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| 2012-01-27, 17:44 | Tentang anti-lag |
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cacad Koplak RMer
Posts : 399 Thanked : 3 Engine : Multi-Engine User Skill : Skilled Type : Event Designer
Awards:
| kan saya punya 2 anti-lag kira-kira kompatibel gk klo digabung nih script-nya Anti lag ke 1 : - Spoiler:
- Code:
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#============================================================================== # A N T I L A G V X #------------------------------------------------------------------------------ # Author: Andrew McKellar (Anaryu) (anmckell@gmail.com) # # Version: 1.3b # # 1.2 March 5th 4:15pm EST: Implemented feedback from (Zeriab) and other ideas # for updating sprites/events that are off-screen/parallel also added # off-screen updating for events that are set with a specific move route. # 1.2a March 6th 5:09am EST: Changed on_screen to use Graphics module instead # of static values. (Zeriab) # 1.2b March 7th 12:36am EST: Changed Game_Player to use standard functions # instead of special ones. Changed empty array check to use proper empty? # 1.2c March 10th 10:13pm EST: Updated events that used a tile and a character # on multiple pages to be drawn as a sprite correctly. (eugene) # 1.2d March 14th 4:12am EST: Fixed errors with vehicles, passability, # and airship landing. # 1.2e March 18th 1:47am EST: Fixed errors with passability and tileset # graphics in multi-page events. # 1.2f June 9th 4:34pm EST: Fixed errors with diagonal movement having the # turn_ok setting passed in while the original functions didn't use it. # 1.2g June 20th 7:49pm EST: Fixed bugs regarding diagonal movement for # events (last update was just player!) and fixed bug with jump function # not updating location. # 1.2h September 20th 10:35am EST: Added a check so changing graphics on a blank # event from another event, or using Show Animation or Show Bubble will # activate the event automatically and set it to be in use. Also added two # new globals to allow you to choose how far off-screen updates will still # be performed (see below.) Also fixed efficiency loss by having several # math functions in the on_screen function (called constantly) and moved # those to initialize function instead. # 1.2i November 29th 6:14pm EST: Fixed issue with balloon use over non-event # characters. # 1.2j December 22nd 3:59am EST: Fixed issues when 'moveto' or Move Event # commands were used. # 1.3a December 26th 1:02am EST: Fixed layers for events that are 'tile' graphics # and made them use the passability. Also added the 'unless $@' to stop the # F12 bugs. # 1.3b August 25th 11:25am EST: Added catch for blank events that are 'Same # as character' to count as collidable (following default VX behavior instead # of default XP behavior.) # # # # # ** NOTE: You can switch "BLANK_EVENT_COLLISION" by setting it to "XP" now, this # maybe be necessary for old projects using this script that depend # on events with "None" for graphic to be passable. # # This script modifies background functions, only other low-level or map # modification scripts should conflict. # # Please credit if used, no need to ask for permission for commercial use. #==============================================================================
# If true this will allow the system to ignore all events that are off screen # unless you add "DOUPDATE" to their name. (DOUPDATE events will always update) # # If false this will means the system will ALWAYS update EVERY EVENT on the map # - this should only be used if you experience weird compatability issues due # to some custom scripts, it's better to try putting the DOUPDATE flag on events # that do special things or have special settings that don't work when this # flag is set to true. # # X_OFFSCREEN_SQUARES and Y_OFFSCREEN_SQUARES are how many squares in the X and Y # direction we should update events. Default of 1 means any event one square # off-screen will still be updated. The larger this value, the less efficiency # you will see from the anti-lag system, however it can be used to make large # events update instead of hang on screen. # # BLANK_EVENT_COLLISION defaults now to "VX" and can be changed to "XP" to make # it not collide and block events, even on the same layer, if their graphic # is set to 'None' (added so games using this functionality aren't messed up)
ALLOW_SCREEN_IGNORE = true X_OFFSCREEN_SQUARES = 1 Y_OFFSCREEN_SQUARES = 1 BLANK_EVENT_COLLISION = "VX"
#============================================================================== # ** Game_Map #------------------------------------------------------------------------------ # This class handles maps. It includes scrolling and passage determination # functions. The instance of this class is referenced by $game_map. #==============================================================================
