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Anti Lag Zeriab Script
+2
Valentine
MickeyRocknn
6 participantes
Aldeia RPG :: RPG Maker :: Rpg Maker XP :: Scripts
Página 1 de 1
Anti Lag Zeriab Script
Devido Aos Comentarios Tentei E Tentei O Spoiler É Aqui Voltou A Funfa O Script É Esse Naum Deu Erro Nenhum Aqui.
- Código:
#==============================================================================
# * Anti Event Lag System
#------------------------------------------------------------------------------
# Zeriab
# Version 1.2b
# 2008-09-12 (Year-Month-Day)
#------------------------------------------------------------------------------
# * Requirements :
#
# If you have the SDK : Version 2.0+, Part I, II
# Does not require the SDK
#------------------------------------------------------------------------------
# * Version History :
#
# Version 0.8 -------------------------------------------------- (2007-09-03)
# - First release
#
# Version 0.81 ------------------------------------------------- (2007-09-05)
# - Overwrote Game_Map's passable? method for faster collision detection
#
# Version 0.9 -------------------------------------------------- (2007-09-12)
# - Support for the Non-SDK patch
# - Support for defining whether an event will always be updated or never
# be updated by defining name patterns.
#
# Version 1.0 -------------------------------------------------- (2007-09-24)
# - lammer compatibility issue with Blizzard's Caterpillar script
# - Overwrote more methods scanning for events on a specific tile
# - Support for defining whether an event will always be updated or never
# be updated by specifying the event's id and map_id
# - Some structural changes.
# - Integrated the Non-SDK patch into the main script
#
# Version 1.05 ------------------------------------------------- (2007-11-18)
# - lammer bug where sprites might not be disposed when changing scene.
#
# Version 1.1 -------------------------------------------------- (2008-04-10)
# - Added declaration to which common events to update
#
# Version 1.15 ------------------------------------------------- (2008-06-19)
# - Added automatic detection of which common events to update (optional)
#
# Version 1.2 -------------------------------------------------- (2008-07-04)
# - lammer a case where an event could be registered twice causing transparent
# events to look less transparent.
#
# Version 1.2b ------------------------------------------------- (2008-09-12)
# - lammer a stack error problem caused when pressing F12.
#------------------------------------------------------------------------------
# * Description :
#
# This script was designed to reduce lag by changing the data structure of
# the events in the Game_Map class and update the functionality accordingly
# A goal of this script is not to change the normal event behavior, so
# implementing it into a project should not effect previous events. It might
# effect custom scripts.
#------------------------------------------------------------------------------
# * License :
#
# Copyright (C) 2007, 2008 Zeriab
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Lesser Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Lesser Public License for more details.
