- Oct 2, 2014
- Reaction score
- First Language
- Java's Crypt
- Primarily Uses
I'm also saving on the $gameSystem... Well, I can just assign a different ID to the event when loading it from there. I'll make some tests with that.ICIC... yes you're right... my plugin save the map event in $gameSystem. and use that event instead reloading the map. so when there's changes happen in editor.. it won't be loaded at all. and use saved event instead . so if you add new event in editor... you either need to start new game. or erase 'saved event' for that map so it will reload from map data (it reminds me... to create plugins command for that ). it would be bad if we want to release Patch / DLC for the game and requiring to restart from new game... ... i might need to find improved approach for this . maybe some variables again for marking which event is New Generated for that map and option to keep them when deleting 'saved event' while also reindexing the duplicate id....
Are you sure this made a difference? I made some tests and noticed that even though the ID is, let's say, 1014, the event is added at position 14 of the array, so it couldn't possibly cause any lag. There's no iteration like that.maybe there's some code that iterate 1 to event id and 1 to 1000++ is lots of iteration...
from what i see in pathfinder plugin... there's no such iteration... but maybe there's a function called by the plugin which have that iteration (would be harder to trace)
i tested by changing + 1000 with + 50 and the lag is gone.
in my plugin i detect the next event id instead.
event id currently exist on map: 1, 2, 3, 4, 5, 6, 9, 10,11
next id generated will be 7. then 8. then 12.
thus no fps loss
Edit: Can you guys check if the same lag occurs with Orange Move Character To? I believe it now includes all the features from Shaz's plugin too.
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