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标题: 制作口袋妖怪需要的脚本 [打印本页]

作者: a409489812    时间: 2011-1-26 10:48
标题: 制作口袋妖怪需要的脚本
我呢,一时冲动想制作口袋妖怪(不会轻易放弃不做的啦).但是在制作遇敌的时候,我是在每个草丛中设置时间(就是机率,遇到什么怪物).可是事件太多了,卡了.我知道论坛有个防止时间过多防卡的脚本,但是我找了很久也找不到(有在主站搜索的)..希望有人能给个地址我



作者: jhhuang    时间: 2011-1-26 16:42
"一时冲动" "(不会轻易放弃不做的啦)"  
听着有点矛盾= =
有心制作RM的话建议LZ先把RMXP的基础教学视屏都看一遍....里面绝对有教优先级遇敌法

PS:不知道现在的6R主站还有没有下载...我是路过打酱油的
作者: get    时间: 2011-1-26 16:56
#======================================
# ■ Anti Event Lag Script
#======================================
#  By: Near Fantastica
#   Date: 12.06.05
#   Version: 3
#======================================
#======================================
# ■ Game_Map
#======================================
class Game_Map
#--------------------------------------------------------------------------
def in_range?(object)
screne_x = $game_map.display_x
screne_x -= 256
screne_y = $game_map.display_y
screne_y -= 256
screne_width = $game_map.display_x
screne_width += 2816
screne_height = $game_map.display_y
screne_height += 2176
return false if object.real_x <= screne_x
return false if object.real_x >= screne_width
return false if object.real_y <= screne_y
return false if object.real_y >= screne_height
return true
end
#--------------------------------------------------------------------------
def update
if $game_map.need_refresh
   refresh
end
if @scroll_rest > 0
   distance = 2 ** @scroll_speed
   case @scroll_direction
   when 2
     scroll_down(distance)
   when 4
     scroll_left(distance)
   when 6  
     scroll_right(distance)
   when 8  
     scroll_up(distance)
   end
   @scroll_rest -= distance
end
for event in @events.values
   if in_range?(event) or event.trigger == 3 or event.trigger == 4
     event.update
   end
end
for common_event in @common_events.values
   common_event.update
end
@fog_ox -= @fog_sx / 8.0
@fog_oy -= @fog_sy / 8.0
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
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
#--------------------------------------------------------------------------
def in_range?(object)
screne_x = $game_map.display_x
screne_x -= 256
screne_y = $game_map.display_y
screne_y -= 256
screne_width = $game_map.display_x
screne_width += 2816
screne_height = $game_map.display_y
screne_height += 2176
return false if object.real_x <= screne_x
return false if object.real_x >= screne_width
return false if object.real_y <= screne_y
return false if object.real_y >= screne_height
return true
end
#--------------------------------------------------------------------------
def update
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_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
@tilemap.ox = $game_map.display_x / 4
@tilemap.oy = $game_map.display_y / 4
@tilemap.update
@panorama.ox = $game_map.display_x / 8
@panorama.oy = $game_map.display_y / 8
@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
if @character_sprites != nil
i=0
for sprite in @character_sprites
   if sprite.character.is_a?(Game_Event)
     if in_range?(sprite.character) or sprite.character.trigger == 3 or sprite.character.trigger == 4
       sprite.update
       i+=1
     end
   else
     sprite.update
     i+=1
   end
end
end
#p i
@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
for sprite in @picture_sprites
   sprite.update
end
@timer_sprite.update
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
@viewport3.color = $game_screen.flash_color
@viewport1.update
@viewport3.update
end
end



这个可以吗?

作者: calvin0703    时间: 2011-1-26 22:51
防卡。。那只是个治标不治本的方法
作者: Wind2010    时间: 2011-1-27 10:43
其实不需要那么多的事件...
将草地的地形标志设为1(其他也可以),然后将Game_Player的258行改为
  1.             if @encounter_count > 0 and terrain_tag == 1
复制代码
1为草地的地形标志




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