Here's a link to the topic:
http://rmrk.net/index.php/topic,20695.0.html Using events for map elements will without the antilag script give a significant increase in lag.
1 or 2 will not make your map lag, but it might already start with 50-60 events. This is assuming you don't have other events running. (For NPC and so on)
If you are using my version not only will they run better by default. You will also have an option to make the map elements give less lag.
Search for
NEVER_UPDATE_NAME_PATTERNS in the script.
The line that in the default script is
NEVER_UPDATE_NAME_PATTERNS = [] #['EV202',/EV3.5/]In here you can specify patterns in event names. I this can sound a little confusing, so here is an example. Change that line to this:
NEVER_UPDATE_NAME_PATTERNS = ['[MAP]']Now any event that has
[MAP] in their name will not be updated. Their sprite will still be shown, but they will not be updated.
The reason I have added this functionality is indeed to accommodate for map elements. Note that if you have an animate map element it will not be animated anymore
It will actually still make the game slower, but it is only if you have filled the screen with map elements that you might notice any difference. This is due to the fact that just showing the sprite of the event is a bit slow. I mean in the case that every tile you can see is an event. In that case you
might notice some lag.
*hugs*
- Zeriab