[Pedido]Switch ligar Anti-Lag
Página 1 de 1
[Pedido]Switch ligar Anti-Lag
Estou usando este anti-lag no vx
Alguém pode fazer esse script só ligar quando o switch X estiver ligado ?
- Spoiler:
- #==========================================================================
# * Anti-Event Lag
#==========================================================================
# by sandgolem
# Concept based on Near Fantastica's original RMXP script
#
# Still a beta version, still the looping bug
#
# Version 3 [VX]
# February 22nd, 2008
#==========================================================================
module GameBaker
AntiLagDisable = 0
AntiLagModifierX = 408
AntiLagModifierWidth = 272
AntiLagModifierY = 272
AntiLagModifierHeight = 408
AntiLagAlwaysMove = '&'
end
#==========================================================================
#
# To check for updates or find more scripts, visit:
# http://www.gamebaker.com/rmvx/scripts/
# Our RMXP scripts: http://www.gamebaker.com/rmxp/scripts/
#
# This script is not exclusive to our site!
# Feel free to pass around as long as you leave the links here.
# A license is required for commercial use, see instructions below.
#
# Instructions: http://www.gamebaker.com/rmvx/scripts/e/anti-event-lag.php
# Discussion/Help: http://forums.gamebaker.com/showthread.php?t=1242
#
#==========================================================================
class Game_CommonEvent
alias gamebaker_antilag_commonrefresh refresh
def refresh
gamebaker_antilag_commonrefresh
gamebaker_antilag_add if @interpreter
gamebaker_antilag_remove if !@interpreter
end
def gamebaker_antilag_remove
return if !$game_map.gb_antilagcommons.include?(@common_event_id)
$game_map.gb_antilagcommons -= [@common_event_id]
end
def gamebaker_antilag_add
return if $game_map.gb_antilagcommons.include?(@common_event_id)
$game_map.gb_antilagcommons += [@common_event_id]
end
end
class Game_Event
def force_move_route(move_route)
super(move_route)
if $game_map.gb_antilagnonmove.include?(@id)
$game_map.gb_antilagnonmove -= [@id]
$game_map.gb_antilagmoveevents += [@id]
end
end
alias gamebaker_antilag_init initialize
def initialize(map_id, event)
gamebaker_antilag_init(map_id, event)
if event.name.include?(GameBaker::AntiLagAlwaysMove)
$game_map.gb_antilagmove += [@id]
end
end
alias gamebaker_antilag_evsetup setup
def setup(new_page)
gamebaker_antilag_evsetup(new_page)
if @trigger == 3 or @trigger == 4
start if @trigger == 3
if !$game_map.gb_antilagprocess.include?(@id)
$game_map.gb_antilagprocess += [@id]
end
elsif $game_map.gb_antilagprocess.include?(@id)
$game_map.gb_antilagprocess -= [@id]
end
if @character_name == "" && @tile_id == 0
if !$game_map.gb_antilagnosprite.include?(@id)
$game_map.gb_antilagnosprite += [@id]
end
elsif $game_map.gb_antilagnosprite.include?(@id)
$game_map.gb_antilagnosprite -= [@id]
end
if @move_type == 0 && !@step_anime &&
!$game_map.gb_antilagnonmove.include?(@id)
$game_map.gb_antilagnonmove += [@id]
elsif $game_map.gb_antilagnonmove.include?(@id)
$game_map.gb_antilagnonmove -= [@id]
end
end
def gamebaker_antilag_interupdate
if @interpreter != nil
unless @interpreter.running?
