Hi,
Ich habe schon oft gelesen das es so ein Script geben soll. Allerdings habe ich bisjetzt nichts gefunden (google, rpgrevolution)
Kann mir jemand weiterhelfen?
cya
Druckbare Version
Hi,
Ich habe schon oft gelesen das es so ein Script geben soll. Allerdings habe ich bisjetzt nichts gefunden (google, rpgrevolution)
Kann mir jemand weiterhelfen?
cya
Schwarzen Rand? Ich nehme mal an du meinst die Schatten.
Dazu gibts dieses Call-Script-Event
Code:for x in 0...$game_map.data.xsize
for y in 0...$game_map.data.ysize
#oberes belegt?
if $game_map.data[x,y,2] == 0
$game_map.data[x,y,2] = $game_map.data[x,y,1]
$game_map.data[x,y,1] = $game_map.data[x,y,0]
$game_map.data[x,y,0] = 0
end
end
end
Na, der meint sicher den "Rand" im FullScreen-Modus.
Den kannst du nur wegbekommen, in dem du die Auflösung per Script änderst.
Habs auf die schnelle nicht gefunden, google einfach nach nem Screen Resolution-Script für VX ^^
Hey, danke Alpha. Nicht das was ich gesucht habe - aber auch nützlich.
Genau das, Ninja.. hab' auch schon danach gesucht aber nichts gefunden. Ich glaube das Script gibts gar nicht. Ok, Danke trotzdem.
Achso, das meinst du. Hier:Zitat:
Genau das, Ninja.. hab' auch schon danach gesucht aber nichts gefunden.
Und in die erste Zeile von Main:Code:WIDTH = 640
HEIGHT = 480
DELTA_WIDTH = (WIDTH - 544).abs
DELTA_HEIGHT = (HEIGHT - 416).abs
class Game_Map
def calc_parallax_x(bitmap)
if bitmap == nil
return 0
elsif @parallax_loop_x
return @parallax_x / 16
elsif loop_horizontal?
return 0
else
w1 = bitmap.width - WIDTH
w2 = @map.width * 32 - WIDTH
if w1 <= 0 or w2 <= 0
return 0
else
return @parallax_x * w1 / w2 / 8
end
end
end
end
class Spriteset_Map
def create_viewports
@viewport1 = Viewport.new(0, 0, WIDTH, HEIGHT)
@viewport2 = Viewport.new(0, 0, WIDTH, HEIGHT)
@viewport3 = Viewport.new(0, 0, WIDTH, HEIGHT)
@viewport2.z = 50
@viewport3.z = 100
end
end
class Spriteset_Battle
def create_viewports
@viewport1 = Viewport.new(0, 0, WIDTH, HEIGHT)
@viewport2 = Viewport.new(0, 0, WIDTH, HEIGHT)
@viewport3 = Viewport.new(0, 0, WIDTH, HEIGHT)
@viewport2.z = 50
@viewport3.z = 100
end
end
class Game_Player < Game_Character
CENTER_X = (WIDTH / 2 - 16) * 8 # 画面中央の X 座標 * 8
CENTER_Y = (HEIGHT / 2 - 16) * 8
end
class Sprite_Timer < Sprite
def initialize(viewport)
super(viewport)
self.bitmap = Bitmap.new(88, 48)
self.bitmap.font.name = "Arial"
self.bitmap.font.size = 32
self.x = WIDTH - self.bitmap.width
self.y = 0
self.z = 200
update
end
end
class Sprite_Base < Sprite
def start_animation(animation, mirror = false)
dispose_animation
@animation = animation
return if @animation == nil
@animation_mirror = mirror
@animation_duration = @animation.frame_max * 4 + 1
load_animation_bitmap
@animation_sprites = []
if @animation.position != 3 or not @@animations.include?(animation)
if @use_sprite
for i in 0..15
sprite = ::Sprite.new(viewport)
sprite.visible = false
@animation_sprites.push(sprite)
end
unless @@animations.include?(animation)
@@animations.push(animation)
end
end
end
if @animation.position == 3
if viewport == nil
@animation_ox = WIDTH / 2
@animation_oy = HEIGHT / 2
else
@animation_ox = viewport.rect.width / 2
@animation_oy = viewport.rect.height / 2
end
else
@animation_ox = x - ox + width / 2
