Chào mừng bạn đến với diễn đàn của DF Team
----------------------------------------
[Video] Tổng Quát Về Game Mafia Legends-The Lost City:
https://www.youtube.com/watch?v=MYPJKUiWILo
[Demo] Mafia Legends-The Lost City :https://dfteam.forumvi.com/t331-topic#4512
Tổng hợp ver game City of Roleplay : https://dfteam.forumvi.com/t206-topic
-----------------------------------
[New] Dự án Naruto RPG đã bị huỷ bỏ
[New] Mafia Legends-The Lost City đã ra bản Demo
-----------------------------------
Hãy đăng ký làm thành viên của diễn đàn nếu bạn muốn cập nhật thêm thông tin về các dự án làm game của tụi mình Smile. Thanks!!! Very Happy
Chào mừng bạn đến với diễn đàn của DF Team
----------------------------------------
[Video] Tổng Quát Về Game Mafia Legends-The Lost City:
https://www.youtube.com/watch?v=MYPJKUiWILo
[Demo] Mafia Legends-The Lost City :https://dfteam.forumvi.com/t331-topic#4512
Tổng hợp ver game City of Roleplay : https://dfteam.forumvi.com/t206-topic
-----------------------------------
[New] Dự án Naruto RPG đã bị huỷ bỏ
[New] Mafia Legends-The Lost City đã ra bản Demo
-----------------------------------
Hãy đăng ký làm thành viên của diễn đàn nếu bạn muốn cập nhật thêm thông tin về các dự án làm game của tụi mình Smile. Thanks!!! Very Happy

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SC_Maka2008
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Script Anti Lagg Empty Script Anti Lagg  Sat Mar 30, 2013 1:33 pm

#####################################################
#Script Anti Lagg by Maka2008
# City Of Roleplay Bad Cops
#####################################################
# Giúp giảm lagg cho máy yếu hoặc tài nguyên nhiều
# Script được viết bằng tiếng anh vì tiếng việt khởi động script ko dc , ông ngọa hổ xóa bộ viết script tiếng việt rồi
####################################################
# Miễn Phí Smile)
####################################################

#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
# SET YOUR ANTI-LAG PERAMETERS
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------

# 1. Set anti-lag for drawing events
# -----------------------
# Only draw event GRAPHIC if within this horizontal # of tiles from player
# Note: if event is outside of this range, and this range is within screen
# width, the event will appear to "drag" across the screen because the
# game is not updating the graphic.
PLAYER_RANGE_WIDTH = 20

# Only draw event GRAPHIC if within this vertical # of tiles from player
# Note: if event is outside of this range, and this range is within screen
# height, the event will appear to "drag" across the screen because the
# game is not updating the graphic.
PLAYER_RANGE_HEIGHT = 15


# 2. Set anti-lag for moving events
# -----------------------
# Only process event movement if within this horizontal # of tiles from player
# Note: if event is outside of this range, and this range is within screen
# width, the event will stop moving.
MAP_RANGE_WIDTH = 20

# Only process event movement if within this vertical # of tiles from player
# Note: if event is outside of this range, and this range is within screen
# height, the event will stop moving.
MAP_RANGE_HEIGHT = 15

# 3. Set anti-lag movement for specific events
# -----------------------
# You can stop the game from updating specific events. This is
# helpful if you have several events on screen. Only use this on events
# that are invisible or don't move around.
# To Use: Create an event on a map and change the name of the event to the
# value below (by default, this is IGNORE). The name of an event
# is in the upper-left side of the event dialog box)
ANTI_LAG_EVENT_NAME = "IGNORE"


# 4. Turn anti-lag on and off in the game while playing the game
# ------------------------
# On some maps in your game, you may not want to use the anti-lag system,
# or you may want to turn it off during some scenes in your game.
# To Use: Use a switch to turn anti-lag off and on. (by default this is Switch 1)
ANTI_LAG_SWITCH = 1



#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Game_Character
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
attr_accessor :inrange_char # event near player? (stop draw)
attr_accessor :inrange_map # event on map? (stop movement)
attr_reader :event
end

#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Game_Map
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Refresh map if necessary
if $game_map.need_refresh
refresh
end
# If scrolling
if @scroll_rest > 0
# Change from scroll speed to distance in map coordinates
distance = 2 ** @scroll_speed
# Execute scrolling
case @scroll_direction
when 2 # Down
scroll_down(distance)
when 4 # Left
scroll_left(distance)
when 6 # Right
scroll_right(distance)
when 8 # Up
scroll_up(distance)
end
# Subtract distance scrolled
@scroll_rest -= distance
end

# Update map event
for event in @events.values
# ANTI LAG CHECK START---------------------------------------------
if ((event.inrange_map == 1) && (event.event.name != ANTI_LAG_EVENT_NAME)) or [3,4].include?event.trigger
event.update
end
# ANTI LAG CHECK END-----------------------------------------------
end

