DoubleX

Just a nameless weakling
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Purpose
Fixes bugs, improves codebase quality, boosts performance and gives new APIs

Introduction
Code:
*    1. This plugin's supposed to be fully compatible with those not written
*       with this plugin in mind, so plugin developers don't have to write
*       compatibility fixes involving this plugin
*    2. This plugin added some new APIs and refactored some codes to further
*       facilitate more effective and efficient plugin development by making
*       the default RMMZ codebase quality improvements even more drastic
*       Note that such refactoring will only be done incrementally, meaning
*       that these codebase quality improvements won't be all present in the
*       1st version of this plugin, but only when they cause real issues in
*       plugin development, in which those improvements will be added to be
*       newer versions of this plugin
*    3. This plugin also fixed some bugs and further improved performance in
*       the default RMMZ codebase
*    4. THIS PLUGIN'S INTENDED TO GIVES AN EXTRA OPTION TO PLUGIN DEVELOPERS
*       RATHER THAN REPLACING THE DEFAULT RMMZ CODEBASE

Games using this plugin
None so far

Code:
 * @param rngPartNum
* @desc Sets the number of parts altering Math.random randomness
* It makes Math.random gives more evenly distributed numbers
* @default 10

Code:
 *    # Additional plugin parameter explanations
 *      1. rngPartNum
 *         Math.random will be run under each of equal-sized partitions
 *         The number of those partitions is rngPartNum
 *         No partition will be run under twice before they've all been run
 *         under
 *         rngPartNum shouldn't be too large nor too small to maximize the
 *         chance for the RNG generated by Math.random() to be more evenly
 *         distributed(For instance, 10 is a good value for rngPartNum)
 *         Larger rngPartNum means more time and memory needed to run it
 *         E.g.:
 *         - With rngPartNum being 10, the random numbers will be divided into
 *           the below 10 partitions:
 *           i. - [0, 0.1)
 *           ii. - [0.1, 0.2)
 *           iii. - [0.2, 0.3)
 *           iv. - [0.3, 0.4)
 *           v. - [0.4, 0.5)
 *           vi. - [0.5, 0.6)
 *           vii. - [0.6, 0.7)
 *           viii. - [0.7, 0.8)
 *           ix. - [0.8, 0.9)
 *           x. - [0.9, 1)
 *           Then every 10 consecutive Math.random() call will always results
 *           in random numbers in different partitions, until all partitions
 *           are used, then all those partitions will be reset and can be used
 *           again
 *           For instance, the consecutive call results of Math.random with
 *           rngPartNum being 10, can be something like this:
 *           i. - 0.5583369022811258 // 6 - [0.5, 0.6)
 *           ii. - 0.8856774551202906 // 9 - [0.8, 0.9)
 *           iii. - 0.7053351634934172 // 8 - [0.7, 0.8)
 *           iv. - 0.2910141721648054 // 3 - [0.2, 0.3)
 *           v. - 0.46443921703774416 // 5 - [0.4, 0.5)
 *           vi. - 0.34247765359444715 // 4 - [0.3, 0.4)
 *           vii. - 0.9611230852360236 // 10 - [0.9, 1)
 *           viii. 0.170055669517572 // 2 - [0.1, 0.2)
 *           ix. - 0.6280946076323228 // 7 - [0.6, 0.7)
 *           x. - 0.09900382018076581 // 1 - [0, 0.1)
 *           (Now all the 10 partitions are used after the 1st 10 consecutive
 *           Math.random() call and thus reset to be able to be "used" again)
 *           xi. - 0.49970969353564276 // 5 - [0.4, 0.5)
 *           xii. - 0.19670031315146652 // 2 - [0.1, 0.2)
 *           xiii. - 0.6183234115814623 // 7 - [0.6, 0.7)
 *           xiv. - 0.9592661473226407 // 10 - [0.9, 1)
 *           xv. - 0.837747307203645 // 9 - [0.8, 0.9)
 *           xvi. - 0.06670947818157003 // 1 - [0, 0.1)
 *           xvii. - 0.20614586616388186 // 3 - [0.2, 0.3)
 *           xviii. - 0.38808043042462215 // 4 - [0.3, 0.4)
 *           xix. - 0.7973840400497697 // 8 - [0.7, 0.8)
 *           xx. - 0.5467456358572309 // 6 - [0.5, 0.6)
 *    # Fixed bugs
 *      1. The RMMZ hardcodes the rendering loop fps to be the monitor refresh
 *         rate, and can be problematic when targeting players with low end
 *         mobiles
 *         - This plugin lets you force the rendering loop fps by this script
 *           call:
 *           Graphics.renderFps = newRenderFps
 *           Where newRenderFps is the new clamped rendering loop fps
 *         - This can be useful when targeting low end mobiles by clamping the
