Cameron's Anti-Lag
#1
Cameron's Anti-Lag
Version: 1.1


Introduction

This is a simple-to-use but comprehensive system designed to greatly reduce the amount of lag within the field map when an abundance of events exist. It also has the chance to reduce lag when a game developer has an extensive number of common events in play.


Features
  • Its an ANTI-LAG. Main focus is to only let events in view function
  • Has a simple ON/OFF function by defining an RPGMaker XP Switch
  • Does not rewrite or replace key event or sprite arrays
  • Allows events so-defined to always run despite being in view or not
  • Allows events so-defined to never run, basically turning them into tiles
    • Events can be defined within their name or by a script call
    • Event names are checked the moment you enter the field map
    • Script call changes only affect the map on each entry, not saved
  • Recognizes AutoRun and parallel process events to always run
  • Recognizes events given a scripted "Set Move Route" to run until done
  • Limits common events being updated, removing 'trigger only' from the list
    • Common events are auto-sorted the first time you enter the field map


Demo

Demo at Box.Com


Instructions

Plenty... in the script.


Compatibility

Designed solely for RPGMaker XP.

Requires rewrites to the Game_Map and Spriteset_Map classes. A second script, Cameron's Anti-Lag Patch, is a simple copy of both classes with the changes clearly marked. Those using the RMXP SDK will not require the patch.


Credits and Thanks

Thanks to Zeriab for the concept of limiting common events.


Author's Notes

Making a map with 999 events is time consuming. Making four virtually identical maps with a lot of individual names with custom anti-lag tags is probably borderline insane.


Terms and Conditions

Free for use, even in commercial games. Only due credit for both myself and Zeriab for the common event feature are required.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply
#2
A minor freezing
BUMP
to version 1.1
has been made.


In the system, there is a mechanic to bypass updating every event through Game_Map if every event contains a specific flag, this so it doesn't have to go through every flag for the check. But on release, I didn't count for anyone using the supplied script calls that could add or remove such flags.

This issue with the bypass mechanic has now been addressed.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply


Possibly Related Threads…
Thread Author Replies Views Last Post
   Zeriab's Anti Lag System Zeriab 3 10,254 02-14-2026, 05:57 AM
Last Post: DerVVulfman
   Edited Paradog's Battle BGM Anti-Reset MicKo 1 8,892 06-27-2014, 06:05 PM
Last Post: Steel Beast 6Beets
   Battle BGM Anti-Reset ParaDog 0 5,568 03-04-2008, 04:37 AM
Last Post: ParaDog
   Anti Event Lag Script Near Fantastica 0 6,466 03-02-2008, 07:38 AM
Last Post: Near Fantastica



Users browsing this thread: 1 Guest(s)