A little below the big header there is a customization area (line 265-284) which contains:
class Game_Map
ALWAYS_UPDATE = false
BUFFER_SIZE = 1
TILES_VERTICAL = 15
TILES_HORIZONTAL = 20
LIMIT_COMMON_EVENTS = true
SPECIFY_COMMON_EVENTS_MANUALLY = false
# If you want to specify which common events to update
COMMON_EVENTS_TO_UPDATE = []
# If you want the script to automatically read the common events and find
# out which to update. Must be the path to the CommonEvents.rxdata
COMMON_EVENT_FILEPATH = 'Data/CommonEvents.rxdata'
end
class Game_Event
SPECIAL_UPDATE_IDS = {}
NEVER_UPDATE_NAME_PATTERNS = ['[N]'] # [N] in the event name => not updated
ALWAYS_UPDATE_NAME_PATTERNS = ['[A]'] # [A] in the event name => always updated
end
There are comments on how to use each constant in the script header. Those comments are aimed at other scripters and can therefore be fairly difficult to understand for non-scripters. The examples in the header can useful even if you are not a scripter.
I will explain each
constant in a more humane way. (Using this in unison with the instructions in the header might yield the best result)
I'll start by going through
class Game_Map.
ALWAYS_UPDATESet this to true if you want all events updated. All events will on the map will be updated just like with the default scripts. This is slow, but you will still get the effects of the changed collision detection and sprite management.
I included this option for compatibility reasons more than anything else. Don't use this if you want a few events outside of the screen to be constantly updated. In that case refer to the stuff in
Game_EventBUFFER_SIZEThe buffer size tells how many tiles outside of the visible area should be updated.
If you have many big sprites (for the events) and get the sprites just disappearing or 'freezing' for a moment near the edge of the screen the solution can be to increase the buffer size.
Be aware that increasing the buffer size makes the game slower.
TILES_VERTICALUse this to tell how many tiles there on a vertical line across the game screen.
Only change this value if you change the resolution.
TILES_HORIZONTALUse this to tell how many tiles there on a horizontal line across the game screen.
Only change this value if you change the resolution.
LIMIT_COMMON_EVENTSSet this to false if you do not wish to limit which common events are updated.
If you do not limit the common events the next three constants have no effect. (SPECIFY_COMMON_EVENTS_MANUALLY, COMMON_EVENTS_TO_UPDATE, COMMON_EVENT_FILEPATH)
SPECIFY_COMMON_EVENTS_MANUALLYSet this to true if you want to specify the common events manually. This is not recommended for beginners.
You will have to fill out COMMON_EVENTS_TO_UPDATE if you set this to true. COMMON_EVENT_FILEPATH will have no effect if this is true.
If this is set to false then COMMON_EVENTS_TO_UPDATE will have no use. The script will automatically detect which common events to update if this is set to false.
COMMON_EVENTS_TO_UPDATEFill in the array with the common event ids you want updated. (Look in the database for the numbers)
All other common events will not be updated. They can still be called using the call common event command, but they will not be started if they have the autorun or parallel process triggers.
COMMON_EVENT_FILEPATHThe path to where the common events are stored.
Only touch this if you have changed the filename where the common events are stored. If you don't know what this means then chances are that you should not change what is given.
Next we come to
class Game_Event which is a bit more complicated to customize.
Typically you can be fine without modifying the following constants. Id y
SPECIAL_UPDATE_IDSYou can use this to say that specific in specific maps must always be updated or never updated.
If an event is
always updated it acts just as it does with the default scripts.
If an event is
never updated it not move. Neither with Autonomous Movement nor the event command 'Set Move Route...'. You can still to some degree interact with it but in general use the never update feature for decoration events.
NEVER_UPDATE_NAME_PATTERNSYou can use this to specify new
patterns to look for in the names of the events.
If the name of an event
matches at least one of the patterns it will never be updated.
A pattern can both be what is called a regular expression and a string. If you don't know what a regular expression is or don't understand them then don't try to use regular expressions.
The string is a piece of text and the name of the event will be checked if that piece of text is anywhere in the name. The text have to be surrounded by either 'text' or "text". There is no practical difference in case of this script.
If an event is
never updated it not move. Neither with Autonomous Movement nor the event command 'Set Move Route...'. You can still to some degree interact with it but in general use the never update feature for decoration events.
ALWAYS_UPDATE_NAME_PATTERNSYou can use this to specify new
patterns to look for in the names of the events.
If the name of an event
matches at least one of the patterns it will always be updated.
A pattern can both be what is called a regular expression and a string. If you don't know what a regular expression is or don't understand them then don't try to use regular expressions.
The string is a piece of text and the name of the event will be checked if that piece of text is anywhere in the name. The text have to be surrounded by either 'text' or "text". There is no practical difference in case of this script.
If an event is
always updated it acts just as it does with the default scripts.