Hilfe gesucht! Script umschreiben von VX auf VX Ace
Hallo Zusammen,
ich brauche gaaaanz dringend Hilfe beim Umschreiben eines Screenshot Taker Scripts :O
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...