Ergebnis 1 bis 6 von 6

Thema: [VX] Script um den schwarzen Rand zu beseitigen

  1. #1

    [VX] Script um den schwarzen Rand zu beseitigen

    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

  2. #2
    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

  3. #3
    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 ^^

  4. #4
    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.

  5. #5
    Zitat Zitat
    Genau das, Ninja.. hab' auch schon danach gesucht aber nichts gefunden.
    Achso, das meinst du. Hier:
    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
    Und in die erste Zeile von Main:
    Code:
     Graphics.resize_screen(WIDTH, HEIGHT)
    Denk dran dass du dann aber auch den Titlescreen entsprechend anpassen musst.

    Viel Erfolg.

  6. #6
    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?

    Geändert von Mario Ana (09.03.2008 um 15:22 Uhr)

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