Immense Events
#1
Immense Events
Version: 1.0



Introduction
The RPGMaker series recognizes  that events occupy a single tile space on the map.   However, this includes events that have been assigned graphics that exceed the tile borders. This system allows you to set the number of tiles an event can occupy.

This system also recognizes  that oversized events may become blocked if  they are too wide to fit through impassable areas. And it recognizes the area-size of oversized events which may be triggered, even counters.



Demo
(>CLICK<)



Instructions
Plenty... inside the script itself.



Note
Demo includes the Events Always Under script as well.



Compatibility
Designed for RPGMaker XP.  Rewrites the passable method in Game_Character, the start method in Game_Event (minor change that it is), and event trigger methods in both Game_Event and Game_Player.



Terms and Conditions
Free for use, even in commercial games.
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
It's crazy, this script rescued my game right now.

My new flight-maps have a 200x200 size and all map borders have to be filled with transfer player events to other flight maps with the same size. So just all these transfer events would make an amount of 800 events just for that. I would've only 199 events left for others things like enemies, NPCs, objects and so on and that would never be enough.

Thank you for this! :)
Reply }
#3
I just noticed that this script seems to break my Anti Lag Script. :/

I really don't know why.

This is the Anti Lag Script:
Code:
#======================================
# Anti Event Lag Script
#======================================
#  By: Near Fantastica
#   Date: 12.06.05
#   Version: 4
#======================================

# Heretic Revision August 21st, 2012

#    -----  HERETIC NOTES -----
 
# THIS SCRIPT HAS BEEN MODIFIED!

# The original version of the script did increase framerates at the cost
# of flat out making some things not work at all.

# This revision of the original script should fix those issues.

# #1 Fixed an issue where Events that used Multiple Event Pages
# (which require conditions) were never refreshed, as the call to
# change those events was ommitted entirely, apparently by accident.

# #2 Fixed Events moving Off Screen to not update.  Any time Set Move Route
# is called, the moved Event will now Update correctly.  Useful for Cutscenes
# where an NPC walks to On Screen from Off Screen.

# #3 If you use an "Autonomous Movement", and want an Event or NPC to be
# updated regardless if they are on the screen or not, you'll need to
# add \al_update to that Event's Name.  The Naming Parameter was used
# to allow functionality to be maintained across any number of Event Pages.

# #4 This script only updates Events or NPC's around that are close enough
# to the Player that they require being updated.  For Large Sprites, this
# can cause some issues.  I adjusted the distance so that Large Sprites
# won't cause glitches by partially staying on the screen when they aren't
# supposed to be there.

# --- Notes for Compatability ---

# This script makes changes to update in both Spriteset_Map and Game_Map classes
# There isnt a whole heck of a lot of script to run the optimizations, so if
# you have ANY other script that makes changes to update in either of those
# classes, place those scripts BELOW this one.
#
# Other Scripts that FULLY REDEFINE def update will break this script.
#
# If another script does fully redefine def update, you can probably try
# combine the two scripts.  I've commented out the spots of code that need
# to be there for anti-lag to work.

# NAMING OPTIONS

# - \al_update

# For Example:  "EV031\al_update" can move around anywhere on the Map and will
#  be updated regardless of where it is at on the Map!
#  (\al_ is just an abbreviation for "Anti Lag", which hopefully is unique!)

#  Events with \al_update in their name will ALWAYS be Updated

# I also changed "Set Move Route" to automatically add a @lag_include Flag
#  to the Event so that the Event will ALWAYS be able to move.  This will
#  most likely happen for Cutscenes where an Event needs to be able to
#  move around regardless of its Range from Player on the Map.  Once you
#  leave a Map and return, this will reset and the Event or NPC will only
#  update if it is On Screen, or at least close to the Screen


module Update_Range
 # Note: Module for both the Game_Map and Spriteset_Map classes

