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Anti-Lag

Aide à résoudre le problème des jeux qui saccadent à cause d'un excès d'événements sur la carte (fait en sorte que les événements hors du champ de vision du joueur ne soient pas constamment mis à jour).

Script pour RPG Maker VX
Ecrit par Anaryu
Publié par mathieu1300 (lui envoyer un message privé)
Signaler un script cassé

❤ 0

Alors voilà, le script n'est pas de moi, je l'ai trouvé sur RRR

Installation
Il suffit de le placer après Main et c'est tout !! .^^.

Conditions d'utilisation
Vous devez simplement placer le nom de l'auteur dans les crédits de votre jeu. Ce script peut être utilisé dans les projets commerciaux.

Possibilité d'incompatibilité avec certains scripts.


Version 1.3b (recommandée)

Portion de code : Tout sélectionner

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#==============================================================================
# A N T I L A G    V X
#------------------------------------------------------------------------------
#  Author: Andrew McKellar (Anaryu) (anmckell@gmail.com)
#
#  Version: 1.3b
#
#  1.2 March 5th 4:15pm EST: Implemented feedback from (Zeriab) and other ideas
#     for updating sprites/events that are off-screen/parallel also added
#     off-screen updating for events that are set with a specific move route.
#  1.2a March 6th 5:09am EST: Changed on_screen to use Graphics module instead
#     of static values. (Zeriab)
#  1.2b March 7th 12:36am EST: Changed Game_Player to use standard functions
#     instead of special ones. Changed empty array check to use proper empty?
#  1.2c March 10th 10:13pm EST: Updated events that used a tile and a character
#     on multiple pages to be drawn as a sprite correctly. (eugene)
#  1.2d March 14th 4:12am EST: Fixed errors with vehicles, passability,
#     and airship landing.
#  1.2e March 18th 1:47am EST: Fixed errors with passability and tileset
#     graphics in multi-page events.
#  1.2f June 9th 4:34pm EST: Fixed errors with diagonal movement having the 
#     turn_ok setting passed in while the original functions didn't use it.
#  1.2g June 20th 7:49pm EST: Fixed bugs regarding diagonal movement for
#     events (last update was just player!) and fixed bug with jump function
#     not updating location.
#  1.2h September 20th 10:35am EST: Added a check so changing graphics on a blank
#     event from another event, or using Show Animation or Show Bubble will
#     activate the event automatically and set it to be in use. Also added two
#     new globals to allow you to choose how far off-screen updates will still
#     be performed (see below.) Also fixed efficiency loss by having several
#     math functions in the on_screen function (called constantly) and moved
#     those to initialize function instead.
#  1.2i November 29th 6:14pm EST: Fixed issue with balloon use over non-event
#     characters.
#  1.2j December 22nd 3:59am EST: Fixed issues when 'moveto' or Move Event
#     commands were used.
#  1.3a December 26th 1:02am EST: Fixed layers for events that are 'tile' graphics
#     and made them use the passability. Also added the 'unless $@' to stop the
#     F12 bugs.
#  1.3b August 25th 11:25am EST: Added catch for blank events that are 'Same
#     as character' to count as collidable (following default VX behavior instead
#     of default XP behavior.)
#
#
#
#
#  ** NOTE: You can switch "BLANK_EVENT_COLLISION" by setting it to "XP" now, this
#           maybe be necessary for old projects using this script that depend
#           on events with "None" for graphic to be passable.
#
#  This script modifies background functions, only other low-level or map
#  modification scripts should conflict.
#
#  Please credit if used, no need to ask for permission for commercial use.
#==============================================================================
 
# If true this will allow the system to ignore all events that are off screen
# unless you add "DOUPDATE" to their name. (DOUPDATE events will always update)
#
# If false this will means the system will ALWAYS update EVERY EVENT on the map
# - this should only be used if you experience weird compatability issues due
# to some custom scripts, it's better to try putting the DOUPDATE flag on events
# that do special things or have special settings that don't work when this
# flag is set to true.
#
# X_OFFSCREEN_SQUARES and Y_OFFSCREEN_SQUARES are how many squares in the X and Y
# direction we should update events. Default of 1 means any event one square
# off-screen will still be updated. The larger this value, the less efficiency
# you will see from the anti-lag system, however it can be used to make large
# events update instead of hang on screen.
#
# BLANK_EVENT_COLLISION defaults now to "VX" and can be changed to "XP" to make
# it not collide and block events, even on the same layer, if their graphic
# is set to 'None' (added so games using this functionality aren't messed up)
 