@interpreter.setup(@list, @event.id)
end
@interpreter.update
end
end
def update
super
end
end
class Game_Map
attr_accessor :gb_antilagcommons, :gb_antilagnonmove, :gb_antilagnosprite,
:gb_antilagmoveevents, :gb_antilagmove, :gb_antilagprocess,
:gb_antilagspriteevents, :gb_antilag_spriteupdate
def gamebaker_antilag?(sg)
return false if sg.real_x < @gb_antilagscreen_x or
sg.real_x > @gb_antilagscreen_width or
sg.real_y < @gb_antilagscreen_y or
sg.real_y > @gb_antilagscreen_height
return true
end
alias gamebaker_antilag_setupev setup_events
def setup_events
gamebaker_antilag_getscreen
@gb_antilagnonmove = []
@gb_antilagmove = []
@gb_antilagnosprite = []
@gb_antilagprocess = []
@gb_antilagcommons = [] if !@gb_antilagcommons
gamebaker_antilag_setupev
gamebaker_antilag_refresh_events
end
def gamebaker_antilag_getscreen
@gb_antilagscreen_x = @display_x - GameBaker::AntiLagModifierX
@gb_antilagscreen_y = @display_y - GameBaker::AntiLagModifierY
@gb_antilagscreen_width =
@display_x + (Graphics.width * + GameBaker::AntiLagModifierWidth
@gb_antilagscreen_height =
@display_y + (Graphics.height * + GameBaker::AntiLagModifierHeight
end
def gamebaker_antilag_refresh_events
@gb_antilagalwaysmove = []
@gb_antilagmoveevents = []
@gb_antilagspriteevents = []
for i in @events.values
next if @gb_antilagnosprite.include?(i)
@gb_antilagspriteevents += [i]
end
@gb_antilagspriteevents += [$game_player]
for vehicle in $game_map.vehicles
next if vehicle.map_id != @map_id
@gb_antilagspriteevents += [vehicle]
end
for i in 0...@gb_antilagmove.size
@gb_antilagalwaysmove += [@events[@gb_antilagmove[i]].id]
end
for i in @events.values
next if @gb_antilagnonmove.include?(i.id)
next if @gb_antilagmove.include?(i.id)
@gb_antilagmoveevents += [i.id]
end
@gb_antilag_spriteupdate = true
end
alias gamebaker_antilag_ue update_events
def update_events
return gamebaker_antilag_ue if $game_switches[GameBaker::AntiLagDisable]
gamebaker_antilag_getscreen
for i in 0...@gb_antilagprocess.size
@events[@gb_antilagprocess[i]].gamebaker_antilag_interupdate
end
for i in 0...@gb_antilagalwaysmove.size
@events[@gb_antilagalwaysmove[i]].update
end
for i in 0...@gb_antilagmoveevents.size
j = @gb_antilagmoveevents[i]
@events[j].update if gamebaker_antilag?(@events[j])
end
for i in 0...@gb_antilagcommons.size
@common_events[@gb_antilagcommons[i]].update
end
end
alias gamebaker_antilag_maprefresh refresh
def refresh
gamebaker_antilag_maprefresh
gamebaker_antilag_refresh_events
end
end
class Game_Vehicle; attr_accessor :map_id; end
class Spriteset_Map
def gamebaker_antilag_characters
@gb_antilag_eventsprites = []
for sprite in @character_sprites
next if !$game_map.gb_antilagspriteevents.include?(sprite.character)
@gb_antilag_eventsprites += [sprite]
end
$game_map.gb_antilag_spriteupdate = nil
end
alias gamebaker_antilag_uc update_characters
def update_characters
return gamebaker_antilag_uc if $game_switches[GameBaker::AntiLagDisable]
gamebaker_antilag_characters if $game_map.gb_antilag_spriteupdate
for sprite in @gb_antilag_eventsprites
sprite.update if $game_map.gamebaker_antilag?(sprite.character)
end
end
end
#==========================================================================
# End of file! You can find more of our scripts at http://www.gamebaker.com
#==========================================================================
Alguém pode fazer esse script só ligar quando o switch X estiver ligado ?
Husky- Mensagens : 5
Data de inscrição : 15/12/2011
Tópicos semelhantes
» [PEDIDO][RGSS2] Desativar switch local por scripts
» [Pedido XP] Script Anti-Lag!
» {RGSS2/PEDIDO/DUVIDA}Uma duvida e um pedido
» [PEDIDO]Script que o boneco cria sua popria arma[PEDIDO]
» [Pedido/VX] Pedido Avançado de Pular
» [Pedido XP] Script Anti-Lag!
» {RGSS2/PEDIDO/DUVIDA}Uma duvida e um pedido
» [PEDIDO]Script que o boneco cria sua popria arma[PEDIDO]
» [Pedido/VX] Pedido Avançado de Pular
Página 1 de 1
Permissões neste sub-fórum
Não podes responder a tópicos