Today, 07:12 AM
(This post was last modified: 5 hours ago by DerVVulfman.)
Cameron's Anti-Lag
Version: 1.1
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
- Events can be defined within their name or by a script call
- 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.


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