#
# For the full license see <http://www.gnu.org/licenses/>
# The GNU General Public License: http://www.gnu.org/licenses/gpl.txt
# The GNU Lesser General Public License: http://www.gnu.org/licenses/lgpl.txt
#------------------------------------------------------------------------------
# * Compatibility :
#
# This is SDK compliant. It is written for SDK version 2.3.
# It requires SDK 2.0+ if you are using the SDK
# The Non-SDK patch is integrated so you can run it without the SDK
#
# The following methods has been overwritten:
# * Game_Character.passable?
# * Game_Map.passable?
# * Game_Map.update_events
# * Game_Player.check_event_trigger_here
# * Game_Player.check_event_trigger_there
# * Game_Player.check_event_trigger_touch
# * Spriteset_Map.init_characters
# * Spriteset_Map.update_character_sprites
#
# The following methods have been aliased
# * Game_Event.jump
# * Game_Event.moveto
# * Game_Event.move_down
# * Game_Event.move_left
# * Game_Event.move_right
# * Game_Event.move_up
# * Game_Event.move_lower_left
# * Game_Event.move_lower_right
# * Game_Event.move_upper_left
# * Game_Event.move_upper_right
# * Game_Map.setup
#------------------------------------------------------------------------------
# * Instructions :
#
# Place this script just below the SDK if you are using the SDK.
# Place this script just below the default if using the Non-SDK Patch
#
# default scripts
# (SDK)
# Zeriab's Anti Event Lag System
# (custom scripts)
# main
#
# ~ Game_Map ~
# There are 4 constants you can change at will in the top of the
# Game_Map class: (You don't have to ;))
#
# ALWAYS_UPDATE ~ The default is false
# -------------------------------
# You can set this to true if you want all events to be update always
# This a slower option, but events behave like they do without the script.
# You will still benifit from the faster collision detection and fewer sprites
# This has higher priority than the event specific features. I.e never_update
#
# BUFFER_SIZE ~ The default is 2
# -------------------------
# You can increase or decrease the buffer size by altering this value.
# The greater this value the greater area around the visible area is updated
# at the price of potential more lag.
# The lower this value the smaller area around the visible area is update
# with the potential of less lag.
# Too low a value may get the sprites to sort of 'freeze' in the outskirts
# of the screen.
# Bigger sprites requires bigger buffer to prevent this.
#
# TILES_VERTICAL ~ The default is 15
# -----------------------------
# Specifies how many tiles there are vertical
# I included the option to change this value if you want to alter
# the size of the game window.
# If you for example want 800x600 I suggest changing this value to 20
#
# TILES_HORIZONTAL ~ The default is 20
# -------------------------------
# Specifies how many tiles there are horizontal
# I included the option to change this value if you want to alter
# the size of the game window.
# If you for example want 800x600 I suggest changing this value to 27
#
# LIMIT_COMMON_EVENTS - The default is true
# -----------------------------
# You can see this to false if you want all common events updated.
# This constant only has an effect during the upstart of the program. Changing
# it during the game will have no effect.
# If it is set to false you can safely ignore the following three constants
#
# SPECIFY_COMMON_EVENTS_MANUALLY - The default is false
# -----------------------------
# Specifies whether you want to enter which common events should be updated
# manually. If this is set to false you can safely ignore
# COMMON_EVENTS_TO_UPDATE while COMMON_EVENT_FILEPATH is of importance.
# Vice-versa is COMMON_EVENTS_TO_UPDATE important and COMMON_EVENT_FILEPATH
# safe to ignore if SPECIFY_COMMON_EVENTS_MANUALLY is set to true.
# If this is set to false which common events to update will be atomatically
# detected.
# As a general rule of thumb: Only change this to true if you have problems
# with the automatic detection or you want to prevent certain common events
# with autorun or parallel process as trigger.
#
# COMMON_EVENTS_TO_UPDATE
# -----------------------------
# This constant is an array of common event ids. Only the common events with
# the ids specified in the array will be updated. The ids are the numbers
# shown in the database with any leading 0s removed. In general only common
# events which have autorun or parallel process needs to be updated.
# It will have no effect if SPECIFY_COMMON_EVENTS_MANUALLY is false
# Let's say we want the common events 005, 009 and 020 to be updated. First we
# will remove the leading 0s and get 5, 9 and 20. Next we will put them in the
# array and get as end result:
#
# COMMON_EVENTS_TO_UPDATE = [5, 9, 20]
#
# If we had put [005, 009, 020] as the array we would have gotten an error
# when starting the game.
# If we now want to update common event 045 we would add 45 to the array:
#
# COMMON_EVENTS_TO_UPDATE = [5, 9, 20, 45]
#
#
# COMMON_EVENT_FILEPATH - The default is 'Data/CommonEvents.rxdata'
# -----------------------------
# Specifies the relative file path (To the directory of where the Game.exe is)
# to where the common events are stored.
# Only change this if you have changed the name or place of the
# CommonEvents.rxdata file.
# It will have no effect if SPECIFY_COMMON_EVENTS_MANUALLY is true
#
#
# ~ Game_Event ~
# Next we come to the Constants in Game_Event. They are given above the
# Game_Map code. They have been split from the other Game_Event code for
# Easier access:
#
# SPECIAL_UPDATE_IDS
# ------------------
# This constant contains a hash where you can specify how specific events
# should be updated. Special update ids has priority over name patterns.
# The keys are all a 2-elements array. [Map_ID, Event_ID]
# The value is either an 'A' for always update or 'N' for never update.
# Here is an example:
#
# SPECIAL_UPDATE_IDS = {[1,1]=>'A',
# [1,2]=>'N'}
#
# Notice the first line [1,1]=>'A'
# It means that the event with id 1 on map 1 will always be updated.
#
# Notice the first line [1,2]=>'N'
# It means that the event with id 2 on map 1 will never be updated.
# Let's say we wanted the event with id 5 on map 3 to always be updated.
