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Script de Anti-Lag

Iniciado por LoboShow, 09/03/2013 às 14:22

Script de Anti-Lag

Compativel com: RMXP
Compatibilidade: ?
Facilidade de uso: ?
Lag gerado: ?

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Para que serve o script
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Reduz em 70% as travadinhas que seu PC da quando você joga

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Script
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#===============================================================================
# ** AntiLag Script
#-------------------------------------------------------------------------------
# f0tz!baerchen
# 0.71
# 06.01.2007
#-------------------------------------------------------------------------------
# JoaoNeto
# 0.90
# 28.08.2007
#-------------------------------------------------------------------------------
# Credits/Créditos:
# Chaosg1 (for testing;) )
# NearFantastica (for the Event AntiLag I used and improved)
# JoaoNeto - Correção da Redundancia de atualização
#-------------------------------------------------------------------------------
#===============================================================================
#===============================================================================
# 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
#===============================================================================
# Game_Map Class
#===============================================================================
class Game_Map
  def update
    # Atualizar o mapa se necessário
    if $game_map.need_refresh
      refresh
    end
    # Se estiver ocorrendo o scroll
    if @scroll_rest > 0
      # Mudar da velocidade de scroll para as coordenadas de distância do mapa
      distance = 2 ** @scroll_speed
      # Executar scroll
      case @scroll_direction
      when 2  # Baixo
        scroll_down(distance)
      when 4  # Esquerda
        scroll_left(distance)
      when 6  # Direita
        scroll_right(distance)
      when 8  # Cima
        scroll_up(distance)
      end
      # Subtrair a distância do scroll
      @scroll_rest -= distance
    end
    # Atualizar Evento do mapa
    for event in @events.values
      if in_range?(event) or event.trigger == 3 or event.trigger == 4
        event.update
      end
    end
    # Atualizar Evento Comum do mapa
    for common_event in @common_events.values
      common_event.update
    end
    # Controlar scroll da Névoa
    @fog_ox -= @fog_sx / 8.0
    @fog_oy -= @fog_sy / 8.0
    # Controlar a mudança de cor de Névoa
    if @fog_tone_duration >= 1
      d = @fog_tone_duration
      target = @fog_tone_target
      @fog_tone.red = (@fog_tone.red * (d - 1) + target.red) / d
      @fog_tone.green = (@fog_tone.green * (d - 1) + target.green) / d
      @fog_tone.blue = (@fog_tone.blue * (d - 1) + target.blue) / d
      @fog_tone.gray = (@fog_tone.gray * (d - 1) + target.gray) / d
      @fog_tone_duration -= 1
    end
    # Controlar a mudança de nível de opacidade de Névoa
    if @fog_opacity_duration >= 1
      d = @fog_opacity_duration
      @fog_opacity = (@fog_opacity * (d - 1) + @fog_opacity_target) / d
      @fog_opacity_duration -= 1
    end
  end
  def in_range?(object)
    diff_x = ($game_map.display_x - object.real_x).abs  # absolute value
    diff_y = ($game_map.display_x - object.real_x).abs  # absolute value
    width = 128 * 24   # size * tiles
    height = 128 * 19  # size * tiles
    return !((diff_x > width) or (diff_y > height))
  end
end
#===============================================================================
# Spriteset_Map Class
#===============================================================================
class Spriteset_Map
  def update
    # Se o Panorama for diferente do atual
    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
    # Se a Névoa for diferente da atual
    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
    # Atualizar o Tilemap
    @tilemap.ox = $game_map.display_x / 4
    @tilemap.oy = $game_map.display_y / 4
    @tilemap.update
    # Atualizar o plano do Panorama
    @panorama.ox = $game_map.display_x / 8
    @panorama.oy = $game_map.display_y / 8
    # Atualizar o plano da Névoa
    @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
    # Atualizar os sprites dos Heróis
    for sprite in @character_sprites
      if in_range?(sprite.character)
        sprite.update
      end
    end
    # Atualizar o Clima
    @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
    # Atualiza os sprites das Figuras
    for sprite in @picture_sprites
      sprite.update
    end
    # Atualiza o sprite do Temporizador
    @timer_sprite.update
    # Definir cor e tom do Tremor
    @viewport1.tone = $game_screen.tone
    @viewport1.ox = $game_screen.shake
    # Definir cor do Flash
    @viewport3.color = $game_screen.flash_color
    # Atualizar os pontos de vista
    @viewport1.update
    @viewport3.update
  end
  def in_range?(object)
    diff_x = ($game_player.real_x - object.real_x).abs  # absolute value
    diff_y = ($game_player.real_y - object.real_y).abs  # absolute value
    width = 128 * 24   # size * tiles
    height = 128 * 19  # size * tiles
    return !((diff_x > width) or (diff_y > height))
  end
end
#===============================================================================
# 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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Créditos e Avisos
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NearFantastica
JoaoNeto