- Joined
- Jul 4, 2014
- Messages
- 2,162
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- RMVXA
Thanks for the answers guys, it was very educative to read them!
I guess, I will need to learn to use procs from now on, the difference is huge it seems. o.o
As for what is better from the script user's side, here is what I think:
Telling random script users that they can use eval formulas for whatever in the script is exactly the same as telling them that they can use procs.
Most of the time, the users of public scripts don't know how to write a formula anyway, so whichever you choose to tell them (eval or proc), they won't have any idea how to do what you just told them.
So, if I could choose (and I can, at least in my scripts
), I would use procs instead, and make up a good few examples of how to make a functional proc in the settings (or even in a separate manual/user's guide).
Performance is the biggest issue in most of the games made with RPG Makers. If someone wants to make something that looks good, it will cost a huge performance loss in 99.9% of the time from the start (just look at the more advanced lighting scripts). I wouldn't want to make that worse if I can avoid it, not even by only 0.01%. Nobody wants to play a game which goes with 10 FPS max and slows down after each action performed by the player.
I made a test with combining two scripts. One was Blackmourning's Advanced Status menu, the other was Crystal's Extra Stats script. The status menu uses eval to get the correct chart and gauge display for the stats. The extra stats use eval formulas to get the value of the stats.
After adding 6 extra stats to the status menu, opening the status menu took me 15+ seconds. I thought my game froze, lol.
I guess, an eval calling another eval in it can and will hurt the performance by a lot, especially when it is called a lot of times in a short time-frame.
And I found a way to shorten my method without using any evals, yay!
Extra thanks for the note-tag grabber method explanation, Enelvon!
I learned a lot from that!
I guess, I will need to learn to use procs from now on, the difference is huge it seems. o.o
As for what is better from the script user's side, here is what I think:
Telling random script users that they can use eval formulas for whatever in the script is exactly the same as telling them that they can use procs.
Most of the time, the users of public scripts don't know how to write a formula anyway, so whichever you choose to tell them (eval or proc), they won't have any idea how to do what you just told them.
So, if I could choose (and I can, at least in my scripts
Performance is the biggest issue in most of the games made with RPG Makers. If someone wants to make something that looks good, it will cost a huge performance loss in 99.9% of the time from the start (just look at the more advanced lighting scripts). I wouldn't want to make that worse if I can avoid it, not even by only 0.01%. Nobody wants to play a game which goes with 10 FPS max and slows down after each action performed by the player.
I made a test with combining two scripts. One was Blackmourning's Advanced Status menu, the other was Crystal's Extra Stats script. The status menu uses eval to get the correct chart and gauge display for the stats. The extra stats use eval formulas to get the value of the stats.
After adding 6 extra stats to the status menu, opening the status menu took me 15+ seconds. I thought my game froze, lol.
I guess, an eval calling another eval in it can and will hurt the performance by a lot, especially when it is called a lot of times in a short time-frame.
And I found a way to shorten my method without using any evals, yay!
Extra thanks for the note-tag grabber method explanation, Enelvon!
I learned a lot from that!

