RMMZ DoubleX RMMZ Enhanced Codebase

DoubleX

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Updates
Added the following:
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)
 

DoubleX

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Updates
Fixed a game crashing bug when using the Control Variables event command
 

DoubleX

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Updates
You no longer have to edit the value of DoubleX_RMMZ.Enhanced_Codebase.PLUGIN_NAME when changing this plugin file name
 

DoubleX

Just a nameless weakling
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Updates
Fixed some manifestations of the following bug:
Code:
 *      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/
 

DoubleX

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Updates
Makes Sprite_Gauge better at adding bar types/editing their behaviors
 

DoubleX

Just a nameless weakling
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Updates
Fixed the event suffix not working for all plugins with such notetags bug
 

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