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[转载发布] Hammy - Vehicle Pseudo-3D Addons

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    灌水之王

    发表于 2026-8-3 15:17:02 | 显示全部楼层 |阅读模式
    Hammy - Vehicle Pseudo-3D Addons v1.01
    Interiors, Performance Enhancements, Widescreen Resolution, and Input Device Tracker integration for WoodPenguin's Vehicle Pseudo-3D system




    Introduction

    This post collects four addon scripts for WoodPenguin's Vehicle Pseudo-3D system. Each addon is independent and can be installed on its own. They share the same base requirement of Vehicle Pseudo-3D Database v3.0 and Vehicle Pseudo-3D Main Script v3.0.1, and each has its own additional requirements described in the relevant section below.

    AI Disclaimer: Generative AI was used to refine the documentation and presentation of these scripts, as I am not a native English speaker. Additionally, AI was used for naming conventions in some places and for general beautification of the scripts.

    mkxp-z Disclaimer: Vehicle Pseudo-3D × Input Device Tracker is made exclusively for RPG Maker VX Ace running on mkxp-z (Ruby 3.1). It will not run on standard RPG Maker VX Ace without mkxp-z. The remaining addons in this collection do not require mkxp-z. See the mkxp-z section below for more information.



    Addon Overview


    • Vehicle Pseudo-3D × Interiors - Enter ship cabins and airship holds with full vehicle state preservation
    • Vehicle Pseudo-3D × Performance Enhancements - Intelligent caching and pre-computation to reduce redundant calculations
    • Vehicle Pseudo-3D × Widescreen Resolution - Eliminates tilemap cutoff at widescreen resolutions
    • Vehicle Pseudo-3D × Input Device Tracker - Restores per-frame device polling inside the vehicle update cycle



    mkxp-z

    mkxp-z is an open-source, cross-platform player for RPG Maker XP, VX, and VX Ace games. It is a heavily modified fork of mkxp originally built to run games based on Pokémon Essentials, which depends heavily on Windows APIs. It is best described as MKXP but supercharged - capable of running all but the most demanding RGSS projects with a bit of porting work.

    mkxp-z supports Windows, Linux (x86, ARM, and POWER), and both Intel and Apple Silicon versions of macOS. Because it ships with Ruby 3.1 rather than the original Ruby 1.9.2 bundled with RPG Maker VX Ace, scripts written for mkxp-z can take advantage of modern Ruby syntax and standard library features.

    Vehicle Pseudo-3D × Input Device Tracker requires mkxp-z and will not run on default RPG Maker VX Ace.



    ▼ Vehicle Pseudo-3D × Interiors

    Introduction

    This script provides a vehicle interior navigation system for RPG Maker VX Ace. It allows players to enter vehicle interiors such as ship cabins and airship holds, with full preservation of vehicle state across the transition.

    The system supports configurable interior map destinations and entry buttons per vehicle type, complete position, angle, and altitude preservation during interior visits, return travel back to the vehicle from interior maps, and nil-safe spriteset handling for compatibility with Cache Back.

    Requirements

    • Vehicle Pseudo-3D Database v3.0 by WoodPenguin
    • Vehicle Pseudo-3D Main Script v3.0.1 by WoodPenguin

    Optional Compatibility

    • KilloZapit - Cache Back (nil-safe spriteset handling activates automatically when Cache Back is present)

    Features

    Vehicle Interior Features

    • Configurable interior entry button per vehicle type
    • Interior map destination and spawn point configurable per vehicle type
    • Full vehicle state preservation (position, angle, altitude) across interior entry and return
    • Return travel to vehicle from interior maps via script call

    Cache Back Compatibility

    • Nil-safe spriteset handling during Scene_Vehicle map transitions
    • Activates automatically when Cache Back's dispose-on-new-map is enabled
    • No modifications required to the original Cache Back script

    Script Calls

    Interior Exit Calls

    return_to_vehicle
    Returns the player to the vehicle from an interior map. Call this from a map event placed on the interior map such as a door or exit point.

    can_return_to_vehicle?
    Returns true if the player is currently inside a vehicle interior and has a valid vehicle state to return to.

    Examples
                    Ruby:       
    1. # Guard return_to_vehicle to ensure a valid return state exists
    2. if can_return_to_vehicle?
    3.   return_to_vehicle
    4. end
    复制代码


    Configuration

    Edit the hashes in the Hammy::Veh3DInteriors module to configure interior destinations and entry buttons per vehicle type.