# This can be achieved by adding [5,3]=>'A' to the hash:
#
# SPECIAL_UPDATE_IDS = {[1,1]=>'A',
# [1,2]=>'N',
# [5,3]=>'A'}
#
#
# NEVER_UPDATE_NAME_PATTERNS
# --------------------------
# Here you can specify any number of patterns which will be checked when a
# new map is loaded. Any events which matches at least one of the patterns
# given here will never be updated.
# A pattern is assumed to be either a String or a RegExp. In the case of a
# String name.include?(string) is used. Otherwise the =~ operator is used
# Note: The never_update feature has higher priority than the always_update.
# If an event's name matches both a always update pattern and a never_update
# pattern it will never update.
#
# ALWAYS_UPDATE_NAME_PATTERNS
# ---------------------------
# Here you can specify any number of patterns which will be checked when a
# new map is loaded. Any events which matches at least one of the patterns
# given here will always be updated.
# Note: The always_update feature has lower priority than the never_update.
# If an event's name matches both a always update pattern and a never_update
# pattern it will never update.
#==============================================================================
if Module.constants.include?('SDK')
#----------------------------------------------------------------------------
# * SDK Log script
#----------------------------------------------------------------------------
SDK.log('Anti Event Lag System', 'Zeriab', 1.2, '2008-06-25')
SDK.check_requirements(2.0)
end
#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if !Module.constants.include?('SDK') || SDK.enabled?('Anti Event Lag System')
#==============================================================================
# * Constants for the anti lag script
#==============================================================================
class Game_Map
ALWAYS_UPDATE = false
BUFFER_SIZE = 2
TILES_VERTICAL = 15
TILES_HORIZONTAL = 20
LIMIT_COMMON_EVENTS = true
SPECIFY_COMMON_EVENTS_MANUALLY = false
# If you want to specify which common events to update
COMMON_EVENTS_TO_UPDATE = []
# If you want the script to automatically read the common events and find
# out which to update. Must be the path to the CommonEvents.rxdata
COMMON_EVENT_FILEPATH = 'Data/CommonEvents.rxdata'
end
class Game_Event
SPECIAL_UPDATE_IDS = {}
NEVER_UPDATE_NAME_PATTERNS = ['[N]'] # [N] in the event name => not updated
ALWAYS_UPDATE_NAME_PATTERNS = ['[A]'] # [A] in the event name => always updated
end
#==============================================================================
# * Automatic configuration generation
#==============================================================================
class Game_Map
if LIMIT_COMMON_EVENTS && !SPECIFY_COMMON_EVENTS_MANUALLY
# Find the common events which needs to be updated
COMMON_EVENTS_TO_UPDATE = []
# Load the common events
common_events = load_data(COMMON_EVENT_FILEPATH)
# Go through the common events
for common_event in common_events.compact
# Check if there is a need for the common event to update
if common_event.trigger > 0
# C
COMMON_EVENTS_TO_UPDATE << common_event.id
end
end
end
end
#==============================================================================
# * Game_Map
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :event_map
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias_method :zeriab_antilag_gmmap_setup, :setup
#--------------------------------------------------------------------------
# * Setup
#--------------------------------------------------------------------------
def setup(*args)
# Makes an event map as a hash
@event_map = {}
# Original Setup
zeriab_antilag_gmmap_setup(*args)
# Go through each event
for event in @events.values
# Check how the event should be updated
event.check_update
end
end
#--------------------------------------------------------------------------
# * Update Events ~ Overwritten to only updating visible and special events
#--------------------------------------------------------------------------
def update_events
# Runs through the events
for event in @events.values
# checks if the event is visible or needs to be updated
if ALWAYS_UPDATE || event.need_update?
event.update
end
end
end
# Only overwrite this method if common events should be limited
if LIMIT_COMMON_EVENTS
#--------------------------------------------------------------------------
# * Update Common Events ~ Updates only the necessary common events
#--------------------------------------------------------------------------
def update_common_events
for i in COMMON_EVENTS_TO_UPDATE
@common_events[i].update
end
end
end
#--------------------------------------------------------------------------
# * Called when an event has been moved with it's old x and y coordinate
# Used to update its position in the event_map
#--------------------------------------------------------------------------
def move_event(old_x,old_y,event)
# Checks if the event has moved to a new position.
return if old_x == event.x && old_y == event.y
# Removes the event from its old position
remove_event(old_x, old_y, event)
# Adds the event to its new position
add_event(event.x,event.y,event)
# Gets the spriteset from Scene_Map
spriteset = $scene.instance_eval('@spriteset')
# Checks that it actually is a Spriteset_Map.
if spriteset.is_a?(Spriteset_Map) && spriteset.respond_to?(:update_event)
# Tells the spriteset to update the event to its new position
spriteset.update_event(old_x,old_y,event)
end
end
#--------------------------------------------------------------------------
# * Adds an event to the event_map at the given x and y coordinate
#--------------------------------------------------------------------------
def add_event(x,y,event)
# Checks if there are not any events on the specific tile
if @event_map[[x,y]].nil?
# Sets the position on the map to be an array containing the given
# event. (In case there are placed additional events on this tile)
@event_map[[x,y]] = [event]
else
# Adds the event to the array of events on the specific tile
@event_map[[x,y]] << event
end
end
#--------------------------------------------------------------------------
# * Removes an event from the event_map with the given x and y coordinate
#--------------------------------------------------------------------------
def remove_event(x,y,event)
# Checks if there actually are an event on the given coordinates
return if @event_map[[x,y]].nil?