ALLOW_SCREEN_IGNORE = true
X_OFFSCREEN_SQUARES = 1
Y_OFFSCREEN_SQUARES = 1
BLANK_EVENT_COLLISION = "VX"
 
#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
#  This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#==============================================================================
 
class Game_Map
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :pmap
  attr_reader   :emap
  attr_accessor :etilemap
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias :pre_antilag_setup     :setup unless $@
  def setup(map_id)
    # Run normal initialize
    pre_antilag_setup(map_id)
    # Add events to emap
    @emap = {}
    for event in @events.values
      if not event.ignore_location
        loc = event.x.to_s + "_" + event.y.to_s
        @emap[loc] = [] if @emap[loc] == nil
        @emap[loc].push(event.id)
      end
    end
    # Create the passability map
    @pmap = Table.new($game_map.width, $game_map.height)
    for i in 0...$game_map.width
      for j in 0...$game_map.height
        passable?(i,j) ? pass = 1 : pass = 0
        @pmap[i,j] = pass
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Clear Event location
  #--------------------------------------------------------------------------
  def clear_event_loc(event)
    # Add the event into the @emap hash
    loc = event.x.to_s + "_" + event.y.to_s
    if @emap[loc] != nil
      @emap[loc].delete(event.id)
      # Clean up after ourselves
      @emap.delete(loc) if @emap[loc].empty?
    end
  end
  #--------------------------------------------------------------------------
  # * Set Event location
  #--------------------------------------------------------------------------
  def set_event_loc(event)
    # Add the event into the @emap hash
    loc = event.x.to_s + "_" + event.y.to_s
    @emap[loc] = [] if @emap[loc] == nil
    @emap[loc].push(event.id)
  end
  #--------------------------------------------------------------------------
  # * Get array of event at designated coordinates
  #     x : x-coordinate
  #     y : y-coordinate
  #--------------------------------------------------------------------------
  alias :pre_antilag_events_xy   :events_xy unless $@
  def events_xy(x, y)
    # Grab the events from the hash
    loc = x.to_s + "_" + y.to_s
    event_ids = @emap[loc]
    # Use the IDs to build an array of events
    events = []
    if event_ids != nil
      for id in event_ids
        if id == 0
          events.push($game_player)
        else
          events.push(@events[id])
        end
      end
    end
    # Return this array for the passability to use
    return events
  end
  #--------------------------------------------------------------------------
  # * Determine if Passable
  #     x    : x coordinate
  #     y    : y coordinate
  #     flag : The impassable bit to be looked up
  #            (normally 0x01, only changed for vehicles)
  #--------------------------------------------------------------------------
  alias :pre_antilag_passable?    :passable? unless $@
  def passable?(x, y, flag = 0x01)
    for event in events_xy(x, y)            # events with matching coordinates
      next if event.tile_id == 0            # graphics are not tiled
      next if event.priority_type > 0       # not [Below characters]
      next if event.through                 # pass-through state
      pass = @passages[event.tile_id]       # get passable attribute
      next if pass & 0x10 == 0x10           # *: Does not affect passage
      return true if pass & flag == 0x00    # o: Passable
      return false if pass & flag == flag   # x: Impassable
    end
    for i in [2, 1, 0]                      # in order from on top of layer
      tile_id = @map.data[x, y, i]          # get tile ID
      return false if tile_id == nil        # failed to get tile: Impassable
      pass = @passages[tile_id]             # get passable attribute
      next if pass & 0x10 == 0x10           # *: Does not affect passage
      return true if pass & flag == 0x00    # o: Passable
      return false if pass & flag == flag   # x: Impassable
    end
    if @etilemap != nil
      for i in [2, 1, 0]                      # in order from on top of layer
        tile_id = @etilemap[x, y, i]          # get tile ID
        return false if tile_id == nil        # failed to get tile: Impassable
        pass = @passages[tile_id]             # get passable attribute
        next if pass & 0x10 == 0x10           # *: Does not affect passage
        return true if pass & flag == 0x00    # o: Passable
        return false if pass & flag == flag   # x: Impassable
      end
    end
    return false                            # Impassable
  end
end
 
