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...

List of Articles
종류 분류 제목 글쓴이 날짜 조회 수
공지 묻고 답하기 가이드 습작 2014.06.14 12447
RMXP 조건분기에서 스크립트질문!! 까멸 2012.03.06 1768
RMVXA 조건분기에서 특정단어 또는 알파벳이 들어가면 조건이 만족되는 조건 2 Enlice_Shaitan 2014.08.18 561
스크립트 작성 RMMV 조건분기의 이벤트 접근 스크립트 어떻게 쓰나요? 5 file hurakan 2021.07.14 109
이벤트 작성 RMMV 조건분기의 조건 종류를 '그 이외의 경우일 때'를 제외하고 2가지 이상으로 할 수 있나요? 2 spsp 2021.12.20 80
RMVXA 조건분기헬프 2 조각조각 2014.02.15 743
RMXP 조건설정 1 escape 2010.10.27 678
이벤트 작성 RMMV 조건에 스위치를 3개이상 둘수는 없는건가요? 4 bug 2020.08.24 275
RMVX 조건을 한번에 묶는법 없나요? 3 포페 2010.12.28 499
RMVX 조건이 성립하면 문열기 2 file 고9마9워9요 2014.05.11 795
RMVXA 조명 만들기 1 다윙113 2014.07.27 683
이벤트 작성 RMVX 조사 이벤트가 하고싶습니다!!!!!!!이왕이면 아이템 획득도!!!!1 2 여랑밈 2019.07.22 91
RMXP 조사 중복 1 퀼트 2017.02.11 75
RMVX 조사하는 방법 기본적인거요! 2 file 데냐 2015.12.12 182
RMXP 조사할때 문장의 표시 2 apple 2018.07.15 111
RMXP 조선시대 캐릭터칩 가지고 계신 분 아가페 2011.06.03 1445
RMMV 조작키 설정은 어디서 보나요? 1 roketjij 2018.05.08 5217
RMVXA 조작키 확장 스크립트 있나요? 5 쿠쿠밥솥 2012.03.03 1987
기타 조작키가 먹히지 않아요 야묘 2012.06.05 3274
RMVXA 조작키가 안먹히는 버그 3 돼지부라퀴 2012.04.13 2702
플러그인 사용 RMMV 조조전과 같은 전투가 가능한가요? 2 따뜻하게 2019.08.11 130
Board Pagination Prev 1 ... 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 ... 516 Next
/ 516