질문과 답변

Extra Form

게임을 만들다 보니까 이런저런 스크립트 쓰면서 맵에 이벤트도 많다보니까

렉이 심해져서 렉을 줄일 방법이 없을까 찾아보다 발견한건데

사용법을 잘모르겠네요 주석을 읽어봐도 스크립트의 사용효과 정도는 알겠는데

정확한 'How to use' 안써져있는 것 같아서 질문드립니다.

(내가 발견못한건가...?;;)

 

일단 효과는 맵에 많은 이벤트가 존재할때 발생하는 렉을

해당 맵에서 플레이할때 화면 밖에 존재하는 이벤트를 생략함으로 렉을 줄여준다는 것 같은데

잘몰라서 그냥 붙여넣고 사용해봤더니 아래에  메세지만 뜨고 게임이 종료되네요..ㅜㅠ

 

ps. 스크립트 원문을 올린 것이 문제가 될 경우 삭제하겠습니다.

 

#==============================================================================
# ** Victor Engine - Anti Lag
#------------------------------------------------------------------------------
# Author : Victor Sant
#
# Version History:
#  v 1.00 - 2012.08.03 > First release
#  v 1.01 - 2012.08.04 > Fixed issue when teleport to the same map
#------------------------------------------------------------------------------
#  This script was designed to reduce the lag cause by many events on map.
# Most anti lag script just skip the update of events that outside the screen
# while still loops though all of them. This one, instead, dinamically manage
# the list of events for update, and keeps events that aren't going to be 
# updated outside of the list.
#------------------------------------------------------------------------------
# Compatibility
#   Requires the script 'Victor Engine - Basic Module' v 1.00 or higher
#
# * Overwrite methods
#   class Game_Map
#     def update_events
#     def event_list
#
#   class Spriteset_Map
#     def update_characters
#
# * Alias methods
#   class Game_Map
#     def setup(map_id)
#     def refresh
#
#   class Game_Event < Game_Character
#     def setup_page_settings
#
#   class Spriteset_Map
#     def create_characters
#
#------------------------------------------------------------------------------
# Instructions:
#  To instal the script, open you script editor and paste this script on
#  a new section bellow the Materials section. This script must also
#  be bellow the script 'Victor Engine - Basic'
#
#------------------------------------------------------------------------------
# Comment boxes note tags:
#   Tags to be used on events Comment boxes. They're different from the
#   comment call, they're called always the even refresh.
# 
#  <always update>
#   Events with this comment on the active page will be always updated
# 
#  <never update>
#   Events with this comment on the active page will be never updated
#   Useful for decoration only events.
# 
#------------------------------------------------------------------------------
# Additional instructions:
#
#  Parallel process events and auto start events will be always updated no
#  matter their positions.
#
#  Remember that your hardware specification still have influence on the
#  performance
#==============================================================================

#==============================================================================
# ** Victor Engine
#------------------------------------------------------------------------------
#   Setting module for the Victor Engine
#==============================================================================

module Victor_Engine
  #--------------------------------------------------------------------------
  # * Setup the update buffer
  #   Setting values higher than 0, you increase the tile area of update
  #   By default, only events on the screen area or 1 tile near the visible
  #   área updates. Increasing the buff increase the update área, but also
  #   increase the potential lag.
  #--------------------------------------------------------------------------
  VE_UPDATE_BUFFER = 0
  #--------------------------------------------------------------------------
  # * required
  #   This method checks for the existance of the basic module and other
  #   VE scripts required for this script to work, don't edit this
  #--------------------------------------------------------------------------
  def self.required(name, req, version, type = nil)
    if !$imported[:ve_basic_module]
      msg = "The script '%s' requires the script\n"
      msg += "'VE - Basic Module' v%s or higher above it to work properly\n"
      msg += "Go to http://victorscripts.wordpress.com/ to download this script."
      msgbox(sprintf(msg, self.script_name(name), version))
      exit
    else
      self.required_script(name, req, version, type)
    end
  end
  #--------------------------------------------------------------------------
  # * script_name
  #   Get the script name base on the imported value
  #--------------------------------------------------------------------------
  def self.script_name(name, ext = "VE")
    name = name.to_s.gsub("_", " ").upcase.split
    name.collect! {|char| char == ext ? "#{char} -" : char.capitalize }
    name.join(" ")
  end
end

$imported ||= {}
$imported[:ve_anti_lag] = 1.01
Victor_Engine.required(:ve_anti_lag, :ve_basic_module, 1.00, :above)