#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
#  This class deals with characters. It's used as a superclass of the
# Game_Player and Game_Event classes.
#==============================================================================
 
class Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :ignore_update
  attr_reader   :ignore_sprite
  attr_reader   :ignore_location
  attr_reader   :force_update
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias :pre_antilag_initialize    :initialize unless $@
  def initialize
    # Run normal initialize
    pre_antilag_initialize
    # Set our ignore flag based on our event name
    @ignore_update = false
    @ignore_sprite = false
    @ignore_location = false
    @force_update = false
    @x_offscreen_value = (Graphics.width + (X_OFFSCREEN_SQUARES * 32)) * 8
    @y_offscreen_value = (Graphics.height + (Y_OFFSCREEN_SQUARES * 32)) * 8
    @x_offscreen_squares = X_OFFSCREEN_SQUARES * 32 * 8
    @y_offscreen_squares = Y_OFFSCREEN_SQUARES * 32 * 8
  end
  #--------------------------------------------------------------------------
  # * On Screen
  #--------------------------------------------------------------------------
  def on_screen
    x_range = ((@real_x <= ($game_map.display_x + @x_offscreen_value)) and (@real_x >= ($game_map.display_x - @x_offscreen_squares)))
    y_range = ((@real_y <= ($game_map.display_y + @y_offscreen_value)) and (@real_y >= ($game_map.display_y - @y_offscreen_squares)))
    if x_range and y_range
      return true
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Jump
  #     x_plus : x-coordinate plus value
  #     y_plus : y-coordinate plus value
  #--------------------------------------------------------------------------
  alias :pre_antilag_jump    :jump unless $@
  def jump(x_plus, y_plus)
    $game_map.clear_event_loc(self)
    pre_antilag_jump(x_plus, y_plus)
    $game_map.set_event_loc(self)
  end
  #--------------------------------------------------------------------------
  # * Move to Designated Position
  #     x : x-coordinate
  #     y : y-coordinate
  #--------------------------------------------------------------------------
  alias :pre_antilag_moveto   :moveto unless $@
  def moveto(x, y)
    $game_map.clear_event_loc(self) if $game_map.emap != nil
    pre_antilag_moveto(x, y)
    $game_map.set_event_loc(self) if $game_map.emap != nil
  end
  #--------------------------------------------------------------------------
  # * Clear anti-lag flags
  #--------------------------------------------------------------------------
  def clear_antilag_flags
    # Turn all the ignore values to false for one reason or another
    @ignore_sprite = false
    @ignore_location = false
    @ignore_update = false
  end
end
 
#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
#  This class deals with events. It handles functions including event page 
# switching via condition determinants, and running parallel process events.
# It's used within the Game_Map class.
#==============================================================================
 
