XP 스크립트

많은 이벤트로 인한 렉을 줄여줍니다.
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출처 RMXP.net

#======================================
# ■ 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
  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
  #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

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