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A script to Disable/Enable other scripts COMPLETELY

Kraft

Sponsor

Okay, I am working on my 2 week game and I have hit a snag...

The thing is, I have the AntiLag script in my project (it is the only one) and it has issues with things like "show animation" and "Show Balloon" events...  it also is a pain in the butt to have to re-name events that I want to update and such...

Basically, I normally wouldnt be using the script. 

BUT

There is one certain mini game/challenge that requires a lot of events on the page.  (a lot meaning like 178)

When the anti lag script is in there it works fine, no problem.

But when it isnt, it really lags a lot. 

There isnt any problems with the other maps, so my main question is...

Could someone script me/tell me how to completely Enable or Disable a script?  By disabling it I mean that it does not work.  Not one single bit.  The same as deleting it from the script editor, where as enabling... you get the picture ^_^

Could someone help me out with this?

I need it preferrably soon... that contest ends thursday and I would like to have my game finished before then ^_^


Thanks!

~Kraft
 

Zeriab

Sponsor

I know no way to accomplish what you want in a general fashion.
What I can do is to edit your anti lag script so that it can be switched on and off with a switch or a script call. Whatever you prefer.
If you want to have the script modified then post it here or pm me it if you prefer to keep it confidential.

*hugs*
- Zeriab
 

Kraft

Sponsor

Okay, thanks!

Here is the script... (it doesnt have to be confidential, it is posted at http://www.rmxp.org/forums/index.php?topic=42383.0 )

==============================================================================
# A N T I L A G    V X
#------------------------------------------------------------------------------
#  Author: Andrew McKellar (Anaryu) (anmckell@gmail.com)
#
#  Version: 1.2c
#
#  1.2 March 5th 4:15pm EST: Implemented feedback from (Zeriab) and other ideas
#    for updating sprites/events that are off-screen/parallel also added
#    off-screen updating for events that are set with a specific move route.
#  1.2a March 6th 5:09am EST: Changed on_screen to use Graphics module instead
#    of static values. (Zeriab)
#  1.2b March 7th 12:36am EST: Changed Game_Player to use standard functions
#    instead of special ones. Changed empty array check to use proper empty?
#  1.2c March 10th 10:13pm EST: Updated events that used a tile and a character
#    on multiple pages to be drawn as a sprite correctly. (eugene)
#  1.2d March 14th 4:12am EST: Fixed errors with vehicles, passability,
#    and airship landing.
#  1.2e March 18th 1:47am EST: Fixed errors with passability and tileset
#    graphics in multi-page events.
#
#  This script modifies background functions, only other low-level or map
#  modification scripts should conflict.
#
#  Please credit if used, no need to ask for permission for commercial use.
#==============================================================================

# If true this will allow the system to ignore all events that are off screen
# unless you add "DOUPDATE" to their name. (DOUPDATE events will always update)
#
# If false this will means the system will ALWAYS update EVERY EVENT on the map
# - this should only be used if you experience weird compatability issues due
# to some custom scripts, it's better to try putting the DOUPDATE flag on events
# that do special things or have special settings that don't work when this
# flag is set to true.

ALLOW_SCREEN_IGNORE = true

#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
#  This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#==============================================================================