# Checks whether or not there are more events than the given event on
# with the given coordinates
if @event_map[[x,y]].size > 1
# Deletes the events from the array of events
@event_map[[x,y]].delete(event)
else
# Deletes the key along with the corresponding value from the hashmap
# since there are no other events on the tile.
@event_map.delete([x,y])
end
end
#--------------------------------------------------------------------------
# * Gets min_x, max_x, min_y and max_y including the buffer-size
# Returns min_x, max_x, min_y, max_y (tile-coordinates)
# Returns a Rect if 'true' is given as the argument
#--------------------------------------------------------------------------
def get_tile_area(rect = false)
# Gets the upper left x and y tile-coordinate
x = $game_map.display_x / 128
y = $game_map.display_y / 128
# Computes the min and max coordinates when considering the buffer-size
min_x = x - BUFFER_SIZE
min_y = y - BUFFER_SIZE
max_x = x + TILES_HORIZONTAL + BUFFER_SIZE
max_y = y + TILES_VERTICAL + BUFFER_SIZE
# Makes sure the min and max coordinates are within the map
if min_x < 0
min_x = 0
end
if max_x >= $game_map.width
max_x = $game_map.width - 1
end
if min_y < 0
min_y = 0
end
if max_y >= $game_map.height
max_y = $game_map.height - 1
end
# Checks if the return should be a Rect
if rect
# Returns the result as a Rect
return Rect.new(min_x, min_y, max_x - min_x, max_y - min_y)
else
# Returns the result as the min and max coordinates
return min_x, max_x, min_y, max_y
end
end
#--------------------------------------------------------------------------
# * Checks if the tile with the given x and y coordinate is visible.
# Takes the buffer size into account.
#--------------------------------------------------------------------------
def visible?(x,y)
min_x = $game_map.display_x / 128
min_y = $game_map.display_y / 128
if x >= min_x - BUFFER_SIZE && x <= min_x + BUFFER_SIZE + TILES_HORIZONTAL &&
y >= min_y - BUFFER_SIZE && y <= min_y + BUFFER_SIZE + TILES_VERTICAL
return true
end
return false
end
#--------------------------------------------------------------------------
# * Get Designated Position Event ID
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def check_event(x, y)
# Retrives the events on the specified tile
events = event_map[[x,y]]
unless events.nil?
# Loop through events on tile
for event in events
if event.x == x and event.y == y
return event.id
end
end
end
end
#--------------------------------------------------------------------------
# * Determine if Passable
# x : x-coordinate
# y : y-coordinate
# d : direction (0,2,4,6,8,10)
# * 0,10 = determine if all directions are impassable
# self_event : Self (If event is determined passable)
#--------------------------------------------------------------------------
def passable?(x, y, d, self_event = nil)
# If coordinates given are outside of the map
unless valid?(x, y)
# impassable
return false
end
# Change direction (0,2,4,6,8,10) to obstacle bit (0,1,2,4,8,0)
bit = (1 << (d / 2 - 1)) & 0x0f
# Retrives the events on the specified tile
events = event_map[[x,y]]
unless events.nil?
# Loop through events on tile
for event in events
# If tiles other than self are consistent with coordinates
if event.tile_id >= 0 and event != self_event and not event.through
# If obstacle bit is set
if @passages[event.tile_id] & bit != 0
# impassable
return false
# If obstacle bit is set in all directions
elsif @passages[event.tile_id] & 0x0f == 0x0f
# impassable
return false
# If priorities other than that are 0
elsif @priorities[event.tile_id] == 0
# passable
return true
end
end
end
end
# Loop searches in order from top of layer
for i in [2, 1, 0]
# Get tile ID
tile_id = data[x, y, i]
# Tile ID acquistion failure
if tile_id == nil
# impassable
return false
# If obstacle bit is set
elsif @passages[tile_id] & bit != 0
# impassable
return false
# If obstacle bit is set in all directions
elsif @passages[tile_id] & 0x0f == 0x0f
# impassable
return false
# If priorities other than that are 0
elsif @priorities[tile_id] == 0
# passable
return true
end
end
# passable
return true
end
end
#==============================================================================
# * Game_Character
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
# * Determine if Passable (Overwrite)
# x : x-coordinate
# y : y-coordinate
# d : direction (0,2,4,6,8)
# * 0 = Determines if all directions are impassable (for jumping)
#--------------------------------------------------------------------------
def passable?(x, y, d)
# Get new coordinates
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# If coordinates are outside of map
unless $game_map.valid?(new_x, new_y)
# impassable
return false
end
# If through is ON
if @through
# passable
return true
end
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x, y, d, self)
# impassable
return false
end
# If unable to enter move tile in designated direction
unless $game_map.passable?(new_x, new_y, 10 - d)
# impassable
return false
end
# If player coordinates are consistent with move destination
if $game_player.x == new_x and $game_player.y == new_y
# If through is OFF
unless $game_player.through
# If your own graphic is the character
if @character_name != ""
# impassable
return false
end
end
end
# Checks for events on the new position
events = $game_map.event_map[[new_x,new_y]]
if events.nil?