# Update common event
for common_event in @common_events.values
common_event.update
end

# Manage fog scrolling
@fog_ox -= @fog_sx / 8.0
@fog_oy -= @fog_sy / 8.0

# Manage change in fog color tone
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

# Manage change in fog opacity level
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

#--------------------------------------------------------------------------
# ��€”� Frame Update
#--------------------------------------------------------------------------
def update
# If panorama is different from current one
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 is different than current fog
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
# Update tilemap
@tilemap.ox = $game_map.display_x / 4
@tilemap.oy = $game_map.display_y / 4
@tilemap.update
# Update panorama plane
@panorama.ox = $game_map.display_x / 8
@panorama.oy = $game_map.display_y / 8
# Update fog plane
@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

# Update character sprites
for sprite in @character_sprites
# ANTI LAG CHECK START---------------------------------------------
if in_range?(sprite.character)
sprite.update
end
# ANTI LAG CHECK END---------------------------------------------
end

# Update weather graphic
@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
# Update picture sprites
for sprite in @picture_sprites
sprite.update
end
# Update timer sprite
@timer_sprite.update
# Set screen color tone and shake position
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
# Set screen flash color
@viewport3.color = $game_screen.flash_color
# Update viewports
@viewport1.update
@viewport3.update
end


#--------------------------------------------------------------------------
# ��€”� Check if events are in range (ANTI-LAG)
#--------------------------------------------------------------------------
def in_range?(event)

diff_x = ($game_player.real_x - event.real_x).abs # absolute value
diff_y = ($game_player.real_y - event.real_y).abs # absolute value

# update the graphic for the event in this range
player_width = 128 * PLAYER_RANGE_WIDTH
player_height = 128 * PLAYER_RANGE_HEIGHT

# update actions being performed by the event in this range
screen_width = 128 * MAP_RANGE_WIDTH
screen_height = 128 * MAP_RANGE_HEIGHT

# stop an event from performing actions if outside of this range on the map
# note: if range is small, event will stop moving and performing tasks on screen
if ((diff_x < screen_width && diff_y < screen_height) or $game_switches[ANTI_LAG_SWITCH])
event.inrange_map = 1
else
event.inrange_map = 0
end

# stop an event's graphic from updating if outside of the range around player
# note: if range is small, event graphic will appear to "drag" across screen
# this happens because the graphic is not updating.
if ((diff_x < player_width && diff_y < player_height) or $game_switches[ANTI_LAG_SWITCH])
event.inrange_char = 1
return true
else
event.inrange_char = 0
return false
end

end
end

Hoang_Vu
Hoang_Vu
Hoang_Vu Gold Double Sided Axe
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Script Anti Lagg Empty Re: Script Anti Lagg  Sat Mar 30, 2013 3:06 pm
Được không đó???

Officer David
Officer David
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Script Anti Lagg Empty Re: Script Anti Lagg  Sat Mar 30, 2013 3:19 pm
sợ anti lag kiểu này đụng thêm code thì vui!

Hoang_Vu
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Hoang_Vu Gold Double Sided Axe
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Script Anti Lagg Empty Re: Script Anti Lagg  Sat Mar 30, 2013 3:24 pm
Hài value

SC_Maka2008
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SC_Maka2008 Silver Axe
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Script Anti Lagg Empty Re: Script Anti Lagg  Sat Mar 30, 2013 4:31 pm
thữ đi biết , hồi đó tôi xài cái này cho game của ông winkey

Hoang_Vu
Hoang_Vu
Hoang_Vu Gold Double Sided Axe
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Script Anti Lagg Empty Re: Script Anti Lagg  Sat Mar 30, 2013 5:29 pm
Hàng Made In China

Officer David
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Script Anti Lagg Empty Re: Script Anti Lagg  Sat Mar 30, 2013 5:45 pm
thôi chốc test script của lão maka vậy

SC_Maka2008
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Script Anti Lagg Empty Re: Script Anti Lagg  Sat Mar 30, 2013 5:53 pm
hàng made in Maka2008

Fire Dragon
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Script Anti Lagg Empty Re: Script Anti Lagg  Sat Mar 30, 2013 9:46 pm
nhìn chóng mặt quá chắc hàng lậu của trung quốc maka nhập lậu về =]]

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Hoang_Vu
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Script Anti Lagg Empty Re: Script Anti Lagg  Sat Mar 30, 2013 9:52 pm
LOL Hàng China đó

chibao
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Script Anti Lagg Empty Re: Script Anti Lagg  Tue Sep 03, 2013 8:46 pm
Game offline mà, Anti Lag làm gì. Khi nào làm online rồi thêm vào.

http://www.chibaocompany.tk
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