Hello,
I have one question that would help me plan ahead better. Like I'v seen a limit of 999 on most things you can do. like switches, items and so on (Do let me know if the number I stated is wrong).
But I wonder about something specific here. How many events can we start at this game? Like as far as I'v seen events is your everything. They are your NPCs, treasure chests, campfire, animation on areas like waterfalls and lights. Not to mention moving/teleporting to different areas and sleeping is all done though events. So help me better plan by letting me know if there is a limit I should be aware about xD
A question about limits
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You can start with any number of events, but the question is whether you should, because they are veeeeery cpu inefficient in MV.
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What do you mean very cpu inefficient?
Will they cause lag if I have to many at one point or do I only have to think about how many I want to have in a single room before it starts lagging? -
If you have too many, it will cause lag.
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It depends heavily on how you use your events. A single badly made event can lag an entire map, while that same map can run just fine with a 100 decently made events.
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To respond to an unanswered question above - lag cannot be caused on a map by events on other maps. So you could have 20 well-constructed events on every map, and 100 maps in your game, and that won't lag any more than 20 events on a map in a game with only 1 map.
Note also that the number of pages in each event contributes somewhat to lag. 50 events with 4 pages each will lag less than 200 events with 1 page each, but more than 50 events with 1 page each.
Common Events can cause lag only while they are running. If you set a Common Event to Parallel Process, be very sure that it is well constructed and won't run multiple times per second unless absolutely necessary.
Finally, be sure to check out other advice on this forum about lag and constructing your events well. You can fit dozens (even hundreds) of events on the same map without significant lag if their Eventing is well-done (no intense graphical manipulation; uses Waits in Parallel Processes to ensure the event won't run multiple times per second, etc.). But like @Milennin said, one poorly-made event can lag a map by itself. -
Well I'v experienced no lag so far, then again I still have not put to many people running around doing simple tasks and having idle chats with me when activated.
Also.... is the end command important? like it doesn't look to be needed and reminds me of "end 0" if you use C++. No point to it at all if you use one of the later versions. Atleast so far it hasn't stopped my game from working like a dream. But better ask incase I do experience lag could it be cuz I'm not using that command or is it more likely something else?