# passable
return true
end
# Loop all events on the tile
for event in events
# If event coordinates are consistent with move destination
if event.x == new_x and event.y == new_y
# If through is OFF
unless event.through
# If self is event
if self != $game_player
# impassable
return false
end
# With self as the player and partner graphic as character
if event.character_name != ""
# impassable
return false
end
end
end
end
# passable
return true
end
end
#==============================================================================
# * Game_Event
#==============================================================================
class Game_Event
# The method to alias and overwrite
AX = [:jump, :moveto, :move_down, :move_left, :move_right, :move_up,
:move_lower_left, :move_lower_right, :move_upper_left, :move_upper_right]
for method in AX
# Aliases the old method
new_method_as_string = 'zeriab_antilag_gmtev_' + method.to_s
new_method = new_method_as_string.to_sym
next if self.method_defined?(new_method)
alias_method(new_method, method)
# Overwrites the old method
PROG = <<FIN
def #{method}(*args)
old_x = @x
old_y = @y
#{new_method}(*args)
unless old_x == @x && old_y == @y
$game_map.move_event(old_x, old_y, self)
end
end
FIN
# Evaluates the method definition
eval(PROG)
end
#--------------------------------------------------------------------------
# * Always_update property (is false by default) priority under never_update
#--------------------------------------------------------------------------
attr_writer :always_update
def always_update
@always_update = false if @always_update.nil?
return @always_update
end
#--------------------------------------------------------------------------
# * Never_update property (is false by default) priority over always_update
#--------------------------------------------------------------------------
attr_writer :never_update
def never_update
@never_update = false if @never_update.nil?
return @never_update
end
#--------------------------------------------------------------------------
# * Need Update method. Fast checks here.
#--------------------------------------------------------------------------
def need_update?
return false if never_update
return true if always_update
return true if $game_map.visible?(x, y)
return true if @move_type == 3
return @trigger == 3 || @trigger == 4
end
#--------------------------------------------------------------------------
# * Checks how the event should be updated.
#--------------------------------------------------------------------------
def check_update
name = @event.name
# Checks if the event is never to be updated. (For decoration)
for pattern in NEVER_UPDATE_NAME_PATTERNS
if (pattern.is_a?(String) && name.include?(pattern)) ||
!(pattern =~ name).nil?
self.never_update = true
end
end
# Checks if the event is to be always updated.
for pattern in ALWAYS_UPDATE_NAME_PATTERNS
if (pattern.is_a?(String) && name.include?(pattern)) ||
!(pattern =~ name).nil?
self.always_update = true
end
end
# Checks for special update for the particular id (overrules the patterns)
special_update = SPECIAL_UPDATE_IDS[[@map_id,@id]]
unless special_update.nil?
# Checks if it never should be updated
if special_update.downcase == 'n'
self.never_update = true
self.always_update = false
# Checks if it always should be updated
elsif special_update.downcase == 'a'
self.always_update = true
self.never_update = false
end
end
end
end
#==============================================================================
# * Game_Event
#==============================================================================
class Game_Player
#--------------------------------------------------------------------------
# * Same Position Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# Retrives the events on the specified tile
events = $game_map.event_map[[@x,@y]]
unless events.nil?
# Loop through events on tile
for event in events
# If event triggers are consistent
if triggers.include?(event.trigger)
# If starting determinant is same position event (other than jumping)
if not event.jumping? and event.over_trigger?
event.start
result = true
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Front Event Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# Calculate front event coordinates
new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# Retrives the events on the specified tile
events = $game_map.event_map[[new_x,new_y]]
unless events.nil?
# Loop through events on tile
for event in events
# If event triggers are consistent
if triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
end
# If fitting event is not found
if result == false
# If front tile is a counter
if $game_map.counter?(new_x, new_y)
# Calculate 1 tile inside coordinates
new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
# Retrives the events on the specified tile
events = $game_map.event_map[[new_x,new_y]]
unless events.nil?
# Loop through events on tile
for event in events
# If event triggers are consistent
if triggers.include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Touch Event Starting Determinant
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
result = false
# If event is running
if $game_system.map_interpreter.running?
return result
end
# Retrives the events on the specified tile
events = $game_map.event_map[[x,y]]
unless events.nil?
# Loop through events on tile
for event in events
# If event coordinates and triggers are consistent
if [1,2].include?(event.trigger)
# If starting determinant is front event (other than jumping)
if not event.jumping? and not event.over_trigger?
event.start
result = true
end
end
end
end
return result
end
end
#==============================================================================
# * Spriteset_Map
#------------------------------------------------------------------------------
# Overwrites init_characters and update_character_sprites
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# * Initializes Character Sprites (Overwrite)
#--------------------------------------------------------------------------
def init_characters
# Creates the array used for holding the hero sprite.
# Is here for compatibility reasons.
@character_sprites = []
# Refreshes the characters in the spritemap
refresh_characters
# Refreshes the character sprites
refresh_character_sprites
end
#--------------------------------------------------------------------------
# * Refreshes the characters.
#--------------------------------------------------------------------------
def refresh_characters
# Make character sprites
@character_event_sprites = []
@character_spritemap = {}
# Gets the tile area to search for events
min_x, max_x, min_y, max_y = $game_map.get_tile_area
# Goes through all the visible tiles and adds the sprites on those tiles
for x in min_x..max_x
for y in min_y..max_y
add_sprites(x,y)
