Theo - Insane Anti Lag (Version 1.1 added page check enhancer!)

MisterTorgue

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Apologies.

When I create any character event, when they are set to random movement, you can walk through them (even when they are standing still)

If they are set to fixed I can't pass through them, but when they move I can walk actually through the event.

(I dont have any recording software or I would demonstrate!)
 

TheoAllen

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How about this?



Also, did you put any field related script like pixel movement?
 

MisterTorgue

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I have Yanfly's slippery floor script.

but removed that and it still did it, removed yours and issue stopped.

I added your script back in and done the above.

I couldn't walk through the unit at first, then he moved to the left, then back to me and I could walk through him then?
 

bgillisp

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I tested in my game and I don't have this issue. What does happen is the character will start to occupy the square the event was in a hair second before they move, then the event will move (probably because the character is updated before the event is). However, the event always got out of the way before I could ever 'occupy' the square, and if they didn't, I was not allowed to move into the square.

If your behavior is different than this then it is probably an incompatability between two scripts you have (both which update how events on the map are handled).

Edit: I should add I tested it in a game with Theo's anti-lag and about every Yanfly script in existence.
 
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TheoAllen

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I tested in my game and I don't have this issue. What does happen is the character will start to occupy the square the event was in a hair second before they move, then the event will move (probably because the character is updated before the event is). However, the event always got out of the way before I could ever 'occupy' the square, and if they didn't, I was not allowed to move into the square.

If your behavior is different than this then it is probably an incompatability between two scripts you have (both which update how events on the map are handled).
You explained it well better than me xD
 

TheoAllen

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Little update. 

Just to avoid unexpected error 'undefined method spriteset for scene'

@RaZzi: Well, dunno. I haven't tried mog
 

RaZzi

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Well, Moghunters script doesn't update out-of-screen events if they are more than 3 tiles away which -if I'm correct- is the same as your "Table_Range_Search".

Moghunters script has this nice <Force Update> comment which you can add to events so those events will be forced to update. Also you can disable the script with a script call if you want to ($game_system.anti_lag = true/false). These would be awesome updates to your script.

I have a map which I use as my NPC databank. It has more than 250 events and with your script I got +10 more fps in that map. Nice work.
 
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Millerberto2

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Free for commercial usage or only non-commercial? If not free for commercial, how much does it cost?

Plus, I have a question: so you mean the script only starts  up once he detects 250 events on screen?
 

TheoAllen

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Well, Moghunters script doesn't update out-of-screen events if they are more than 3 tiles away which -if I'm correct- is the same as your "Table_Range_Search".

Moghunters script has this nice <Force Update> comment which you can add to events so those events will be forced to update. Also you can disable the script with a script call if you want to ($game_system.anti_lag = true/false). These would be awesome updates to your script.

I have a map which I use as my NPC databank. It has more than 250 events and with your script I got +10 more fps in that map. Nice work.
Force update event will a be nice additions. I will consider that later :D

Anyway, if you set a move route for any event, it will force to update regardless its position from screen

Free for commercial usage or only non-commercial? If not free for commercial, how much does it cost?

Plus, I have a question: so you mean the script only starts  up once he detects 250 events on screen?
Free for commercial, you only need to give free copy of the game to me and other people who contributes

This script has two modes of algorithm. When the total events is beyond 250, it switches to another algorithm
 

Millerberto2

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Force update event will a be nice additions. I will consider that later :D

Anyway, if you set a move route for any event, it will force to update regardless its position from screen

Free for commercial, you only need to give free copy of the game to me and other people who contributes

This script has two modes of algorithm. When the total events is beyond 250, it switches to another algorithm
Are both algorithms equally good - other than the fact that one is optimized for 250 events -?

My FPS between the 250 event algorithm and the non-250 event algorithm will be almost the same?

I was thinking about using the Effectus Antilag, is this one as good as it? and if not, huge differences?
 
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TheoAllen

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Are both algorithms equally good - other than the fact that one is optimized for 250 events -?

My FPS between the 250 event algorithm and the non-250 event algorithm will be almost the same?

I was thinking about using the Effectus Antilag, is this one as good as it? and if not, huge differences?
Not really, it's really depends on the situation. Insane table search algorithm may work well in less than 250 events but it less efficient than the standard algorithm. I don't really know how to explain to people who are not scripters. 

Effectus is good according to some testimonials. It's paid script that I don't want to pay the script. So, I made this for my own good

Another good from effectus is you could get more support since it's paid script. Meanwhile, mine might not. Since I'm just amateurs afterall.
 

RaZzi

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This script is not compatible with Galv's Region Effects. Region effects make regions call events and they don't update properly. Now my snow doesn't have footsteps :(
 

TheoAllen

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Just tried this and worked well :|

 

RaZzi

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Try the fire one where it should animate it and then it vanishes? With your script on it should show the fire but then the fire stays on the screen as without it it shows the fire and the fire vanishes almost immediately.
 

TheoAllen

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worked fine too



There is no difference if my script installed or not

EDIT :
Now, I'm curious if it was because the insane dispose sprite

try to set Dispose_Sprite to false
 
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RaZzi

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Tried it and no difference. 

To clarify the problem (And be sure that we are talking about the same thing) I took screenshots:

This is without Insane Anti Lag. The events disappear properly.



This is with Insane Anti Lag. The events stay and are removed only when you have SEEN certain number of events on your screen. They start to disappear if I walk top from that position (there are events to the top of that position) or if I walk around that area and create X number of these.



In your demo are the footprints vanishing if you DON'T move? Walk over the snow and stop moving and the footprint 'event' should still update and vanish.
 

TheoAllen

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How about tried yourself in Galv's Region Effect demo?
 

RaZzi

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Oh, lol. Your script needs to be on top of Region Effects. What a fail. Sorry I took your time.

EDIT: Should this script be above all other scripts?
 
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