#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
#  This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#==============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # * Overwrite method: update_events
  #--------------------------------------------------------------------------
  def update_events
    @update_list.each   {|event| event.update }
    @common_events.each {|event| event.update }
  end
  #--------------------------------------------------------------------------
  # * Overwrite method: event_list
  #--------------------------------------------------------------------------
  def event_list
    @event_list
  end
  #--------------------------------------------------------------------------
  # * Alias method: setup
  #--------------------------------------------------------------------------
  alias :setup_ve_anti_lag :setup
  def setup(map_id)
    @event_list  = []
    @update_list = []
    setup_ve_anti_lag(map_id)
  end
  #--------------------------------------------------------------------------
  # * Alias method: refresh
  #--------------------------------------------------------------------------
  alias :refresh_ve_anti_lag :refresh
  def refresh
    refresh_ve_anti_lag
    refresh_event_list
  end
  #--------------------------------------------------------------------------
  # * New method: screen_moved?
  #--------------------------------------------------------------------------
  def screen_moved?
    @last_screen_x != @display_x.to_i || @last_screen_y != @display_y.to_i
  end
  #--------------------------------------------------------------------------
  # * New method: refresh_screen_position
  #--------------------------------------------------------------------------
  def refresh_screen_position
    @last_screen_x = @display_x.to_i
    @last_screen_y = @display_y.to_i
  end
  #--------------------------------------------------------------------------
  # * New method: refresh_event_list
  #--------------------------------------------------------------------------
  def refresh_event_list
    @event_list  = events.values.select {|event| event.on_screen? }
    @update_list = events.values.select {|event| event.update? }
  end
end

#==============================================================================
# ** Game_CharacterBase
#------------------------------------------------------------------------------
#  This class deals with characters. Common to all characters, stores basic
# data, such as coordinates and graphics. It's used as a superclass of the
# Game_Character class.
#==============================================================================

class Game_CharacterBase
  #--------------------------------------------------------------------------
  # * New method: update?
  #--------------------------------------------------------------------------
  def update?(*args)
    return true
  end
  #--------------------------------------------------------------------------
  # * New method: near_the_screen?
  #--------------------------------------------------------------------------
  def near_the_screen?(*args)
    return true
  end
  #--------------------------------------------------------------------------
  # * New method: on_buffer_area?
  #--------------------------------------------------------------------------
  def on_screen?(*args)
    return true
  end
end

#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
#  This class deals with events. It handles functions including event page 
# switching via condition determinants, and running parallel process events.
# It's used within the Game_Map class.
#==============================================================================

class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # * Alias method: setup_page_settings
  #--------------------------------------------------------------------------
  alias :setup_page_settings_ve_anti_lag :setup_page_settings
  def setup_page_settings
    setup_page_settings_ve_anti_lag
    @mode = nil
    @mode = :always if note =~ /<ALWAYS UPDATE>/i
    @mode = :never  if note =~ /<NEVER UPDATE>/i
  end
  #--------------------------------------------------------------------------
  # * New method: update?
  #--------------------------------------------------------------------------
  def update?
    return false if @mode == :never
    on_screen?(12, 8)
  end
  #--------------------------------------------------------------------------
  # * New method: auto_event?
  #--------------------------------------------------------------------------
  def auto_event?
    @mode == :always || @trigger == 3 || @trigger == 4
  end
  #--------------------------------------------------------------------------
  # * New method: on_screen?
  #--------------------------------------------------------------------------
  def on_screen?(x = 14, y = 10)
    z = [VE_UPDATE_BUFFER, 0].max
    near_the_screen?(x + z, y + z) || auto_event?
  end
end

#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
#  This class brings together map screen sprites, tilemaps, etc. It's used
# within the Scene_Map class.
#==============================================================================

class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Overwrite method: update_characters
  #--------------------------------------------------------------------------
  def update_characters
    refresh_characters if @map_id != $game_map.map_id
    refresh_sprites    if $game_map.screen_moved?
    @screen_sprites.each {|sprite| sprite.update }
  end
  #--------------------------------------------------------------------------
  # * Alias method: create_characters
  #--------------------------------------------------------------------------
  alias :create_characters_ve_anti_lag :create_characters
  def create_characters
    create_characters_ve_anti_lag
    refresh_characters_sprites
  end
  #--------------------------------------------------------------------------
  # * New method: refresh_characters_sprites
  #--------------------------------------------------------------------------
  def refresh_characters_sprites
    @screen_sprites = []
    @character_sprites.each do |sprite|
      sprite.update
      @screen_sprites.push(sprite) if sprite.character.on_screen?
    end
  end
  #--------------------------------------------------------------------------
  # * New method: refresh_sprites
  #--------------------------------------------------------------------------
  def refresh_sprites
    refresh_characters_sprites
    $game_map.refresh_event_list
    $game_map.refresh_screen_position
  end
end
 
 
 - 출처 -
http://victorscripts.wordpress.com/
Comment '3'
  • ?
    미루 2013.03.03 23:50

    자동적용됩니다.

  • ?
    임프R 2013.03.04 00:33
    아... 제가 주석에서 사용법만 찾고있느라 중요한걸 간과했네요;;
    베이지 모듈 스크립트가 있으면 되는거였구나
    답변 감사합니다. 덕분에 해결됬네요
  • ?
    미루 2013.03.03 23:52
    Requires the script 'Victor Engine - Basic Module' v 1.00 or higher

    이것때문아닐까 하는 생각이 드는데...

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