but wouldnt making that mnay ssssswtches lag the game?
the switches already exist -.-
5k of them exist.. it doesn't matter if you choose to use them or name them or anything, they are already there
I'm afraid that's not true as the switches are stored in a hash.
You don't have to boggle your mind with what a hash is. All you have to know is, that this method generally keeps the amount of information needed to be stored lower than just having an array of 5000 booleans.
Still the difference in speed between using no switches and all switches (5000) is so little that you wouldn't notice anyway.
But 5000 switches fill a lot!!!Not really. You can represent a switches by a 0 for off and 1 for on. In doing so 5000 switches would only be 5000 bits in the memory, which is 625 bytes or about 0,000596 MB (megabytes). You must have at least 128 MB for running RPG Maker XP.
As you can see the memory needed for this is
insignificant. Besides RPG Maker won't check them except when necessary.
Checking the switches require time too. So do operations on and and with switches.
So having lots parallel events that do dozens of operations on switches may cause the game to lag.
Having enormous amounts of switch-operations in an non-parallel event (like Action Button) might cause a hold when the event is processed.
Conclusion:Having many switches alone will not cause the game to lag.
Having many (very
very many) operations on switches in the events may cause slowdowns.