class Game_Map #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :pmap attr_reader :emap attr_accessor :etilemap #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- alias :pre_antilag_setup :setup unless $@ def setup(map_id) # Run normal initialize pre_antilag_setup(map_id) # Add events to emap @emap = {} for event in @events.values if not event.ignore_location loc = event.x.to_s + "_" + event.y.to_s @emap[loc] = [] if @emap[loc] == nil @emap[loc].push(event.id) end end # Create the passability map @pmap = Table.new($game_map.width, $game_map.height) for i in 0...$game_map.width for j in 0...$game_map.height passable?(i,j) ? pass = 1 : pass = 0 @pmap[i,j] = pass end end end #-------------------------------------------------------------------------- # * Clear Event location #-------------------------------------------------------------------------- def clear_event_loc(event) # Add the event into the @emap hash loc = event.x.to_s + "_" + event.y.to_s if @emap[loc] != nil @emap[loc].delete(event.id) # Clean up after ourselves @emap.delete(loc) if @emap[loc].empty? end end #-------------------------------------------------------------------------- # * Set Event location #-------------------------------------------------------------------------- def set_event_loc(event) # Add the event into the @emap hash loc = event.x.to_s + "_" + event.y.to_s @emap[loc] = [] if @emap[loc] == nil @emap[loc].push(event.id) end #-------------------------------------------------------------------------- # * Get array of event at designated coordinates # x : x-coordinate # y : y-coordinate #-------------------------------------------------------------------------- alias :pre_antilag_events_xy :events_xy unless $@ def events_xy(x, y) # Grab the events from the hash loc = x.to_s + "_" + y.to_s event_ids = @emap[loc] # Use the IDs to build an array of events events = [] if event_ids != nil for id in event_ids if id == 0 events.push($game_player) else events.push(@events[id]) end end end # Return this array for the passability to use return events end #-------------------------------------------------------------------------- # * Determine if Passable # x : x coordinate # y : y coordinate # flag : The impassable bit to be looked up # (normally 0x01, only changed for vehicles) #-------------------------------------------------------------------------- alias :pre_antilag_passable? :passable? unless $@ def passable?(x, y, flag = 0x01) for event in events_xy(x, y) # events with matching coordinates next if event.tile_id == 0 # graphics are not tiled next if event.priority_type > 0 # not [Below characters] next if event.through # pass-through state pass = @passages[event.tile_id] # get passable attribute next if pass & 0x10 == 0x10 # *: Does not affect passage return true if pass & flag == 0x00 # o: Passable return false if pass & flag == flag # x: Impassable end for i in [2, 1, 0] # in order from on top of layer tile_id = @map.data[x, y, i] # get tile ID return false if tile_id == nil # failed to get tile: Impassable pass = @passages[tile_id] # get passable attribute next if pass & 0x10 == 0x10 # *: Does not affect passage return true if pass & flag == 0x00 # o: Passable return false if pass & flag == flag # x: Impassable end if @etilemap != nil for i in [2, 1, 0] # in order from on top of layer tile_id = @etilemap[x, y, i] # get tile ID return false if tile_id == nil # failed to get tile: Impassable pass = @passages[tile_id] # get passable attribute next if pass & 0x10 == 0x10 # *: Does not affect passage return true if pass & flag == 0x00 # o: Passable return false if pass & flag == flag # x: Impassable end end return false # Impassable end end
#============================================================================== # ** Game_Character #------------------------------------------------------------------------------ # This class deals with characters. It's used as a superclass of the # Game_Player and Game_Event classes. #==============================================================================
