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