 *           rendering loop fps to 30
 *         - Setting this as 0 will remove the clamping
 *         - Do note that the rendering loop fps can never go beyond the
 *           monitor refresh rate
 *         Search tag: Graphics_Render_FPS
 *      2. The RMMZ hardcodes the game loop fps to be 60, and can be
 *         problematic when targeting players with low end mobiles
 *         - This plugin lets you change the game loop fps by this script
 *           call:
 *           Graphics.gameFps = newGameFps
 *           Where newGameFps is the game loop fps
 *         - This can be useful as a performance stress test by raising the
 *           game loop fps to be 120, or when targeting low end mobiles by
 *           capping the game loop fps to 30
 *         - Do note that the game loop fps has an upper bound, which depends
 *           on the hardware capability of the running machine(so you'll have
 *           to test it out yourselves), so don't be too insane with it(like
 *           setting it to 2400, and you'll most likely have troubles)
 *         Search tag: Graphics_Game_FPS
 *      3. The faulty damage formula will just silently return 0 damage
 *         instead of informing you what faults are in which damage formula
 *         - This plugin lets you know them by this script call:
 *           Game_Action.IS_SHOW_DAMAGE_FORMULA_ERRS = true
 *           Which is useful when testing the damage formulae
 *         - Alternatively, if you don't want your players to know anything
 *           about the damage formula, you can use this script call:
 *           Game_Action.IS_SHOW_DAMAGE_FORMULA_ERRS = false
 *           Which is useful when the game's about to be published
 *      4. Any damage formula having side effects will have those side effects
 *         leaked out in the battle when some autobattle actors having those
 *         skills/items input actions
 *         - This plugin temporarily removes the side effect parts of all
 *           damage formulae of skills/items of autobattle actors when they
 *           input actions, but those side effects will still be there when
 *           the inputted actions are actually executed
 *         - It's done by replacing the damage formula string with the regular
 *           expression stored in
 *           Game_Action.NO_SIDE_EFFECT_DAMAGE_FORMULA_REGEX, and its default
 *           value is new RegExp(".*[};] *", "gim"), meaning that anything
 *           before the last } or ; will be temporarily removed from the
 *           damage formula
 *         - If that default regular expression doesn't suit your needs, you
 *           can change Game_Action.NO_SIDE_EFFECT_DAMAGE_FORMULA_REGEX to be
 *           a suitable counterpart
 *         - Regardless of how the regular expression's written, you should
 *           standardize your damage formula so the side effect parts can
 *           always be reliably removed with an easy, simple and small regular
 *           expression
 *         - (Advanced)Alternatively, you can edit
 *           Game_Action.prototype.damageFormulaWithoutSideEffects to use
 *           different regular expressions to santizie different damage
 *           formulae, or even just return a separate side-effect free
 *           counterpart as string literals or notetag values for some
 *           skills/items yourselves, like:
 *           Game_Action.prototype.damageFormulaWithoutSideEffects = function() {
 *               const { id, meta, damage: { formula } } = this.item();
 *               switch (id) {
 *                   case 1: return meta.damageFormulaWithoutSideEffectsNotetag;
 *                   case 2: return "damageFormulaWithoutSideEffects";
 *                   case 3: return formula.replace(regex1, "");
 *                   case 4: return formula.replace(regex2, "");
 *                   default 1: return formula.replace(Game_Action.NO_SIDE_EFFECT_DAMAGE_FORMULA_REGEX, "");
 *               }
 *           };
 *           Do note that this plugin doesn't provide such notetags for you,
 *           so you'll have to use the default RMMZ notetags, which is of this
 *           format: <notetagName:notetagValue>
 *      5. The active TPBS will have an extremely rare chance to crash the
 *         game when trying to select the inputting actor, the inputting
 *         actions, or its targets
 *         - Please refer to this link for details:
 *           https://forums.rpgmakerweb.com/index.php?threads/bug-extremely-rare-but-fatal-active-tpbs-bug-crashing-the-game.126144/

