menu call commened (MOG's monster book)

Shaz

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What exactly is the problem, and what does it have to do with your character levels? Give more information on what "lag/slow down" means and when it happens. How have you identified that character levels IS the problem?
 

ScytheX

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What exactly is the problem, and what does it have to do with your character levels? Give more information on what "lag/slow down" means and when it happens. How have you identified that character levels IS the problem?
well i was testing the the character's stats, seeing if there're at what i want them to be at. it seems to mostly have something to do with the sub classes becaues when i took them off the charater's the game wasn't lagging. but this does make abit of a big problem for me.

umm would it help if i just make a copy of the game a post it?
 
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Andar

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no - what really help would be for you to answer Shaz questions and describe in detail what happens when.
Especially we need to determine first if what you experience is really lag and not something else.

Numbers alone can never cause lag - it doesn't matter to a computer wether he works with a number 20 or a number 200.
In fact, since most operations in modern computers are based on 16 bit, there is absolutely no difference in handling the number 1 or the number 65000 - both need the same memory, the same processing speed and so on.
 

Shaz

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Yeah, I'd like more information on the lag itself. Is it on certain maps only, on all maps, in the menu?

The only way something like what you're talking about could cause lag is if, under some weird condition, it starts looping or processing more than usual. I just can't see that happening, especially on one of Yanfly's scripts.

What I think might REALLY be happening is that as part of the process you're turning on a switch or changing a variable, which might be causing an event to activate (parallel process) and THAT is what's causing the lag. Could be a map event or a common event - those are most often the causes of lag.

Can you post a link to the script(s) that you think are causing it? I can have a quick look through but I don't expect to find anything.


In fact, what exactly are you doing to change their stats for testing purposes and classes/sub-classes for testing purposes? Are you changing something in the database, and re-running the game, or have you got an event set up to do it for you? If it's an event, I'd really like to see a screenshot of it (all pages, and the full event window).
 
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bgillisp

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@Shaz : Yanfly has some double for loops that are unneeded in some scripts, making things run in n^2 time instead of n time. But I doubt that's the issue here, unless somehow the loop runs once per level, which I don't recall seeing any such loops in those scripts when I used them.
 

ScytheX

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ok after a little more work i figured out that it has be one of the subclass related scripts. why this is happening i don't know but i'll have to figure that out. i'm going to make a new file and start doing some test. when i find out witch one it is i'll let you know

Edit: ok i think it has something to do with the EST - YEA - Subclass Add on : GAIN EXP

that script makes it where subclasses get exp and lvls separate from the main class. yanfly's (as fare as i know) doesn't do this because when characters level up the other classes go up as well. sooo ethere there's something i can change in that script oooor i'm just stuck with that peoblem.
 
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Andar

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@ScytheX
Please answer the questions above if you want help.
Bumping without answering our questions will not get you help.
 

ScytheX

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@ScytheX
Please answer the questions above if you want help.
Bumping without answering our questions will not get you help.
i did if you read the edit you'd have known that also i had to wait 3 days remember? 72 hours and all.
 

Andar

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@ScytheX
nowhere did you describe how the lag looks like in detail, or how you came to the opinion that the high numbers create the lag - the only things you edited in are your opinions on which scripts are involved. But depending on how the lag really works there are three or four different effects that usually look like lag but have an entirely different cause.
And because of that there is still a good chance that you're looking in the wrong direction about the cause of this problem.

Additionally, we asked for the links to the scripts you assume are responsible for the problem so that someone can check them without searching the internet - all you ever gave were names but not links.

But I'm still with Shaz in believing that this lag has nothing to do with scripts, but rather with parallel processes accidentally turned ON - which is why Shaz asked for screenshots of the events that were running last before the lag appears.

And the 72 hours only count for bumping (adding a post), nothing prevents you from editing the older topics to add that information there.
 

Shaz

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If somebody asks you for something, you should make a new post as a reply. That will bring your thread back to the top of the list. Editing an existing post does not bring up your thread, nor does it notify anyone that you replied.

Unless you make a new post, there's nothing to indicate you've added anything, and most of us don't have time to go through threads looking for edits.
 

ScytheX

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If somebody asks you for something, you should make a new post as a reply. That will bring your thread back to the top of the list. Editing an existing post does not bring up your thread, nor does it notify anyone that you replied.

Unless you make a new post, there's nothing to indicate you've added anything, and most of us don't have time to go through threads looking for edits.
sorry for taking so long to reply to this i'v been very busy lately i was here on sunday but i only had a short amount of time. any way here's are link to the script i question

http://www.rpgmakercentral.com/topi...ddon-subclass-gain-exp-learn-skill-trait-etc/

as i said this is one that sadly i need because this is not in yanfly's class script

also i put this in the main post but i'll ask here too. do you know how i can can add this to my menu?
https://atelierrgss.wordpress.com/rgss3-monster-book/
i use to remember how to do this but now i'm not so sure. also i'm using yanfly's menu script
 

Andar

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@ScytheX OK, but you still haven't given a detailed description on what exactly happens that you call "lag".
There are different effects that are often confused with each other and thrown into a big black box called "lag", even if they have nothing to do with lag.
And because of that we need a detailed description of what you're doing and what happens that you call "lag" if we are to help you.
 

