[RMXP] Help with editing a CMS

Started by michaelsoftman, December 11, 2014, 09:01:29 am

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michaelsoftman

December 11, 2014, 09:01:29 am Last Edit: December 11, 2014, 01:16:23 pm by michaelsoftman
Hello, I have been using Diego's CMS for my project.  Out of all of the ones I've tried, I like the features this one has the most.

However, there's just one issue.  The CMS comes with a bestiary, but it doesn't work with my custom battle system.  I'd like to just remove the bestiary from the CMS.  Unfortunately I don't know enough scripting to do so without getting errors.  I was able to remove the menu option, but then upon removing the rest of the bestiary code from the script I couldn't fix the errors that would start.  Would someone be able to help?

I uploaded a demo project here (the CMS requires icons as well, they're in there).  This is before I made any of my edits trying to remove the bestiary.

https://www.mediafire.com/?a2f9oc2z5jrj6at

I'd like to remove the code completely instead of just the menu option, to help speed up the script as well.  There's a second or two of delay when the menu is called and I'm trying to speed that up too.

KK20

December 11, 2014, 02:46:58 pm #1 Last Edit: December 11, 2014, 02:49:21 pm by KK20
http://pastebin.com/pAzpNH5U#

I did not remove all the bestiary code, mainly because the script is highly dependent on it for the rest of it to work (nor do I have the time to really fix everything). I did notice the pause when opening the menu as you mentioned. It's due to all the initializing of the windows before the scene is displayed, which is a lot of graphic assets being used at once. The script also uses gradient bars which, if written in Ruby, are bound to use pixel-by-pixel color setting which is extremely slow, especially if performed multiple times (which a number of those windows being initialized use). I did remove the initializing of the Bestiary windows (went from taking 0.03 seconds to 0.001) so removing it entirely is not going to give your menu a huge performance boost or anything.

Also Graphics.transition in the menu scene contributes 0.2 seconds of loading time, but this is unavoidable. The fact that the menu uses no apparent transition graphics makes it seem the menu is taking longer to open than it really is.

Oh yeah, and did you know the item screen is bugged? If you remove an equipment from your actor and view your items, the removed equipment will not be shown. Just goes to show you how initializing everything at start-up and not updating it later is not a good idea in a dynamic environment.

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michaelsoftman

Hey, that's awesome, I didn't expect a reply so fast.

Thanks a lot for your help, I tested the script and it seems to be working nicely.

Also, thanks for explaining a bit of the lag on opening the menu, I guess some of it is unavoidable however the menu does seem to be loading a bit more quickly now. 
I also had no idea about the item screen bug, and it's a bid odd because the equipment screens themselves will refresh (you can take a shield off of one character and it'll show up to be equipped on a different character without exiting the menu) but it won't show in the item screen.  Thanks for letting me know about this, I am going to work on fixing it.