class Game_Character #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :ignore_update attr_reader :ignore_sprite attr_reader :ignore_location attr_reader :force_update #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- alias :pre_antilag_initialize :initialize unless $@ def initialize # Run normal initialize pre_antilag_initialize # Set our ignore flag based on our event name @ignore_update = false @ignore_sprite = false @ignore_location = false @force_update = false @x_offscreen_value = (Graphics.width + (X_OFFSCREEN_SQUARES * 32)) * 8 @y_offscreen_value = (Graphics.height + (Y_OFFSCREEN_SQUARES * 32)) * 8 @x_offscreen_squares = X_OFFSCREEN_SQUARES * 32 * 8 @y_offscreen_squares = Y_OFFSCREEN_SQUARES * 32 * 8 end #-------------------------------------------------------------------------- # * On Screen #-------------------------------------------------------------------------- def on_screen x_range = ((@real_x <= ($game_map.display_x + @x_offscreen_value)) and (@real_x >= ($game_map.display_x - @x_offscreen_squares))) y_range = ((@real_y <= ($game_map.display_y + @y_offscreen_value)) and (@real_y >= ($game_map.display_y - @y_offscreen_squares))) if x_range and y_range return true end return false end #-------------------------------------------------------------------------- # * Jump # x_plus : x-coordinate plus value # y_plus : y-coordinate plus value #-------------------------------------------------------------------------- alias :pre_antilag_jump :jump unless $@ def jump(x_plus, y_plus) $game_map.clear_event_loc(self) pre_antilag_jump(x_plus, y_plus) $game_map.set_event_loc(self) end #-------------------------------------------------------------------------- # * Move to Designated Position # x : x-coordinate # y : y-coordinate #-------------------------------------------------------------------------- alias :pre_antilag_moveto :moveto unless $@ def moveto(x, y) $game_map.clear_event_loc(self) if $game_map.emap != nil pre_antilag_moveto(x, y) $game_map.set_event_loc(self) if $game_map.emap != nil end #-------------------------------------------------------------------------- # * Clear anti-lag flags #-------------------------------------------------------------------------- def clear_antilag_flags # Turn all the ignore values to false for one reason or another @ignore_sprite = false @ignore_location = false @ignore_update = false end end
#============================================================================== # ** Game_Event #------------------------------------------------------------------------------ # This class deals with events. It handles functions including event page # switching via condition determinants, and running parallel process events. # It's used within the Game_Map class. #==============================================================================
class Game_Event < Game_Character #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :id attr_reader :original_forced_update #-------------------------------------------------------------------------- # * Object Initialization # map_id : map ID # event : event (RPG::Event) #-------------------------------------------------------------------------- alias :pre_antilag_event_initialize :initialize unless $@ def initialize(map_id, event) # Run normal initialize pre_antilag_event_initialize(map_id, event) # Set our ignore flag based on our event name decide_ignore @allow_screen_ignore = ALLOW_SCREEN_IGNORE end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias :pre_antilag_update :update unless $@ def update # Only run update if @ignore_update is false if update? pre_antilag_update end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update? # Check our logic and return if we should update ignore = ((not @ignore_update) and (on_screen and @allow_screen_ignore)) return (@force_update or ignore or @move_route_forcing) end #-------------------------------------------------------------------------- # * Event page setup #-------------------------------------------------------------------------- alias :pre_antilag_setup :setup unless $@ def setup(new_page) # Run normal setup pre_antilag_setup(new_page) # Set our forced flag if we're running as a parallel process now # if not, set it to our "default" set during the decide_ignore function if @trigger == 4 or @trigger == 3 @force_update = true else @force_update = @original_force_update end end #-------------------------------------------------------------------------- # * Move Type : Custom #-------------------------------------------------------------------------- alias :pre_antilag_move_type_custom :move_type_custom unless $@ def move_type_custom # Ensure the sprite has been created if it's a blank event # with no code on itself but someone else set a graphic on it if @ignore_sprite command = @move_route.list[@move_route_index] # Get movement command case command.code when 41 # Change Graphic create_sprite if @ignore_sprite end end # Run the original move type custom command pre_antilag_move_type_custom end #-------------------------------------------------------------------------- # * Create Sprite # Create a sprite for this poor event if one hasn't been made #-------------------------------------------------------------------------- def create_sprite # Ensure ignore sprite value is set to false @ignore_sprite = false @ignore_location = false @ignore_update = false # Try to add a new sprite to the map if $scene.is_a?