Core Updates and Desktop Optimization (YEP)

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VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.



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System

This is a plugin created for RPG Maker MV.

For help on how to install plugins, click here.

For help on how to update plugins, click here.

Got errors with your RPG Maker MV plugin? Click here.


Masterarbeit Writer

Required Plugins

The following plugins are required in order to use this plugin.

Place the following plugins above this plugin located in the Plugin Manager.

  • Core Engine
  • Installing this plugin under YEP_CoreEngine
  • RPG Maker MV version base code 1.4.0 or above
  • Follow the instructions listed in the Help File's "Instructions" section

Yanfly Engine Plugins

This plugin is a part of the Yanfly Engine Plugins library.


Introduction

This plugin requires the following:
- YEP_CoreEngine plugin installed
- Installing this plugin under YEP_CoreEngine
- RPG Maker MV version base code 1.4.0 or above
- Follow the instructions listed in the Help File's "Instructions" section

Does your game project have at least base code (rpg_x.js) 1.4.0 or above?
And has RPG Maker MV updated past that, but you don't feel like updating the
base code manually, probably because you've made some edits to the code
itself? Yet, you still want to take advantage of the changes from the
version ups? This plugin will take care of that for you while keeping your
base code intact, while 'patching' the changes made from higher version ups.

This plugin also adds in the updates and new functions from the versions
leading up to 1.5.2 to ensure that your project has the most up to date
functions even if it is running 1.4.0. This way, you do not have to tamper
with the game project's base code files yourself.

Note: you will still have to download the newest Pixi libraries and to get
things working properly with this plugin. More will be explained in this
plugin's instructions section under the help file.

Instructions

If you have an old project that needs updating, do the following:

1. Make a backup of your project.
2. Create a new project or go to the "NewData" folder in your RPG Maker MV
   root folder (where RPG Maker MV is installed).
3. Copy the "libs" folder under "js" and replace the one in your old project.
4. Copy the new index.html file to your current project.
5. Update gamefont.css just in case.
6. Make sure you have the latest version of YEP_CoreEngine.js installed.
7. Install YEP_X_CoreUpdatesOpt.js (this plugin) under YEP_CoreEngine in the
   game project's Plugin Manager list.
8. Run your game!

Desktop Optimization Option

This plugin also includes Yanfly's Desktop Optimization base code changes
for those who wish to optimize their projects as primarily desktop-only
games. The reason behind such an option is that since the 1.5.0 update, RPG
Maker MV has added a lot of wonderful new features to the editor as a whole.
However, the base code has been updated such a way that RPG Maker MV games
favor mobile game optimization over desktop games. Because of this, RPG
Maker MV games running off 1.5.0 and up have strange issues when images are
loading unlike versions 1.4.0 and below.

This feature serves as a hybrid between the latest versions of RPG Maker MV
by utilizing the 1.4.0 source code that was better suited for desktop
optimization. This way, for developers who aim primarily at the development
of games for desktop, your games will be running as they did with the 1.4.0
base code while being able to make full use of the most recent updated RPG
Maker MV version's features!

RPG Maker MV 1.1.0 Changelog

rpg_core.js
Sprite.prototype.updateTransform – no longer needs rounding down.
Tilemap.prototype.update – animation frame removed
Tilemap.prototype.refresh – repaint flag removed
Tilemap.prototype.updateTransform – removed a lot of animation checks
Tilemap.prototype._paintTiles – animation frame check moved to here
Tilemap.prototype._drawAutotile – fixed error with variable names

rpg_managers.js

DataManager.saveGame – no longer corrupts save file while saving during a
parallel process
StorageManager.backup – new function added
StorageManager.backupExists – new function added
StorageManager.cleanBackup – new function added
StorageManager.restoreBackup – new function added
StorageManager.loadFromLocalBackupFile – new function added
StorageManager.loadFromWebStorageBackup – new function added
StorageManager.webStorageBackupExists – new function added
SceneManager – added FPS synch
SceneManager.updateMain – added in FPS synch
BattleManager.processEscape – removed battle state removal process from
wrong spot
BattleManager.processAbort – inserted battle state removal process to
correct timing

rpg_objects.js
Game_Action.prototype.decideRandomTarget – random target index bug fixed
Game_Action.prototype.evaluate – target index bug fixed
Game_Action.prototype.evalDamageFormula – if formulas are used that return
NaN, return 0 instead
Game_Actor.prototype.changeClass – exp bug fixed
Game_Event.prototype.updateSelfMovement – added extra check to see if the
event is not locked
Game_Interpreter.prototype.command321 – class change command now has the
option to keep exp across changing classes

rpg_scenes.js
Scene_Save.prototype.onSaveSuccess – backup process functionality added

rpg_sprites.js
Sprite_Actor.prototype.refreshMotion – added a fix for guard motion
Spriteset_Map.prototype._canvasReAddParallax – new function added
Spriteset_Map.prototype.updateParallax – implemented fix for parallax bug

rpg_windows.js
Window_MenuStatus.prototype.drawItemImage – fixed bug involving variable
face dimensions
Window_ActorCommand.prototype.selectLast – fixed bug with saved last
selected command

