(06-10-2020, 07:17 PM)Melana Wrote:  I placed Zeriabs script above Bigmaps but it only works when I erase the (true) in line 471 of the Bigmaps script.
This is extremely weird and should not occur for a couple of reasons...
Code:
   for event in @events.values
      # Adaptation for Zeriab's Anti-Lag
      if Game_Event.method_defined? :check_update 
        event.check_update(true)
      end
    end
This bit of code appears within BigMaps's  
bigmaps_gm_generate method... and formerly working within the 
bigmaps_gm_generate_events_setup method, but commented out for better placement so to handle the list so described..
As you can see, the statement of
 event.check_update(true) includes a 'true' parameter.  This means it passes control to the check_update method and is notifying it that the command is supposed to respond for Big Maps.
STILL... it shouldn't matter.....
Code:
  # Rewrite of method in Zeriab's Anti-Lag
  if Game_Event.method_defined? :check_update 
    #------------------------------------------------------------------------
    # * Checks how the event should be updated.
    #------------------------------------------------------------------------
    def check_update(big_map = false)
      name = @event.name
      # Checks if the event is never to be updated. (For decoration)
      for pattern in NEVER_UPDATE_NAME_PATTERNS
        if (pattern.is_a?(String) and name.include?(pattern)) ||
        (pattern.is_a?(Regexp) and !(pattern =~ name).nil?)
          self.never_update = true
        end
      end
This is just the beginning of the rewritten 
check_update method.
FIRST, as you can see, it only works if the original '
check_update' method by Zeriab is even detected.  This by the use of the method_defined? statement.  Neat, eh?
But here's the magic:  
Code:
def check_update(big_map = false)
The part that says
 big_map = false .... this is a default setting.  If no value is passed, this method assumes that the big_map value is false, and assumes that it is being used by a normal map.  This technique is basically classic and I've used it for over a decade.
 I checked this and it works with RMXP, and should work with HiddenChest   The only thing I can think of then is to eliminate the spaces within this parameter so it reads:
Code:
def check_update(big_map=false)
The only other option I can think of would be to actually change the call to the  
check_update method within Zeriab's Game_Map 
setup method like so:
Code:
def setup(*args)
    # Makes an event map as a hash
    @event_map = {}
    # Original Setup
    zeriab_antilag_gmmap_setup(*args)
    # Go through each event
    for event in @events.values
      # Check how the event should be updated
      event.check_update(false)
    end
  end
Still, this shouldn't even be necessary because the change which I added assumes  a 'false' setting by default.
But if you do not have this enabled, you will not have the ability to use the 
SPECIAL_UPDATE_IDS entries.