class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :id
  attr_reader   :original_forced_update
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     map_id : map ID
  #     event  : event (RPG::Event)
  #--------------------------------------------------------------------------
  alias :pre_antilag_event_initialize    :initialize unless $@
  def initialize(map_id, event)
    # Run normal initialize
    pre_antilag_event_initialize(map_id, event)
    # Set our ignore flag based on our event name
    decide_ignore
    @allow_screen_ignore = ALLOW_SCREEN_IGNORE
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias :pre_antilag_update    :update unless $@
  def update
    # Only run update if @ignore_update is false
    if update?
      pre_antilag_update
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update?
    # Check our logic and return if we should update
    ignore = ((not @ignore_update) and (on_screen and @allow_screen_ignore))
    return (@force_update or ignore or @move_route_forcing)
  end
  #--------------------------------------------------------------------------
  # * Event page setup
  #--------------------------------------------------------------------------
  alias :pre_antilag_setup  :setup unless $@
  def setup(new_page)
    # Run normal setup
    pre_antilag_setup(new_page)
    # Set our forced flag if we're running as a parallel process now
    # if not, set it to our "default" set during the decide_ignore function
    if @trigger == 4 or @trigger == 3
      @force_update = true
    else
      @force_update = @original_force_update
    end
  end
  #--------------------------------------------------------------------------
  # * Move Type : Custom
  #--------------------------------------------------------------------------
  alias :pre_antilag_move_type_custom   :move_type_custom unless $@
  def move_type_custom
    # Ensure the sprite has been created if it's a blank event
    # with no code on itself but someone else set a graphic on it
    if @ignore_sprite
      command = @move_route.list[@move_route_index]   # Get movement command
      case command.code
      when 41   # Change Graphic
        create_sprite if @ignore_sprite
      end
    end
    # Run the original move type custom command
    pre_antilag_move_type_custom
  end
  #--------------------------------------------------------------------------
  # * Create Sprite
  #     Create a sprite for this poor event if one hasn't been made
  #--------------------------------------------------------------------------
  def create_sprite
    # Ensure ignore sprite value is set to false
    @ignore_sprite = false
    @ignore_location = false
    @ignore_update = false
    # Try to add a new sprite to the map
    if $scene.is_a?(Scene_Map)
      $scene.create_event_sprite(self)
    end
  end
  #--------------------------------------------------------------------------
  # * Decide if Ignorable for Updates or Sprites
  #--------------------------------------------------------------------------
  def decide_ignore
    # Not ignore by default
    @ignore_location = true
    @ignore_sprite = true
    @ignore_update = false
    @original_force_update = false
    # Decide if we should ignore ourselves or not
    if @event.name == "IGNORE"
      @ignore_update = true
    elsif @event.pages.size == 1
      if @list != nil
        if @list.size == 1
          if @character_name == "" or @tile_id != 0
            @ignore_update = true
          end
        end
      end
    end
    # Check if we'll ever need a sprite
    tiles = []
    for page in @event.pages
      # Check for single-tile events
      if page.graphic.tile_id != 0
        tiles.push(page.graphic.tile_id) if not tiles.include?(page.graphic.tile_id)
        if page.priority_type == 2 or tiles.size > 1 or @event.pages.size > 1
          @ignore_sprite = false
          @ignore_location = false
        end
      end
      # Check for character graphic instead
      if page.graphic.character_name != ""
        @ignore_sprite = false
        @ignore_location = false
      elsif page.priority_type == 1 and BLANK_EVENT_COLLISION == "VX"
        @ignore_location = false
      end
      # Check all pages for code to run
      if page.list.size > 1
        for item in page.list
          if item.code != 108
            @ignore_location = false
          end
        end
      end
    end
    # Check to see if we have any tiles and a no initial page
    if @list == nil and tiles.size > 0
      @ignore_sprite = false
      @ignore_location = false
    end
    # Force tags
    if @event.name.include?("DOSPRITE")
      @ignore_sprite = false
    end
    if @event.name.include?("DOLOC")
      @ignore_location = false
    end
    if @event.name.include?("DOUPDATE")
      @ignore_update = false
      @force_update = true
      @original_force_update = true
    end
  end
  #--------------------------------------------------------------------------
  # * Move Functions
  #--------------------------------------------------------------------------
  alias :pre_antilag_move_down     :move_down unless $@
  def move_down(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_down(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_left     :move_left unless $@
  def move_left(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_left(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_right     :move_right unless $@
  def move_right(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_right(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_up     :move_up unless $@
  def move_up(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_up(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_lower_left     :move_lower_left unless $@
  def move_lower_left(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_lower_left
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_upper_left     :move_upper_left unless $@
  def move_upper_left(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_upper_left
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_lower_right     :move_lower_right unless $@
  def move_lower_right(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_lower_right
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_upper_right     :move_upper_right unless $@
  def move_upper_right(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_upper_right
    $game_map.set_event_loc(self)
  end
end
 