RPG Maker MV 1.2.0 Changelog

rpg_core.js
TilingSprite.prototype.generateTilingTexture added.

rpg_objects.js
Game_Picture.prototype.updateRotation updated. This is to accomodate for the
set rotation value.

rpg_sprites.js
Sprite_Animation.prototype.updateCellSprite updated. The sprite will always
be visible if the pattern exists.

RPG Maker MV 1.3.0 Changelog

rpg_core.js
Arrays get a new function: equals
CacheEntry new class
Bitmap gets many lines updated from Pixi2 to Pixi4
Bitmap.initialize
Bitmap.load
Bitmap.snap
Bitmap.onLoad
Bitmap._setDirty
Bitmap.touch, Bitmap.bltImage new functions
Graphics gets line updated from Pixi2 to Pixi4
Graphics.isWebGL
Graphics gets new function: callGC
Sprite gets many lines updated from Pixi2 to Pixi4
Sprite.constructor
Sprite._refresh
Sprite._renderCanvas
Sprite._renderWebGL
Sprite gets a new function: _speedUpCustomBlendModes
Tilemap gets many lines updated from Pixi2 to Pixi4
Tilemap.initialize
Tilemap.update
Tilemap.refresh
Tilemap.updateTransform
Tilemap._paintTiles
Tilemap._drawNormalTile
Tilemap._drawAutotile
Tilemap.isWallSideTile
ShaderTilemap new class
TilingSprite gets many lines updated from Pixi2 to Pixi4
TilingSprite.initialize
TilingSprite.updateTransform
TilingSprite._refresh
TilingSprite._renderCanvas, TilingSprite._renderWebGL new functions
ScreenSprite gets many lines updated from Pixi2 to Pixi4
ScreenSprite.initialize
ScreenSprite._renderCanvas
Window gets many lines updated from Pixi2 to Pixi4
Window.initialize
Window.updateTransform
Window._createAllParts
WindowLayer gets many lines updated from Pixi2 to Pixi4
WindowLayer.initialize
WindowLayer._renderCanvas
WindowLayer._renderWebGL
WindowLayer._webglMaskWindow
Weather gets line updated from Pixi2 to Pixi4
Weather.initialize
ToneFilter gets many lines updated from Pixi2 to Pixi4
ToneFilter.initialize removed
ToneFilter.reset removed
ToneFilter.adjustHue
ToneFilter.adjustSaturation
ToneFilter.adjustTone
ToneSprite gets many lines updated from Pixi2 to Pixi4
ToneSprite.initialize
ToneSprite._renderCanvas
ToneSprite._renderWebGL
Stage gets line updated from Pixi2 to Pixi4
Stage.initialize
WebAudio gets functions updated to work with the new Decrypter
WebAudio._load
WebAudio._onXhrLoad
Html5Audio gets function updated to work with the new Decrypter
Html5Audio.setup
Decrypter new class

rpg_managers.js
DataManager.onLoad gets update check for Decrypter added
ImageManager._cache no longer exists. ImageManager.cache now takes its place
as a new CacheMap
ImageManager.loadEmptyBitmap, ImageManager.loadNormalBitmap,
ImageManager.clear, ImageManager.isReady are now all updated from _cache to
cache
AudioManager gains AudioManager._blobUrl
AudioManager.playBgm gets update check for Decrypter
AudioManager.playEncryptedBgm, AudioManager.createDecryptBuffer new functions
AudioManager.createBuffer updated to utilize _blobUrl
AudioManager.shouldUseHtml5Audio updated for Decrypter
SceneManager.update gets updated for a MobileSafari check
SceneManager.updateMain gets updated to function differently if using
MobileSafari
SceneManager.updateManagers new function

rpg_objects.js
Game_Picture.updateRotation now accepts negative speed
Game_BattlerBase.tpRate now utilizes Game_BattlerBase.maxTp function

rpg_scenes.js
Scene_Boot.create now loads the window image separately
Scene_Boot.loadSystemWindowImage new function
Scene_Boot.loadSystemImages no longer loads the window image

rpg_sprites.js
Sprite_Animation.initialize gets new _reduceArtifacts variable
Sprite_Animation.updateCellSprite gets an update where the pattern sprite is
now always visible if the pattern is at least 0
Sprite_Picture.initialize gets new _isPicture variable
Spriteset_Map.createTilemap is updated to check if WebGL is being used. If it
is, the tilemap will be a ShaderTilemap instead of a regular Tilemap
Spriteset_Map.loadTileset is updated to refresh tilemap flags when loading a
new one

