Shiro-chan

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I've tried using the scriptcall
Code:
$game_map.events[event_id].erase
with a variable that runs in a loop to erase all 999 events on my test map, but even after they are all gone, the FPS counter is stuck at near-unusable levels. I was hoping erasing the events would actually tell the game to stop calculating them, but it does not do that. Is there a way to actually make it happen?
 

dopan

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Could it be, that there are errors that loop, without stoping the game with a "gamebreaking error"?
I am not sure how it works in VXA, but in MV you could open the console with f8 and find out if any error happens..
When i had such lags it wasnt because of events that are calculated if everything works fine.
It was allways because of Functions that were buged or had a wrong Setup. If such errors repait them self without breaking the game that could do heavy lags.
About erasing Events , in MV i could use this-code to erase all events on map:
(you probably used something similar..for vxa)
Code:
//Erase all Events on Map -> Only for MV:
for (var i = 1; i <= $gameMap.events().length; i++) {
     $gameMap.eraseEvent([i])                 
};

->however i suppose if all events are erased and that doesnt help, that there are any other errors that cause the lags.
 
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A-Moonless-Night

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It might help if you explained why you need to have 999 events on one map and what you're using them for?
 

Shiro-chan

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I chose the maximum number to make sure it wouldn't be a fluke of my CPU being too powerful and thus falsifying the result once I erased all events.
 

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