 #--------------------------------------------------------------------------
 #  In Range - Determines whether or not an Event should be Updated
 #--------------------------------------------------------------------------
 def in_range?(object)
   # Using 256 here will speed things up a tad, but may cause Large Sprites
   # that go offscreen to glitch and stay on screen when they actually aren't
 display_x = $game_map.display_x - 750 #750 # 256
 display_y = $game_map.display_y - 750 #750 # 256
 display_width = $game_map.display_x + 3000 #2916 #2820
 display_height = $game_map.display_y + 3000 #2570 #2180
   # If too far off screen
 if object.real_x <= display_x or
      object.real_x >= display_width or
      object.real_y <= display_y or
      object.real_y >= display_height
     # Invalid
     return false
   end
   # Valid
 return true
 end
end


#======================================
# Game_Map
#======================================

class Game_Map
 # Makes In-Range Definiton available in the Game_Map class
 include Update_Range

 #--------------------------------------------------------------------------
 #  Update - Updates Events in a Game Map - FULL REDEFINITION
 #--------------------------------------------------------------------------
 def update
   # Refresh map if necessary
   if $game_map.need_refresh
     # Refresh the Game Map - CRITICAL for changing Event Pages
     refresh
   end
   # If scrolling  
 if @scroll_rest > 0
   distance = 2 ** @scroll_speed
   case @scroll_direction
     when 2
     scroll_down(distance)
     when 4
     scroll_left(distance)
     when 6
     scroll_right(distance)
     when 8
     scroll_up(distance)
   end
   @scroll_rest -= distance
   end

 
 
   # This is the Event Anti Lag Code
 for event in @events.values
     # If Event is In Range, Auto, Parallel, Set Move Route, or Cat Actor
   if event.trigger == 3 or event.trigger == 4 or event.lag_include or
        in_range?(event)
       # Update the Event
   event.update
       # If you have other code to run, allow this part to run first, then
       # run other parts of scripts here inside of the conditional branch.
   end
 end
   # End Event Anti Lag Code
 
 
 
 for common_event in @common_events.values
   common_event.update
 end
 @fog_ox -= @fog_sx / 8.0
 @fog_oy -= @fog_sy / 8.0
 if @fog_tone_duration >= 1
   d = @fog_tone_duration
   target = @fog_tone_target
   @fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d
   @fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d
   @fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d
   @fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d
   @fog_tone_duration -= 1
 end
 if @fog_opacity_duration >= 1
   d = @fog_opacity_duration
   @fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d
   @fog_opacity_duration -= 1
 end
 end
end

#======================================
# Spriteset_Map
#======================================

class Spriteset_Map
 # Make Range Definiton available in the Sprite_Map class
 include Update_Range

 #--------------------------------------------------------------------------
 # * Frame Update - Full Redefinition
 #--------------------------------------------------------------------------
 def update
 if @panorama_name != $game_map.panorama_name or
    @panorama_hue != $game_map.panorama_hue
     # Set the Values
   @panorama_name = $game_map.panorama_name
   @panorama_hue = $game_map.panorama_hue
   if @panorama.bitmap != nil
   @panorama.bitmap.dispose
   @panorama.bitmap = nil
   end
   if @panorama_name != ""
   @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
   end
   Graphics.frame_reset
 end
 if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
   @fog_name = $game_map.fog_name
   @fog_hue = $game_map.fog_hue
   if @fog.bitmap != nil
   @fog.bitmap.dispose
   @fog.bitmap = nil
   end
   if @fog_name != ""
   @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
   end
   Graphics.frame_reset
 end
 @tilemap.ox = $game_map.display_x / 4
 @tilemap.oy = $game_map.display_y / 4
 @tilemap.update
 @panorama.ox = $game_map.display_x / 8
 @panorama.oy = $game_map.display_y / 8
 @fog.zoom_x = $game_map.fog_zoom / 100.0
 @fog.zoom_y = $game_map.fog_zoom / 100.0
 @fog.opacity = $game_map.fog_opacity
 @fog.blend_type = $game_map.fog_blend_type
 @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
 @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
 @fog.tone = $game_map.fog_tone
 
 
 