RPG Maker MV 1.3.1 Changelog

rpg_core.js
CacheEntry.free function fixed
Tilemap’s TileRenderer mode will automatically default to Nearest Neighbor
ScreenSprite updates
New properties added: anchor and blendMode
ScreenSprite.initialize
ScreenSprite.setColor
WebAudio.onXhrLoad function fixed

RPG Maker MV 1.3.2 Changelog

rpg_core.js
Added waitForLoading and register variables.
Graphics.playVideo function updated to add a Mobile Safari check for video
playing.
Graphics.isVideoPlaying function updated to add a Mobile Safari check for
video playing.
Graphics._onVideoLoad function updated to add a Mobile Safari check for
video playing.
Graphics._onVideoEnd function updated to add a Mobile Safari check for video
playing.
Input._updateGamepadState function updated to provide Direct Input
Controller support.
Sprite.prototype.initialize function updated to no longer have an offset
variable. It is now replaced by the pivot.
Sprite.prototype._refresh updated offset variable to work with pivot and
texture update ID.
Sprite.prototype.updateTransform function removed.
TilingSprite is now a different object type (PictureTilingSprite).
TilingSprite.prototype.initialize function updated to call
PictureTilingSprite instead.
TilingSprite.prototype._renderCanvas_PIXI and TilingSprite._renderWebGL_PIXI
updated to work with PictureTilingSprite instead.
TilingSprite.prototype._refresh function updated to work with
PictureTilingSprite and texture update ID.
TilingSprite.prototype._speedUpCustomBlendModes new.
TilingSprite.prototype._renderWebGL new function.
WindowLayer.prototype.initialize function updated to fix memory leak.
WindowLayer.prototype.onRemoveAsAChild new function.
WindowLayer.prototype.renderWebGL updated to work with PIXI.Point shift.
WindowLayer.prototype._maskWindow function updated to require shift.

rpg_managers.js
SceneManager.onKeyDown function updated to have a warning message for
Japanese game systems: Reloading the game with a gamepad connected will
cause a disconnect.
BattleManager.invokeCounterAttack function updated to display the target as
the counter target instead of the subject.
BattleManager.invokeMagicReflection function updated to register the
reflection target and display the target as the reflect target instead of the
subject.

rpg_objects.js
Game_Action.prototype.gainDrainedHp function updated to work with reflected
targets.
Game_Action.prototype.gainDrainedMp function updated to work with reflected
targets.
Game_Actor.prototype.isLearnedSkill function updated to now include skills
added through traits.
Game_Interpreter.prototype.command337 (Show Battle Animation) now updated to
work with new Editor update.

rpg_scenes.js
Scene_Map.prototype.terminate updated to fix memory leak bug.

RPG Maker MV 1.3.3 Changelog

Strictly an editor update.

RPG Maker MV 1.3.4 Changelog

rpg_core.js
Bitmap.snap now destroys the previously saved snapshot
TilingSprite.prototype.updateTransform gets comments removed
WindowLayer.prototype.renderWebG now rounds up the shifted window coordinates

rpg_managers.js
SceneManager.onKeyDown gets that terrible popup removed when pressing F5
BattleManager.updateEvent now uses BattleManager.checkAbort2 function
BattleManager.checkAbort2 is a new function used to play an extra sound
effect, mark the battle as escaped
BattleManager.updateBattleEnd now checks if the battle is aborted if the
party is all dead and not escaped

rpg_objects.js
Game_Actor.prototype.isLearnedSkill reverted back to its 1.0.0 to 1.3.1
version
Game_Actor.prototype.hasSkill now checks if the skill exists, whether it is
inherently or gained through a temporary trait
Game_Actor.prototype.testEscape new function that checks if an action (item
or skill) has the escape effect
Game_Actor.prototype.meetsUsableItemConditions now checks specifically for
actor usage and to check if the item has an escape effect
Game_Interpreter.prototype.command111 (Conditional Branch) updated to make
use of the new Game_Actor.hasSkill function

