f0tz!baerchen’s AntiLag Script 0.71 [RMXP]

9 de novembro de 2015
f0tz!baerchen’s AntiLag Script 0.71 [RMXP]

Este script de AntiLag foi desenvolvido pelo f0tz!baerchen para o RPG Maker XP, baseado no Event AntiLag I do NearFantastica.

Ele pode ajudar o seu jogo no caso de ele ficar lagando em certas partes, seja por excesso de sprites ou eventos, etc.

O Script Apresenta

  • Event AntiLag: Evento (e suas sprites) que não estão na tela não são atualizados exceto se eles rodam no “Autostart“, por “Parallel Process” ou se eles tem um comentário vazio na primeira linha.
  • High Priority: O jogo pode rodar em alta prioridade.
  • Smooth Antilag: O Event AntiLag funciona bem apenas se os eventos estão distribuídos por todo o mapa, mas quando existem muitos eventos no mesmo lugar, começa o lag de novo. Se o script percebe que a utilização de CPU fica mais alta do que $antilag.max_cpu_utilization ele vai desacelerar o jogo e reduzir a taxa de frames o tanto que for necessário.
  • As configurações podem ser alteradas no próprio jogo e podem ser encontradas no fim do script.

Código

#===============================================================================
# ** AntiLag Script
#-------------------------------------------------------------------------------
# f0tz!baerchen
# 0.71
# 06.01.2007
#-------------------------------------------------------------------------------
# Credits: 
# Chaosg1 (for testing ;) )
# NearFantastica (for the Event AntiLag I used and improved)
#-------------------------------------------------------------------------------
# Features:
# - Event AntiLag: Event (and their Sprites) which are not on the screen are 
#   not updated except they run on "Autostart" or "Parallel Process" or they
#   have an empty comment in the first line
# - High Priority: Game can be run on high priority
# - Smooth Antilag: the Event AntiLag does only work fine if the events are
#   distributed over the whole map, but when there are many events at the same
#   place it lags again. If the script notices that the CPU utilization
#   gets higher than $antilag.max_cpu_utilization it will slow down the game and
#   reduce the framerate as long as needed.
#-------------------------------------------------------------------------------
# Settings: 
# can be changed anytime during the game. They are found at the end of the 
# script.
#===============================================================================
#===============================================================================
# Class for Antilag Settings
#===============================================================================
class Antilag_Settings
  
  attr_accessor :event
  attr_accessor :max_cpu_utilization
  attr_accessor :cpu_tolerance
  #-----------------------------------------------------------------------------
  # initializes default settings
  #-----------------------------------------------------------------------------
  def initialize
    @event = true
    @high_priority = true
    @max_cpu_utilization = 100
    @cpu_tolerance = 20
    @SetPriorityClass = Win32API.new('kernel32', 'SetPriorityClass', 
                                     ['p', 'i'], 'i')
    @GetProcessTimes = Win32API.new('kernel32', 'GetProcessTimes', 
                                    ['i','p','p','p','p'], 'i')
  end
  #-----------------------------------------------------------------------------
  # turns high priority on/off
  #-----------------------------------------------------------------------------
  def high_priority=(value)
    @high_priority = value
    