   # This is the Sprite Anti Lag Code
 for sprite in @character_sprites
   if sprite.character.is_a?(Game_Event)
     # If Event is Auto, Parallel, Set to Always Update (/al_update) or In Range
   if sprite.character.trigger == 3 or sprite.character.trigger == 4 or
          sprite.character.lag_include or
          in_range?(sprite.character)
         # Update the Sprite
     sprite.update
         # If you have other code to run, allow this part to run first, then
         # run other parts of scripts here inside of the conditional branch.        
   end
     # Not an Event, thus, Player, so always update the Players Sprite
   else
       # Update the Sprite
   sprite.update
   end
 end
   # End Sprite Anti Lag Code
 
 
 
 @weather.type = $game_screen.weather_type
 @weather.max = $game_screen.weather_max
 @weather.ox = $game_map.display_x / 4
   @weather.oy = $game_map.display_y / 4
 @weather.update
 for sprite in @picture_sprites
   sprite.update
 end
 @timer_sprite.update
 @viewport1.tone = $game_screen.tone
 @viewport1.ox = $game_screen.shake
 @viewport3.color = $game_screen.flash_color
 @viewport1.update
 @viewport3.update
 end
end

class Interpreter
 #--------------------------------------------------------------------------
 # * Set Move Route Alias
 #--------------------------------------------------------------------------

 # Check for Method Existence
 unless self.method_defined?('anti_lag_command_209')
   # Create an Alias
   alias anti_lag_command_209 command_209
 end

 #--------------------------------------------------------------------------
 # * Set Move Route
 #--------------------------------------------------------------------------

 # This forces Events that are being applied a Set Move Route to ALWAYS
 #  be updated.  Prevents Events that are set to Move On Screen from
 #  being able to Move.  They cant move without being updated first.

 def command_209
   # Run the Original
   anti_lag_command_209
   # Get character
   character = get_character(@parameters[0])
   # If no character exists
   if character == nil or character.is_a?(Game_Player)
     # Continue
     return true
   end
   # Set @lag_include Flag
   character.lag_include = true
 end
end

class Game_Event < Game_Character
 attr_accessor :lag_include  # Always Updates

 # Check for Method Existence
 unless self.method_defined?('anti_lag_initialize')
   # Create an Alias
   alias anti_lag_initialize initialize
 end

 #----------------------------------------------------------------------------
 #  * Initialize the Map
 #----------------------------------------------------------------------------

 def initialize(map_id, event, *args)
   # Run the Original
   anti_lag_initialize(map_id, event, *args)
   # Check for Events with \al_update
   check_name_tags(event)  
 end

 #----------------------------------------------------------------------------
 #  * Check Each Event for Special Name Tags: \al_update, \off_map
 #----------------------------------------------------------------------------

 def check_name_tags(event)
   # Check each Event's Name to see if it has \al_update
   event.name.gsub(/\\al_update/i) {@lag_include = true}
 end

end
Reply }
#4
Thanks, I will surely add this to my game's script list.
"Turning iron ore into iron swords is a hard process, for one must first dig out the rock, and melt it to refine it, then one must pour that metal into a mould, let it cool a bit, and pound on it while it cools even further. Games are no different." - Ahzoh

Universal Declaration of Human Rights in Vrkhazhian
ʾEšol ḵavud ʾelẕakud lav ʾezʾaẕud zwazaršeru ya lit žalneru lav lit t͛enud. Ṗal sa-ražheru lav raržižu paplam lav ṗal widsaṟam bemaḵu šuku lit ʾeyṭu waẏnilaẇ.
All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
Reply }
#5
Melana? Perhaps switch the position of the scripts. I am thinking you placed this version of Near's antilag underneath this script. If that is the case, paste the antilag script above Immense Events.

