Change game's FPS via ScriptCall

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KotoYama

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So I'm desperately trying to get the Slow Motion using this Japanese plugin, but I simply does nothing for me. I change the plugin's placement. Removed all FPS upgrade plugins, but nothing.
Despite having zero coding knoledge I even tried to use it as a Script Call:

Code:
var scene_Map_update = Scene_Map.prototype.update;
Scene_Map.prototype.update = function() {
var fps = (100 / 50) / 60.0;
} else {
var fps = 1.0 / 60.0;
}
    SceneManager._deltaTime = fps;
    scene_Map_update.call(this);
};

With no success.. Any thoughts?
 

Andar

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it can't work as a script call because it needs to replace code of the engine.

how did you configure the original plugin, and how did you activate it ingame?
 

KotoYama

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It's pretty straight forward.
One switch to ON\OFF the plugin and a variable to configure it where 1 equals 1% from 60 FPS.
 

Andar

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yes, I know - as you said it is easily to read in the plugin.
But I didn't ask to learn how it works, I asked to see your configuration to be able to check what might have interfered with its work.
We need to see what you have done in your project before we can even guess where the problem might be.
 

KotoYama

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Nothing wrong with my settings. I have tested it in my DEMo project and it worked just fine, which means it's a compatibility issue. None of the plugins which affect the game's FPS are ON. As I said before I'm tried changing its position. So right now it's not about making this plugin work, but rather finding an alternative or activating it in some different way.
THere's nothing in the game console either.

UPD. There's also this thing, but it doesn't have any plugin commands...
 
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Andar

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if you don't want us to help, then don't post here.
if someone here asks you a question then that is usually because the answer is needed before anyone can help you.
I'm out of this topic - good luck finding someone else to help you.
 

Shaz

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That's a pretty simple plugin (the one in your first post), and if it doesn't work, it's because you've done something wrong.

You need to give it the correct name when you save it - SlowMotion.js
You need to give it a switch id and a variable id - do not put zeros in front of the ids, and name them in your editor (via the Control Variables and Control Switches commands) so you don't use them for something else.
Disable all other plugins, and remove any attempts at script calls that you have tried to do.

If that is not working, please take a screenshot of your plugin manager. Then run the program, hit F8 to open Developer Tools, find the Console tab, and take a screenshot of that.
 

KotoYama

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Okay, I found a solution. Indeed it was a compatibility issue. So for future generations, this plugin conflicts with:
YEP_FpsSynchOption (I actually had two copies of it for some reason...) and
JMW_DistanceConditional

By the way, the plugin is called Slow Motion (SlowMotion.js) In case someone's gonna is looking for it.

UPD: Alright, NO there's something else going on, cause the game's just lugging constantly! Will be back soon
 
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Shaz

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Having a plugin in there twice could definitely cause problems. If you remove the additional/duplicate entry and go back to just the three of them, check the two you've just listed and see if they use the same switch or variable for anything. If they use switches/variables and you didn't specify which one to use, they might use the same one by default (esp if you just used #1).

The other thing you could try is just rearranging their order. It might work, it might not.
 

KotoYama

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@Shaz Man, that was hard but I found it! The constant lagging gave me the hint. The switch was turning on a common event (I have 30 of these). I was actually trying different switches and variables the first time but it didn't work cause of the "double" plugins.
So the solution is to OFF all the FPS limiting plugins, and find a sweet place for the SlowMotion one.

One last question. Would this Japanese plugin limit the game's FPS to 60? (to prevent the hyper-fast gameplay bug on certain monitors)
 

Shaz

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I'm not aware of such a bug, and I can't see how a certain monitor would affect gameplay at all. I can see that a fast CPU might, but if the scene manager uses a delta time, that should handle any issues with faster processors, and the only ones that might have trouble are slower ones.

All you can do is give it a go, but I wouldn't expect any differences (and if you do find it changes things, can you be sure it won't slow the gameplay down too much for others)?
 

KotoYama

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I think people with 144Hz monitors can experience this bug. It's quite rare but can happen. Obviously, I won't be able to test it myself since I have no such monitors.
Alright then. I think the thread can be closed for good! Thank you all for your suggestions :D
 

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 
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