02-16-2025, 02:05 AM 
(This post was last modified: 02-16-2025, 02:07 AM by DerVVulfman.)
	
	
	
		I am doing a Double-Bump, solely to ensure Steel Beast 6Beets gets this message:
Replace the Spriteset_Battle code within Dargor's script with this:
This should greatly decrease the lag you are receiving with the battle animations.
	
	
	
	
Replace the Spriteset_Battle code within Dargor's script with this:
Code:
#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
#  This class brings together battle screen sprites. It's used within
#  the Scene_Battle class.
#==============================================================================
class Spriteset_Battle
  
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias large_party_spriteset_initialize initialize
  alias large_party_spriteset_update update
  
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    #
    # Assume that large party code has not been initialized
    @lp_init = false
    #
    # Perform the original method (which includes 'update')
    large_party_spriteset_initialize
    #
    # Cycle through all extra actors (4+) and create sprites where needed
    for i in 4...$game_party.actors.size
      if @actor_sprites[i].nil?
        @actor_sprites.push(Sprite_Battler.new(@viewport2))
      end
    end
    #
    # Set the flag indicating the large party has now been initialized)
    @lp_init = true
    #
    # Frame Update
    update
    #
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    #
    # Update any large-party actors when initialized
    update_large_party if @lp_init
    #
    # Perform the original method
    large_party_spriteset_update
    #
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when updating large party members)
  #--------------------------------------------------------------------------
  def update_large_party
    #
    # Cycle through all extra actors (4+) and update sprites
    for i in 4...$game_party.actors.size
      @actor_sprites[i].battler = $game_party.actors[i]
    end
    #
  end
endThis should greatly decrease the lag you are receiving with the battle animations.

 
 
 What's up, RMers?
 What's up, RMers?
 
 
![[Image: QrnbKlx.jpg]](https://i.imgur.com/QrnbKlx.jpg)
![[Image: sGz1ErF.png]](https://i.imgur.com/sGz1ErF.png)
![[Image: liM4ikn.png]](https://i.imgur.com/liM4ikn.png)
![[Image: fdzKgZA.png]](https://i.imgur.com/fdzKgZA.png)
![[Image: sj0H81z.png]](https://i.imgur.com/sj0H81z.png)
![[Image: QL7oRau.png]](https://i.imgur.com/QL7oRau.png)
![[Image: uSqjY09.png]](https://i.imgur.com/uSqjY09.png)
![[Image: GAA3qE9.png]](https://i.imgur.com/GAA3qE9.png)
![[Image: 2Hmnx1G.png]](https://i.imgur.com/2Hmnx1G.png)
![[Image: BwtNdKw.png%5B]](https://i.imgur.com/BwtNdKw.png%5B)