 
#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  This class handles maps. It includes event starting determinants and map
# scrolling functions. The instance of this class is referenced by $game_map.
#==============================================================================
 
class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Priority Type
  #--------------------------------------------------------------------------
  def priority_type
    return 1
  end
  #--------------------------------------------------------------------------
  # * Triggers
  #--------------------------------------------------------------------------
  def trigger
    return -1
  end
  #--------------------------------------------------------------------------
  # * Triggers
  #--------------------------------------------------------------------------
  def triggers
    return []
  end
  #--------------------------------------------------------------------------
  # * Triggers
  #--------------------------------------------------------------------------
  def id
    return 0
  end
  #--------------------------------------------------------------------------
  # * Triggers
  #--------------------------------------------------------------------------
  def tile_id
    return 0
  end
  #--------------------------------------------------------------------------
  # * Determine if Airship can Land
  #     x : x-coordinate
  #     y : y-coordinate
  #--------------------------------------------------------------------------
  alias :pre_antilag_airship_land_ok?   :airship_land_ok? unless $@
  def airship_land_ok?(x, y)
    unless $game_map.airship_land_ok?(x, y)
      return false    # The tile passable attribute is unlandable
    end
    # Check all events to ensure only the player is there
    for event in $game_map.events_xy(x, y)
      if event != $game_player
        return false
      end
    end
    return true       # Can land
  end
  #--------------------------------------------------------------------------
  # * Move Functions
  #--------------------------------------------------------------------------
  alias :pre_antilag_move_down     :move_down unless $@
  def move_down(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_down(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_left     :move_left unless $@
  def move_left(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_left(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_right     :move_right unless $@
  def move_right(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_right(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_up     :move_up unless $@
  def move_up(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_up(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_lower_left     :move_lower_left unless $@
  def move_lower_left
    $game_map.clear_event_loc(self)
    pre_antilag_move_lower_left
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_upper_left     :move_upper_left unless $@
  def move_upper_left
    $game_map.clear_event_loc(self)
    pre_antilag_move_upper_left
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_lower_right     :move_lower_right unless $@
  def move_lower_right
    $game_map.clear_event_loc(self)
    pre_antilag_move_lower_right
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_upper_right     :move_upper_right unless $@
  def move_upper_right
    $game_map.clear_event_loc(self)
    pre_antilag_move_upper_right
    $game_map.set_event_loc(self)
  end
end
 
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs the map screen processing.
#==============================================================================
 
class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # * Create Sprite
  #       :event - The event to give to the spriteset to make a sprite for
  #--------------------------------------------------------------------------
  def create_event_sprite(event)
    # Tell the spriteset to make the sprite for the event
    @spriteset.create_event_sprite(event)
  end
end
 
#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
#  This class brings together map screen sprites, tilemaps, etc. It's used
# within the Scene_Map class.
#==============================================================================
 
class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Create Character Sprite
  #--------------------------------------------------------------------------
  alias :pre_antilag_create_characters    :create_characters unless $@
  def create_characters
    @character_sprites = []
    for i in $game_map.events.keys.sort
      unless $game_map.events[i].ignore_sprite
        sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
        @character_sprites.push(sprite)
      end
    end
    for vehicle in $game_map.vehicles
      sprite = Sprite_Character.new(@viewport1, vehicle)
      @character_sprites.push(sprite)
    end
    @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
  end
  #--------------------------------------------------------------------------
  # * Create Character Sprite
  #--------------------------------------------------------------------------
  def create_event_sprite(event)
    # Check if we can find a sprite already created for the event
    found = false
    for sprite in @character_sprites
      found = true if sprite.character == event
    end
    # If we didn't find one create it
    if not found
      @character_sprites.push(Sprite_Character.new(@viewport1, event))
    end
  end
  #--------------------------------------------------------------------------
  # * Create Tilemap
  #--------------------------------------------------------------------------
  alias :pre_antilag_create_tilemap   :create_tilemap unless $@
  def create_tilemap
    # Normal tilemap creation
    pre_antilag_create_tilemap
    # Add the new tilemap!
    @etilemap = Tilemap.new(@viewport1)
    @etilemap.bitmaps[0] = Cache.system("TileA1")
    @etilemap.bitmaps[1] = Cache.system("TileA2")
    @etilemap.bitmaps[2] = Cache.system("TileA3")
    @etilemap.bitmaps[3] = Cache.system("TileA4")
    @etilemap.bitmaps[4] = Cache.system("TileA5")
    @etilemap.bitmaps[5] = Cache.system("TileB")
    @etilemap.bitmaps[6] = Cache.system("TileC")
    @etilemap.bitmaps[7] = Cache.system("TileD")
    @etilemap.bitmaps[8] = Cache.system("TileE")
    emap = Table.new($game_map.data.xsize, $game_map.data.ysize, 3)
    # Add only events that are not "above" character
    for event in $game_map.events.values
      if event.tile_id > 0 and event.ignore_sprite
        emap[event.x, event.y, event.priority_type] = event.tile_id
      end
    end
    @etilemap.map_data = emap
    @etilemap.passages = $game_map.passages
    $game_map.etilemap = emap
  end
  #--------------------------------------------------------------------------
  # * Dispose of Tilemap
  #--------------------------------------------------------------------------
  alias :pre_antilag_dispose_tilemap    :dispose_tilemap unless $@
  def dispose_tilemap
    # Normal dispose
    pre_antilag_dispose_tilemap
    # Dispose of new event tilemap
    @etilemap.dispose
  end
  #--------------------------------------------------------------------------
  # * Update Tilemap
  #--------------------------------------------------------------------------
  alias :pre_antilag_update_tilemap   :update_tilemap unless $@
  def update_tilemap
    # Normal update
    pre_antilag_update_tilemap
    # Work with new event tilemap
    @etilemap.ox = $game_map.display_x / 8
    @etilemap.oy = $game_map.display_y / 8
    @etilemap.update
  end
  #--------------------------------------------------------------------------
  # * Update Character Sprite
  #--------------------------------------------------------------------------
  alias :pre_antilag_update_characters  :update_characters unless $@
  def update_characters
    for sprite in @character_sprites
      sprite.update if sprite.character.on_screen
    end
  end
end
 
