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[已发主站] 【VX】【防卡】【效率优化】局部刷新地图.

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Lv3.寻梦者 (暗夜天使)

精灵族の天使

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发表于 2012-5-28 21:28:53 | 显示全部楼层
我添加一个RMXP的版本
RUBY 代码复制
  1. #======================================
  2. # ■ Anti Event Lag Script
  3. #======================================
  4. #  By: Near Fantastica
  5. #   Date: 12.06.05
  6. #   Version: 3
  7. #======================================
  8. #======================================
  9. # ■ Game_Map
  10. #======================================
  11.  
  12. class Game_Map
  13. #--------------------------------------------------------------------------
  14. def in_range?(object)
  15. screne_x = $game_map.display_x
  16. screne_x -= 256
  17. screne_y = $game_map.display_y
  18. screne_y -= 256
  19. screne_width = $game_map.display_x
  20. screne_width += 2816
  21. screne_height = $game_map.display_y
  22. screne_height += 2176
  23. return false if object.real_x <= screne_x - 128
  24. return false if object.real_x >= screne_width + 128
  25. return false if object.real_y <= screne_y - 128
  26. return false if object.real_y >= screne_height + 128
  27. return true
  28. end
  29. #--------------------------------------------------------------------------
  30. def update
  31. if $game_map.need_refresh
  32.   refresh
  33. end
  34. if @scroll_rest > 0
  35.   distance = 2 ** @scroll_speed
  36.   case @scroll_direction
  37.   when 2
  38.     scroll_down(distance)
  39.   when 4
  40.     scroll_left(distance)
  41.   when 6  
  42.     scroll_right(distance)
  43.   when 8  
  44.     scroll_up(distance)
  45.   end
  46.   @scroll_rest -= distance
  47. end
  48. for event in @events.values
  49.   if in_range?(event) or event.trigger == 3 or event.trigger == 4
  50.     event.update
  51.   end
  52. end
  53. for common_event in @common_events.values
  54.   common_event.update
  55. end
  56. @fog_ox -= @fog_sx / 8.0
  57. @fog_oy -= @fog_sy / 8.0
  58. if @fog_tone_duration >= 1
  59.   d = @fog_tone_duration
  60.   target = @fog_tone_target
  61.   @fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d
  62.   @fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d
  63.   @fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d
  64.   @fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d
  65.   @fog_tone_duration -= 1
  66. end
  67. if @fog_opacity_duration >= 1
  68.   d = @fog_opacity_duration
  69.   @fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d
  70.   @fog_opacity_duration -= 1
  71. end
  72. end
  73. end
  74.  
  75. #======================================
  76. # ■ Spriteset_Map
  77. #======================================
  78.  
  79. class Spriteset_Map
  80. #--------------------------------------------------------------------------
  81. def in_range?(object)
  82. screne_x = $game_map.display_x
  83. screne_x -= 256
  84. screne_y = $game_map.display_y
  85. screne_y -= 256
  86. screne_width = $game_map.display_x
  87. screne_width += 2816
  88. screne_height = $game_map.display_y
  89. screne_height += 2176
  90. return false if object.real_x <= screne_x - 128
  91. return false if object.real_x >= screne_width + 128
  92. return false if object.real_y <= screne_y - 128
  93. return false if object.real_y >= screne_height + 128
  94. return true
  95. end
  96. #--------------------------------------------------------------------------
  97. def update
  98. if @panorama_name != $game_map.panorama_name or
  99.    @panorama_hue != $game_map.panorama_hue
  100.   @panorama_name = $game_map.panorama_name
  101.   @panorama_hue = $game_map.panorama_hue
  102.   if @panorama.bitmap != nil
  103.     @panorama.bitmap.dispose
  104.     @panorama.bitmap = nil
  105.   end
  106.   if @panorama_name != ""
  107.     @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue)
  108.   end
  109.   Graphics.frame_reset
  110. end
  111. if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue
  112.   @fog_name = $game_map.fog_name
  113.   @fog_hue = $game_map.fog_hue
  114.   if @fog.bitmap != nil
  115.     @fog.bitmap.dispose
  116.     @fog.bitmap = nil
  117.   end
  118.   if @fog_name != ""
  119.     @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue)
  120.   end
  121.   Graphics.frame_reset
  122. end
  123. @tilemap.ox = $game_map.display_x / 4
  124. @tilemap.oy = $game_map.display_y / 4
  125. @tilemap.update
  126. @panorama.ox = $game_map.display_x / 8
  127. @panorama.oy = $game_map.display_y / 8
  128. @fog.zoom_x = $game_map.fog_zoom / 100.0
  129. @fog.zoom_y = $game_map.fog_zoom / 100.0
  130. @fog.opacity = $game_map.fog_opacity
  131. @fog.blend_type = $game_map.fog_blend_type
  132. @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox
  133. @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy
  134. @fog.tone = $game_map.fog_tone
  135. i=0
  136. for sprite in @character_sprites
  137.   if sprite.character.is_a?(Game_Event)
  138.     if in_range?(sprite.character) or sprite.character.trigger == 3 or sprite.character.trigger == 4
  139.       sprite.update
  140.       i+=1
  141.     end
  142.   else
  143.     sprite.update
  144.     i+=1
  145.   end
  146. end
  147. #p i
  148. @weather.type = $game_screen.weather_type
  149. @weather.max = $game_screen.weather_max
  150. @weather.ox = $game_map.display_x / 4
  151. @weather.oy = $game_map.display_y / 4
  152. @weather.update
  153. for sprite in @picture_sprites
  154.   sprite.update
  155. end
  156. @timer_sprite.update
  157. @viewport1.tone = $game_screen.tone
  158. @viewport1.ox = $game_screen.shake
  159. @viewport3.color = $game_screen.flash_color
  160. @viewport1.update
  161. @viewport3.update
  162. end
  163. end

点评

其实可以利用开关+公共事件来执行刷新  发表于 2012-6-29 17:41
如果是刷新一个图案要怎么办?我做了一个随机地图,但是使用刷新道具只刷新一个桃心的范围(因为只有桃心上有随机事件,周围是跳楼事件···)  发表于 2012-6-29 16:14
嗯,可以考虑给这个脚本弄个开关看看。  发表于 2012-6-5 14:15
另外这种做法有一个bug,如果通过“设置移动路线”调用一个屏幕以外的事件会无法触发,当然如果特意指出,这种情况是可以避免的。  发表于 2012-6-4 09:44
可以把in_range写成game_character的方法  发表于 2012-6-4 09:10
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