class Game_Map
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader  :pmap
  attr_reader  :emap
  attr_accessor :etilemap
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias :pre_antilag_setup    :setup
  def setup(map_id)
    # Run normal initialize
    pre_antilag_setup(map_id)
    # Add events to emap
    @emap = {}
    for event in @events.values
      if not event.ignore_location
        loc = event.x.to_s + "_" + event.y.to_s
        @emap[loc] = [] if @emap[loc] == nil
        @emap[loc].push(event.id)
      end
    end
    # Create the passability map
    @pmap = Table.new($game_map.width, $game_map.height)
    for i in 0...$game_map.width
      for j in 0...$game_map.height
        passable?(i,j) ? pass = 1 : pass = 0
        @pmap[i,j] = pass
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Clear Event location
  #--------------------------------------------------------------------------
  def clear_event_loc(event)
    # Add the event into the @emap hash
    loc = event.x.to_s + "_" + event.y.to_s
    if @emap[loc] != nil
      @emap[loc].delete(event.id)
      # Clean up after ourselves
      @emap.delete(loc) if @emap[loc].empty?
    end
  end
  #--------------------------------------------------------------------------
  # * Set Event location
  #--------------------------------------------------------------------------
  def set_event_loc(event)
    # Add the event into the @emap hash
    loc = event.x.to_s + "_" + event.y.to_s
    @emap[loc] = [] if @emap[loc] == nil
    @emap[loc].push(event.id)
  end
  #--------------------------------------------------------------------------
  # * Get array of event at designated coordinates
  #    x : x-coordinate
  #    y : y-coordinate
  #--------------------------------------------------------------------------
  alias :pre_antilag_events_xy  :events_xy
  def events_xy(x, y)
    # Grab the events from the hash
    loc = x.to_s + "_" + y.to_s
    event_ids = @emap[loc]
    # Use the IDs to build an array of events
    events = []
    if event_ids != nil
      for id in event_ids
        if id == 0
          events.push($game_player)
        else
          events.push(@events[id])
        end
      end
    end
    # Return this array for the passability to use
    return events
  end
  #--------------------------------------------------------------------------
  # * Determine if Passable
  #    x    : x coordinate
  #    y    : y coordinate
  #    flag : The impassable bit to be looked up
  #            (normally 0x01, only changed for vehicles)
  #--------------------------------------------------------------------------
  alias :pre_antilag_passable?    :passable?
  def passable?(x, y, flag = 0x01)
    for event in events_xy(x, y)            # events with matching coordinates
      next if event.tile_id == 0            # graphics are not tiled
      next if event.priority_type > 0      # not [Below characters]
      next if event.through                # pass-through state
      pass = @passages[event.tile_id]      # get passable attribute
      next if pass & 0x10 == 0x10          # *: Does not affect passage
      return true if pass & flag == 0x00    # o: Passable
      return false if pass & flag == flag  # x: Impassable
    end
    for i in [2, 1, 0]                      # in order from on top of layer
      tile_id = @map.data[x, y, i]          # get tile ID
      return false if tile_id == nil        # failed to get tile: Impassable
      pass = @passages[tile_id]            # get passable attribute
      next if pass & 0x10 == 0x10          # *: Does not affect passage
      return true if pass & flag == 0x00    # o: Passable
      return false if pass & flag == flag  # x: Impassable
    end
    if @etilemap != nil
      for i in [2, 1, 0]                      # in order from on top of layer
        tile_id = @etilemap[x, y, i]          # get tile ID
        return false if tile_id == nil        # failed to get tile: Impassable
        pass = @passages[tile_id]            # get passable attribute
        next if pass & 0x10 == 0x10          # *: Does not affect passage
        return true if pass & flag == 0x00    # o: Passable
        return false if pass & flag == flag  # x: Impassable
      end
    end
    return false                            # Impassable
  end
end

#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
#  This class deals with characters. It's used as a superclass of the
# Game_Player and Game_Event classes.
#==============================================================================

class Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader  :ignore_update
  attr_reader  :ignore_sprite
  attr_reader  :ignore_location
  attr_reader  :force_update
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias :pre_antilag_initialize    :initialize
  def initialize
    # Run normal initialize
    pre_antilag_initialize
    # Set our ignore flag based on our event name
    @ignore_update = false
    @ignore_sprite = false
    @ignore_location = false
    @force_update = false
  end
  #--------------------------------------------------------------------------
  # * On Screen
  #--------------------------------------------------------------------------
  def on_screen
    x_range = ((@real_x <= ($game_map.display_x + ((Graphics.width + 32) * 8))) and (@real_x >= ($game_map.display_x - 256)))
    y_range = ((@real_y <= ($game_map.display_y + ((Graphics.height + 32) * 8))) and (@real_y >= ($game_map.display_y - 256)))
    if x_range and y_range
      return true
    end
    return false
  end
end

