It's always something with this. Minor bug first, in that when I switch to a flying character immediately after entering the map and begin flying, after a few seconds it'll automatically switch back to the knight. If I then return to the flying character, they are stuck in the flying animations, and trying to fly will just make their sprite invisible. Nothing fixes this as far as I can tell. They are permanently unable to fly without being invisible
If you then do the same thign over again, switching and flying immediately, they'll end up invisible regardless. Flying or walking, no sprite.
Only fix is to load the game from before causing the bug. The sprite reloader does nothing.
More major, I've toyed around with skeleton progeny at the pearl in the slime pools. This all worked fine in my testing, so later on I took my level 16 Gravelord and tried transforming her with the pearl, which worked fine at level 1, but now it just freezes the game I can't find a work around. I am forced to close the game and re open it, and repeated attempts have lead to the same result.
Wait, I thought of something.... Clearing equipment works! But I didn't need to do that when testing before? It doesn't seem to be any single piece of equipment.
1) Not sure as it didn't do it when I tested it. This could be because I attach a debug script to help with testing...
2) Judging by what you described this is a Class issue as the new race can't handle the equipment of the old.
A simple solution to make them not crash would be unequipping them and leaving them naked. This being a random roll there likely is some probability involved.
An example would be the Litcher Armor being for skeletons.
Common Event 480: Power Pearl Act
Fix equipment error when changing classes. Temp solutions just unequip them so they're naked.
Patches/Patch1620861222.rvdata2
I haven't seen a game this badly optimized in a while~~~
Crashes randomly when entering a zone / instance or the usual dogsh- FPS and my f-ing favorite, the pause every time it moves to a new save or even saving itself...
Each update just makes it worse.
But god f-ing demmet, I liked playing the version when it was still stable and enemies do touch damage.
Good ol' days~~~
So now I just have to take this sh- and hope it gets better...
If only you known the troubles I've seen
3) This is probably one of the many things that I haven't seen in awhile but it sounds like it's trying to dispose of something that was already disposed...
If you wouldn't mind I propose a little test:
As for the Save folder loading slow I'm wondering how many saves do you have and what is the size of all of them?
There is a save bug in the game that I never was able to isolate were a save would bloat with crap data. I've seen some over 300 MB but whenever I try to play with one it becomes flaccid which is really depressing when I'm just about to give it the gimp suit
I figure me attaching the debugging script is auto correcting the issue but telling everyone to decrypt is somewhat of a pain.
For those who are wondering the debugging script is
You must be registered to see the links
, it overwrites some of the default rpg maker command to be a bit more friendly to debugging. It also tries to capture failure reports to a text file so they can be more easily submitted to a developer since it's hard to search through pictures. While not perfect I rather like it.
Also for the love of cheesecake for anybody thinking of making games in RPG Maker VX Ace please do not use Common Events as Jimmy-rigged Function Calls
This engine handles scripts in Common Events rather poorly, has such poor search mechanics for Map Events and Common Events that many people use translation tools just to parse through the crap, and clean indentation helps people read scripts better... That last one is a jab at
Game_Picture in case anyone want's to open this up in RPG Maker and see how some of this is coded.