(Scene_Map) $scene.create_event_sprite(self) end end #-------------------------------------------------------------------------- # * Decide if Ignorable for Updates or Sprites #-------------------------------------------------------------------------- def decide_ignore # Not ignore by default @ignore_location = true @ignore_sprite = true @ignore_update = false @original_force_update = false # Decide if we should ignore ourselves or not if @event.name == "IGNORE" @ignore_update = true elsif @event.pages.size == 1 if @list != nil if @list.size == 1 if @character_name == "" or @tile_id != 0 @ignore_update = true end end end end # Check if we'll ever need a sprite tiles = [] for page in @event.pages # Check for single-tile events if page.graphic.tile_id != 0 tiles.push(page.graphic.tile_id) if not tiles.include?(page.graphic.tile_id) if page.priority_type == 2 or tiles.size > 1 or @event.pages.size > 1 @ignore_sprite = false @ignore_location = false end end # Check for character graphic instead if page.graphic.character_name != "" @ignore_sprite = false @ignore_location = false elsif page.priority_type == 1 and BLANK_EVENT_COLLISION == "VX" @ignore_location = false end # Check all pages for code to run if page.list.size > 1 for item in page.list if item.code != 108 @ignore_location = false end end end end # Check to see if we have any tiles and a no initial page if @list == nil and tiles.size > 0 @ignore_sprite = false @ignore_location = false end # Force tags if @event.name.include?("DOSPRITE") @ignore_sprite = false end if @event.name.include?("DOLOC") @ignore_location = false end if @event.name.include?("DOUPDATE") @ignore_update = false @force_update = true @original_force_update = true end end #-------------------------------------------------------------------------- # * Move Functions #-------------------------------------------------------------------------- alias :pre_antilag_move_down :move_down unless $@ def move_down(turn_ok = true) $game_map.clear_event_loc(self) pre_antilag_move_down(turn_ok) $game_map.set_event_loc(self) end alias :pre_antilag_move_left :move_left unless $@ def move_left(turn_ok = true) $game_map.clear_event_loc(self) pre_antilag_move_left(turn_ok) $game_map.set_event_loc(self) end alias :pre_antilag_move_right :move_right unless $@ def move_right(turn_ok = true) $game_map.clear_event_loc(self) pre_antilag_move_right(turn_ok) $game_map.set_event_loc(self) end alias :pre_antilag_move_up :move_up unless $@ def move_up(turn_ok = true) $game_map.clear_event_loc(self) pre_antilag_move_up(turn_ok) $game_map.set_event_loc(self) end alias :pre_antilag_move_lower_left :move_lower_left unless $@ def move_lower_left(turn_ok = true) $game_map.clear_event_loc(self) pre_antilag_move_lower_left $game_map.set_event_loc(self) end alias :pre_antilag_move_upper_left :move_upper_left unless $@ def move_upper_left(turn_ok = true) $game_map.clear_event_loc(self) pre_antilag_move_upper_left $game_map.set_event_loc(self) end alias :pre_antilag_move_lower_right :move_lower_right unless $@ def move_lower_right(turn_ok = true) $game_map.clear_event_loc(self) pre_antilag_move_lower_right $game_map.set_event_loc(self) end alias :pre_antilag_move_upper_right :move_upper_right unless $@ def move_upper_right(turn_ok = true) $game_map.clear_event_loc(self) pre_antilag_move_upper_right $game_map.set_event_loc(self) end end
#============================================================================== # ** Game_Player #------------------------------------------------------------------------------ # This class handles maps. It includes event starting determinants and map # scrolling functions. The instance of this class is referenced by $game_map. #==============================================================================
class Game_Player < Game_Character #-------------------------------------------------------------------------- # * Priority Type #-------------------------------------------------------------------------- def priority_type return 1 end #-------------------------------------------------------------------------- # * Triggers #-------------------------------------------------------------------------- def trigger return -1 end #-------------------------------------------------------------------------- # * Triggers #-------------------------------------------------------------------------- def triggers return [] end #-------------------------------------------------------------------------- # * Triggers #-------------------------------------------------------------------------- def id return 0 end #-------------------------------------------------------------------------- # * Triggers #-------------------------------------------------------------------------- def tile_id return 0 end #-------------------------------------------------------------------------- # * Determine if Airship can Land # x : x-coordinate # y : y-coordinate #-------------------------------------------------------------------------- alias :pre_antilag_airship_land_ok? :airship_land_ok? unless $@ def airship_land_ok?