1 hour ago
(Today, 12:10 AM)DerVVulfman Wrote:(Yesterday, 05:41 PM)Ace_V Wrote: Yup! I've been using that blank-event-as-barrier style for most of the game. It works well despite being very basic, particularly for smaller maps. This is the first time on a big map though, and I've had to adjust. Managed to free up 200 tiles by simplifying the zones.
For countering lag, I intend on adding switch changes at various choke points. So the roaming monsters only appear when you approach that area and disappear when you leave.
Well, a good number of anti-lag scripts can also prevent lag based on an event being actively checked or not. So they can not only deter slowdown based on graphics being updated but whether they are being actively checked or executed. And merely running a flag to turn them on or off won't do much because their graphics (even empty) is still being updated. Now, not ALL anti-lag systems are created equal. But its something to consider.
As to having areas with wandering monsters. I decided to have a little fun.
...
Just finishing it up now.
This is really neat!!

I just found out about empty events still being updated.
Tested out the 980-event map and my zone-switching bit didn't help with lag one bit
I am looking at three options, from easiest to difficult:
1. drastically reduce the number of events in the map (blanks border and monsters)
2. Apply an anti-lag script (more on this below)
3. Apply the two new scripts (Active Bound-Area Events and Expanded Encounter Areas and define several hundred events and ~90 areas on one map)
I tried searching for Zeriab's Anti-Lag system, but the links in the old thread no longer lead to the demo or the script.
However, I only need an anti-lag system to work for one map (so far) and I don't want a game-wide change in how events behave (unless Zeriab's system will only work if I put the [A] / [[N] tags in the event names?)
Is there still a link to the script, and will that function only for specific map IDs?
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