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| Anti-Lag
Aide à résoudre le problème des jeux qui saccadent à cause d'un excès d'événements sur la carte (fait en sorte que les événements hors du champ de vision du joueur ne soient pas constamment mis à jour). | Script pour RPG Maker VX Ecrit par Anaryu Publié par mathieu1300 (lui envoyer un message privé) Signaler un script cassé
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❤ 0 Alors voilà, le script n'est pas de moi, je l'ai trouvé sur RRR
Installation
Il suffit de le placer après Main et c'est tout !! .^^.
Conditions d'utilisation
Vous devez simplement placer le nom de l'auteur dans les crédits de votre jeu. Ce script peut être utilisé dans les projets commerciaux.
Possibilité d'incompatibilité avec certains scripts.
Version 1.3b (recommandée)
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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 |
Version 1.2 (archive)
Spoiler (cliquez pour afficher)
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| #==============================================================================
# A N T I L A G V X
#------------------------------------------------------------------------------
# Author: Andrew McKellar (Anaryu) (anmckell@gmail.com)
#
# Version: 1.2c
#
# 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.
#
# 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.
ALLOW_SCREEN_IGNORE = true
#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
# This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :pmap
attr_reader :emap
attr_accessor :etilemap
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias :pre_antilag_setup :setup
def setup(map_id)
# Run normal initialize
pre_antilag_setup(map_id)
# Add events to emap
@emap = {}
for event in @events.values
if not event.ignore_location
loc = event.x.to_s + "_" + event.y.to_s
@emap[loc] = [] if @emap[loc] == nil
@emap[loc].push(event.id)
end
end
# Create the passability map
@pmap = Table.new($game_map.width, $game_map.height)
for i in 0...$game_map.width
for j in 0...$game_map.height
passable?(i,j) ? pass = 1 : pass = 0
@pmap[i,j] = pass
end
end
end
#--------------------------------------------------------------------------
# * Clear Event location
#--------------------------------------------------------------------------
def clear_event_loc(event)
# Add the event into the @emap hash
loc = event.x.to_s + "_" + event.y.to_s
if @emap[loc] != nil
@emap[loc].delete(event.id)
# Clean up after ourselves
@emap.delete(loc) if @emap[loc].empty?
end
end
#--------------------------------------------------------------------------
# * Set Event location
#--------------------------------------------------------------------------
def set_event_loc(event)
# Add the event into the @emap hash
loc = event.x.to_s + "_" + event.y.to_s
@emap[loc] = [] if @emap[loc] == nil
@emap[loc].push(event.id)
end
#--------------------------------------------------------------------------
# * Get array of event at designated coordinates
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
alias :pre_antilag_events_xy :events_xy
def events_xy(x, y)
# Grab the events from the hash
loc = x.to_s + "_" + y.to_s
event_ids = @emap[loc]
# Use the IDs to build an array of events
events = []
if event_ids != nil
for id in event_ids
if id == 0
events.push($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?
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
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
end
#--------------------------------------------------------------------------
# * On Screen
#--------------------------------------------------------------------------
def on_screen
x_range = ((@real_x <= ($game_map.display_x + ((Graphics.width + 32) * 8))) and (@real_x >= ($game_map.display_x - 256)))
y_range = ((@real_y <= ($game_map.display_y + ((Graphics.height + 32) * 8))) and (@real_y >= ($game_map.display_y - 256)))
if x_range and y_range
return true
end
return 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
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
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
alias :pre_antilag_update :update
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
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
#--------------------------------------------------------------------------
# * 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
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
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
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
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
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
def move_lower_left(turn_ok = true)
$game_map.clear_event_loc(self)
pre_antilag_move_lower_left(turn_ok)
$game_map.set_event_loc(self)
end
alias :pre_antilag_move_upper_left :move_upper_left
def move_upper_left(turn_ok = true)
$game_map.clear_event_loc(self)
pre_antilag_move_upper_left(turn_ok)
$game_map.set_event_loc(self)
end
alias :pre_antilag_move_lower_right :move_lower_right
def move_lower_right(turn_ok = true)
$game_map.clear_event_loc(self)
pre_antilag_move_lower_right(turn_ok)
$game_map.set_event_loc(self)
end
alias :pre_antilag_move_upper_right :move_upper_right
def move_upper_right(turn_ok = true)
$game_map.clear_event_loc(self)
pre_antilag_move_upper_right(turn_ok)
$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?
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
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
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
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
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
def move_lower_left(turn_ok = true)
$game_map.clear_event_loc(self)
pre_antilag_move_lower_left(turn_ok)
$game_map.set_event_loc(self)
end
alias :pre_antilag_move_upper_left :move_upper_left
def move_upper_left(turn_ok = true)
$game_map.clear_event_loc(self)
pre_antilag_move_upper_left(turn_ok)
$game_map.set_event_loc(self)
end
alias :pre_antilag_move_lower_right :move_lower_right
def move_lower_right(turn_ok = true)
$game_map.clear_event_loc(self)
pre_antilag_move_lower_right(turn_ok)
$game_map.set_event_loc(self)
end
alias :pre_antilag_move_upper_right :move_upper_right
def move_upper_right(turn_ok = true)
$game_map.clear_event_loc(self)
pre_antilag_move_upper_right(turn_ok)
$game_map.set_event_loc(self)
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
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, $game_player))
