03-26-2013, 08:22 AM
Well that must've been the weirdest bug I've ever seen. In general I've been messing around with VX Ace, trying to shift my XP project to it to take advantage of under-the-hood improvements and all that. It can be a real headache though when things don't work or certain scripts are not clear-cut at all on how they function. (And asking about things is pointless through the crowd of newbs in comments bawwing.)
Anyway, after a character in battle had had a turn - so from the second turn onwards - the magic menu would cause a major FPS drop. Although it didn't seem to be terribly noticeable, seeing 45FPS instead of 60FPS in testing got on my perfectionist side. I spent ages messing around with Animated Battlers, ATB, my Window edits, Spriteset edits... couldn't figure out where it was coming from. Sometimes it vanished, only at the cost of removing a particularly useful bit of script. Was it due to a combination of scripts?
...
It turned out it was because of the gold+playtime window that updates once a second. I had modified the Gold window to also have playtime, and for it to update once a second as would be seen in the main menu. I was vaguely aware of this window being called by Window_Message, but didn't notice any real issue elsewhere, like on the map. Why it was ticking away when there was no message window on-screen, and problematically while the skill window was up, I have no clue. But I changed my edited version to "Window_MenuGoldPlaytime", so the message window now asked for the original non-one-second-refresh version, and no lag.
HOW WAS I EXPECTED TO REALISE THAT WAS THE ISSUE
*curls up and whines*
Anyway, after a character in battle had had a turn - so from the second turn onwards - the magic menu would cause a major FPS drop. Although it didn't seem to be terribly noticeable, seeing 45FPS instead of 60FPS in testing got on my perfectionist side. I spent ages messing around with Animated Battlers, ATB, my Window edits, Spriteset edits... couldn't figure out where it was coming from. Sometimes it vanished, only at the cost of removing a particularly useful bit of script. Was it due to a combination of scripts?
...
It turned out it was because of the gold+playtime window that updates once a second. I had modified the Gold window to also have playtime, and for it to update once a second as would be seen in the main menu. I was vaguely aware of this window being called by Window_Message, but didn't notice any real issue elsewhere, like on the map. Why it was ticking away when there was no message window on-screen, and problematically while the skill window was up, I have no clue. But I changed my edited version to "Window_MenuGoldPlaytime", so the message window now asked for the original non-one-second-refresh version, and no lag.
HOW WAS I EXPECTED TO REALISE THAT WAS THE ISSUE
*curls up and whines*