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RPG RPG Revolution Forums > Game Engines > RPG Maker XP Discussion
mast3rshake2049
OK so i just have a basic question about how the game stores common events during game play. i recently used the data base limit reak script and expanded the data base. i then spent the next 3 or 4 days or so programing items events and a bunch of stuff. sadly when i go to test play i realize that the game is considerably laggy.

So i made a back of my game and started to change the database parameters one by one to the original maxes (999 in most cases) and didnt really notice any drop in lag until i had changed the common events back to their original size. (i had expanded it to 6000) now this kind of surprised me a little because i thought that common events were stored in the game files and the game goes and accesses those events when ever they are called or needed. (like items and weapons. i noticed no difference in game play regardless of how large those lists were. so it must be accessing those only when needed) but since the game is lagging regardless of if an event is being used or if the map is large or small. This suggests to me the game is loading all the common events and having them ready on stand by should they be needed.

Is this correct? and if so is there anything that can be done about it? Most anti lag scrips work for the events already on the map in relation to the characters position. but this seems different as it seems to do with the amount of common events in the games database. Also they all have thier triggers set to none and the majority are for drops. (like a chest with a call common event command That drops a random potion. or items like a weapon box that will drop a random weapon.) And also the vast majority of the common events are still empty! (iv only used about 150 or so, so far, but intend to use a lot more) Is there a script that will stop the game from having them all on standby? maybe im missing something completely unrelated that i just haven't figured out yet?

So what are exactly things that will cause gameplay lag. i was under the assumption that lag depends simply on how many things you have going on in a map at one time. But im getting massive lag in empty maps! sure if you have a million items i would expect the menu to take a second or two to come up, but it dosnt seem to have any effect on the gameplay it self. (until the menu is called and it has to read alllll those item names.)


Thanks in advance for any help.
SilentResident
Good point here! I have exactly the same questions as you. I somehow feel that the Common Events "burden" the game :S
Atoa
CODE
  for common_event in @common_events.values
      common_event.update
    end

This line on Game_Map explain that.
*Every* frame, the maker loops through all commom events, to check if they need update and update them.
Even if they don't need the update, it's still checking each common event.

As far i can remember, zeriab's anti lag have an optmized system to check the common events to update, and even can limit the number of common events that is updating.
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