    Interior Map Destinations

    INTERIOR_MAP_IDS
    Hash mapping vehicle symbols to interior map IDs.
    - Valid values: Hash of { symbol => integer }
    - Default:{ airship: 2 }

    Example
                    Ruby:       
    1. INTERIOR_MAP_IDS = { airship: 2 }.freeze
    复制代码


    INTERIOR_X_COORDS
    Hash mapping vehicle symbols to X coordinates where the player appears on the interior map.
    - Valid values: Hash of { symbol => integer }
    - Default:{ airship: 8 }

    Example
                    Ruby:       
    1. INTERIOR_X_COORDS = { airship: 8 }.freeze
    复制代码


    INTERIOR_Y_COORDS
    Hash mapping vehicle symbols to Y coordinates where the player appears on the interior map.
    - Valid values: Hash of { symbol => integer }
    - Default:{ airship: 6 }

    Example
                    Ruby:       
    1. INTERIOR_Y_COORDS = { airship: 6 }.freeze
    复制代码


    INTERIOR_INPUTS
    Hash mapping vehicle symbols to input button symbols.
    - Valid values: Hash of { symbol => RGSS3 input symbol }
    - Default:{ airship: :X }

    Example
                    Ruby:       
    1. INTERIOR_INPUTS = { airship: :X }.freeze
    复制代码


    Interior Map Design

    An interior can consist of multiple connected maps. Players may move freely between them and the return state is preserved throughout. However, none of the interior maps may connect to the worldmap. If the player exits to the worldmap the vehicle return state is lost and can_return_to_vehicle? will return false.


    • Interior maps must not be connected to the worldmap.
    • Multiple interior maps are supported as long as the worldmap is unreachable.
    • The return state persists for the entire duration of the interior visit.
    • Transferring or teleporting the player into an interior map via event commands will not establish a return state. Always guard return_to_vehicle with can_return_to_vehicle?.

    Installation


    • Place this script BELOW Vehicle Pseudo-3D Database
    • Place this script BELOW Vehicle Pseudo-3D Main Script
    • If using KilloZapit - Cache Back, place this script BELOW it (Cache Back must be placed ABOVE all Vehicle Pseudo-3D scripts)
    • If using Vehicle Pseudo-3D × Input Device Tracker, place that script BELOW this one

    Credits


    Download

    Download from GitHub



    ▼ Vehicle Pseudo-3D × Performance Enhancements

    Introduction

    This performance optimization addon enhances WoodPenguin's Vehicle Pseudo-3D system with intelligent caching and pre-computation strategies. It reduces redundant calculations for vehicle angles, view distances, and event positioning while maintaining full compatibility with all Vehicle Pseudo-3D optional modules.

    The optimizations include result caching for angle calculations, class-level caching for view distances, and optional enhancements for OP1 Compass, OP2 Field of View, and OP4 Event 3D modules when present.

    Requirements

    • Vehicle Pseudo-3D Database v3.0 by WoodPenguin
    • Vehicle Pseudo-3D Main Script v3.0.1 by WoodPenguin

    Optional Compatibility

    • Vehicle Pseudo-3D OP1 v2.1 (optimized Sprite_Compass update)
    • Vehicle Pseudo-3D OP2 v2.1 (optimized map snapshot tiling loop)
    • Vehicle Pseudo-3D OP4 v2.1 (event radian caching)

    Features

    Performance Enhancement Features

    • Angle radian result caching with change detection - recalculates only when the vehicle angle has changed
    • Class-level view distance caching - recalculates only when Graphics.height changes
    • Trigonometric pre-computation for OP1 Compass - shared sin/cos values across all four direction sprites per frame
    • Optimized map snapshot tiling loop for OP2 Field of View - eliminates redundant iteration overhead
    • Event radian caching for OP4 Event 3D Display - recalculates only when the vehicle angle has changed

    Installation


    • Place this script BELOW Vehicle Pseudo-3D Database
    • Place this script BELOW Vehicle Pseudo-3D Main Script
    • If using Vehicle Pseudo-3D OP1, place this script BELOW OP1
    • If using Vehicle Pseudo-3D OP2, place this script BELOW OP2
    • If using Vehicle Pseudo-3D OP4, place this script BELOW OP4

    Credits


    Download

    Download from GitHub



    ▼ Vehicle Pseudo-3D × Widescreen Resolution

    Introduction

    This script eliminates tilemap cutoff bands at the left and right screen borders when riding a vehicle at widescreen resolutions in WoodPenguin's Vehicle Pseudo-3D system. It replaces the default snapshot square with a larger, vehicle-centered square that provides full screen coverage at every rotation angle.