ScytheX

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@ScytheX OK, but you still haven't given a detailed description on what exactly happens that you call "lag".
There are different effects that are often confused with each other and thrown into a big black box called "lag", even if they have nothing to do with lag.
And because of that we need a detailed description of what you're doing and what happens that you call "lag" if we are to help you.
i think i said it be fore but i'll just type out what i did buts thats all i can do. i wanted to see who high the character stats would go because i'm using yanfly's limit break script. at the time both character level and class level was at 255. i first had to equip the subclass then i talked to an npc that gave the highest amount of exp. i did that till both classes of all charterers where maxed out. i then notice that the game stated to slow down like when i go to different menu screen it takes time to load before moving to that screen. on maps weather its a dungeon or field map there would be jumps of dropped frames maybe?(if you can call it that) when walking the game would stop and my character would move 1 or 2 blocks ahead.

thats the best way i can describe all of this
 

Andar

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@ScytheX I'll give an example to better explain what I'm talking about.

Let's assume you have a parallel process that watches for a button press and checks several things in addition to that. And let also assume that you don't place waits in it at first.
The result is that the parallel process is checked sixty times per second and especially due to the included checks that requires a lot of processing power - more than the computer has in excess. As a result the entire game is slowed down and reacts clumsily to tries to get the button press in - that is lag (the real lag, slowdown due to missing processing power.

Now you've heard somewhere that waits reduce lag and add a wait(60) to that parallel process, because (also assumed) you don't understand what exactly that means.
As a result the button press is only checked once every second (sixty frames), and because the check is only for one sixtieth of a second - which means the player misses the button sequence very often.
At first glance the effect is the same (the computer doesn't react to every button press on time), but in the second case it is not because of lag, but because the computer has been instructed to only check the button once per sixty frames.

The solution in this case would be to reduce the number of wait frames, because what the wait command really does is to tell the computer to skip x frames before processing that event again, and since the event is not processed every frame that means less demand on the processor or less lag.

A good description of what really happens and for example if you have tried that on new maps without other events and so forth can give hints to see if your slowdown is really caused by lag or if it is one of those pseudo-lag forms where something has the same slowdown effect but without really slowing down the computer.

Another test that might be helpfull is to make a copy of the project with the problems and in that copy only, delete all common events, redirect the starting position to a new map and only place those events on the map that you need to test the effect.
And perhaps don't max out the levels in one step, but add some levels, test, add more levels and so on. and with each test check if there was an effect before continuing.
If the effect slowly increases then there is a good chance that it is real lag - if it suddenly jumps in with only a minor number increase near top it might be something else.
 

ScytheX

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@ScytheX I'll give an example to better explain what I'm talking about.

Let's assume you have a parallel process that watches for a button press and checks several things in addition to that. And let also assume that you don't place waits in it at first.
The result is that the parallel process is checked sixty times per second and especially due to the included checks that requires a lot of processing power - more than the computer has in excess. As a result the entire game is slowed down and reacts clumsily to tries to get the button press in - that is lag (the real lag, slowdown due to missing processing power.

Now you've heard somewhere that waits reduce lag and add a wait(60) to that parallel process, because (also assumed) you don't understand what exactly that means.
As a result the button press is only checked once every second (sixty frames), and because the check is only for one sixtieth of a second - which means the player misses the button sequence very often.
At first glance the effect is the same (the computer doesn't react to every button press on time), but in the second case it is not because of lag, but because the computer has been instructed to only check the button once per sixty frames.

The solution in this case would be to reduce the number of wait frames, because what the wait command really does is to tell the computer to skip x frames before processing that event again, and since the event is not processed every frame that means less demand on the processor or less lag.

A good description of what really happens and for example if you have tried that on new maps without other events and so forth can give hints to see if your slowdown is really caused by lag or if it is one of those pseudo-lag forms where something has the same slowdown effect but without really slowing down the computer.

Another test that might be helpfull is to make a copy of the project with the problems and in that copy only, delete all common events, redirect the starting position to a new map and only place those events on the map that you need to test the effect.
And perhaps don't max out the levels in one step, but add some levels, test, add more levels and so on. and with each test check if there was an effect before continuing.
If the effect slowly increases then there is a good chance that it is real lag - if it suddenly jumps in with only a minor number increase near top it might be something else.
sorry for the super late reply i'v been really really busy. i'v tryed eveything you suggested and i'm still having the same problem. i'v desided to just give up and deal with it becaues its not really that big of a deal and my main goal is to make a fun game.

i'll just be focused on getting the monster book to work now.
 

Roninator2

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Well, you need to work with scripts some more to refresh you memory. This one is not hard.

Code:
    COMMANDS =[
    #  :craft,        #
#~       :bestiary,     #

    CUSTOM_COMMANDS ={
    # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],
       :bestiary => [  "Beastiary",      110,      110,    :command_bestiary],

  #--------------------------------------------------------------------------
  # new method: command_bestiary
  #--------------------------------------------------------------------------
  def command_bestiary
    return unless $imported[:mog_monster_book]
    SceneManager.call(Scene_Monster_Book)
  end
Can you remember where each part goes?
 

ScytheX

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Well, you need to work with scripts some more to refresh you memory. This one is not hard.

Code:
    COMMANDS =[
    #  :craft,        #
#~       :bestiary,     #

    CUSTOM_COMMANDS ={
    # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],
       :bestiary => [  "Beastiary",      110,      110,    :command_bestiary],

  #--------------------------------------------------------------------------
  # new method: command_bestiary
  #--------------------------------------------------------------------------
  def command_bestiary
    return unless $imported[:mog_monster_book]
    SceneManager.call(Scene_Monster_Book)
  end
Can you remember where each part goes?

some where at the bottom in yanfly's core menu script?
 

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