(x, y) unless $game_map.airship_land_ok?(x, y) return false # The tile passable attribute is unlandable end # Check all events to ensure only the player is there for event in $game_map.events_xy(x, y) if event != $game_player return false end end return true # Can land end #-------------------------------------------------------------------------- # * Move Functions #-------------------------------------------------------------------------- alias :pre_antilag_move_down :move_down unless $@ def move_down(turn_ok = true) $game_map.clear_event_loc(self) pre_antilag_move_down(turn_ok) $game_map.set_event_loc(self) end alias :pre_antilag_move_left :move_left unless $@ def move_left(turn_ok = true) $game_map.clear_event_loc(self) pre_antilag_move_left(turn_ok) $game_map.set_event_loc(self) end alias :pre_antilag_move_right :move_right unless $@ def move_right(turn_ok = true) $game_map.clear_event_loc(self) pre_antilag_move_right(turn_ok) $game_map.set_event_loc(self) end alias :pre_antilag_move_up :move_up unless $@ def move_up(turn_ok = true) $game_map.clear_event_loc(self) pre_antilag_move_up(turn_ok) $game_map.set_event_loc(self) end alias :pre_antilag_move_lower_left :move_lower_left unless $@ def move_lower_left $game_map.clear_event_loc(self) pre_antilag_move_lower_left $game_map.set_event_loc(self) end alias :pre_antilag_move_upper_left :move_upper_left unless $@ def move_upper_left $game_map.clear_event_loc(self) pre_antilag_move_upper_left $game_map.set_event_loc(self) end alias :pre_antilag_move_lower_right :move_lower_right unless $@ def move_lower_right $game_map.clear_event_loc(self) pre_antilag_move_lower_right $game_map.set_event_loc(self) end alias :pre_antilag_move_upper_right :move_upper_right unless $@ def move_upper_right $game_map.clear_event_loc(self) pre_antilag_move_upper_right $game_map.set_event_loc(self) end end
#============================================================================== # ** Scene_Map #------------------------------------------------------------------------------ # This class performs the map screen processing. #==============================================================================
class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # * Create Sprite # :event - The event to give to the spriteset to make a sprite for #-------------------------------------------------------------------------- def create_event_sprite(event) # Tell the spriteset to make the sprite for the event @spriteset.create_event_sprite(event) end end
#============================================================================== # ** Spriteset_Map #------------------------------------------------------------------------------ # This class brings together map screen sprites, tilemaps, etc. It's used # within the Scene_Map class. #==============================================================================
class Spriteset_Map #-------------------------------------------------------------------------- # * Create Character Sprite #-------------------------------------------------------------------------- alias :pre_antilag_create_characters :create_characters unless $@ def create_characters @character_sprites = [] for i in $game_map.events.keys.sort unless $game_map.events[i].ignore_sprite sprite = Sprite_Character.new(@viewport1, $game_map.events[i]) @character_sprites.push(sprite) end end for vehicle in $game_map.vehicles sprite = Sprite_Character.new(@viewport1, vehicle) @character_sprites.push(sprite) end @character_sprites.push(Sprite_Character.new(@viewport1, $game_player)) end #-------------------------------------------------------------------------- # * Create Character Sprite #-------------------------------------------------------------------------- def create_event_sprite(event) # Check if we can find a sprite already created for the event found = false for sprite in @character_sprites found = true if sprite.character == event end # If we didn't find one create it if not found @character_sprites.push(Sprite_Character.new(@viewport1, event)) end end #-------------------------------------------------------------------------- # * Create Tilemap #-------------------------------------------------------------------------- alias :pre_antilag_create_tilemap :create_tilemap unless $@ def create_tilemap # Normal tilemap creation pre_antilag_create_tilemap # Add the new tilemap! @etilemap = Tilemap.new(@viewport1) @etilemap.bitmaps[0] = Cache.system("TileA1") @etilemap.bitmaps[1] = Cache.system("TileA2") @etilemap.bitmaps[2] = Cache.system("TileA3") @etilemap.bitmaps[3] = Cache.system("TileA4") @etilemap.bitmaps[4] = Cache.system("TileA5") @etilemap.bitmaps[5] = Cache.system("TileB") @etilemap.bitmaps[6] = Cache.system("TileC") @etilemap.bitmaps[7] = Cache.system("TileD") @etilemap.bitmaps[8] = Cache.system("TileE") emap = Table.new($game_map.data.xsize, $game_map.data.ysize, 3) # Add only events that are not "above" character for event in $game_map.events.values if event.tile_id > 0 and event.ignore_sprite emap[event.x, event.y, event.priority_type] = event.tile_id end end @etilemap.map_data = emap @etilemap.passages = $game_map.passages $game_map.etilemap = emap end #-------------------------------------------------------------------------- # * Dispose of Tilemap #-------------------------------------------------------------------------- alias :pre_antilag_dispose_tilemap :dispose_tilemap unless $@ def dispose_tilemap # Normal dispose pre_antilag_dispose_tilemap # Dispose of new event tilemap @etilemap.dispose end #-------------------------------------------------------------------------- # * Update Tilemap #-------------------------------------------------------------------------- alias :pre_antilag_update_tilemap :update_tilemap unless $@ def update_tilemap # Normal update pre_antilag_update_tilemap # Work with new event tilemap @etilemap.ox = $game_map.display_x / 8 @etilemap.oy = $game_map.display_y / 8 @etilemap.update end #-------------------------------------------------------------------------- # * Update Character Sprite #-------------------------------------------------------------------------- alias :pre_antilag_update_characters :update_characters unless $@ def update_characters for sprite in @character_sprites sprite.update if sprite.character.on_screen end end end
#============================================================================== # ** Game_Interpreter #------------------------------------------------------------------------------ # An interpreter for executing event commands. This class is used within the # Game_Map, Game_Troop, and Game_Event classes. #==============================================================================
class Game_Interpreter #-------------------------------------------------------------------------- # * Show Animation #-------------------------------------------------------------------------- alias :pre_antilag_command_212 :command_212 unless $@ def command_212 character = get_character(@params[0]) if character != nil character.create_sprite if character.ignore_sprite character.clear_antilag_flags end pre_antilag_command_212 end #-------------------------------------------------------------------------- # * Show Balloon Icon #-------------------------------------------------------------------------- alias :pre_antilag_command_213 :command_213 unless $@ def command_213 character = get_character(@params[0]) if character != nil character.create_sprite if character.ignore_sprite character.clear_antilag_flags end pre_antilag_command_213 end end
Antilag ke 2: - Spoiler:
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#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #_/ ◆ Event Lag Reduction - KGC_MapLightening ◆ VX ◆ #_/ ◇ Last Update: 2008/01/30 ◇ #_/ ◆ Translatation by Mr. Anonymous ◆ #_/ ◆ KGC Site: ◆ #_/ ◆ http://f44.aaa.livedoor.jp/~ytomy/ ◆ #_/ ◆ Translator's Blog: ◆ #_/ ◆ http://mraprojects.wordpress.com ◆ #_/---------------------------------------------------------------------------- #_/ This script reduces lag caused by high amounts of events running on a map. #_/============================================================================ #_/ Installation: Insert as close to the top of other scripts as possible. #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#=============================================================================# # ★ Customization ★ # #=============================================================================#
module KGC module MapLightening # ◆ Sprite Update Range In Map ◆ # This specifies the event drawing range in propertion to the map. # Take note the smaller the number the more susceptible you are to event bugs. # The larger the number = the lesser susceptibility. # This seems to be optimal within the range of 50-100 MAP_SPRITE_UPDATE_RANGE = 70 end end #-----------------------------------------------------------------------------#
$imported = {} if $imported == nil $imported["MapLightening"] = true
#============================================================================== # ◆ Graphics #==============================================================================
module Graphics #-------------------------------------------------------------------------- # ● ゲーム画面のサイズを変更 #-------------------------------------------------------------------------- unless method_defined?(:resize_screen_KGC_MapLightening) class << Graphics alias resize_screen_KGC_MapLightening resize_screen end def self.resize_screen(width, height) resize_screen_KGC_MapLightening(width, height)
