Core Updates and Desktop Optimization (YEP)
Jump to navigation
Jump to search
Welcome to the wiki! This is where you can find resources from Yanfly.moe, Ækashics.moe,
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
Contents
- 1 Download
- 2 System
- 3 Required Plugins
- 4 Yanfly Engine Plugins
- 5 Introduction
- 6 Instructions
- 7 Desktop Optimization Option
- 8 RPG Maker MV 1.1.0 Changelog
- 9 RPG Maker MV 1.2.0 Changelog
- 10 RPG Maker MV 1.3.0 Changelog
- 11 RPG Maker MV 1.3.1 Changelog
- 12 RPG Maker MV 1.3.2 Changelog
- 13 RPG Maker MV 1.3.3 Changelog
- 14 RPG Maker MV 1.3.4 Changelog
- 15 RPG Maker MV 1.4.0 Changelog
- 16 RPG Maker MV 1.5.0 Changelog
- 17 RPG Maker MV 1.5.1 Changelog
- 18 RPG Maker MV 1.5.2 Changelog
- 19 RPG Maker MV 1.6.1 Changelog
Download
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.
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