They only share the one Game_Event class, though they do not appear to be sharing the same methods. Mine actively changes the 'start', 'check_event_trigger_touch' and 'check_event_trigger_auto' methods while this altered version of Near's attaches code to the 'initialize' method.
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 }
#6
Hmm I've placed Immense Events under all others scripts and maps with many events are laggy.
If I remove Immense Events the lags are gone.
Reply }
#7
Wink 
Unfortunately this causes some trouble with my custom battle system. I would love to use it though and it works perfectly otherwise as I can tell
Reply }
#8
Another thing, is this set up so that events that are say 10 tiles by 10 tiles, and have the original square off the visible screenport, stay? as in, are the CORNERS of said massive event still visible?
[Image: AVvXsEga1vIr5Rx3FkoFbGo1OoMJAqgq6TeqcbpF...L3AWg=s752]

BLOG: JayVinci.blogspot.com
FORUM COMING SOON
Currently working on:
Ambitions: RPG Developer Bakin
Heart of Vox: RPG Developer Bakin
Reply }
#9
First, to Trailman. This modifies classes that are involved in the Field map: Game_Character, Game_Event, Game_Player and Sprite_Character. So, why would this interfere with your battlesystem... is it a field map ABS system such as my Lycan ABS?

Second, I think I gathered what you suggested JayRay. You're concerned that an event outside of the viewport would still have an impact within the visible screen. Such would be like a 5x6 blocky area that you want visible, and the central event that draws it no longer in the typical 20x15 tile area. Yep, the drawn event is still present. And not only that, but it can still be triggered.
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 }
#10
(02-18-2016, 09:43 PM)Melana Wrote: I just noticed that this script seems to break my Anti Lag Script. :/

I really don't know why.

This is the Anti Lag Script:

Code:
#======================================
# Anti Event Lag Script
#======================================
#  By: Near Fantastica
#   Date: 12.06.05
#   Version: 4
#======================================

# Heretic Revision August 21st, 2012

#    -----  HERETIC NOTES -----
 
# THIS SCRIPT HAS BEEN MODIFIED!

# The original version of the script did increase framerates at the cost
# of flat out making some things not work at all.

# This revision of the original script should fix those issues.

# #1 Fixed an issue where Events that used Multiple Event Pages
# (which require conditions) were never refreshed, as the call to
# change those events was ommitted entirely, apparently by accident.

# #2 Fixed Events moving Off Screen to not update.  Any time Set Move Route
# is called, the moved Event will now Update correctly.  Useful for Cutscenes
# where an NPC walks to On Screen from Off Screen.

# #3 If you use an "Autonomous Movement", and want an Event or NPC to be
# updated regardless if they are on the screen or not, you'll need to
# add \al_update to that Event's Name.  The Naming Parameter was used
# to allow functionality to be maintained across any number of Event Pages.

# #4 This script only updates Events or NPC's around that are close enough
# to the Player that they require being updated.  For Large Sprites, this
# can cause some issues.  I adjusted the distance so that Large Sprites
# won't cause glitches by partially staying on the screen when they aren't
# supposed to be there.

# --- Notes for Compatability ---

# This script makes changes to update in both Spriteset_Map and Game_Map classes
# There isnt a whole heck of a lot of script to run the optimizations, so if
# you have ANY other script that makes changes to update in either of those
# classes, place those scripts BELOW this one.
#
# Other Scripts that FULLY REDEFINE def update will break this script.
#
# If another script does fully redefine def update, you can probably try
# combine the two scripts.  I've commented out the spots of code that need
# to be there for anti-lag to work.

# NAMING OPTIONS

# - \al_update

# For Example:  "EV031\al_update" can move around anywhere on the Map and will
#  be updated regardless of where it is at on the Map!
#  (\al_ is just an abbreviation for "Anti Lag", which hopefully is unique!)