if $game_temp != nil $game_temp.setup_lightening_value end end end end
#============================================================================== # ■ Game_Temp #==============================================================================
class Game_Temp #-------------------------------------------------------------------------- # ● 公開インスタンス変数 #-------------------------------------------------------------------------- attr_accessor :valid_common_event_check # コモンイベントの有効状態判定フラグ attr_reader :display_center_x # 画面中心 X 座標 (*256) attr_reader :display_center_y # 画面中心 Y 座標 (*256) attr_reader :map_sprite_update_width # スプライト更新を行う幅 (*256) attr_reader :map_sprite_update_height # スプライト更新を行う高さ (*256) #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- alias initialize_KGC_MapLightening initialize def initialize initialize_KGC_MapLightening
@valid_common_event_check = true
setup_lightening_value end #-------------------------------------------------------------------------- # ○ 軽量化用変数設定 #-------------------------------------------------------------------------- def setup_lightening_value @display_center_x = Graphics.width / 2 @display_center_y = Graphics.height / 2 @map_sprite_update_width = Graphics.width * KGC::MapLightening::MAP_SPRITE_UPDATE_RANGE / 100 @map_sprite_update_height = Graphics.height * KGC::MapLightening::MAP_SPRITE_UPDATE_RANGE / 100 end end
#==================================End Class===================================#
#============================================================================== # ■ Game_Switches #==============================================================================
class Game_Switches #-------------------------------------------------------------------------- # ● スイッチの設定 # switch_id : スイッチ ID # value : ON (true) / OFF (false) #-------------------------------------------------------------------------- alias indexer_equal_KGC_MapLightening []= def []=(switch_id, value) indexer_equal_KGC_MapLightening(switch_id, value)
$game_temp.valid_common_event_check = true end end
#==================================End Class===================================#
#============================================================================== # ■ Game_Map #==============================================================================
class Game_Map #-------------------------------------------------------------------------- # ● セットアップ # map_id : マップ ID #-------------------------------------------------------------------------- alias setup_KGC_MapLightening setup def setup(map_id) setup_KGC_MapLightening(map_id)
update_valid_common_event_list end #-------------------------------------------------------------------------- # ○ 有効なコモンイベントのリストを更新 #-------------------------------------------------------------------------- def update_valid_common_event_list @valid_common_events = {} # 有効なコモンイベントのリストを作成 @common_events.each { |event_id, event| if event.trigger == 2 && $game_switches[event.switch_id] @valid_common_events[event_id] = event end } $game_temp.valid_common_event_check = false end #-------------------------------------------------------------------------- # ● イベントの更新 #-------------------------------------------------------------------------- def update_events for event in @events.values event.update end if $game_temp.valid_common_event_check update_valid_common_event_list end for common_event in @valid_common_events.values common_event.update end end end
#==================================End Class===================================#
#============================================================================== # ■ Game_Interpreter #==============================================================================
class Game_Interpreter @@_auto_start_common_event_list = nil #-------------------------------------------------------------------------- # ● クリア #-------------------------------------------------------------------------- alias clear_KGC_MapLightening clear def clear clear_KGC_MapLightening
if @@_auto_start_common_event_list == nil create_auto_start_common_event_list end end #-------------------------------------------------------------------------- # ○ 自動起動のコモンイベントのリストを作成 #-------------------------------------------------------------------------- def create_auto_start_common_event_list @@_auto_start_common_event_list = [] $data_common_events.compact.each { |event| # トリガーが自動実行のイベントのみ登録 @@_auto_start_common_event_list << event if event.trigger == 1 } end #-------------------------------------------------------------------------- # ● 起動中イベントのセットアップ #-------------------------------------------------------------------------- def setup_starting_event if $game_map.need_refresh # 必要ならマップをリフレッシュ $game_map.refresh end if $game_temp.common_event_id > 0 # コモンイベントの呼び出し予約? setup($data_common_events[$game_temp.common_event_id].list) $game_temp.common_event_id = 0 return end for event in $game_map.events.values # マップイベント if event.starting # 起動中のイベントが見つかった場合 event.clear_starting # 起動中フラグをクリア setup(event.list, event.id) # イベントをセットアップ return end end for event in @@_auto_start_common_event_list # 自動起動のコモンイベント if $game_switches[event.switch_id] # 条件スイッチが ON の場合 setup(event.list) # イベントをセットアップ end end end end