@animation_oy = y - oy + height / 2
if @animation.position == 0
@animation_oy -= height / 2
elsif @animation.position == 2
@animation_oy += height / 2
end
end
end
end
class Window_Base < Window
def x=(x)
super(x + DELTA_WIDTH / 2)
end
def y=(y)
super(y + DELTA_HEIGHT/ 2)
end
end
class Scene_Battle < Scene_Base
def create_info_viewport
@info_viewport = Viewport.new(0, 288, WIDTH, HEIGHT)
@info_viewport.z = 100
@status_window = Window_BattleStatus.new
@party_command_window = Window_PartyCommand.new
@actor_command_window = Window_ActorCommand.new
@status_window.viewport = @info_viewport
@party_command_window.viewport = @info_viewport
@actor_command_window.viewport = @info_viewport
@status_window.x = 128
@actor_command_window.x = 544
@info_viewport.visible = false
end
end
class Scene_Item < Scene_Base
def start
super
create_menu_background
@viewport = Viewport.new(0, 0, WIDTH, HEIGHT)
@help_window = Window_Help.new
@help_window.viewport = @viewport
@item_window = Window_Item.new(0, 56, 544, 360)
@item_window.help_window = @help_window
@item_window.active = false
@target_window = Window_MenuStatus.new(0, 0)
hide_target_window
end
def show_target_window(right)
@item_window.active = false
width_remain = WIDTH - @target_window.width
@target_window.x = right ? width_remain : 0
@target_window.visible = true
@target_window.active = true
if right
@viewport.rect.set(0, 0, width_remain, HEIGHT)
@viewport.ox = 0
else
@viewport.rect.set(@target_window.width, 0, width_remain, HEIGHT)
@viewport.ox = @target_window.width
end
end
def hide_target_window
@item_window.active = true
@target_window.visible = false
@target_window.active = false
@viewport.rect.set(0, 0, WIDTH, HEIGHT)
@viewport.ox = 0
end
end
class Scene_Skill < Scene_Base
def start
super
create_menu_background
@actor = $game_party.members[@actor_index]
@viewport = Viewport.new(0, 0, WIDTH, HEIGHT)
@help_window = Window_Help.new
@help_window.viewport = @viewport
@status_window = Window_SkillStatus.new(0, 56, @actor)
@status_window.viewport = @viewport
@skill_window = Window_Skill.new(0, 112, 544, 304, @actor)
@skill_window.viewport = @viewport
@skill_window.help_window = @help_window
@target_window = Window_MenuStatus.new(0, 0)
hide_target_window
end
def show_target_window(right)
@skill_window.active = false
width_remain = WIDTH - @target_window.width
@target_window.x = right ? width_remain : 0
@target_window.visible = true
@target_window.active = true
if right
@viewport.rect.set(0, 0, width_remain, HEIGHT)
@viewport.ox = 0
else
@viewport.rect.set(@target_window.width, 0, width_remain, HEIGHT)
@viewport.ox = @target_window.width
end
end
def hide_target_window
@skill_window.active = true
@target_window.visible = false
@target_window.active = false
@viewport.rect.set(0, 0, WIDTH, HEIGHT)
@viewport.ox = 0
end
end
Denk dran dass du dann aber auch den Titlescreen entsprechend anpassen musst.Code:Graphics.resize_screen(WIDTH, HEIGHT)
Viel Erfolg.
Danke! =)
Und schon erkennt man die Schattenseiten an diesem Script^^
Am unteren und rechten Bildschirm wird die Map bzw. das Standard KS gespiegelt - was extrem hässlich aussieht. Naja, man kann nicht alles haben. Ich versuch das mal irgendwie anzupassen.
btw wo hast du die ganzen Scripte her?