    The system supports automatic padding calculation, vehicle-centered snapshot positioning, symmetric diamond-shaped coverage at all rotation angles, and full compatibility with OP2 Field of View Extension and OP3 Map Zoom.

    Requirements

    • Vehicle Pseudo-3D Database v3.0 by WoodPenguin
    • Vehicle Pseudo-3D Main Script v3.0.1 by WoodPenguin
    • Vehicle Pseudo-3D OP2 v2.1 by WoodPenguin

    Optional Compatibility

    • Vehicle Pseudo-3D OP3 v1.0 (Map Zoom configurations are accounted for in the padding calculation)

    Features

    Widescreen Features

    • Elimination of left and right edge tilemap cutoff bands at widescreen resolutions
    • Vehicle-centered snapshot positioning for symmetric coverage at all rotation angles
    • Automatic compatibility with OP2 Field of View Extension
    • Optional compatibility with OP3 Map Zoom configurations
    • Dynamic padding adjustment via OP2 padding writer interface - never reduces an existing padding value

    Installation


    • Place this script BELOW Vehicle Pseudo-3D Database
    • Place this script BELOW Vehicle Pseudo-3D Main Script
    • Place this script BELOW Vehicle Pseudo-3D OP2
    • If using Vehicle Pseudo-3D OP3, place this script BELOW OP3
    • If using Vehicle Pseudo-3D × Performance Enhancements, either order is acceptable as the two scripts modify different methods

    Credits


    Download

    Download from GitHub



    ▼ Vehicle Pseudo-3D × Input Device Tracker

    Introduction

    This script provides an input device tracker patch for RPG Maker VX Ace using WoodPenguin's Vehicle Pseudo-3D system. It restores the per-frame device poll that Scene_Vehicle's update_basic override would otherwise skip, ensuring that the active input device is correctly detected while the player is in the vehicle scene.

    The system supports tracker polling at the correct position after Input.update within the vehicle update cycle, load-time activation guarded by both required script checks, and full compatibility with the vehicle scene across driving, landing, and interior entry transitions.

    Requirements

    • Hammy - MKXP-Z Input Device Tracker v1.00 or higher
    • Vehicle Pseudo-3D Database v3.0 by WoodPenguin
    • Vehicle Pseudo-3D Main Script v3.0.1 by WoodPenguin

    Features

    Input Device Tracker Integration Features

    • Restores per-frame device polling inside the vehicle update cycle
    • Poll position matches the ordering used in Scene_Base#update_basic
    • Activates automatically when both required scripts are loaded
    • Safe no-op when either required script is absent

    Installation


    • Place this script BELOW Hammy - MKXP-Z Input Device Tracker
    • Place this script BELOW Vehicle Pseudo-3D Main Script
    • If using Vehicle Pseudo-3D × Interiors, place this script BELOW it

    Credits


    Download

    Download from GitHub



    Compatibility

    All scripts in this collection are made strictly for RPG Maker VX Ace. Vehicle Pseudo-3D × Input Device Tracker additionally requires mkxp-z and will not run on default RPG Maker VX Ace without it.



    License

    MIT License - Free for commercial and non-commercial use.



    Why VX Ace?

    You might wonder why I'm still making scripts for VX Ace instead of MV/MZ. The answer is simple: Ruby is pure beauty, while JavaScript is a terrible language. Ruby's elegant syntax, intuitive design, and expressive power make scripting a joy. JavaScript, on the other hand, is a chaotic mess of inconsistencies and quirks that I simply despise.

    I work with RPG Maker VX Ace for my own game project, and I share the scripts I create with the community. If you're still using VX Ace, you're in good company!



    Download

    Demo:Download from GitHub





    本贴来自国际rpgmaker官方论坛作者:buddysievers处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/hammy-vehicle-pseudo-3d-addons.183632/
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