end
end
end
#--------------------------------------------------------------------------
# * Refreshes the character sprites.
#--------------------------------------------------------------------------
def refresh_character_sprites
# Gets the character sprites
@character_event_sprites = @character_spritemap.values.flatten
#### Note: I do not think character sprites have to be sorted, but here it
#### is if you for some reason need them sorted.
#@character_event_sprites.sort! {|a,b| a.character.id <=> b.character.id}
# Updates the last screen x and y to the current x and y
@last_screen_x = $game_map.display_x / 128
@last_screen_y = $game_map.display_y / 128
# The sprites have just been refresh, no need to do this every frame.
@need_refresh = false
end
#--------------------------------------------------------------------------
# * Updates Character Sprites
#--------------------------------------------------------------------------
def update_character_sprites
# Checks if the player has moved
unless @last_screen_x == $game_map.display_x / 128 &&
@last_screen_y == $game_map.display_y / 128
# Gets the difference in the x and y coordinate
diff_x = @last_screen_x - $game_map.display_x / 128
diff_y = @last_screen_y - $game_map.display_y / 128
# Checks if the player has moved more than one tile. (Supports 8-way)
if diff_x.abs > 1 || diff_y.abs > 1
# The player has moved more than one tile.
# This section could be extended if some of the previous visible area
# still is visible and only update the the the new areas as well as
# the parts of the old area that is now out of side.
# For ease and because this should be a rare situation I have decided
# to simple remove all sprites and start over for the new area.
@character_event_sprites.each {|sprite| sprite.dispose}
# Initialized the sprites for the new area
init_characters
else
# Updates the buffer
update_buffer(diff_x, diff_y)
end
# Refresh the character sprites. (To which should be updated)
refresh_character_sprites
else
# Refreshed the character sprites if it is needed
refresh_character_sprites if @need_refresh
end
# Updates the sprites.
@character_event_sprites.each {|sprite| sprite.update}
# Updates the hero sprite. Is here to increase compatibility with other
# scripts using this array. Most caterpillar scripts for example
@character_sprites.each {|sprite| sprite.update}
end
#--------------------------------------------------------------------------
# * Updates Character Sprites
#--------------------------------------------------------------------------
def update_buffer(diff_x, diff_y)
# Gets the tile area to search for events
min_x, max_x, min_y, max_y = $game_map.get_tile_area
# For change in x-coordinate
if diff_x > 0 # Left
# Removes any sprites outside of the buffer
unless max_x >= $game_map.width - 1
for y in min_y..max_y
dispose_sprites(max_x+1, y)
end
end
# Adds any new sprites comming into the buffer
for y in min_y..max_y
add_sprites(min_x, y) if @character_spritemap[[min_x,y]].nil?
end
elsif diff_x < 0 # Right
# Removes any sprites outside of the buffer
unless min_x <= 0
for y in min_y..max_y
dispose_sprites(min_x-1, y)
end
end
# Adds any new sprites comming into the buffer
for y in min_y..max_y
add_sprites(max_x, y) if @character_spritemap[[max_x,y]].nil?
end
end
# For change in y-coordinates
if diff_y > 0 # Up
# Removes any sprites outside of the buffer
unless max_y >= $game_map.height - 1
for x in min_x..max_x
dispose_sprites(x, max_y+1)
end
end
# Adds any new sprites comming into the buffer
for x in min_x..max_x
add_sprites(x, min_y) if @character_spritemap[[x,min_y]].nil?
end
elsif diff_y < 0 # Down
# Removes any sprites outside of the buffer
unless min_y <= 0
for x in min_x..max_x
dispose_sprites(x, min_y-1)
end
end
# Adds any new sprites comming into the buffer
for x in min_x..max_x
add_sprites(x, max_y) if @character_spritemap[[x,max_y]].nil?
end
end
end
#--------------------------------------------------------------------------
# * Called when an event has moved
#--------------------------------------------------------------------------
def update_event(old_x,old_y,event)
# Finds the sprites on the event's old position
sprites = @character_spritemap[[old_x,old_y]]
# Checks if there are any sprites on the event's old position
unless sprites.nil?
# Goes through the sprites to find which one is attached to the given
# event. Sprite is nil if no sprite on the event's old position is
# attached to the given event.
sprite = nil
for sprite in sprites
break if sprite.character == event
end
end
# If there is not a sprite attached to the event
if sprite.nil?
# Checks if the event has become visible
if $game_map.visible?(event.x, event.y)
# A sprite is create because the event is now visible
sprite = Sprite_Character.new(@viewport1, event)
# The sprite is added at the event's current position
add_sprite(event.x,event.y,sprite)
# We need to refresh the character sprites since we added one.
@need_refresh = true
end
else # A sprite is attached to the event
# Checks if the event is still visible
if $game_map.visible?(event.x, event.y)
# The event is still visible and moved from its old coordinate
# to its new coordinates.
move_event(old_x, old_y, sprite)
else
# The sprite is not visible anymore and thus removed
remove_sprite(old_x,old_y,sprite)
# The sprite is disposed since we don't want to wait for Ruby's
# garbage cleaner to remove the sprite from view. (For big sprites)
sprite.dispose
# We need to refresh the character sprites since we removed one.
@need_refresh = true
end
end
end
##
## Macros
##
#--------------------------------------------------------------------------
# * Creates and adds sprites for all the events with the given x and y
# coordinates to the spritemap.
#--------------------------------------------------------------------------
def add_sprites(x,y)
# Returns if there are no events with the given x and y coordinates
return if $game_map.event_map[[x,y]].nil?
