I did Google it, but its either no longer downloadable like all scripts from Victor san or website is down/maintenance.
So if u have it could u pls add it here tnx
Here's another one: http://forums.rpgmakerweb.com/index.php?/topic/9828-lune-ultimate-anti-lag/
I think rpgmakerweb was down yesterday, but they appear to be back up now. :-)
Yes that was the one i could not access last time tnx a lot ^_^. But i have a problem, the lag is gone but all none moving characters are stuck on screen when they start to appear on screen.
How do i fix that ?
Quote from: kadena1984 on February 26, 2015, 02:58:02 AM
Yes that was the one i could not access last time tnx a lot ^_^. But i have a problem, the lag is gone but all none moving characters are stuck on screen when they start to appear on screen.
How do i fix that ?
Huh? o.o Do you have a screenshot of the issue? I'm not sure I follow...
Ok sure
Hmmm... Have you tried using the script on a clean file to see if the issue happens again? Not sure if it's a problem with the script or something else. o.o I've never actually used that particular anti-lag script, so I'm not sure if it is capable of causing the issue on its own.
*edit*
Might the issue be caused by a screen resolution change? It looks like the first person to post on the script's page also had that issue, and Lune developed a fix for it. :)
Posts 2 & 3 here: http://forums.rpgmakerweb.com/index.php?/topic/9828-lune-ultimate-anti-lag/
Do u have maybe the one from Victor sant instead ? every time i try to download his scripts i get the 509 error from dropbox
I don't know if you saw my edit, but I think the Lune one got a fix (based on issue caused by screen resolution changes). Regardless, I was able to dig up Yami's Anti-Lag script from the depths of my computer. I didn't even know I had this. B)
#==============================================================================
#
# ¥ Yami Script Ace - Simple Anti-lag Event
# -- Last Updated: 2012.01.07
# -- Level: Easy
# -- Requires: none
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YSA-AntiLagEvent"] = true
#==============================================================================
# ¥ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.07 - Started and Finished script.
#
#==============================================================================
# ¥ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ¥ Materials/'fÞ but above ¥ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Event's Name.
# -----------------------------------------------------------------------------
# Name: Effect:
# ALWAYS_UPDATE_NAME - This event always be updated, although it's out of screen.
# NEVER_UPDATE_NAME - This event never be updated.
#
#==============================================================================
# ¥ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YSA
module ANTI_LAG
ALWAYS_UPDATE_NAME = "UPDATE_A" # Use for special event, which always need update sprite.
NEVER_UPDATE_NAME = "UPDATE_N" # Use for decorate event.
UPDATE_OUT_OF_SCREEN = false # If set this to true, all event on the map will be updated, except with NEVER_UPDATE_NAME
TILE_BUFFER = 1 # The smaller, the better. 1 or 2 is the best.
end
end
#==============================================================================
# ¥ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
#==============================================================================
# ¡ Game_Character
#==============================================================================
class Game_Character < Game_CharacterBase
#--------------------------------------------------------------------------
# new method: event?
#--------------------------------------------------------------------------
def event?
return false
end
end # Game_Character
#==============================================================================
# ¡ Game_Event
#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# new method: event?
#--------------------------------------------------------------------------
def event?
return true
end
#--------------------------------------------------------------------------
# new method: event
#--------------------------------------------------------------------------
def event
return @event
end
end # Game_Event
#==============================================================================
# ¡ Game_Map
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# overwrite method: update_events
#--------------------------------------------------------------------------
def update_events
@events.each_value {|event|
event.update if event.event.name != YSA::ANTI_LAG::NEVER_UPDATE_NAME
}
@common_events.each {|event| event.update }
end
end # Game_Map
#==============================================================================
# ¡ Sprite_Character
#==============================================================================
class Sprite_Character < Sprite_Base
#--------------------------------------------------------------------------
# new method: need_update?
#--------------------------------------------------------------------------
def need_update?
return true if character.event? && character.event.name == YSA::ANTI_LAG::ALWAYS_UPDATE_NAME
if YSA::ANTI_LAG::UPDATE_OUT_OF_SCREEN == false
buffer_x = character.screen_x + YSA::ANTI_LAG::TILE_BUFFER * 32
buffer_y = character.screen_y + YSA::ANTI_LAG::TILE_BUFFER * 32
check = (buffer_x >= 0 && buffer_x <= (Graphics.width + YSA::ANTI_LAG::TILE_BUFFER * 32 * 4)) && (buffer_y >= 0 && buffer_y <= (Graphics.height + YSA::ANTI_LAG::TILE_BUFFER * 32 * 4))
return check if character.event?
end
return true
end
end # Sprite_Character
#==============================================================================
# ¡ Spriteset_Map
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# overwrite method: update_characters
#--------------------------------------------------------------------------
def update_characters
refresh_characters if @map_id != $game_map.map_id
@character_sprites.each {|sprite|
if sprite.need_update?
sprite.update
else
sprite.visible = false
end
}
end
end # Spriteset_Map
#==============================================================================
#
# ¥ End of File
#
#==============================================================================
If anyone has a problem with me sharing someone else's script here, please let me know and I will remove it. In the meantime, I hope that the links to those scripts get fixed. :(
Yeah i was also checking that topic but even with the fix it still got stuck, not that much any longer but still present.
Tried the new one right now and works fine tnx a lot, one less problem i have to work on ^_^
At a side note while i got ur attention ^_^ , how do i fix this one ? (See pic)
Other then using events coze i got more then enough of them on this map or setting it as (X) on database.
That's probably something to do with either the tilesets or pictures. Are you using pictures or did you import that as a tileset? =o
Nope i do tilesets and sprites myself. The problem is that my sprites are 2 blocks or 2 normal characters high which is the reason why the upper part is below the pole instead of being above.
My way of solving it right now is by setting the upper pole part as X on database but that also means u get stuck if u walk behind that pole. I was hoping there might be another solution for this
Ahhh, ok. That makes sense.
To be honest, I can't think of a way to fix that off the bat. o.o If I come up with something, I'll let you know. :)
Yeah i guess this is a little unusal of a problem. Tnx a bunch
I havent had a chance to try this one out but it looks promising!
http://rpgmakersource.com/ourproducts/effectus/
Its called Effectus. But, it is a COMMERCIAL PRODUCT. Whopping $20 bucks for it! Now, just out of curiousity, and the reason for the Necropost, has anyone tried out Effectus?