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  1. Nome Script: Risoluzione 640x480 Versione: 1.0 Autore/i: Drew Informazioni: Script che porta lo schermo alla risoluzione 640x480 come nell'XP... Istruzioni: Inserite lo script sotto Material Script: #============================================================================== # * Resolução 640X480 para VX[resolução XP] #------------------------------------------------------------------------------ # Résolution 640x480 (pour RPG Maker VX) par Krazplay # Version 1.0 (23/01/2008) # Dernière version, commentaires : http://rpgmaker/forum/index.php?topic=12460 #------------------------------------------------------------------------------ # Ce script ne fait pas que changer la résolution, il modifie pas mal de choses # pour que le jeu soit adapté à sa nouvelle résolution. # Sachant que ce script redéfinit pas mal de méthodes, il est vivement conseillé # de le placer au-dessus de vos autres scripts ajoutés (mais en-dessous de ceux # de base, à part Main évidemment) # # Résolution de base : 544x416 (17x13 cases de 32 pixels) # Nouvelle résolution : 640x480 (20x15 cases de 32 pixels) # On gagne donc 96x64 pixels #------------------------------------------------------------------------------ # Toutes les méthodes modifiées : # # ? Game_Map : calc_parallax_x, calc_parallax_y, setup_scroll, # scroll_down, scroll_right # ? Game_Player : center # ? Sprite_Base : start_animation # ? Sprite_Timer : initialize # ? Spriteset_Map : create_viewports # ? Spriteset_Battle : create_viewports, create_enemies, create_battleback, # create_battlefloor # ? Window_Help, Window_SkillStatus, Window_Equip : initialize # ? Window_Status, Window_SaveFile, Window_NumberInput : initialize # ? Window_ShopBuy, Window_ShopStatus : initialize # ? Window_MenuStatus : initialize, refresh, update_cursor # ? Window_Message : initialize, reset_window # ? Scene_Title : create_title_graphic, create_command_window # ? Scene_Menu : start # ? Scene_Item : start, show_target_window, hide_target_window # ? Scene_Skill : start, show_target_window, hide_target_window # ? Scene_Equip : create_item_windows # ? Scene_End : create_command_window # ? Scene_Shop : start # ? Scene_Battle : create_info_viewport, start_skill_selection, # start_item_selection #============================================================================== # Agrandir les images Title.png et BattleFloor.png si elles sont trop petites. AGRANDIR_IMAGES = true Graphics.resize_screen(640, 480) #============================================================================== # ¦ Game_Objects #============================================================================== # ? Game_Map # 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 - 640 w2 = @map.width * 32 - 640 if w1 <= 0 or w2 <= 0 return 0 else return @parallax_x * w1 / w2 / 8 end end end def calc_parallax_y(bitmap) if bitmap == nil return 0 elsif @parallax_loop_y return @parallax_y / 16 elsif loop_vertical? return 0 else h1 = bitmap.height - 480 h2 = @map.height * 32 - 480 if h1 <= 0 or h2 <= 0 return 0 else return @parallax_y * h1 / h2 / 8 end end end def setup_scroll @scroll_direction = 2 @scroll_rest = 0 @scroll_speed = 4 @margin_x = (width - 20) * 256 / 2 # ? / 2 @margin_y = (height - 15) * 256 / 2 # ? / 2 end def scroll_down(distance) if loop_vertical? @display_y += distance @display_y %= @map.height * 256 @parallax_y += distance else last_y = @display_y @display_y = [@display_y + distance, (height - 15) * 256].min @parallax_y += @display_y - last_y end end def scroll_right(distance) if loop_horizontal? @display_x += distance @display_x %= @map.width * 256 @parallax_x += distance else last_x = @display_x @display_x = [@display_x + distance, (width - 20) * 256].min @parallax_x += @display_x - last_x end end end # ? Game_Player # class Game_Player < Game_Character CENTER_X = (640 / 2 - 16) * 8 # ? X ? * 8 CENTER_Y = (480 / 2 - 16) * 8 # ? Y ? * 8 def center(x, y) display_x = x * 256 - CENTER_X # ? unless $game_map.loop_horizontal? # ? max_x = ($game_map.width - 20) * 256 # ? display_x = [0, [display_x, max_x].min].max # ? end display_y = y * 256 - CENTER_Y # ? unless $game_map.loop_vertical? # ? max_y = ($game_map.height - 15) * 256 # ? display_y = [0, [display_y, max_y].min].max # ? end $game_map.set_display_pos(display_x, display_y) # ? end end #============================================================================== # ¦ Sprites #============================================================================== # ? Sprite_Base # 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 = 640 / 2 @animation_oy = 480 / 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 # ? Sprite_Timer # 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 = 640 - self.bitmap.width self.y = 0 self.z = 200 update end end # ? Spriteset_Map # class Spriteset_Map def create_viewports @viewport1 = Viewport.new(0, 0, 640, 480) @viewport2 = Viewport.new(0, 0, 640, 480) @viewport3 = Viewport.new(0, 0, 640, 480) @viewport2.z = 50 @viewport3.z = 100 end end # ? Spriteset_Battle # class Spriteset_Battle def create_viewports @viewport1 = Viewport.new(0, 0, 640, 480) @viewport2 = Viewport.new(0, 0, 640, 480) @viewport3 = Viewport.new(0, 0, 640, 480) @viewport2.z = 50 @viewport3.z = 100 end def create_enemies @enemy_sprites = [] for enemy in $game_troop.members.reverse enemy.screen_x += 48 # Recentrage des ennemis @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy)) end end def create_battleback source = $game_temp.background_bitmap bitmap = Bitmap.new(640+96, 480+64) bitmap.stretch_blt(bitmap.rect, source, source.rect) bitmap.radial_blur(90, 12) @battleback_sprite = Sprite.new(@viewport1) @battleback_sprite.bitmap = bitmap @battleback_sprite.ox = 320+48 @battleback_sprite.oy = 240+32 @battleback_sprite.x = 320 #272 @battleback_sprite.y = 208 #176 @battleback_sprite.wave_amp = 8 @battleback_sprite.wave_length = 240 @battleback_sprite.wave_speed = 120 end def create_battlefloor @battlefloor_sprite = Sprite.new(@viewport1) battle_floor = Cache.system("BattleFloor") if AGRANDIR_IMAGES and battle_floor.width < 640 rect_dest = Rect.new(0, 0, 640, battle_floor.height) new_bitmap = Bitmap.new(640, battle_floor.height) new_bitmap.stretch_blt(rect_dest, battle_floor, battle_floor.rect) @battlefloor_sprite.bitmap = new_bitmap else @battlefloor_sprite.bitmap = battle_floor end @battlefloor_sprite.x = 0 @battlefloor_sprite.y = 192 @battlefloor_sprite.z = 1 @battlefloor_sprite.opacity = 128 end end #============================================================================== # ¦ Windows #============================================================================== # ? Window_Help # class Window_Help < Window_Base def initialize super(0, 0, 640, WLH + 32) end end # ? Window_MenuStatus # class Window_MenuStatus < Window_Selectable def initialize(x, y) super(x, y, 480, 480) refresh self.active = false self.index = -1 end def refresh self.contents.clear @item_max = $game_party.members.size for actor in $game_party.members draw_actor_face(actor, 2, actor.index * (96+21) + 2, 92) x = 104 y = actor.index * (96+21) + WLH / 2 draw_actor_name(actor, x, y) draw_actor_class(actor, x + 120, y) draw_actor_level(actor, x, y + WLH * 1) draw_actor_state(actor, x, y + WLH * 2) draw_actor_hp(actor, x + 120, y + WLH * 1, 216) draw_actor_mp(actor, x + 120, y + WLH * 2, 216) end end def update_cursor if @index < 0 # ? self.cursor_rect.empty elsif @index < @item_max # ? self.cursor_rect.set(0, @index * (96+21), contents.width, 96) elsif @index >= 100 # ? self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96) else # ? self.cursor_rect.set(0, 0, contents.width, @item_max * 96) end end end # ? Window_SkillStatus # class Window_SkillStatus < Window_Base def initialize(x, y, actor) super(x, y, 640, WLH + 32) @actor = actor refresh end end # ? Window_Equip # class Window_Equip < Window_Selectable def initialize(x, y, actor) super(x, y, 336+96, WLH * 5 + 32) @actor = actor refresh self.index = 0 end end # ? Window_Status # class Window_Status < Window_Base def initialize(actor) super(0, 0, 640, 480) @actor = actor refresh end end # ? Window_SaveFile # class Window_SaveFile < Window_Base def initialize(file_index, filename) super(0, 56 + file_index % 4 * (90+21), 640, 90) @file_index = file_index @filename = filename load_gamedata refresh @selected = false end end # ? Window_NumberInput # class Window_NumberInput < Window_Base def initialize super(0, 0, 640, 64) @number = 0 @digits_max = 6 @index = 0 self.opacity = 0 self.active = false self.z += 9999 refresh update_cursor end end # ? Window_ShopBuy # class Window_ShopBuy < Window_Selectable def initialize(x, y) super(x, y, 304+96, 304+64) @shop_goods = $game_temp.shop_goods refresh self.index = 0 end end # ? Window_ShopStatus # class Window_ShopStatus < Window_Base def initialize(x, y) super(x, y, 240, 304+64) @item = nil refresh end end # ? Window_Message # class Window_Message < Window_Selectable def initialize super(0, 352, 640, 128) self.z = 200 self.active = false self.index = -1 self.openness = 0 @opening = false # ? @closing = false # ? @text = nil # ? @contents_x = 0 # ? X ? @contents_y = 0 # ? Y ? @line_count = 0 # ? @wait_count = 0 # ? @background = 0 # ? @position = 2 # ? @show_fast = false # ? @line_show_fast = false # ? @pause_skip = false # ? create_gold_window create_number_input_window create_back_sprite end def reset_window @background = $game_message.background @position = $game_message.position if @background == 0 # ? self.opacity = 255 else # ? self.opacity = 0 end case @position when 0 # ? self.y = 0 @gold_window.y = 360 when 1 # ? self.y = 208 @gold_window.y = 0 when 2 # ? self.y = 352 @gold_window.y = 0 end end end #============================================================================== # ¦ Scenes #============================================================================== # ? Scene_Title # class Scene_Title def create_title_graphic @sprite = Sprite.new cache_bitmap = Cache.system("Title") if AGRANDIR_IMAGES dest_rect = Rect.new(0, 0, Graphics.width, Graphics.height) bitmap = Bitmap.new(Graphics.width, Graphics.height) bitmap.stretch_blt(dest_rect, cache_bitmap, cache_bitmap.rect) @sprite.bitmap = bitmap else @sprite.bitmap = cache_bitmap end end def create_command_window s1 = Vocab::new_game s2 = Vocab::continue s3 = Vocab::shutdown @command_window = Window_Command.new(172, [s1, s2, s3]) @command_window.x = (640 - @command_window.width) / 2 @command_window.y = 288 if @continue_enabled # ? @command_window.index = 1 # ? else # ? @command_window.draw_item(1, false) # ? end @command_window.openness = 0 @command_window.open end end # ? Scene_Menu # class Scene_Menu < Scene_Base def start super create_menu_background create_command_window @gold_window = Window_Gold.new(0, 424) @status_window = Window_MenuStatus.new(160, 0) end end # ? Scene_Item # class Scene_Item < Scene_Base def start super create_menu_background @viewport = Viewport.new(0, 0, 640, 480) @help_window = Window_Help.new @help_window.viewport = @viewport @item_window = Window_Item.new(0, 56, 640, 424) @item_window.viewport = @viewport @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 = 640 - @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, 480) @viewport.ox = 0 else @viewport.rect.set(@target_window.width, 0, width_remain, 480) @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, 640, 480) @viewport.ox = 0 end end # ? Scene_Skill # class Scene_Skill < Scene_Base def start super create_menu_background @actor = $game_party.members[@actor_index] @viewport = Viewport.new(0, 0, 640, 480) @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, 640, 368, @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 = 640 - @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, 480) @viewport.ox = 0 else @viewport.rect.set(@target_window.width, 0, width_remain, 480) @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, 640, 480) @viewport.ox = 0 end end # ? Scene_Equip # class Scene_Equip < Scene_Base def create_item_windows @item_windows = [] for i in 0...EQUIP_TYPE_MAX @item_windows[i] = Window_EquipItem.new(0, 208, 640, 272, @actor, i) @item_windows[i].help_window = @help_window @item_windows[i].visible = (@equip_index == i) @item_windows[i].active = false @item_windows[i].index = -1 end end end # ? Scene_End # class Scene_End < Scene_Base def create_command_window s1 = Vocab::to_title s2 = Vocab::shutdown s3 = Vocab::cancel @command_window = Window_Command.new(172, [s1, s2, s3]) @command_window.x = (640 - @command_window.width) / 2 @command_window.y = (480 - @command_window.height) / 2 @command_window.openness = 0 end end # ? Scene_Shop # class Scene_Shop < Scene_Base def start super create_menu_background create_command_window @help_window = Window_Help.new @gold_window = Window_Gold.new(384+96, 56) @dummy_window = Window_Base.new(0, 112, 640, 368) @buy_window = Window_ShopBuy.new(0, 112) @buy_window.active = false @buy_window.visible = false @buy_window.help_window = @help_window @sell_window = Window_ShopSell.new(0, 112, 640, 368) @sell_window.active = false @sell_window.visible = false @sell_window.help_window = @help_window @number_window = Window_ShopNumber.new(0, 112) @number_window.active = false @number_window.visible = false @status_window = Window_ShopStatus.new(400, 112) @status_window.visible = false end end # ? Scene_Battle # class Scene_Battle < Scene_Base def create_info_viewport @info_viewport = Viewport.new(0, 288+64, 640, 128) @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 def start_skill_selection @help_window = Window_Help.new @skill_window = Window_Skill.new(0, 56, 640, 296, @active_battler) @skill_window.help_window = @help_window @actor_command_window.active = false end def start_item_selection @help_window = Window_Help.new @item_window = Window_Item.new(0, 56, 640, 296) @item_window.help_window = @help_window @actor_command_window.active = false end end
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