#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
#  This class deals with events. It handles functions including event page
# switching via condition determinants, and running parallel process events.
# It's used within the Game_Map class.
#==============================================================================

class Game_Event < Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader  :id
  attr_reader  :eek:riginal_forced_update
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    map_id : map ID
  #    event  : event (RPG::Event)
  #--------------------------------------------------------------------------
  alias :pre_antilag_event_initialize    :initialize
  def initialize(map_id, event)
    # Run normal initialize
    pre_antilag_event_initialize(map_id, event)
    # Set our ignore flag based on our event name
    decide_ignore
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias :pre_antilag_update    :update
  def update
    # Only run update if @ignore_update is false
    if update?
      pre_antilag_update
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update?
    # Check our logic and return if we should update
    ignore = ((not @ignore_update) and (on_screen and ALLOW_SCREEN_IGNORE))
    return (@force_update or ignore or @move_route_forcing)
  end
  #--------------------------------------------------------------------------
  # * Event page setup
  #--------------------------------------------------------------------------
  alias :pre_antilag_setup  :setup
  def setup(new_page)
    # Run normal setup
    pre_antilag_setup(new_page)
    # Set our forced flag if we're running as a parallel process now
    # if not, set it to our "default" set during the decide_ignore function
    if @trigger == 4 or @trigger == 3
      @force_update = true
    else
      @force_update = @original_force_update
    end
  end
  #--------------------------------------------------------------------------
  # * Decide if Ignorable for Updates or Sprites
  #--------------------------------------------------------------------------
  def decide_ignore
    # Not ignore by default
    @ignore_location = true
    @ignore_sprite = true
    @ignore_update = false
    @original_force_update = false
    # Decide if we should ignore ourselves or not
    if @event.name == "IGNORE"
      @ignore_update = true
    elsif @event.pages.size == 1
      if @list != nil
        if @list.size == 1
          if @character_name == "" or @tile_id != 0
            @ignore_update = true
          end
        end
      end
    end
    # Check if we'll ever need a sprite
    tiles = []
    for page in @event.pages
      # Check for single-tile events
      if page.graphic.tile_id != 0
        tiles.push(page.graphic.tile_id) if not tiles.include?(page.graphic.tile_id)
        if page.priority_type == 2 or tiles.size > 1 or @event.pages.size > 1
          @ignore_sprite = false
          @ignore_location = false
        end
      end
      # Check for character graphic instead
      if page.graphic.character_name != ""
        @ignore_sprite = false
        @ignore_location = false
      end
      # Check all pages for code to run
      if page.list.size > 1
        for item in page.list
          if item.code != 108
            @ignore_location = false
          end
        end
      end
    end
    # Check to see if we have any tiles and a no initial page
    if @list == nil and tiles.size > 0
      @ignore_sprite = false
      @ignore_location = false
    end
    # Force tags
    if @event.name.include?("DOSPRITE")
      @ignore_sprite = false
    end
    if @event.name.include?("DOLOC")
      @ignore_location = false
    end
    if @event.name.include?("DOUPDATE")
      @ignore_update = false
      @force_update = true
      @original_force_update = true
    end
  end
  #--------------------------------------------------------------------------
  # * Move Functions
  #--------------------------------------------------------------------------
  alias :pre_antilag_move_down    :move_down
  def move_down(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_down(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_left    :move_left
  def move_left(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_left(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_right    :move_right
  def move_right(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_right(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_up    :move_up
  def move_up(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_up(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_lower_left    :move_lower_left
  def move_lower_left(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_lower_left(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_upper_left    :move_upper_left
  def move_upper_left(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_upper_left(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_lower_right    :move_lower_right
  def move_lower_right(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_lower_right(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_upper_right    :move_upper_right
  def move_upper_right(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_upper_right(turn_ok)
    $game_map.set_event_loc(self)
  end
end


#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  This class handles maps. It includes event starting determinants and map
# scrolling functions. The instance of this class is referenced by $game_map.
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Priority Type
  #--------------------------------------------------------------------------
  def priority_type
    return 1
  end
  #--------------------------------------------------------------------------
  # * Triggers
  #--------------------------------------------------------------------------
  def trigger
    return -1
  end
  #--------------------------------------------------------------------------
  # * Triggers
  #--------------------------------------------------------------------------
  def triggers
    return []
  end
  #--------------------------------------------------------------------------
  # * Triggers
  #--------------------------------------------------------------------------
  def id
    return 0
  end
  #--------------------------------------------------------------------------
  # * Triggers
  #--------------------------------------------------------------------------
  def tile_id
    return 0
  end
  #--------------------------------------------------------------------------
  # * Determine if Airship can Land
  #    x : x-coordinate
  #    y : y-coordinate
  #--------------------------------------------------------------------------
  alias :pre_antilag_airship_land_ok?  :airship_land_ok?
  def airship_land_ok?(x, y)
    unless $game_map.airship_land_ok?(x, y)
      return false    # The tile passable attribute is unlandable
    end
    # Check all events to ensure only the player is there
    for event in $game_map.events_xy(x, y)
      if event != $game_player
        return false
      end
    end
    return true      # Can land
  end
  #--------------------------------------------------------------------------
  # * Move Functions
  #--------------------------------------------------------------------------
  alias :pre_antilag_move_down    :move_down
  def move_down(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_down(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_left    :move_left
  def move_left(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_left(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_right    :move_right
  def move_right(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_right(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_up    :move_up
  def move_up(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_up(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_lower_left    :move_lower_left
  def move_lower_left(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_lower_left(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_upper_left    :move_upper_left
  def move_upper_left(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_upper_left(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_lower_right    :move_lower_right
  def move_lower_right(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_lower_right(turn_ok)
    $game_map.set_event_loc(self)
  end
  alias :pre_antilag_move_upper_right    :move_upper_right
  def move_upper_right(turn_ok = true)
    $game_map.clear_event_loc(self)
    pre_antilag_move_upper_right(turn_ok)
    $game_map.set_event_loc(self)
  end
end

