@ramza ._. I should probably rename my plugin, I didn't even realize this when spelling it

I'll update this in the next version which hopefully should be soon.

Also hope the plugin works as you'd hoped. ^^
@TheTitan99 It's not really hard to upload the image to the GPU, what i meant was it'd be difficult to implement the feature into MV, for several reasons, however doing it in a preloader I guess would make sense

. I'm not very good at explaining things, but I'll do my best to explain.
Uploading to the gpu is not a hard task to accomplish, what I meant was that it'd be hard to implement into MV, and the reason for that is, because once you do something like( this is probably the most accurate way people who write code use images ).
Code:
var sprite = new Sprite();
this.addChild( sprite ); // we are now rendering the sprite.
bitmap = ImageManager.loadPicture( 'MyPicture' );
bitmap.addLoadListener( function() {
sprite.bitmap = bitmap // the bitmap is being immediately uploaded to the gpu
// because the sprite is already being rendered, and the bitmap was added
// the sprite while it is being rendered.
}.bind( this ) );
And because of that, it'd be difficult to just add uploading to the gpu before rendering the image, because most of the time the images are rendered as soon as they're created, I hope that part makes sense. Also as you said, the dip in FPS when uploading to the gpu happens when the image is uploaded, instead of when it's being drawn, which was my reason for this plugin, it was to avoid having to use a preloader, since a lot of preloaders can cause memory leaks or other issues. Also using this method in a preloader wouldn't be wise either, because as you suspected it could cause memory leaks, but no more so than just playing a bunch of animations without preloading them, however preloading a bunch of animations before battle could be problematic, especially for lower end video cards.
A while back I did have an idea to create a automatic preloader for battle animations, in short what it would do, is scan all the player and enemies attacks/skills, and only load the images those animations require, however I didn't do this either, cause it wouldn't be able to detect an animation if for example, it is used through an event, or a custom plugins, it also would be a bit longer to load into battles, and on top of that, if the player and or enemies have tons of animations with tons of different images, it could crash the game for people with lower end graphics cards, so I decided not to go down that path.
Also on a side note, the method I used in my code is not the optimal way to upload images to the gpu, I only used this method because it was the easiest, and most accurate way to make this work with all versions of MV, in 1.5.0+ theres a better way to do this.
Code:
Graphics._renderer.plugins.prepare.add( sprite1 );
Graphics._renderer.plugins.prepare.add( sprite2 ); // add items that should be uploaded.
Graphics._renderer.plugins.prepare.upload( function()
{ // a function that will run when all files are uploaded.
scene.add( sprite1 );
scene.add( sprite2 );
}.bind( this ) );
Graphics._renderer.plugins.prepare.prepareItems(); // start upload.