Heyho,

vielleicht kann mir ja jemand bei meinem Problem helfen. Es geht um das Variable Charakter Frames Script das von
Der Drake, KD, Phantom, Ascare und RAMart erstellt wurde. Bei der Vorstellung des Scripts war eine Demo dabei,
die auch ein kleines Event beinhaltet hat dass die Framerate erhöht hatte, allerdings kann ich diese Demo nirgends
mehr finden.

Hier das Script:
Code:
#============================================================================
# ** Variable Character Frames Script (v1.0)
#============================================================================
# Idee und Ausführung: Der Drake, KD, Phantom, Ascare, RAMart.
# Niemand verlangt ein extra Credit dafür, ihr könnt es einfach benutzen.
#
# Benutzung: Einfach zum Dateinamen des Charakters ein f[x] einfügen. 
# Wobei x für die Anzahl der Frames steht (inkl. Standpose).
#
# Beispiele: Hero_f[8].png, Wachef[12]ani2.png, f[6]frau.png
# Standard ist 4 und brauch nicht extra genannt zu werden (z.B. für RTP-Charas).
#============================================================================

class Game_Character
 #--------------------------------------------------------------------------
 # * Initialize
 #--------------------------------------------------------------------------
 alias_method :init, :initialize
 def initialize
   init
   getCharFrame
 end
 #--------------------------------------------------------------------------
 # * Get Character Frame
 #--------------------------------------------------------------------------
def getCharFrame
 @CharFrame = 4
 self.character_name.sub(/f\[(\d+)\]/) { @CharFrame = $1.to_i }
 return @CharFrame
end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   # Branch with jumping, moving, and stopping
   if jumping?
     update_jump
   elsif moving?
     update_move
   else
     update_stop
   end
   # If animation count exceeds maximum value
   # * Maximum value is move speed * 1 taken from basic value 18
   if @anime_count > 18 - @move_speed * 2
     # If stop animation is OFF when stopping
     if not @step_anime and @stop_count > 0
       # Return to original pattern
       @pattern = @original_pattern
       # If stop animation is ON when moving
     else
       # Update pattern
      if @CharFrame == 4
        @pattern = (@pattern + 1) % 4
       else
        @pattern = [((@pattern + 1) % @CharFrame), 1].max
      end
     end
     # Clear animation count
     @anime_count = 0
   end
   # If waiting
   if @wait_count > 0
     # Reduce wait count
     @wait_count -= 1
     return
   end
   # If move route is forced
   if @move_route_forcing
     # Custom move
     move_type_custom
     return
   end
   # When waiting for event execution or locked
   if @starting or lock?
     # Not moving by self
     return
   end
   # If stop count exceeds a certain value (computed from move frequency)
   if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
     # Branch by move type
     case @move_type
     when 1  # Random
       move_type_random
     when 2  # Approach
       move_type_toward_player
     when 3  # Custom
       move_type_custom
     end
   end
 end
 #--------------------------------------------------------------------------
 # * Update frame (move)
 #--------------------------------------------------------------------------
 def update_move
   # Convert map coordinates from map move speed into move distance
   distance = 2 ** @move_speed
   # If logical coordinates are further down than real coordinates
   if @y * 128 > @real_y
     # Move down
     @real_y = [@real_y + distance, @y * 128].min
   end
   # If logical coordinates are more to the left than real coordinates
   if @x * 128 < @real_x
     # Move left
     @real_x = [@real_x - distance, @x * 128].max
   end
   # If logical coordinates are more to the right than real coordinates
   if @x * 128 > @real_x
     # Move right
     @real_x = [@real_x + distance, @x * 128].min
   end
   # If logical coordinates are further up than real coordinates
   if @y * 128 < @real_y
     # Move up
     @real_y = [@real_y - distance, @y * 128].max
   end
   # If move animation is ON
   if @walk_anime
     # Increase animation count by 1.5
     @anime_count += 1.5*(@CharFrame/4)
   # If move animation is OFF, and stop animation is ON
   elsif @step_anime
     # Increase animation count by 1
     @anime_count += 1*(@CharFrame/4)
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (stop)
 #--------------------------------------------------------------------------
 def update_stop
   # If stop animation is ON
   if @step_anime
     # Increase animation count by 1
     @anime_count += 1*(@CharFrame/4)
   # If stop animation is OFF, but current pattern is different from original
   elsif @pattern != @original_pattern
     # Increase animation count by 1.5
     @anime_count += 1*(@CharFrame/4)
   end
   # When waiting for event execution, or not locked
   # * If lock deals with event execution coming to a halt
   unless @starting or lock?
     # Increase stop count by 1
     @stop_count += 1
   end
 end
end
 
class Sprite_Character < RPG::Sprite
 
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   super
   # If tile ID, file name, or hue are different from current ones
   if @tile_id != @character.tile_id or
      @character_name != @character.character_name or
      @character_hue != @character.character_hue
     # Remember tile ID, file name, and hue
     @tile_id = @character.tile_id
     @character_name = @character.character_name
     @character_hue = @character.character_hue
     # If tile ID value is valid
     if @tile_id >= 384
       self.bitmap = RPG::Cache.tile($game_map.tileset_name,
         @tile_id, @character.character_hue)
       self.src_rect.set(0, 0, 32, 32)
       self.ox = 16
       self.oy = 32
     # If tile ID value is invalid
     else
       self.bitmap = RPG::Cache.character(@character.character_name,
         @character.character_hue)
       @CharFrame = @character.getCharFrame
       @cw = bitmap.width / @CharFrame
       @ch = bitmap.height / 4
       self.ox = @cw / 2
       self.oy = @ch
     end
   end
   # Set visible situation
   self.visible = (not @character.transparent)
   # If graphic is character
   if @tile_id == 0
     # Set rectangular transfer
     sx = @character.pattern * @cw
     sy = (@character.direction - 2) / 2 * @ch
     self.src_rect.set(sx, sy, @cw, @ch)
   end
   # Set sprite coordinates
   self.x = @character.screen_x
   self.y = @character.screen_y
   self.z = @character.screen_z(@ch)
   # Set opacity level, blend method, and bush depth
   self.opacity = @character.opacity
   self.blend_type = @character.blend_type
   self.bush_depth = @character.bush_depth
   # Animation
   if @character.animation_id != 0
     animation = $data_animations[@character.animation_id]
     animation(animation, true)
     @character.animation_id = 0
   end
 end
end
Könnte mir jemand vielleicht dabei helfen herauszufinden wie ich die Framerate ändere? Oder hat jemand noch die
Demo irgendwo rumliegen?

Wäre nett wenn ich da Hilfe bekommen könnte. ;-)

Grüße, Mithrandir