    if @high_priority
      @SetPriorityClass.call(-1, 0x00000080) # High Priority
    else
      @SetPriorityClass.call(-1, 0x00000020) # Normal Priority
    end
  end
  #-----------------------------------------------------------------------------
  # returns the current CPU Utilization
  #-----------------------------------------------------------------------------
  def get_cpu_utilization
    # uses API Call to get the Kernel and User Time
    creation_time = '0' * 10
    exit_time = '0' * 10
    kernel_time = '0' * 10
    user_time = '0' * 10
    @GetProcessTimes.call(-1, creation_time, exit_time, kernel_time, user_time)
    # converts times into integer (in 100ns)
    kernel_time = kernel_time.unpack('l2')
    user_time = user_time.unpack('l2')
    kernel_time = kernel_time[0] + kernel_time[1]
    user_time = user_time[0] + user_time[1]
    # takes differences to calculate cpu utilization
    if @old_time != nil
      timer_difference = Time.new - @old_timer
      time_difference = kernel_time + user_time - @old_time
      result = time_difference / timer_difference / 100000
    else
      result = $antilag.max_cpu_utilization
    end
    # saves values (to calculate the differences, s.a.)
    @old_timer = Time.new
    @old_time = kernel_time + user_time
    return result
  end
end
$antilag = Antilag_Settings.new
#===============================================================================
# Scene_Map class
#===============================================================================
class Scene_Map
  #-----------------------------------------------------------------------------
  # update method, smooth antilag has been added
  #-----------------------------------------------------------------------------
  alias f0tzis_anti_lag_scene_map_update update
  def update
    f0tzis_anti_lag_scene_map_update
    if Graphics.frame_count % 20 == 0 and $antilag.max_cpu_utilization <= 100
      # calculates difference between max utilization and current utilization
      abs = $antilag.max_cpu_utilization - $antilag.get_cpu_utilization
      # changes Frame Rate if difference is bigger than the tolerance
      if abs.abs >= $antilag.max_cpu_utilization * $antilag.cpu_tolerance/100.0
        Graphics.frame_rate = [[10, Graphics.frame_rate + abs / 2].max, 40].min
      end
    end
  end
end
#==============================================================================
# Game_Event Class
#===============================================================================
class Game_Event
  #-----------------------------------------------------------------------------
  # for AntiLag, decides, if an event is on the screen or not.
  #-----------------------------------------------------------------------------
  def in_range?
        
    # returns true if $event_antilag is false or the event is an 
    # Autostart/Parallel Process event or it has an empty 
    # comment in the first line
    if not $antilag.event or (@trigger == 3 or @trigger == 4 or 
    (@list != nil and @list[0].code == 108 and @list[0].parameters == ['']))
      return true
    end
          
    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 @real_x <= screne_x
    return false if @real_x >= screne_width
    return false if @real_y <= screne_y
    return false if @real_y >= screne_height
    return true
            
  end
  #-----------------------------------------------------------------------------
  # update method
  #-----------------------------------------------------------------------------
  alias f0tzis_anti_lag_game_event_update update
  def update
    return if not self.in_range?      
    f0tzis_anti_lag_game_event_update
  end
  
end
#===============================================================================
# Sprite_Character Class
#===============================================================================
class Sprite_Character < RPG::Sprite
  #-----------------------------------------------------------------------------
  # update method, parameters added for Loop_Map, rebuild for 8dirs
  #-----------------------------------------------------------------------------
  alias f0tzis_anti_lag_sprite_char_update update
  def update
    return if @character.is_a?(Game_Event) and not @character.in_range?
    f0tzis_anti_lag_sprite_char_update
  end
  
end
#===============================================================================
# Settings
#===============================================================================
$antilag.max_cpu_utilization = 70 # the maximum CPU utilization, the script
                                  # try to stay under this value during changing
                                  # changing the frame rate. The lower this
                                  # value the higher will be the lag reduction
                                  # (and the smoothness, too), a value > 100
                                  # will disable this feature completely
$antilag.cpu_tolerance = 20       # this value tells the script how many % of
                                  # the CPU utilization change should be ignored
                                  # If you change it too a higher value you,
                                  # your Frame Rate will be more constant but
                                  # smaller lags will be ignored.
$antilag.high_priority = true     # set this to true if you want the game to run 
                                  # on high priority
$antilag.event = true             # set this to true to enable normal anti-lag
#===============================================================================
# Interpreter Class
#===============================================================================
class Interpreter
  #-----------------------------------------------------------------------------
  # * Script
  #-----------------------------------------------------------------------------
  def command_355
    # Set first line to script
    script = @list[@index].parameters[0] + "\n"
    # Loop
    loop do
      # If next event command is second line of script or after
      if @list[@index+1].code == 655
        # Add second line or after to script
        script += @list[@index+1].parameters[0] + "\n"
      # If event command is not second line or after
      else
        # Abort loop
        break
      end
      # Advance index
      @index += 1
    end
    # Evaluation
    result = eval(script)
    #---------------------------------------------------------------------------
    # If return value is false 
    # NEW: the last word of the code mustnt be false!
    #---------------------------------------------------------------------------
    if result == false and script[script.length-6..script.length-2] != 'false'
      # End
      return false
    end
    # Continue
    return true
  end
end

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