![]() ![]() # - # New Feature: Screen Resolution Size # - # - The screen can now be resized from 544x416 with ease and still support maps # that are smaller than 544x416. This script will fix # it where if a battler targets an ally, no substitutes will take place. However, # this is also the case for friendly skills such as heal. # - # Bug Fix: Substitute Healing # - # If an actor has the substitute (cover) flag on them, they will attempt to # take the place of low HP allies when they're the target of attack. Disable it # in the module if you wish to. This fix will # re-enable the ability to scroll through menus in such a fashion. # - # Bug Fix: Held L and R Menu Scrolling # - # - Before in VX, you can scroll through menus by holding down L and R buttons # (Q and W on the keyboard) to scroll through menus quickly. This fix # will prevent any overextending from gauges. ![]() When some values exceed certain amounts, gauges can # overextend past the width they were originally designed to fit in. # - # Bug Fix: Gauge Overlap Fix # - # - Same bug from VX. This # fix will resume queue after a forced action. ![]() When a battler is forced to perform an action, the battler's # queued action is removed and the battler loses its place in battle. # - # Bug Fix: Forced Action Fix # - # - A new bug. # This fix will cause the speed to be updated properly upon each action. Any changes to a battler's AGI will not be # altered at all even if the battler were to receive an AGI buff or debuff. For those who use the default battle system, once a # turn's started, the action order for the turn becomes set and unchanged for # the remainder of that turn. # - # Bug Fix: Battle Turn Order Fix # - # - Same bug from VX. This script will cause the first animation to finish playing # and then continue forth. When a character dual wields and attacks a single target, if an # animation lasts too long, it will interrupt and/or halt the next animation # from occurring. # - # Bug Fix: Animation Interruption # - # - A new bug. # This fix will cause the animation to play only once. When an all-screen animation is played against a # group of enemies, the animation bitmap is actually made multiple times, thus # causing a pretty extreme overlay when there are a lot of enemies on screen. # - # Bug Fix: Animation Overlay # - # - It's the same bug from VX. # This script provides various changes made to the main engine including bug # fixes and GUI upgrades. # 2011.12.01 - Started Script and Finished. # - More efficient digit grouping method credits to TDS. # 2011.12.04 - Updated certain GUI extensions for increased screen size. # 2011.12.07 - New Bugfix: Dual weapon normal attacks will now play both # animations without one animation interrupting the other. # - Bug Fixed: Viewport sizes didn't refresh from smaller maps. # 2011.12.10 - Bug Fixed: Right and bottom sides of the map would show # the left and top sides of the map. # 2011.12.15 - Updated for better menu gauge appearance. # Credits to Yami for finding and making the fix for! # Switch added for those who want removed forced action battlers. # 2011.12.20 - New Bugfix: Force Action no longer cancels out an actor's queue. # 2011.12.26 - New Bugfix: When using substitute, allies will no longer take # place of low HP allies for friendly skills. # 2012.01.08 - Font resets no longer reset bold and italic to off, but instead # to whatever default you've set. # 2012.02.10 - Bug Fixed: Forced actions no longer cancel out other actions # that have been queued up for later. #= # ▼ Yanfly Engine Ace - Ace Core Engine v1.09 # - Last Updated: 2012.02.19 # - Level: Easy, Normal # - Requires: n/a #= $imported = if $imported. ![]()
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