RPG Maker MV 1.4.0 Changelog

rpg_core.js
TouchInput.isMousePressed function removed

rpg_objects.js
Game_Temp.prototype.initialize function removes map touch boolean
Game_Temp.prototype.isMapTouched function removed
Game_Temp.prototype.setIsMapTouched function removed
Game_Actor.prototype.meetsUsableItemConditions altered to return a reference
to Game_BattlerBase.prototype.meetsUsableItemConditions for checking
Game_Player.prototype.updateDashing now checks if the dash button is pressed
instead of if the game map is being touched

rpg_scenes.js
Scene_Map.prototype.processMapTouch updated to reflect the removal of the
map touch functions

RPG Maker MV 1.5.0 Changelog

rpg_core.js
Utils.isSupportPassiveEvent new function added
ImageCache added and respective functions
iOS memory function updates for reusing images
Bitmap.prototype.initialize split into new functions for iOS memory function
update
Bitmap.load split into new functions for iOS memory function update
Bitmap.prototype.isReady and Bitmap.prototype.isError now has extra checks
Bitmap properties updated for Pixi4.4
Bitmap.prototype.addLoadListener updated as per updated ready functions
Bitmap.prototype.addLoadListener updated as per updated listener functions
Bitmap.request new function added
Graphics.initialize updated with new variables added
Graphics._setupCssFontLoading new function added
Graphics.render updated
Graphics.printLoadingError new function added
Graphics.isFontLoaded updated
Graphics.playVideo updated
Graphics._createVideo updated
Graphics._createRenderer updated
Graphics._onVideoLoad updated
Graphics._onVideoError updated
Graphics._setupEventHandlers updated with new listener functions
Input._onKeyDown updated
TouchInput._setupEventHandlers updated
Sprite.prototype.setFrame updated
Sprite.prototype._onBitmapLoad updated
Sprite.prototype._renderCanvas updated
Sprite.prototype._renderWebGL updated
ShaderTilemap.prototype._hackRenderer updated
WindowLayer.prototype.renderWebGL updated
WindowLayer.prototype._maskWindow updated
WebAudio._standAlone new function added
WebAudio._createMasterGainNode updated
WebAudio._fadeIn updated
WebAudio._fadeOut updated
WebAudio.prototype.fadeOut updated
WebAudio.prototype._load updated
WebAudio.prototype._createNodes updated
JsonEx.stringify updated
JsonEx.parse updated
JsonEx._encode updated
JsonEx._decode updated
Decrypter.decryptImg updated
ResourceHandler new class

rpg_managers.js
DataManager.loadDataFile updated
DataManager.loadMapData updated
DataManager.loadSavefileImage updated with function rename
ImageManager._imageCache, ImageManager._requestQueue,
ImageManager._systemReservationId, ImageManager._generateCacheKey newly added
ImageManager.loadEmptyBitmap updated with function rename
ImageManager.loadNormalBitmap updated with function rename
ImageManager.clear updated with new ImageCache
ImageManager.isReady updated with new ImageCache
New functions (renamed):
ImageManager.reserveAnimation
ImageManager.reserveBattleback1
ImageManager.reserveBattleback2
ImageManager.reserveEnemy
ImageManager.reserveCharacter
ImageManager.reserveFace
ImageManager.reserveParallax
ImageManager.reservePicture
ImageManager.reserveSvActor
ImageManager.reserveSvEnemy
ImageManager.reserveSystem
ImageManager.reserveTileset
ImageManager.reserveTitle1
ImageManager.reserveTitle2
ImageManager.reserveBitmap
ImageManager.reserveNormalBitmap
ImageManager.releaseReservation
ImageManager.setDefaultReservationId
ImageManager.requestAnimation
ImageManager.requestBattleback1
ImageManager.requestBattleback2
ImageManager.requestEnemy
ImageManager.requestCharacter
ImageManager.requestFace
ImageManager.requestParallax
ImageManager.requestPicture
ImageManager.requestSvActor
ImageManager.requestSvEnemy
ImageManager.requestSystem
ImageManager.requestTileset
ImageManager.requestTitle1
ImageManager.requestTitle2
ImageManager.requestBitmap
ImageManager.requestNormalBitmap new function
ImageManager.update new function
ImageManager.clearRequest new function
AudioManager._masterVolume added
SceneManager._getTimeInMs renamed to
SceneManager._getTimeInMsWithoutMobileSafari
SceneManager.preferableRendererType updated per new graphics updates
SceneManager.update added new updatemanagers
SceneManager.updateMain updated for the new
SceneManager._getTimeInMsWithoutMobileSafari
SceneManager.updateManagers updated to utilize ImageManager.update() function
SceneManager.changeScene updated with new reservation system
SceneManager.resume new function added