for event in $game_map.event_map[[x,y]]
# Creates a sprite for the event
sprite = Sprite_Character.new(@viewport1, event)
# Adds the sprite to the spritemap
add_sprite(x,y,sprite)
end
end
#--------------------------------------------------------------------------
# * Disposes all the sprites on given x,y tile
#--------------------------------------------------------------------------
def dispose_sprites(x,y)
# Returns if there are no sprites with the given coordinates
return if @character_spritemap[[x,y]].nil?
for sprite in @character_spritemap[[x,y]]
# Removes the sprite from the datastructure
remove_sprite(x,y,sprite)
# Disposes the sprite
sprite.dispose unless sprite.dispose
end
end
#--------------------------------------------------------------------------
# * Moves the sprite from its old coordinates to its new coordinates
#--------------------------------------------------------------------------
def move_event(old_x,old_y,sprite)
# Gets the event attached to the character
event = sprite.character
# Returns if the sprite have not change position
return if old_x == event.x && old_y == event.y
# Removes the sprite from its old location
remove_sprite(old_x, old_y, sprite)
# Adds the sprite to the new location
add_sprite(event.x, event.y, sprite)
end
##
## Low level methods, alters the datastructure directly
##
#--------------------------------------------------------------------------
# * Adds the given sprite to the given x and y coordinate to
# @character_spritemap.
#--------------------------------------------------------------------------
def add_sprite(x,y,sprite)
# Checks if there a not any sprite on the given tile already
if @character_spritemap[[x,y]].nil?
# Adds the sprite to the spriteset as an array containing the sprite
@character_spritemap[[x,y]] = [sprite]
else
# Adds the sprite to the array of sprites with the same x and y
# coordinates.
@character_spritemap[[x,y]] << sprite
end
end
#--------------------------------------------------------------------------
# * Removes the given sprite with the given x and y coordinate from
# @character_spritemap.
#--------------------------------------------------------------------------
def remove_sprite(x,y,sprite)
# Returns if there are no sprites with the given x and y coordinate
return unless !@character_spritemap[[x,y]].nil? &&
@character_spritemap[[x,y]].include?(sprite)
# Checks if there are more sprites with the same coordinates
if @character_spritemap[[x,y]].size > 1
# Removes the sprite from the array of sprites with the given coordinates
@character_spritemap[[x,y]].delete(sprite)
else
# Deletes the key attached to the array since there are no sprites left.
@character_spritemap.delete([x,y])
end
end
end
#------------------------------------------------------------------------------
# * End SDK Enable Test
#------------------------------------------------------------------------------
end
unless Module.constants.include?('SDK')
#============================================================================
# * Compatibility :
#
# This will probably not be compatible with scripts extending or modifying
# the overwritten methods.
#
# The following methods has been overwritten:
# * Game_Map.update
# * Spriteset_Map.initialize
# * Spriteset_Map.update
#============================================================================
#============================================================================
# * Game_Map
#============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Update Common Events
#--------------------------------------------------------------------------
def update_common_events
for common_event in @common_events.values
common_event.update
end
end
#------------------------------------------------------------------------
# * Frame Update Overwrite
#------------------------------------------------------------------------
def update
# Refresh map if necessary
if $game_map.need_refresh
refresh
end
# If scrolling
if @scroll_rest > 0
# Change from scroll speed to distance in map coordinates
distance = 2 * @scroll_speed
# Execute scrolling
case @scroll_direction
when 2 # Down
scroll_down(distance)
when 4 # Left
scroll_left(distance)
when 6 # Right
scroll_right(distance)
when 8 # Up
scroll_up(distance)
end
# Subtract distance scrolled
@scroll_rest -= distance
end
# Update map event
update_events
# Update common event
update_common_events
# Manage fog scrolling
@fog_ox -= @fog_sx / 8.0
@fog_oy -= @fog_sy / 8.0
# Manage change in fog color tone
if @fog_tone_duration >= 1
d = @fog_tone_duration
target = @fog_tone_target
@fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d
@fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d
@fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d
@fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d
@fog_tone_duration -= 1
end
# Manage change in fog opacity level
if @fog_opacity_duration >= 1
d = @fog_opacity_duration
@fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d
@fog_opacity_duration -= 1
end
end
end
#============================================================================
# * Spriteset_Map
#============================================================================
class Spriteset_Map
#------------------------------------------------------------------------
# * Object Initialization Overwrite
#------------------------------------------------------------------------
def initialize
# Make viewports
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 200
@viewport3.z = 5000
# Make tilemap
@tilemap = Tilemap.new(@viewport1)
@tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
for i in 0..6
autotile_name = $game_map.autotile_names[i]
@tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
end
@tilemap.map_data = $game_map.data
@tilemap.priorities = $game_map.priorities
# Make panorama plane
@panorama = Plane.new(@viewport1)
@panorama.z = -1000
# Make fog plane
@fog = Plane.new(@viewport1)
@fog.z = 3000
# Make character sprites
init_characters
# Make hero sprite
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
# Make weather
@weather = RPG::Weather.new(@viewport1)
# Make picture sprites
@picture_sprites = []
for i in 1..50
@picture_sprites.push(Sprite_Picture.new(@viewport2,
$game_screen.pictures[i]))
end
# Make timer sprite
@timer_sprite = Sprite_Timer.new
# Frame update
update
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
# Dispose of tilemap
@tilemap.tileset.dispose
for i in 0..6
@tilemap.autotiles[i].dispose
end
@tilemap.dispose
# Dispose of panorama plane
@panorama.dispose
# Dispose of fog plane
@fog.dispose
# Dispose of weather
@weather.dispose
# Dispose of picture sprites
for sprite in @picture_sprites
sprite.dispose
end
# Dispose of character sprites
for sprite in @character_event_sprites
sprite.dispose unless sprite.disposed?
