_event` which was stopping animations when called (@BastienDuplessier, reported by @YendaHusk)

## Release (1.4.0)

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18 changes: 16 additions & 2 deletions RME.rb
Original file line number Diff line number Diff line change
Expand Up @@ -8850,6 +8850,12 @@ def refresh_message
@message_window.dispose
@message_window = Window_Message.new
end
#--------------------------------------------------------------------------
# * Add Event sprite into spriteset
#--------------------------------------------------------------------------
def add_event_sprite(event)
@spriteset.add_event_sprite(event)
end

#--------------------------------------------------------------------------
# * Update All Windows
Expand Down Expand Up @@ -9171,14 +9177,15 @@ def add_event(map_id, event_id, new_id,x=nil,y=nil)
return unless event
event.id = new_id
clone_events = @events.clone
clone_events.store(new_id, Game_Event.new(@map_id, event))
new_event = Game_Event.new(@map_id, event)
clone_events.store(new_id, new_event)
x ||= event.x
y ||= event.y
@events = clone_events
@events[new_id].moveto(x, y)
@need_refresh = true
@max_event_id = [@max_event_id, new_id].max
SceneManager.scene.refresh_spriteset
SceneManager.scene.add_event_sprite(new_event)
end
#--------------------------------------------------------------------------
# * Clear parallaxes
Expand Down Expand Up @@ -10219,6 +10226,13 @@ def update_parallax
end
rm_extender_update_parallax
end
#--------------------------------------------------------------------------
# * Add Event Sprite to Characters
#--------------------------------------------------------------------------
def add_event_sprite(event)
sp = Sprite_Character.new(@viewport1, event)
@character_sprites.push(sp)
end
end

#==============================================================================
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18 changes: 16 additions & 2 deletions src/EvEx.rb
Original file line number Diff line number Diff line change
Expand Up @@ -2740,6 +2740,12 @@ def refresh_message
@message_window.dispose
@message_window = Window_Message.new
end
#--------------------------------------------------------------------------
# * Add Event sprite into spriteset
#--------------------------------------------------------------------------
def add_event_sprite(event)
@spriteset.add_event_sprite(event)
end

#--------------------------------------------------------------------------
# * Update All Windows
Expand Down Expand Up @@ -3061,14 +3067,15 @@ def add_event(map_id, event_id, new_id,x=nil,y=nil)
return unless event
event.id = new_id
clone_events = @events.clone
clone_events.store(new_id, Game_Event.new(@map_id, event))
new_event = Game_Event.new(@map_id, event)
clone_events.store(new_id, new_event)
x ||= event.x
y ||= event.y
@events = clone_events
@events[new_id].moveto(x, y)
@need_refresh = true
@max_event_id = [@max_event_id, new_id].max
SceneManager.scene.refresh_spriteset
SceneManager.scene.add_event_sprite(new_event)
end
#--------------------------------------------------------------------------
# * Clear parallaxes
Expand Down Expand Up @@ -4109,6 +4116,13 @@ def update_parallax
end
rm_extender_update_parallax
end
#--------------------------------------------------------------------------
# * Add Event Sprite to Characters
#--------------------------------------------------------------------------
def add_event_sprite(event)
sp = Sprite_Character.new(@viewport1, event)
@character_sprites.push(sp)
end
end

#==============================================================================
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