Code:
 *   # New public APIs
*     Array
*     - Instance methods
*       1. fastMap(mapCallback, mapThis_)
*          The same as map but is tested to be noticeably faster
*       2. fastMerge(arr)
*          The same as concat except that fastMerge alters the original array
*          instead of returning a new one
*       3. filterMap(filterCallback, mapCallback, filterThis_, mapThis_)
*          The same as chaining filter with map except that the new array
*          returned by filter will be mapped in place(.filter().map())
*       4. mapFilter(mapCallback, filterCallback, mapThis_, filterThis_)
*          The same as chaining map with filter except that the new array
*          returned by map will be filtered in place(.map().filter())
*       5. mapReduce(mapCallback, reduceCallback, initVal_, mapThis_, reduceThis_)
*          The same as chaining map with reduce but is tested to be
*          noticeably faster(.map().reduce())
*       6. eraseElem(elem)
*          Erases the passed element(if any) from this original array
*       7. split(splitCallback, splitThis)
*          Returns an array of array splited by the removed elements
*          returning truthy results in splitCallback
*       8. splitInPlace(splitCallback, splitThis)
*          Returns an array of array splited by the removed elements
*          returning truthy results in splitCallback
*          This method changes the original array
*       9. isProperSubsetOf(arr)
*          Returns if this array's a proper subset of the specified array
*       10. isProperSupersetOf(arr)
*           Returns if this array's a proper superset of the specified array
*       11. isSupersetOf(arr)
*           Returns if this array's a superset of the specified array
*       12. isSubsetOf(arr)
*           Returns if this array's a subset of the specified array
*       13. isEmpty()
*           Returns if this array's empty
*       14. symmetricDifference(arr)
*           Returns the symmetric difference of this and the specified array
*       15. symmetricDifferenceInplace(arr)
*           Returns the symmetric difference of this and the specified array
*           This method changes the original array
*       16. union(arr)
*           Returns the union of this and the specified array
*       17. unionInPlace(arr)
*           Returns the union of this and the specified array
*           This method changes the original array
*       18. difference(arr)
*           Returns the difference of this and the specified array
*       19. differenceInPlace(arr)
*           Returns the difference of this and the specified array
*           This method changes the original array
*       20. intersection(arr)
*           Returns the intersection of this and the specified array
*       21. intersectionInPlace(arr)
*           Returns the intersection of this and the specified array
*           This method changes the original array
*       22. excludes(elem, fromI)
*           Returns if this array doesn't include the specified element
*       23. clear()
*           Empties the whole array
*     Graphics
*     - Static Accessor
*       1. renderFps
*          Returns the current render fps
*       2. renderFps = newRenderFps
*          Sets the current render fps to be newRenderFps
*       3. gameFps
*          Returns the current game fps
*       4. gameFps = newGameFps
*          Sets the current game fps to be newGameFps
*     Input
*     - Static Function
*       1. isJustReleased(keyName)
*          Returns if the specified key's just released right on this frame
*     Game_Action
*     - Static Variable
*       1. IS_SHOW_DAMAGE_FORMULA_ERRS
*          Controls whether the damage formula error will be reported on the
*          console to let users know whether they've some faulty damage
*          formulae
*       2. NO_SIDE_EFFECT_DAMAGE_FORMULA_REGEX
*          Stores the regular expressions to temporarily remove the parts of
*          the damage formula leaking side effects when evaluating the damage
*          among all actions of autobattle actors to fix the side effect
*          leaking bug when those actor input actions
*     Game_BattlerBase
*     - Instance Method
*       1. onUnrestrict
*          Triggers events to happen when a battler becomes no longer
*          restricted
*     Game_Battler
*     - Instance Method
*       1. isTpbActing
*          Returns whether the battler's executing tpb actions
*       2. isTpbCharging
*          Returns whether the battler's charging the tpb bar
*       3. isTpbCasting
*          Returns whether the battler's casting tpb actions
*       4. onTpbReady
*          Triggers events to happen when the battler just finished casting
*          tpb actions
*       5. isEndTpbCharging
*          Returns whether the tpb battler's just ended charging the tpb bar
*       6. isEndTpbCasting
*          Returns whether the tpb battler's just ended casting actions
*       7. isTpbIdle
*          Returns whether the battler tpb bar's idle(not doing anything)

