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Arena RPG Maker
Olá, visitante!
Seja bem-vindo ao fórum Arena RPG Maker, caso queira aprender sobre criação de jogos, está no fórum certo. Esperamos que possa aprender tanto quanto possa nos ensinar aqui.

Atenciosamente,
Equipe Arena RPG Maker.
Arena RPG Maker

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1Anti-lag Zeriab Script Empty Anti-lag Zeriab Script Dom 07 Out 2012, 19:27

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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

https://arenarpgmaker.forumeiros.com

2Anti-lag Zeriab Script Empty Re: Anti-lag Zeriab Script Dom 07 Out 2012, 19:30

DeadEnd

DeadEnd
Membro de Honra
Membro de Honra
esses anti lag's são otimos.... vou testar \o/

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