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.
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
Graphics.resize_screen(WIDTH, HEIGHT)
--~Wer Rechtschreibfehler findet darf sie behalten!~
Foren-Regeln