#  Events with \al_update in their name will ALWAYS be Updated

# I also changed "Set Move Route" to automatically add a @lag_include Flag
#  to the Event so that the Event will ALWAYS be able to move.  This will
#  most likely happen for Cutscenes where an Event needs to be able to
#  move around regardless of its Range from Player on the Map.  Once you
#  leave a Map and return, this will reset and the Event or NPC will only
#  update if it is On Screen, or at least close to the Screen


module Update_Range
 # Note: Module for both the Game_Map and Spriteset_Map classes

 #--------------------------------------------------------------------------
 #  In Range - Determines whether or not an Event should be Updated
 #--------------------------------------------------------------------------
 def in_range?(object)
   # Using 256 here will speed things up a tad, but may cause Large Sprites
   # that go offscreen to glitch and stay on screen when they actually aren't
 display_x = $game_map.display_x - 750 #750 # 256
 display_y = $game_map.display_y - 750 #750 # 256
 display_width = $game_map.display_x + 3000 #2916 #2820
 display_height = $game_map.display_y + 3000 #2570 #2180
   # If too far off screen
 if object.real_x <= display_x or
      object.real_x >= display_width or
      object.real_y <= display_y or
      object.real_y >= display_height
     # Invalid
     return false
   end
   # Valid
 return true
 end
end


#======================================
# Game_Map
#======================================

class Game_Map
 # Makes In-Range Definiton available in the Game_Map class
 include Update_Range

 #--------------------------------------------------------------------------
 #  Update - Updates Events in a Game Map - FULL REDEFINITION
 #--------------------------------------------------------------------------
 def update
   # Refresh map if necessary
   if $game_map.need_refresh
     # Refresh the Game Map - CRITICAL for changing Event Pages
     refresh
   end
   # If scrolling  
 if @scroll_rest > 0
   distance = 2 ** @scroll_speed
   case @scroll_direction
     when 2
     scroll_down(distance)
     when 4
     scroll_left(distance)
     when 6
     scroll_right(distance)
     when 8
     scroll_up(distance)
   end
   @scroll_rest -= distance
   end

 
 
   # This is the Event Anti Lag Code
 for event in @events.values
     # If Event is In Range, Auto, Parallel, Set Move Route, or Cat Actor
   if event.trigger == 3 or event.trigger == 4 or event.lag_include or
        in_range?(event)
       # Update the Event
   event.update
       # If you have other code to run, allow this part to run first, then
       # run other parts of scripts here inside of the conditional branch.
   end
 end
   # End Event Anti Lag Code
 
 
 
 for common_event in @common_events.values
   common_event.update
 end
 @fog_ox -= @fog_sx / 8.0
 @fog_oy -= @fog_sy / 8.0
 if @fog_tone_duration >= 1
   d = @fog_tone_duration
   target = @fog_tone_target
   @fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d
   @fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d
   @fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d
   @fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d
   @fog_tone_duration -= 1
 end
 if @fog_opacity_duration >= 1
   d = @fog_opacity_duration
   @fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d
   @fog_opacity_duration -= 1
 end
 end
end

#======================================
# Spriteset_Map
#======================================

class Spriteset_Map
 # Make Range Definiton available in the Sprite_Map class
 include Update_Range

 #--------------------------------------------------------------------------
 # * Frame Update - Full Redefinition
 #--------------------------------------------------------------------------
 def update
 if @panorama_name != $game_map.panorama_name or
    @panorama_hue != $game_map.panorama_hue
     # Set the Values
   @panorama_name = $game_map.panorama_name
   @panorama_hue = $game_map.panorama_hue
   if @panorama.bitmap != nil
   @panorama.bitmap.dispose
   @panorama.bitmap = nil
   end
   if @panorama_name != ""
   @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
   end
   Graphics.frame_reset
 end
 if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
   @fog_name = $game_map.fog_name
   @fog_hue = $game_map.fog_hue
   if @fog.bitmap != nil
   @fog.bitmap.dispose
   @fog.bitmap = nil
   end
   if @fog_name != ""
   @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
   end
   Graphics.frame_reset
 end
 @tilemap.ox = $game_map.display_x / 4
 @tilemap.oy = $game_map.display_y / 4
 @tilemap.update
 @panorama.ox = $game_map.display_x / 8
 @panorama.oy = $game_map.display_y / 8
 @fog.zoom_x = $game_map.fog_zoom / 100.0
 @fog.zoom_y = $game_map.fog_zoom / 100.0
 @fog.opacity = $game_map.fog_opacity
 @fog.blend_type = $game_map.fog_blend_type
 @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
 @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
 @fog.tone = $game_map.fog_tone
 