* Abilities(Plugin Users):
* 1. Nothing special
* Abilities(Plugin Developers):
* 1. Basic knowledge on what the default RMMZ codebase does in general
* 2. Some RMMZ plugin development proficiency to fully utilize this
* plugin in intended ways
* (Basic knowledge on what RMMZ plugin development does in general
* with several easy, simple and small plugins written without
* nontrivial bugs up to 1000 LoC scale but still being inexperienced)

Code:
*      1. Commercial use's always allowed and crediting me's always optional.
*      2. You shall keep this plugin's Plugin Info part's contents intact.
*      3. You shalln't claim that this plugin's written by anyone other than
*         DoubleX or my aliases. I always reserve the right to deny you from
*         using any of my plugins anymore if you've violated this.
*      4. If you repost this plugin directly(rather than just linking back),
*         you shall inform me of these direct repostings. I always reserve
*         the right to request you to edit those direct repostings.
*      5. CC BY 4.0, except those conflicting with any of the above, applies
*         to this plugin, unless you've my permissions not needing follow so.
*      6. I always reserve the right to deny you from using this plugin
*         anymore if you've violated any of the above.

Code:
*      1. THIS PLUGIN MUST BE PLACED ABOVE ALL THE OTHER PLUGINS
*      2. The version number of this plugin's consists of 2 parts, with 1
*         being the targeted default RMMZ codebase versions, so this plugin
*         must be outdated if those version numbers are indeed different
*      3. (Plugin developers only)The version numbers of this plugin are
*         stored in DoubleX_RMMZ.Enhanced_Codebase.VERSIONS, which should be
*         { codebase: "1.0.0", plugin: "v0.00a" }
*         If it's falsy, it means this plugin's not loaded at the moment of
*         querying its version numbers
*      4. (Plugin developers only)Please use the following search tag to
*         check how this plugin extends and rewrites functions:
*         - Enhanced_Codebase_Extend_Rewrite_Funcs
*         Note that the original function will still be stored in the plugin
*         container even if it's supposed to be rewritten rather than
*         extended
*         Please use the following search tag to check how this plugin adds
*         accessors, getters and setters:
*         - Enhanced_Codebase_Add_Accessors

Code:
*      Authors:
*      1. DoubleX
*      Plugin Development Collaborators:
*      - None So Far
*      Bug Reporters:
*      - None So Far
*      Compatibility Issue Raisers:
*      - None So Far
*      Feature Requesters:
*      - None So Far

Download Link
Demo Link
 
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ScSWinter

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@DoubleX
This is impressive :ewat:

First, a bug. When I put this in a plugin later than yours; it tells me TypeError. Cannot destructure property 'ticker' of 'this._app' as it is undefined.
Graphics.renderFps = 30;
Graphics.gameFps = 30;
Game_Action.IS_SHOW_DAMAGE_FORMULA_ERRS = false;
* Solved. Must be call at the end of Graphics.initialize. But when Graphics.gameFps = 30; everything goes 2x slow.


Let me suggest some improvements, which I am also working little by little in my MultiTweaks plugin, that can make the plugin much better for most:
1 - Allow to change the fps render depending on the scene (usually the battle consumes more resources and needs to be cut-down more).
2 - Render effekseer in another canva / renderer over the one in the game to be able to cut-down only the effekseer fps which is the most problematic thing in terms of performance.
3 - Configure the basics (renderfps in each scene, gamefps, effekseerfps, damage formula, etc) with plugin options.
 
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DoubleX

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* Solved. Must be call at the end of Graphics.initialize. But when Graphics.gameFps = 30; everything goes 2x slow.
It's intended, because game fps is the game loop fps(PIXI.settings.TARGET_FPMS) but not the render loop fps, and the render loop fps is Graphics.renderFps(this._app.ticker.maxFPS and this._app.ticker.minFPS).
So increasing Graphics.gameFps to something like 120 or 240 can at least be used to perform some performance stress tests, and sometimes you've to decreasing the game speed(except the timer) as well as the render loop fps to make the game run reliably on low end mobile platforms :)