#==================================End Class===================================#
#============================================================================== # ■ Sprite_Character #==============================================================================
class Sprite_Character < Sprite_Base #-------------------------------------------------------------------------- # ○ 更新範囲内か判定 #-------------------------------------------------------------------------- def within_update_range? sx = @character.screen_x - $game_temp.display_center_x sy = @character.screen_y - $game_temp.display_center_y return (sx.abs <= $game_temp.map_sprite_update_width && sy.abs <= $game_temp.map_sprite_update_height) end end
#==================================End Class===================================#
#============================================================================== # ■ Spriteset_Map #==============================================================================
class Spriteset_Map #-------------------------------------------------------------------------- # ● キャラクタースプライトの更新 #-------------------------------------------------------------------------- def update_characters for sprite in @character_sprites sprite.update if sprite.within_update_range? end end end
#==================================End Class===================================#
#============================================================================== # ■ Scene_Map #==============================================================================
class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update super $game_map.interpreter.update # インタプリタを更新 $game_map.update # マップを更新 $game_player.update # プレイヤーを更新 $game_system.update # タイマーを更新 @spriteset.update # スプライトセットを更新 @message_window.update # メッセージウィンドウを更新 unless $game_message.visible # メッセージ表示中以外 update_transfer_player update_encounter update_call_menu update_call_debug if $game_temp.next_scene != nil # 次のシーンがある場合のみ update_scene_change # シーン変更 end end end end
#==================================End Class===================================#
Apakah bisa antilag ke 1 digabung dengan antilag ke 2 mohon bantuannya kepada scripter yg udah dewa !!! |
| | | 2012-01-27, 17:49 | Re: Tentang anti-lag |
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LowlingLife Administrator
Posts : 2000 Thanked : 25 Engine : Multi-Engine User
Awards:
| Saya ingin tanya kenapa ingin digabung om? Kenapa gak pake 1-1 aja? Soalnya lihat dari beberapa methodnya sih kayaknya gak bisa digabung... |
| | | 2012-01-27, 18:24 | Re: Tentang anti-lag |
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cacad Koplak RMer
Posts : 399 Thanked : 3 Engine : Multi-Engine User Skill : Skilled Type : Event Designer
Awards:
| Oh ya, tdi pas dicoba digabung gamenya gk error, tapi apakah script itu jika digabung akan tidak bekerja sama sekali ? |
| | | 2012-01-27, 18:41 | Re: Tentang anti-lag |
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TheoAllen ♫ RMID Rebel ♫
Posts : 4935 Thanked : 63
Awards:
| sebenarnya tujuan digabung buat apaan? biar ngga ngelag? Kayaknya sih ga bisa digabung #sotoy |
| | | 2012-01-27, 18:42 | Re: Tentang anti-lag |
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eve Loli Mecha Mesum Musume
Posts : 1620 Thanked : 30 Engine : Other Skill : Beginner Type : Writer
Awards:
| sejauh yang wa ingat, belum ada script antilag yang bisa dipake bersamaan dengan script antilag lain (mohon koreksi wa kalo ternyata salah) |
| | | 2012-01-27, 19:22 | Re: Tentang anti-lag |
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cacad Koplak RMer
Posts : 399 Thanked : 3 Engine : Multi-Engine User Skill : Skilled Type : Event Designer
Awards:
| Ternyata gk bisa ya. bagusan yg mana script ke-1 apa script ke-2 answer please? |
| | | 2012-01-28, 06:26 | Re: Tentang anti-lag |
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TroyZ Novice
Posts : 193 Thanked : 5 Engine : RMVX Ace Skill : Intermediate Type : Scripter
| kalo saya sih, antilag buatan Andrew McKellar lebih baik selain tanggal updatenya lebih cepat daripada KGC, dia juga punya kompatibilitas tinggi dengan script lain digabung? ntar overlapping lho, yang ada juga malah tambah ngelag karena ada script system yang perlu 2 kali proses. satu anak script lebih baik |
| | | | Re: Tentang anti-lag |
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