11-17-2016, 08:46 PM
Kinda confused. Did you comment out the commands at the bottom yourself?
Because this would be running the time system itself, specifically the command of $game_system.time.update which runs the whole system.
HOWEVER... there is no limiting factor in the Time_System class's update method, and a system this big is running constantly. I wouldn't have it run the update method every single frame!!! I'd have it check to see if some span of time had changed to an extend. I mean, a normal game runs at 40 frames per second (or yours at 60), I'd have a feature like run Time_System's Update method every 5 frames That would still let you have a decent game-time system but it only checks 1/5th the time and speed up your FPS.
I use such a method in my HUDs, like in the Lycan ABS hud, so it doesn't refresh the screens constantly. If I didn't, it would refresh over and over and slow it down. It's the same principle here.
This would be the culprit... and where I'd fix it to put in the limiting factor
Code:
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
# This class performs map screen processing.
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
alias dtls_main main
def main
#@time_window = Window_Time.new
#if !$game_system.activate_time_window || !$game_system.activate_time
#@time_window.visible = false
#end
dtls_main
#@time_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
alias dtls_update update
def update
#$game_system.time.update
#if $game_system.activate_time_window && $game_system.activate_time
#@time_window.visible = true
#@time_window.refresh
#else
#@time_window.visible = false
#end
dtls_update
end
end
Because this would be running the time system itself, specifically the command of $game_system.time.update which runs the whole system.
HOWEVER... there is no limiting factor in the Time_System class's update method, and a system this big is running constantly. I wouldn't have it run the update method every single frame!!! I'd have it check to see if some span of time had changed to an extend. I mean, a normal game runs at 40 frames per second (or yours at 60), I'd have a feature like run Time_System's Update method every 5 frames That would still let you have a decent game-time system but it only checks 1/5th the time and speed up your FPS.
I use such a method in my HUDs, like in the Lycan ABS hud, so it doesn't refresh the screens constantly. If I didn't, it would refresh over and over and slow it down. It's the same principle here.
This would be the culprit... and where I'd fix it to put in the limiting factor
Code:
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Check if the system and the time are activated
if $game_system.activate_dtls && $game_system.activate_time
# Increase the minute count
@minute += DTLS::CountMinute
# Update the time data
check_time
if day?
$game_switches[DTLS::IsNightSwitch] = false
$game_switches[DTLS::IsDaySwitch] = true
else
$game_switches[DTLS::IsNightSwitch] = true
$game_switches[DTLS::IsDaySwitch] = false
end
$game_variables[DTLS::MinuteVariable] = @minute
$game_variables[DTLS::HourVariable] = @hour
$game_variables[DTLS::DayVariable] = @day
$game_variables[DTLS::MonthVariable] = @month
$game_variables[DTLS::YearVariable] = @year
$game_map.need_refresh = true
end
end