1 - Allow to change the fps render depending on the scene (usually the battle consumes more resources and needs to be cut-down more).
2 - Render effekseer in another canva / renderer over the one in the game to be able to cut-down only the effekseer fps which is the most problematic thing in terms of performance.
3 - Configure the basics (renderfps in each scene, gamefps, effekseerfps, damage formula, etc) with plugin options.
1. I might do this, but right now I've only covered parts from core up to Game_Troop, and I want to follow the sequence until the end(the last class in windows.js), meaning that I won't touch any scene anytime soon :<
2. Right now I know next to nothing about Effekseer so I'm afraid that I can't work with that anytime soon :(
3. I need to think about these, because these configurations are supposed to be advanced, meaning that users should really know what they're truly doing, or they can easily shoot themselves on their foots without even knowing what have they done wrong(also, this plugin's still under development, and I think it's better to open plugin parameters/commands after those script calls are set in stone).
 

ScSWinter

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So, the ideal is to put Graphics.gameFps=60 (or better don't touch it from the default value?) ; and tweak the Graphics.renderFps to 30-40FPS obtain a good performance in mobile phones.

1. Wow, but if the RMMZ codebase changes, you probably need to change a lot of your code. Or you rewrite only what can be improved?

2. In fact, is not a problem about effekseer as it has only 4-5 functions. At least, for me, is a problem with have two pixi.js apps simultaneously run with different renders and canvas, and sharing info.

3. Absolutely right.

Now, i'm using your plugin with this function and everything works as expected, at least in my computer, I don't know if will be an issue in other monitors with more refresh rate. But your improvements are just impressive, thanks a lot.

Code:
   var ___Graphics_initialize=Graphics.initialize;
   Graphics.initialize = function(){
     var grapinitok = ___Graphics_initialize.call(this);
     if(grapinitok){
       Graphics.renderFps = 60;
       Graphics.gameFps = 60;
       Game_Action.IS_SHOW_DAMAGE_FORMULA_ERRS = false;
     }
     return grapinitok;
   };
 

DoubleX

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1. Wow, but if the RMMZ codebase changes, you probably need to change a lot of your code. Or you rewrite only what can be improved?
I've been using Sourcetree and I just need an hour or so(that's assuming there are tons of changes) to catch all the diffs between the latest version and that as the base of the current version of this plugin(I think being able to know all these changes within an hour is effective and efficient enough for me) :)

2. In fact, is not a problem about effekseer as it has only 4-5 functions. At least, for me, is a problem with have two pixi.js apps simultaneously run with different renders and canvas, and sharing info.
I think I need to be more familiar with Pixi before I can know what's really going on under the hood ;)
 

DoubleX

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Updates
Added the following:
Code:
 *   # New public APIs
 *     Game_Action
 *     - Static Variable
 *       2. IS_CACHE_DAMAGE_FORMULA
 *          Controls whether the skill/item damage formula will be always
 *          reevaluated each time or cached into a function to turn repeated
 *          eval calls into repeated function calls
 *     Game_Battler
 *     - Instance Method
 *       1. tpbCastTime
 *          Returns the proportion of the skill/item casting progress
 *     Game_Interpreter
 *     - Static Variable
 *       1. IS_CACHE_SCRIPT
 *          Controls whether the scripts in events will be always reevaluated
 *          each time or cached into a function to turn repeated eval calls
 *          into repeated function calls
 

ScSWinter

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@DoubleX I have a bug when I use the plugin with the wide-used VisuStella Battle Core. It happens when an action is performed in battle, like "attack". The battler approaches to the enemy, hits it, and then the game crash.

JavaScript:
TypeError: Cannot read property 'includes' of undefined
    at Game_Actor.NEW._isIncludeBareHandElem (DoubleX RMMZ Enhanced Codebase.js:4740)
    at Game_Actor.attackElements (DoubleX RMMZ Enhanced Codebase.js:4516)
    at Game_Action.calcElementRate (rmmz_objects.js:1955)
    at Game_Action.eval (eval at VisuMZ.ConvertParams (VisuMZ_1_BattleCore.js:1), <anonymous>:12:30)
    at Game_Action.<computed>.<computed> [as makeDamageValue] (VisuMZ_1_BattleCore.js:9377)
    at Game_Action.NEW._applyDamage (DoubleX RMMZ Enhanced Codebase.js:3433)
    at Game_Action.NEW._applyHit (DoubleX RMMZ Enhanced Codebase.js:3409)
    at Game_Action.<anonymous> (DoubleX RMMZ Enhanced Codebase.js:3071)
    at Game_Action.<computed>.apply (VisuMZ_1_BattleCore.js:9377)
    at Function.BattleManager.invokeNormalAction (rmmz_managers.js:2783)
SceneManager.catchNormalError @ rmmz_managers.js:2030
 

DoubleX

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@ScSWinter Oops, thanks for your bug report, and it's just a silly mistake on my side, it's now fixed and you can simply download it again :)
 

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I've tested it on MV and so far it makes playtesting smooth as ever.
 