end
# Dispose of timer sprite
@timer_sprite.dispose
# Dispose of viewports
@viewport1.dispose
@viewport2.dispose
@viewport3.dispose
end
#------------------------------------------------------------------------
# * Frame Update Overwrite
#------------------------------------------------------------------------
def update
# If panorama is different from current one
if @panorama_name != $game_map.panorama_name or
@panorama_hue != $game_map.panorama_hue
@panorama_name = $game_map.panorama_name
@panorama_hue = $game_map.panorama_hue
if @panorama.bitmap != nil
@panorama.bitmap.dispose
@panorama.bitmap = nil
end
if @panorama_name != ""
@panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
end
Graphics.frame_reset
end
# If fog is different than current fog
if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
@fog_name = $game_map.fog_name
@fog_hue = $game_map.fog_hue
if @fog.bitmap != nil
@fog.bitmap.dispose
@fog.bitmap = nil
end
if @fog_name != ""
@fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
end
Graphics.frame_reset
end
# Update tilemap
@tilemap.ox = $game_map.display_x / 4
@tilemap.oy = $game_map.display_y / 4
@tilemap.update
# Update panorama plane
@panorama.ox = $game_map.display_x / 8
@panorama.oy = $game_map.display_y / 8
# Update fog plane
@fog.zoom_x = $game_map.fog_zoom / 100.0
@fog.zoom_y = $game_map.fog_zoom / 100.0
@fog.opacity = $game_map.fog_opacity
@fog.blend_type = $game_map.fog_blend_type
@fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
@fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
@fog.tone = $game_map.fog_tone
# Update character sprites
update_character_sprites
# Update weather graphic
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.ox = $game_map.display_x / 4
@weather.oy = $game_map.display_y / 4
@weather.update
# Update picture sprites
for sprite in @picture_sprites
sprite.update
end
# Update timer sprite
@timer_sprite.update
# Set screen color tone and shake position
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
# Set screen flash color
@viewport3.color = $game_screen.flash_color
# Update viewports
@viewport1.update
@viewport3.update
end
end
end
Última edição por RD12 em Dom Abr 29, 2012 11:06 pm, editado 4 vez(es) (Motivo da edição : Sou apenas um noob)
MickeyRocknn- Iniciante
- Mensagens : 71
Créditos : 9
Re: Anti Lag Zeriab Script
Que erro? coloque o script direto, dessa forma você está fazendo propaganda de outro site o que não é permitido.
Re: Anti Lag Zeriab Script
Cara para de fazer propaganda desse fórum e poste aqui na aldeia logo de uma vez, se não o fazer até de noite irei deletar.
Re: Anti Lag Zeriab Script
Cara,dentro do Spoiler,coloque code,pois a pagina ficou mt grande,e assim fica mt melhor xD
+1Cred por disponibilizar!
- Spoiler:
- Código:
Assim!
+1Cred por disponibilizar!
_________________
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Status do fórum: PARADO (por enquanto)
Alguns dos meus textos sobre Rpg, podem te ajudar
* Contos dos Heróis
Deem uma olhada
TecoKun- Membro de Honra
- Mensagens : 1310
Créditos : 69
Re: Anti Lag Zeriab Script
PedroMatoso escreveu:ta dando erro no meu jogo cara.
Só pra lembrar, ele é pra jogos off tá?
_________________
Todas as pessoas vivem confiando na sua sabedoria e no seu conhecimento, e ficam presos a eles. Eles chamam isso de "realidade". Entretanto sabedoria e conhecimento são ambíguos, deste modo, a realidade não é nada além de uma ilusão.
Itachi Uchiha
Itachi Uchiha
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