10-08-2016, 03:56 AM
Within a confined 40x30 map, I have over 350 events being tested. Even without an anti-lag script, my 'average' good speed is around 30-35FPS. Granted, it begins the map with a mere 20FPS when everything is loading. But that's pretty good given that the map is having to update hundreds of events regularly. This does not change whether or not I even have Djigital Aura loaded. But the issue is regarding the active use of Mode2 with an extreme number of events.
The problem you have for lag is twofold:
One is that the 'True/Mode2' option requires that the system checks events on a regular basis. It attempts to only test and retest events within the screen area. But using Mode2 will cause lag for the very reason that it must test all events within the visible area. It is unavoidable.
Two is that the number of map events you have is a bit ... intensive. I admit that having up to 999 events on a map is possible. I have done it myself and a replacement for RPGMaker XP which I am working on can handle that many without difficulty. However, having that many events on the map will require you to have an Anti-Lag script. It is true that I ran 350+ events testing. But you won't see that many events in a single 20x15 tile area.
Grab an anti-lag script when you have that many events, else you will get lag. And while I did code the system for both Mode1 and Mode2, Mode1 is likely easier on the framerate.
And no, changing aura_cancel into aura_delay_update is no good. The aura_cancel method goes through all events in the map and forces the aura to be turned off. Given that you have 300+ events, that is a lot of events to turn off at a time. So it is ill advised to run it constantly. The slow down would be enormous. As to why you shouldn't use aura_delay_update for mode2 is simple. It is not meant for mode2 as it is the countdown timer used by Mode1. It doesn't erase the events, but just changes their countdown until its countdown reaches 0. It doesn't erase any aura but is used to see (when mode1 is on) IF it is time to erase em.
In any event, go and find a good anti-lag script. I did enough changes to Near Fantastica's original code used in THIS script that his own Anti-Lag shouldn't interfere.
The problem you have for lag is twofold:
One is that the 'True/Mode2' option requires that the system checks events on a regular basis. It attempts to only test and retest events within the screen area. But using Mode2 will cause lag for the very reason that it must test all events within the visible area. It is unavoidable.
Two is that the number of map events you have is a bit ... intensive. I admit that having up to 999 events on a map is possible. I have done it myself and a replacement for RPGMaker XP which I am working on can handle that many without difficulty. However, having that many events on the map will require you to have an Anti-Lag script. It is true that I ran 350+ events testing. But you won't see that many events in a single 20x15 tile area.
Grab an anti-lag script when you have that many events, else you will get lag. And while I did code the system for both Mode1 and Mode2, Mode1 is likely easier on the framerate.
And no, changing aura_cancel into aura_delay_update is no good. The aura_cancel method goes through all events in the map and forces the aura to be turned off. Given that you have 300+ events, that is a lot of events to turn off at a time. So it is ill advised to run it constantly. The slow down would be enormous. As to why you shouldn't use aura_delay_update for mode2 is simple. It is not meant for mode2 as it is the countdown timer used by Mode1. It doesn't erase the events, but just changes their countdown until its countdown reaches 0. It doesn't erase any aura but is used to see (when mode1 is on) IF it is time to erase em.
In any event, go and find a good anti-lag script. I did enough changes to Near Fantastica's original code used in THIS script that his own Anti-Lag shouldn't interfere.