rpg_objects.js
Game_System.prototype.saveWalkingBgm2 new function added
Game_Message.prototype.allText updated
Game_Map.prototype.autoplay updated for vehicle bgm to take into
consideration the new Game_System.prototype.saveWalkingBgm2 function
Game_Character.prototype.findDirectionTo updated
Game_Interpreter.prototype.setup updated to now request images at the start
Game_Interpreter.prototype.command282 (change tileset) updated per the new
image reservation system
Game_Interpreter.requestImages new function added to preload images that will
be used by the event

rpg_scenes.js
Scene_Base.prototype.initialize updated with new reservation system
Scene_Base.prototype.attachReservation new function added
Scene_Base.prototype.detachReservation new function added
Scene_Base.prototype.update no longer checks audio errors
Scene_Boot.prototype.loadSystemWindowImage updated now to reserve images
instead of loading them
Scene_Boot.loadSystemImages updated now to reserve images instead of loading
them
Scene_Boot.prototype.isGameFontLoaded updated now with CSS and elapsed
loading time increased from 20 seconds to 60 seconds
Scene_Map.prototype.terminate updated now to clear requests
Scene_Menu.prototype.createStatusWindow updated now to reserve face images
Scene_Skill.prototype.start new function added
Scene_Skill.prototype.createStatusWindow updated now to reserve face images
Scene_Status.prototype.create updated now to reserve face images
Scene_Status.prototype.start new function added
Scene_Battle.prototype.terminate now clears images used

rpg_sprites.js
Sprite_Animation.prototype.isReady uses new image ready system
Sprite_Animation.prototype.updateCellSprite updated

rpg_windows.js
Window_Base.prototype.reserveFaceImages new function added
Window_MenuStatus.prototype.initialize no longer loads images
Window_MenuStatus.prototype.loadImages now uses reserve image functions
Window_Status.prototype.initialize updated to have an initial null actor
Window_NameEdit.prototype.initialize now uses reserve image functions
Window_Message.prototype.initMembers updated with Utils.generateRuntimeId()
function added
Window_Message.prototype.updateLoading now uses image ready system
Window_Message.prototype.loadMessageFace now uses reserve image functions
Window_Message.prototype.drawMessageFace updated with reserve image functions

RPG Maker MV 1.5.1 Changelog

rpg_core.js
Sprite.prototype._renderWebGL updated to be picky when detecting usage for a
heavy renderer
PIXI.GC_MODES.DEFAULT = PIXI.GC_MODES.AUTO; changed to PIXI.settings.GC_MODE
= PIXI.GC_MODES.AUTO;

rpg_managers.js
BattleManager.initMembers added new this._turnForced variable
BattleManager.endTurn updated to check if a turn has been forced
BattleManager.isForcedTurn new function
BattleManager.processForcedAction updated for new forced turn variable

rpg_objects.js
Game_Battler.prototype.onTurnEnd updated to have a check for a forced turn
Game_Interpreter.prototype.command122 (control variables) updated to have a
proper range calculation change

RPG Maker MV 1.5.2 Changelog

rpg_core.js
Graphics.initialize starts with _videoUnlocked with a false boolean.
Graphics._setupEventHandlers added keydown and mousedown Event Listeners
WebAudio._setupEventHandlers function updated to have keydown, mousedown,
touchend listeners resume function.

rpg_managers.js
BattleManager.updateEvent now returns checkAbort instead of checkAbort2
BattleManager.checkAbort2 removed and became BattleManager.checkAbort

rpg_objects.js
Game_Interpreter.prototype.command113 (break loop) event fixed

rpg_scenes.js
No changes (good, since it doesn’t have the Scene_Item active window breaker)

rpg_sprites.js
Spriteset_Battle.prototype.overworldBattleback1Name and
Spriteset_Battle.prototype.overworldBattleback2Name functions updated to
return no backdrop if an empty string is determined

RPG Maker MV 1.6.1 Changelog

rpg_core.js
Utils.isOptionValid function updated with fail saves
WebAudio.prototype._startPlaying function updated for loopLength variable

rpg_objects.js
Game_Interpreter.prototype.command113 (break loop) function updated