ScSWinter

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@DoubleX may I ask you that you rename your plugins in order to be more web-friendly: without spaces using and using " _ " symbol. When you use plugin parameters and commands, may affect that we (the users) change the name unilaterally.
 

DoubleX

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As changing plugin names is a BIG CHANGE(it breaks all parameters in the plugin manager by resetting them all to the defaults), I need to know what exactly the issues of the current naming, and I think a more elaborate explanations, screenshots or even videos can help, even though it's still my fault for not understanding what you've just said at all :)
 

ScSWinter

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In fact, @DoubleX , is a problem with urls, and possible bad uses of it.

Since URLs often contain characters outside the ASCII set, the URL has to be converted into a valid ASCII format. URL encoding replaces unsafe ASCII characters with a "%" followed by two hexadecimal digits. URLs cannot contain spaces. URL encoding normally replaces a space with a plus (+) sign or with %20.
https://www.w3schools.com/tags/ref_urlencode.ASP#:~:text=Since URLs often contain characters,(+) sign or with .

So, scripts named with spaces can lead a errors in some specific scripts or programs that do not take this into account, and also, some error in manually typing the scripts urls (I don't know if this will happen ever). Your scripts in github are:

https://github.com/Double-X/DoubleX-RMMZ/blob/master/DoubleX\%20RMMZ\%20Enhanced\%20Codebase.js

but if I type or a program type

https://github.com/Double-X/DoubleX-RMMZ/blob/master/DoubleX RMMZ Enhanced Codebase.js

which is the original name, the link will not work. This can happen in a program too.

But is not a big concern, if it's so big change, it's not that important.
 

DoubleX

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Mmm...
While I know the ASCII things a long time ago, I didn't know this it'll be an issue in RM.
If I knew this earlier, I'd have named all of my plugins without spaces.
Right now, I think I'll name all of my upcoming plugins without spaces to control the damage, but if some users have troubles with plugin names having spaces, I'm afraid that they'll have to rename those plugin names after they've downloaded them themselves, because:
1. It's possible that some guys will share my plugins via github links, and once I change the plugin names there, all those links will be broken
2. For plugins with parameters, changing names in the newer versions will reset all the parameter values to the default of the latest version
Of course, all these are my fault, but I'm very sorry to say that, maybe it's already too late for my existing plugins :(
 

ScSWinter

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@DoubleX is not really an important problem, don't worry. For 1. you can rename your existing plugins without parameters and put in the old named files just a link saying that you move it the plugin, so the links will not be broken. For 2 there aren't a solution as far as I know.

But all in all, the name of the plugins it only could be a problem for people that export and manipulate their game in web or ios/android (which is, in fact, web) so... very few cases, that probably can solve it using the correct encoding.

Thanks for your plugins.
 

ScSWinter

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@DoubleX, cool. These scripts updates automatically when you change the main's one? Thanks!
 

DoubleX

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@DoubleX, cool. These scripts updates automatically when you change the main's one? Thanks!
They're exactly the same, except for just 3 places, and all those 3 places per plugin is the plugin name.
It means that, after I update the original version, I just have to replace DoubleX RMMZ Plugin Name with DoubleX_RMMZ_Plugin_Name in the web friendly version, then everything's done.
Also, because I don't think I'll update any plguin frequently, and there will only be 9 plugins having to have 2 copies(because all of my upcoming plugin names will have no spaces), I think I can afford using the manual approach to handle these 2 versions :)
 

DoubleX

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Fixed the bug in this plugin where the text alpha is wrong when drawing texts
 

Krystek_My

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I want to report Bug, when used with VS Battle Core, when you assign item drop, this error shows up:
1600441275131.png
Regards,
Krystek
 

DoubleX

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Fixed the game crashing bug when defeated enemies drop items
Fixed the character being stuck inside events bug when moving straight
Fixed the game crashing bug when moving diagonally
 
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