#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
#  This class brings together map screen sprites, tilemaps, etc. It's used
# within the Scene_Map class.
#==============================================================================

class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Create Character Sprite
  #--------------------------------------------------------------------------
  alias :pre_antilag_create_characters    :create_characters
  def create_characters
    @character_sprites = []
    for i in $game_map.events.keys.sort
      unless $game_map.events.ignore_sprite
        sprite = Sprite_Character.new(@viewport1, $game_map.events)
        @character_sprites.push(sprite)
      end
    end
    for vehicle in $game_map.vehicles
      sprite = Sprite_Character.new(@viewport1, vehicle)
      @character_sprites.push(sprite)
    end
    @character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
  end
  #--------------------------------------------------------------------------
  # * Create Tilemap
  #--------------------------------------------------------------------------
  alias :pre_antilag_create_tilemap  :create_tilemap
  def create_tilemap
    # Normal tilemap creation
    pre_antilag_create_tilemap
    # Add the new tilemap!
    @etilemap = Tilemap.new(@viewport1)
    @etilemap.bitmaps[0] = Cache.system("TileA1")
    @etilemap.bitmaps[1] = Cache.system("TileA2")
    @etilemap.bitmaps[2] = Cache.system("TileA3")
    @etilemap.bitmaps[3] = Cache.system("TileA4")
    @etilemap.bitmaps[4] = Cache.system("TileA5")
    @etilemap.bitmaps[5] = Cache.system("TileB")
    @etilemap.bitmaps[6] = Cache.system("TileC")
    @etilemap.bitmaps[7] = Cache.system("TileD")
    @etilemap.bitmaps[8] = Cache.system("TileE")
    emap = Table.new($game_map.data.xsize, $game_map.data.ysize, 3)
    # Add only events that are not "above" character
    for event in $game_map.events.values
      if event.tile_id > 0 and event.priority_type < 2 and event.ignore_sprite
        emap[event.x, event.y, 1] = event.tile_id
      end
    end
    @etilemap.map_data = emap
    $game_map.etilemap = emap
  end
  #--------------------------------------------------------------------------
  # * Dispose of Tilemap
  #--------------------------------------------------------------------------
  alias :pre_antilag_dispose_tilemap    :dispose_tilemap
  def dispose_tilemap
    # Normal dispose
    pre_antilag_dispose_tilemap
    # Dispose of new event tilemap
    @etilemap.dispose
  end
  #--------------------------------------------------------------------------
  # * Update Tilemap
  #--------------------------------------------------------------------------
  alias :pre_antilag_update_tilemap  :update_tilemap
  def update_tilemap
    # Normal update
    pre_antilag_update_tilemap
    # Work with new event tilemap
    @etilemap.ox = $game_map.display_x / 8
    @etilemap.oy = $game_map.display_y / 8
    @etilemap.update
  end
  #--------------------------------------------------------------------------
  # * Update Character Sprite
  #--------------------------------------------------------------------------
  alias :pre_antilag_update_characters  :update_characters
  def update_characters
    for sprite in @character_sprites
      sprite.update if sprite.character.on_screen
    end
  end
end


Thanks!  Also, could you set it to go on and off with a switch?  that would be great!  (I am not a very script-friendly guy ^_^)
 

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