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Thema: Hilfe gesucht! Script umschreiben von VX auf VX Ace

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  1. #1

    Hilfe gesucht! Script umschreiben von VX auf VX Ace

    Hallo Zusammen,

    ich brauche gaaaanz dringend Hilfe beim Umschreiben eines Screenshot Taker Scripts
    Es wurde schonmal erweitert und hat beim VX noch prima funktioniert, beim VX Ace klappt es jetzt allerdings nicht.

    Es wird aber auch nicht sowas wie eine Fehlermeldung angezeigt. Der Bildschirm friert einfach ein und nichts geht mehr.
    Kann mir bitte jemand das Script entsprechend umstellen? Weiß nicht woran es liegt...

    Dieses Script wäre jetzt für den vx und soll umgeschrieben werden. Es kann eigentlich nicht viel sein, der Code ist nicht so riesig, ich kann nur leider garnichts damit anfangen...

    Code:
    #===============================================================================
    # Screenshot Taker
    # By Jet10985 (Jet)
    # PNG and BMP saving code by: Zeus81
    # Modified by Cornix
    #===============================================================================
    # This script will allow you to take screenshots of the current gamescreen
    # with the push of a button
    # This script has: 7 customization options.
    #===============================================================================
    # Overwritten Methods:
    # None
    #-------------------------------------------------------------------------------
    # Aliased methods:
    # Graphics: update
    #===============================================================================
    =begin
    Notes:
    
    All screenshots are saved in a folder in the game directory called "Screenshots"
    and they are named sequentially, depending on how many screenshots are in
    the folder already.
    =end
    
    module JetScreenshotTaker
      
      # Do you want to save the screenshot as a .bmp, or a .png?
      # .bmp is basically instant, and is 32-bit but the alpha channel is not
      # compatible with every image editing program.
      # .png is slightly slower but it is usually smaller than the .bmp
      # true is for .png, false if for .bmp
      SAVE_AS_PNG = true
      
      # Which button do you have to press to take a screenshot?
      SCREENSHOT_BUTTON = Input:: F5
      
      # Which switch must be active to be able to make a screenshot?
      # If this value is negative then you can always make screenshots.
      SCREENSHOT_SWITCH = 35
      
      # Do you want a pop-up window to appear when a screenshot has been taken?
      # The popup window will display how many seconds it took for the screenshot
      POPUP_SCREENSHOT_WINDOW = true
      
      # Would you like a sound effect played when a screenshot is taken?
      SCREENSHOT_SE = true
      
      # What SE would you like played?
      SCREENSHOT_SE_FILE = "Kugelsound1"
      
      # Do you want to add a "Watermark" or some other image ontop of screenshots?
      WATERMARK = false
      
      # What is the name of the watermark image name?
      # This should be in the Pictures folder
      # Watermark image starts at (0, 0) which is top left, so make the image
      # screen-sized and place the contents accordingly.
      WATERMARK_IMAGE = "Watermark"
      
    end
    
    #===============================================================================
    # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
    #===============================================================================
    
    # Bitmap export v 3.0 by Zeus81
    class Bitmap
      
      RtlMoveMemory_pi = Win32API.new('kernel32', 'RtlMoveMemory', 'pii', 'i')
      RtlMoveMemory_ip = Win32API.new('kernel32', 'RtlMoveMemory', 'ipi', 'i')
          
      def address
        RtlMoveMemory_pi.call(a = "\0" * 4, __id__ * 2 + 16, 4)
        RtlMoveMemory_pi.call(a, a.unpack('L')[0] + 8, 4)
        RtlMoveMemory_pi.call(a, a.unpack('L')[0] + 16, 4)
        a.unpack('L')[0]
          end
            
      def export(filename)
        jet_file_type = JetScreenshotTaker::SAVE_AS_PNG ? ".png" : ".bmp"
        Dir.mkdir("Highscore") unless File.directory?("Highscore")
        filename = "Highscore/Highscore #{Dir.entries("Highscore").size - 1}#{jet_file_type}"
        file = File.open(filename, 'wb')
        case format=File.extname(filename)
        when '.bmp'
          data, size = String.new, width*height*4
          RtlMoveMemory_ip.call(data.__id__*2+8, [size,address].pack('L2'), 8)
          file.write(['BM',size+54,0,54,40,width,height,1,32,0,size,0,0,0,0].pack('a2L6S2L6'))
          file.write(data)
          RtlMoveMemory_ip.call(data.__id__*2+8, "\0"*8, 8)
        when '.png'
          def file.write_chunk(chunk)
            write([chunk.size-4].pack('N'))
            write(chunk)
            write([Zlib.crc32(chunk)].pack('N'))
          end
          file.write("\211PNG\r\n\32\n")
          file.write_chunk("IHDR#{[width,height,8,6,0,0,0].pack('N2C5')}")
          RtlMoveMemory_pi.call(data="\0"*(width*height*4), address, data.size)
          (width*height).times {|i| data[i<<=2,3] = data[i,3].reverse!}
          deflate, null_char, w4 = Zlib::Deflate.new(9), "\0", width*4
          (height-1).downto(0) {|i| deflate << null_char << data[i*w4,w4]}
          file.write_chunk("IDAT#{deflate.finish}")
          deflate.close
          file.write_chunk('IEND')
        when ''; print("Export format missing for '#{filename}'.")
        else     print("Export format '#{format}' not supported.")
        end
        $game_variables[68] += 1
        file.close
      end
    end
    
    class << Graphics
      
      alias jet9991_update update unless $@
      def update(*args)
        jet9991_update(*args)
        if Input.trigger?(JetScreenshotTaker::SCREENSHOT_BUTTON) && (JetScreenshotTaker::SCREENSHOT_SWITCH < 0 || ($game_switches[JetScreenshotTaker::SCREENSHOT_SWITCH]))
          old_time = Time.now
          f = Graphics.snap_to_bitmap
          if JetScreenshotTaker::WATERMARK
            a = Cache.picture(JetScreenshotTaker::WATERMARK_IMAGE)
            f.blt(0, 0, a, a.rect)
          end
          f.export("Image")
          if JetScreenshotTaker::SCREENSHOT_SE
            RPG::SE.new(JetScreenshotTaker::SCREENSHOT_SE_FILE, 100, 100).play
          end
          if JetScreenshotTaker::POPUP_SCREENSHOT_WINDOW
            time = Time.now
            real_time = (time - old_time)
            elapsed_time = (real_time * 1000.0).to_i / 1000.0
            p "Screenshot taken: #{elapsed_time} seconds"
          end
        end
      end
    end
    Ich hoffe wirklich jemand kann hier helfen. Ich möchte die Funktion unbedingt in meinem Spiel haben...

    Geändert von Memorazer (19.08.2015 um 19:26 Uhr)

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