#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
#  An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================
 
class Game_Interpreter
  #--------------------------------------------------------------------------
  # * Show Animation
  #--------------------------------------------------------------------------
  alias :pre_antilag_command_212    :command_212 unless $@
  def command_212
    character = get_character(@params[0])
    if character != nil
      character.create_sprite if character.ignore_sprite
      character.clear_antilag_flags
    end
    pre_antilag_command_212
  end
  #--------------------------------------------------------------------------
  # * Show Balloon Icon
  #--------------------------------------------------------------------------
  alias :pre_antilag_command_213    :command_213 unless $@
  def command_213
    character = get_character(@params[0])
    if character != nil
      character.create_sprite if character.ignore_sprite
      character.clear_antilag_flags
    end
    pre_antilag_command_213
  end
end



Version 1.2 (archive)

Spoiler (cliquez pour afficher)



Et voilà image
si vous avez des problèmes, dîtes le !
J'essayerai de vous aidez image




hazem - posté le 29/07/2009 à 17:28:48 (2733 messages postés)

❤ 0

Man Of The Gaping Mind

On l'avait pas déjà posté ce script pour Vx ?


Ephy - posté le 29/07/2009 à 17:46:11 (30083 messages postés) - honor

❤ 0

[BIG SHOT]

Je crois que c'est la troisième fois qu'il est posté...

Power Level: 1 148 355,38|Mystic Slayer (Value!+)|Le monde d'Adélaïde|Reikon no Yume|★ H-Project|Toho Danmaku Arena|Loli versus Ponies|Mes vidéos|Ma galerie|Débuter sur VX:10, 11|Tuto: Importation de ressources|Mapper avec les RTP VX|Touhou|Fan de Omenides|Fan de Estheone|Eph'ille: 14


Alkanédon - posté le 29/07/2009 à 17:55:46 (8250 messages postés) - -

❤ 0

Citoyen d'Alent

ouais ...
et tu pourrais donner des exemples de " lag " ?
Histoire de voir à quoi ça sert ...

Mes musiques


Tata Monos - posté le 29/07/2009 à 18:10:28 (28 messages postés)

❤ 0

Compte Non utilisé

Non, c'est le 2em script présent sur VX.


Roi of the Suisse - posté le 29/07/2009 à 23:32:07 (29765 messages postés) - honor -

❤ 0

Alerte neige !

Citation:

ouais ...
et tu pourrais donner des exemples de " lag " ?
Histoire de voir à quoi ça sert ...



"lagger" ça veut dire que ton jeu avance lentement et saccade parce que ton ordi est peu puissant par rapport au nombre d'informations qu'il doit traiter en même temps.

