设为首页收藏本站同能贴吧 切换语言 繁体中文
开启辅助访问 切换到窄版
扫描二维码关注官方公众号
返回列表
+ 发新帖
查看: 107|回复: 0

[转载发布] Scene_File FIX

[复制链接]
累计送礼:
0 个
累计收礼:
1 个
  • TA的每日心情
    开心
    2026-7-12 04:10
  • 签到天数: 209 天

    连续签到: 2 天

    [LV.7]常住居民III

    9068

    主题

    864

    回帖

    6万

    积分

    管理员

    Rank: 9Rank: 9Rank: 9

    VIP
    7
    卡币
    58857
    OK点
    16
    推广点
    0
    同能卷
    50
    积分
    68819

    灌水之王

    发表于 3 天前 | 显示全部楼层 |阅读模式
    Scene_File FIX

    by Kyonides


    Introduction

    Scripts like GOBJ try to catch weird stuff the RM engine does when creating visual objects or disposing of them, but I think it's a terrible approach because they simply ignore the bugs already contained in the default scripts.

    Yes, I know that VX ACE includes 2 bug fixes by default nowadays. Still, they're not all inclusive at all. There's one potential issue that has been ignored for quite a long time: the disposal of a Viewport object BEFORE its children have been disposed. Those children objects include Sprites and Windows. A perfect example of this is the Scene_File class, the parent class of Scene_Save and Scene_Load.

    In the default script you can find the terminate method that says:

                    Ruby:       
    1.   def terminate
    2.     super
    3.     @savefile_viewport.dispose
    4.     @savefile_windows.each {|window| window.dispose }
    5.   end
    复制代码


    That means that the Scene_File class and its children classes are disposing of the Viewport right before it takes care of the Savefile windows. A bad choice indeed. It should always followed the opposite order.

    [EDITED] Get rid of:

    • The children objects first
    • Then dispose of the parent object safely.

    How can you fix it?

    Well, the solution is QUITE SIMPLE: just invert the order in which those objects get disposed of, and that's it. So you'd only need to paste the following code in the bug fix section of the Script Editor and you'll be fine:

                    Ruby:       
    1. # * Scene_File FIX * #
    2. class Scene_File
    3.   def terminate
    4.     super
    5.     @savefile_windows.each {|window| window.dispose }
    6.     @savefile_viewport.dispose
    7.   end
    8. end
    复制代码


    Why is this fix relatively important for you as a game developer?

    It might not look impressive or critical at all, yet, it's highly convenient to prevent the engine from trying to do stuff in the incorrect / not-so-logical order in the first place. Debugger scripts like GOBJ will try to catch all those windows or their custom contents as critical objects that need to be notified otherwise.

    Terms & Conditions

    None.


    本贴来自国际rpgmaker官方论坛作者:kyonides处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/scene_file-fix.180523/
    天天去同能,天天有童年!
    回复 送礼论坛版权

    使用道具 举报

    文明发言,和谐互动
    文明发言,和谐互动
    高级模式
    您需要登录后才可以回帖 登录 | 立即注册

    本版积分规则

    简体中文
    繁體中文
    English(英语)
    日本語(日语)
    Deutsch(德语)
    Русский язык(俄语)
    بالعربية(阿拉伯语)
    Türkçe(土耳其语)
    Português(葡萄牙语)
    ภาษาไทย(泰国语)
    한어(朝鲜语/韩语)
    Français(法语)
    关闭

    幸运抽奖

    社区每日抽奖来袭,快来试试你是欧皇还是非酋~

    立即查看

    聊天机器人
    Loading...

    QQ|Archiver|手机版|小黑屋|同能RPG制作大师 ( 沪ICP备12027754号-3 )

    GMT+8, 2026-8-8 07:54 , Processed in 0.067481 second(s), 54 queries .

    Powered by Discuz! X3.4

    Copyright © 2001-2020, Tencent Cloud.

    快速回复 返回顶部 返回列表