VX ANTI-LAG

RPG Maker VX

VX Anti-Lag version

#==============================================================================
# A N T I L A G V X
#------------------------------------------------------------------------------
# Author: Andrew McKellar (Anaryu) (anmckell@gmail.com)
#
# Version: 1.3b
#
# 1.2 March 5th 4:15pm EST: Implemented feedback from (Zeriab) and other ideas
# for updating sprites/events that are off-screen/parallel also added
# off-screen updating for events that are set with a specific move route.
# 1.2a March 6th 5:09am EST: Changed on_screen to use Graphics module instead
# of static values. (Zeriab)
# 1.2b March 7th 12:36am EST: Changed Game_Player to use standard functions
# instead of special ones. Changed empty array check to use proper empty?
# 1.2c March 10th 10:13pm EST: Updated events that used a tile and a character
# on multiple pages to be drawn as a sprite correctly. (eugene)
# 1.2d March 14th 4:12am EST: Fixed errors with vehicles, passability,
# and airship landing.
# 1.2e March 18th 1:47am EST: Fixed errors with passability and tileset
# graphics in multi-page events.
# 1.2f June 9th 4:34pm EST: Fixed errors with diagonal movement having the
# turn_ok setting passed in while the original functions didn't use it.
# 1.2g June 20th 7:49pm EST: Fixed bugs regarding diagonal movement for
# events (last update was just player!) and fixed bug with jump function
# not updating location.
# 1.2h September 20th 10:35am EST: Added a check so changing graphics on a blank
# event from another event, or using Show Animation or Show Bubble will
# activate the event automatically and set it to be in use. Also added two
# new globals to allow you to choose how far off-screen updates will still
# be performed (see below.) Also fixed efficiency loss by having several
# math functions in the on_screen function (called constantly) and moved
# those to initialize function instead.
# 1.2i November 29th 6:14pm EST: Fixed issue with balloon use over non-event
# characters.
# 1.2j December 22nd 3:59am EST: Fixed issues when 'moveto' or Move Event
# commands were used.
# 1.3a December 26th 1:02am EST: Fixed layers for events that are 'tile' graphics
# and made them use the passability. Also added the 'unless $@' to stop the
# F12 bugs.
# 1.3b August 25th 11:25am EST: Added catch for blank events that are 'Same
# as character' to count as collidable (following default VX behavior instead
# of default XP behavior.)
#
#
#
#
# ** NOTE: You can switch "BLANK_EVENT_COLLISION" by setting it to "XP" now, this
# maybe be necessary for old projects using this script that depend
# on events with "None" for graphic to be passable.
#
# This script modifies background functions, only other low-level or map
# modification scripts should conflict.
#
# Please credit if used, no need to ask for permission for commercial use.
#==============================================================================

# If true this will allow the system to ignore all events that are off screen
# unless you add "DOUPDATE" to their name. (DOUPDATE events will always update)
#
# If false this will means the system will ALWAYS update EVERY EVENT on the map
# - this should only be used if you experience weird compatability issues due
# to some custom scripts, it's better to try putting the DOUPDATE flag on events
# that do special things or have special settings that don't work when this
# flag is set to true.
#
# X_OFFSCREEN_SQUARES and Y_OFFSCREEN_SQUARES are how many squares in the X and Y
# direction we should update events. Default of 1 means any event one square
# off-screen will still be updated. The larger this value, the less efficiency
# you will see from the anti-lag system, however it can be used to make large
# events update instead of hang on screen.
#
# BLANK_EVENT_COLLISION defaults now to "VX" and can be changed to "XP" to make
# it not collide and block events, even on the same layer, if their graphic
# is set to 'None' (added so games using this functionality aren't messed up)

Posts

Pages: 1
Adon237
if i had an allowance, i would give it to rmn
1668
Compatible with SwapXT?
Pages: 1