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 Lv1.梦旅人 
	梦石0 星屑50 在线时间68 小时注册时间2011-11-12帖子92 | 
2楼
 
 
 楼主|
发表于 2017-8-6 17:45:31
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只看该作者 
| 本帖最后由 Nil2011 于 2017-8-6 17:46 编辑 
 这个是吗??
 
 。#==============================================================================
 #
 # ¥ Yami Script Ace - Simple Anti-lag Event
 # -- Last Updated: 2012.01.07
 # -- Level: Easy
 # -- Requires: none
 #
 #==============================================================================
 
 $imported = {} if $imported.nil?
 $imported["YSA-AntiLagEvent"] = true
 
 #==============================================================================
 # ¥ Updates
 # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 # 2012.01.07 - Started and Finished script.
 #
 #==============================================================================
 # ¥ Instructions
 # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 # To install this script, open up your script editor and copy/paste this script
 # to an open slot below ¥ Materials/‘fÞ but above ¥ Main. Remember to save.
 #
 # -----------------------------------------------------------------------------
 # Event's Name.
 # -----------------------------------------------------------------------------
 #  Name:                      Effect:
 #  ALWAYS_UPDATE_NAME    -    This event always be updated, although it's out of screen.
 #  NEVER_UPDATE_NAME     -    This event never be updated.
 #
 #==============================================================================
 # ¥ Compatibility
 # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
 # it will run with RPG Maker VX without adjusting.
 #
 #==============================================================================
 
 module YSA
 module ANTI_LAG
 ALWAYS_UPDATE_NAME = "UPDATE_A" # Use for special event, which always need update sprite.
 NEVER_UPDATE_NAME = "UPDATE_N" # Use for decorate event.
 
 UPDATE_OUT_OF_SCREEN = false # If set this to true, all event on the map will be updated, except with NEVER_UPDATE_NAME
 TILE_BUFFER = 1 # The smaller, the better. 1 or 2 is the best.
 end
 end
 
 #==============================================================================
 # ¥ Editting anything past this point may potentially result in causing
 # computer damage, incontinence, explosion of user's head, coma, death, and/or
 # halitosis so edit at your own risk.
 #==============================================================================
 
 #==============================================================================
 # ¡ Game_Character
 #==============================================================================
 
 class Game_Character < Game_CharacterBase
 
 #--------------------------------------------------------------------------
 # new method: event?
 #--------------------------------------------------------------------------
 def event?
 return false
 end
 
 end # Game_Character
 
 #==============================================================================
 # ¡ Game_Event
 #==============================================================================
 
 class Game_Event < Game_Character
 
 #--------------------------------------------------------------------------
 # new method: event?
 #--------------------------------------------------------------------------
 def event?
 return true
 end
 
 #--------------------------------------------------------------------------
 # new method: event
 #--------------------------------------------------------------------------
 def event
 return @event
 end
 
 end # Game_Event
 
 #==============================================================================
 # ¡ Game_Map
 #==============================================================================
 
 class Game_Map
 
 #--------------------------------------------------------------------------
 # overwrite method: update_events
 #--------------------------------------------------------------------------
 def update_events
 @events.each_value {|event|
 event.update if event.event.name != YSA::ANTI_LAG::NEVER_UPDATE_NAME
 }
 @common_events.each {|event| event.update }
 end
 
 end # Game_Map
 
 #==============================================================================
 # ¡ Sprite_Character
 #==============================================================================
 
 class Sprite_Character < Sprite_Base
 
 #--------------------------------------------------------------------------
 # new method: need_update?
 #--------------------------------------------------------------------------
 def need_update?
 return true if character.event? && character.event.name == YSA::ANTI_LAG::ALWAYS_UPDATE_NAME
 if YSA::ANTI_LAG::UPDATE_OUT_OF_SCREEN == false
 buffer_x = character.screen_x + YSA::ANTI_LAG::TILE_BUFFER * 32
 buffer_y = character.screen_y + YSA::ANTI_LAG::TILE_BUFFER * 32
 check = (buffer_x >= 0 && buffer_x <= (Graphics.width + YSA::ANTI_LAG::TILE_BUFFER * 32 * 4)) && (buffer_y >= 0 && buffer_y <= (Graphics.height + YSA::ANTI_LAG::TILE_BUFFER * 32 * 4))
 return check if character.event?
 end
 return true
 end
 
 end # Sprite_Character
 
 #==============================================================================
 # ¡ Spriteset_Map
 #==============================================================================
 
 class Spriteset_Map
 
 #--------------------------------------------------------------------------
 # overwrite method: update_characters
 #--------------------------------------------------------------------------
 def update_characters
 refresh_characters if @map_id != $game_map.map_id
 @character_sprites.each {|sprite|
 if sprite.need_update?
 sprite.update
 else
 sprite.visible = false
 end
 }
 end
 
 end # Spriteset_Map
 
 #==============================================================================
 #
 # ¥ End of File
 #
 #==============================================================================
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