Yesterday, 06:08 AM
(This post was last modified: Yesterday, 06:29 AM by DerVVulfman.)
Okay, I have a consistent 38/39 frame speed with the anti-lag I'm working on.
It only gets borked when you use commands to flag over 100+ events to either "IGNORE" the antilag system and be active outside of view or "INACTIVE" which means that they don't update and are essentially glorified tiles. I mean, you have to actively flag these... and I am saying you need to have over 100 flagged events before you may notice a frame rate reduction. Though... hitting 500 events being flagged and there will be more noticeable drop in the FPS. Comically, its worth turning the anti-lag off by that point.
By flagging, you can add a special character to an event's name.
And unlike Near Fantastica's, I now have it recognize when an event has been given a "Move Route" by way of an Event Command. If it is given an event command, it will move about regardless of being within the visible area or not. Do know I mean the [Set Move Route] event command within the "List of Event Commands" and not a cursory [Fixed/Custom/Random/Follow] route setting.
I saw another script do something similar, but it did not consider (1) that the event must update at least 'once' for the move route to take effect, and (2) to deactivate the feature when the route is done (repeat-when-done notwithstanding).
It might not be as Frame Rate saving as a couple I know, but it doesn't change, alter or (gasp) bypass/erase either the Game_Map @events nor Spriteset_Map @character_sprite variables.
It only gets borked when you use commands to flag over 100+ events to either "IGNORE" the antilag system and be active outside of view or "INACTIVE" which means that they don't update and are essentially glorified tiles. I mean, you have to actively flag these... and I am saying you need to have over 100 flagged events before you may notice a frame rate reduction. Though... hitting 500 events being flagged and there will be more noticeable drop in the FPS. Comically, its worth turning the anti-lag off by that point.
By flagging, you can add a special character to an event's name.
EV001
EV002[Bork]
EV003[Bork]
EV004
And unlike Near Fantastica's, I now have it recognize when an event has been given a "Move Route" by way of an Event Command. If it is given an event command, it will move about regardless of being within the visible area or not. Do know I mean the [Set Move Route] event command within the "List of Event Commands" and not a cursory [Fixed/Custom/Random/Follow] route setting.
I saw another script do something similar, but it did not consider (1) that the event must update at least 'once' for the move route to take effect, and (2) to deactivate the feature when the route is done (repeat-when-done notwithstanding).
It might not be as Frame Rate saving as a couple I know, but it doesn't change, alter or (gasp) bypass/erase either the Game_Map @events nor Spriteset_Map @character_sprite variables.

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