 
 
   # This is the Sprite Anti Lag Code
 for sprite in @character_sprites
   if sprite.character.is_a?(Game_Event)
     # If Event is Auto, Parallel, Set to Always Update (/al_update) or In Range
   if sprite.character.trigger == 3 or sprite.character.trigger == 4 or
          sprite.character.lag_include or
          in_range?(sprite.character)
         # Update the Sprite
     sprite.update
         # If you have other code to run, allow this part to run first, then
         # run other parts of scripts here inside of the conditional branch.        
   end
     # Not an Event, thus, Player, so always update the Players Sprite
   else
       # Update the Sprite
   sprite.update
   end
 end
   # End Sprite Anti Lag Code
 
 
 
 @weather.type = $game_screen.weather_type
 @weather.max = $game_screen.weather_max
 @weather.ox = $game_map.display_x / 4
   @weather.oy = $game_map.display_y / 4
 @weather.update
 for sprite in @picture_sprites
   sprite.update
 end
 @timer_sprite.update
 @viewport1.tone = $game_screen.tone
 @viewport1.ox = $game_screen.shake
 @viewport3.color = $game_screen.flash_color
 @viewport1.update
 @viewport3.update
 end
end

class Interpreter
 #--------------------------------------------------------------------------
 # * Set Move Route Alias
 #--------------------------------------------------------------------------

 # Check for Method Existence
 unless self.method_defined?('anti_lag_command_209')
   # Create an Alias
   alias anti_lag_command_209 command_209
 end

 #--------------------------------------------------------------------------
 # * Set Move Route
 #--------------------------------------------------------------------------

 # This forces Events that are being applied a Set Move Route to ALWAYS
 #  be updated.  Prevents Events that are set to Move On Screen from
 #  being able to Move.  They cant move without being updated first.

 def command_209
   # Run the Original
   anti_lag_command_209
   # Get character
   character = get_character(@parameters[0])
   # If no character exists
   if character == nil or character.is_a?(Game_Player)
     # Continue
     return true
   end
   # Set @lag_include Flag
   character.lag_include = true
 end
end

class Game_Event < Game_Character
 attr_accessor :lag_include  # Always Updates

 # Check for Method Existence
 unless self.method_defined?('anti_lag_initialize')
   # Create an Alias
   alias anti_lag_initialize initialize
 end

 #----------------------------------------------------------------------------
 #  * Initialize the Map
 #----------------------------------------------------------------------------

 def initialize(map_id, event, *args)
   # Run the Original
   anti_lag_initialize(map_id, event, *args)
   # Check for Events with \al_update
   check_name_tags(event)  
 end

 #----------------------------------------------------------------------------
 #  * Check Each Event for Special Name Tags: \al_update, \off_map
 #----------------------------------------------------------------------------

 def check_name_tags(event)
   # Check each Event's Name to see if it has \al_update
   event.name.gsub(/\\al_update/i) {@lag_include = true}
 end

end

"
Code:
   # Using 256 here will speed things up a tad, but may cause Large Sprites
   # that go offscreen to glitch and stay on screen when they actually aren't
See, when you have say a center of map that's above 8 from the event's base, an Anti-Lag Script can cause it to appear to be there AND not there....
With that being said, AWESOME SCRIPT DerVVulfman...




Quick Question - Does this work with Mousie? Like if Mouse Move is off and you roll your mouse over an IMMENSE SCRIPT, will it allow the whole of the event to be clickboxed?

(Really good for Mouse based ABS targeting, and GUI elements, like if you want to click on a location on say... theoretically, a world map, and that location event is say.. 5 tiles by 5 tiles?)
[Image: AVvXsEga1vIr5Rx3FkoFbGo1OoMJAqgq6TeqcbpF...L3AWg=s752]

BLOG: JayVinci.blogspot.com
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