T'as qu'à faire une map de 500 sur 500, et à chaque carreau, tu mets un personnage en processus parallèle qui se déplace aléatoirement et dont le rôle est d'attendre 1 frame. Tu vas voir ce que ça fait :D

L'essentialisme c'est quand ta voiture a un moteur essence. | Es-tu une star ? | Kujira no Hara | Polaris 03 | Planète Glutko


Joke - posté le 30/07/2009 à 02:05:05 (5089 messages postés)

❤ 0

Bilouteux fou

Oui mais il y a plusieurs causes aux lag, dont celle que tu as citée, il serait bien de savoir quelles causes le script combat et comment il marche en gros, si c'est le script habituel il s'occupe de rendre inactif les événements à l'extérieur de l'écran non ?

biloumaster.fr, mon joli site ouèb tout bô tout frai !


Hareyaka - posté le 30/07/2009 à 10:23:57 (7 messages postés)

❤ 0

/|\ JUSTICE /|\

C'est cela même, il faut ajouter un nom spécifique pour qu'ils soient traités s'ils sont en dehors de l'écran visible.

DOUPDATE apparemment.

Le survivant du making


limon - posté le 12/11/2009 à 18:43:43 (1 messages postés)

❤ 0

Le jeu ne peut utiliser certain EV une seule fois pendant que le scripts ai en marche et quan il est pa la les EV marche autant de fois quon veu esque vous aver une soluce
Merci davance:)


Demos83 - posté le 27/03/2010 à 20:13:23 (1 messages postés)

❤ 0

Salut a tous
voila je suis nouveau et j'adore les jeu rpg
j'ai crer une grande map avec tant de mal et tant de temps
mais il lag.
j'ai le script anti lag
mais rien n'y fait toujours des lag
le jeu avance lentement mais la musique est normale.
svp aider moi


Final-Maker - posté le 30/04/2010 à 18:25:04 (210 messages postés)

❤ 0

Avatar de Lost Planet 2 trop la classe ^^

réduit ton nombre d'évenement sur ta map et j'ai entendu dire que l'anti-lag ne marchait pas et buggait.

Projet en cours : Final Fantasy XV. Poster des messages c'est bien, flooder, c'est mieux.


nonodu76 - posté le 17/05/2011 à 20:25:00 (8 messages postés)

❤ 0

:mort:inter:irate:grossourire:grossourire:grossourire:grossourire:grossourire:grossourire:grossourire:grossourire:grossourire:grossourire:grossourire:grossourire:grossourire:grossourire:grossourire:grossourire:grossourire:grossourire:grossourire:grossourire:grossourire:grossourire:grossourire:grossourire:grossourire:grossourire:grossourire


princedu21 - posté le 05/08/2011 à 13:40:50 (2 messages postés)

❤ 0

aider moi j'ai un lag qui fait qu'a la fin de chaque combat sa ce bloc sur Intel attaque et je c'est pas comment faire pour l'enlever
:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:'(:help:help:help:help:help:'(:'(:'(:'(:'(:'(:'(:'(

Vous devez simplement placer le nom e l'auteur dans les crédits de votre
jeu. on peut m expliquer ce ke sa veut dire car moi vos truc d fois j pige rien car je suis qu'un ados un peu zarb celons certaine personnes


Itemporel - posté le 18/02/2012 à 16:53:08 (211 messages postés)

❤ 0

Citation:

T'as qu'à faire une map de 500 sur 500, et à chaque carreau, tu mets un personnage en processus parallèle



On ne peut mettre que 999 évènements sur une map.
Et je doute que 500 * 500 fasse moins que mille.

EDIT :

Citation:

Condition d'utilisation :

Vous devez simplement placer le nom e l'auteur dans les crédits de votre
jeu.Bob


Et comment fait l'auteur pour s'apercevoir que le script a été utilisé ?


Skatino - posté le 20/07/2013 à 02:17:51 (53 messages postés)

❤ 0

Vive rpg-maker.fr !

fonctionne pas.

Suite à de nombreux abus, le post en invités a été désactivé. Veuillez vous inscrire si vous souhaitez participer à la conversation.

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