end
#--------------------------------------------------------------------------
# * Create Tilemap
#--------------------------------------------------------------------------
alias :pre_antilag_create_tilemap :create_tilemap
def create_tilemap
# Normal tilemap creation
pre_antilag_create_tilemap
# Add the new tilemap!
@etilemap = Tilemap.new(@viewport1)
@etilemap.bitmaps[0] = Cache.system("TileA1")
@etilemap.bitmaps[1] = Cache.system("TileA2")
@etilemap.bitmaps[2] = Cache.system("TileA3")
@etilemap.bitmaps[3] = Cache.system("TileA4")
@etilemap.bitmaps[4] = Cache.system("TileA5")
@etilemap.bitmaps[5] = Cache.system("TileB")
@etilemap.bitmaps[6] = Cache.system("TileC")
@etilemap.bitmaps[7] = Cache.system("TileD")
@etilemap.bitmaps[8] = Cache.system("TileE")
emap = Table.new($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.priority_type < 2 and event.ignore_sprite
emap[event.x, event.y, 1] = event.tile_id
end
end
@etilemap.map_data = emap
$game_map.etilemap = emap
end
#--------------------------------------------------------------------------
# * Dispose of Tilemap
#--------------------------------------------------------------------------
alias :pre_antilag_dispose_tilemap :dispose_tilemap
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
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
def update_characters
for sprite in @character_sprites
sprite.update if sprite.character.on_screen
end
end
end |
Et voilà
si vous avez des problèmes, dîtes le !
J'essayerai de vous aidez
|
hazem -
posté le 29/07/2009 à 17:28:48 (2733 messages postés)
| Man Of The Gaping Mind | On l'avait pas déjà posté ce script pour Vx ?
|
Alkanédon -
posté le 29/07/2009 à 17:55:46 (8352 messages postés)
- - | Citoyen d'Alent | ouais ...
et tu pourrais donner des exemples de " lag " ?
Histoire de voir à quoi ça sert ...
|
Mes musiques |
Tata Monos -
posté le 29/07/2009 à 18:10:28 (28 messages postés)
| Compte Non utilisé | Non, c'est le 2em script présent sur VX.
|
| Chanter l'hyperchleuasme | Citation: ouais ...
et tu pourrais donner des exemples de " lag " ?
Histoire de voir à quoi ça sert ... |
"lagger" ça veut dire que ton jeu avance lentement et saccade parce que ton ordi est peu puissant par rapport au nombre d'informations qu'il doit traiter en même temps.
T'as qu'à faire une map de 500 sur 500, et à chaque carreau, tu mets un personnage en processus parallèle qui se déplace aléatoirement et dont le rôle est d'attendre 1 frame. Tu vas voir ce que ça fait
|
Es-tu une star ? | Kujira no Hara | Muma|Rope | Polaris 03 | La 7e porte |
Joke -
posté le 30/07/2009 à 02:05:05 (5090 messages postés)
| Bilouteux fou | Oui mais il y a plusieurs causes aux lag, dont celle que tu as citée, il serait bien de savoir quelles causes le script combat et comment il marche en gros, si c'est le script habituel il s'occupe de rendre inactif les événements à l'extérieur de l'écran non ?
|
biloumaster.fr, mon joli site ouèb tout bô tout frai ! |
Hareyaka -
posté le 30/07/2009 à 10:23:57 (7 messages postés)
| /|\ JUSTICE /|\ | C'est cela même, il faut ajouter un nom spécifique pour qu'ils soient traités s'ils sont en dehors de l'écran visible.
DOUPDATE apparemment.
|
Le survivant du making |
limon -
posté le 12/11/2009 à 18:43:43 (1 messages postés)
| | Le jeu ne peut utiliser certain EV une seule fois pendant que le scripts ai en marche et quan il est pa la les EV marche autant de fois quon veu esque vous aver une soluce
Merci davance
|
Demos83 -
posté le 27/03/2010 à 20:13:23 (1 messages postés)
| | Salut a tous
voila je suis nouveau et j'adore les jeu rpg
j'ai crer une grande map avec tant de mal et tant de temps
mais il lag.
j'ai le script anti lag
mais rien n'y fait toujours des lag
le jeu avance lentement mais la musique est normale.
svp aider moi
|
Final-Maker -
posté le 30/04/2010 à 18:25:04 (210 messages postés)
| Avatar de Lost Planet 2 trop la classe ^^ | réduit ton nombre d'évenement sur ta map et j'ai entendu dire que l'anti-lag ne marchait pas et buggait.
|
Projet en cours : Final Fantasy XV. Poster des messages c'est bien, flooder, c'est mieux. |
Itemporel -
posté le 18/02/2012 à 16:53:08 (211 messages postés)
| | Citation: T'as qu'à faire une map de 500 sur 500, et à chaque carreau, tu mets un personnage en processus parallèle |
On ne peut mettre que 999 évènements sur une map.
Et je doute que 500 * 500 fasse moins que mille.
EDIT :
Citation: Condition d'utilisation :
Vous devez simplement placer le nom e l'auteur dans les crédits de votre
jeu.Bob |
Et comment fait l'auteur pour s'apercevoir que le script a été utilisé ?
|
Skatino -
posté le 20/07/2013 à 02:17:51 (53 messages postés)
| Vive rpg-maker.fr ! | fonctionne pas.
| |
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