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Autor Thema: "Auflösung" ändern?  (Gelesen 1836 mal)

Offline *johny*

  • RTP-Mapper
  • *
  • Beiträge: 25
"Auflösung" ändern?
« am: Januar 31, 2010, 14:25:42 »
Hallo
versteht mich nicht falsch ... ich möchte nicht die Auflösung ändern ... sondern so dass man mehr 32x32 Kästchen auf dem Bildschirm hat. Also so, dass alles kleiner wird?! Geht das ... mit einem Skript oder event?! ... wäre sehr hilfreich
1000 THX im voraus!
*johny*

Re: "Auflösung" ändern?

Offline Master Chain

  • Smalltalk-Front
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Re: "Auflösung" ändern?
« Antwort #1 am: Januar 31, 2010, 14:34:24 »
Ich verstehe leider nicht was du damit meinst meines wissens Kann man die Aulösung auch auf 640X280
einstellen.
Beschreib mal genauer was du damit meinst mit den Kleiner machen

Re: "Auflösung" ändern?

Offline *johny*

  • RTP-Mapper
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  • Beiträge: 25
Re: "Auflösung" ändern?
« Antwort #2 am: Januar 31, 2010, 14:48:11 »
mhm ...
Man hat ja das "sichtbare" Feld ... von 17x13 Kästchen ... also das ... was man auch sozusagen als Menü verwenden kann. Ich möchte jetzt den Sichtbaren Teil größer haben ... also das man mehr Kästchen auf einmal sieht ... verstanden?!

Re: "Auflösung" ändern?

Offline Klex

  • CoAD - Tiles Publisher
  • VX-Kenner
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  • Beiträge: 561
    • Klex Blog
Re: "Auflösung" ändern?
« Antwort #3 am: Januar 31, 2010, 14:51:40 »
Sichtbaren Teil vergrößern liegt an deiner Auflösung vom PC. Ingame sieht man aber nicht mehr, dass geht nicht. Jedoch kannst du bei einer hohen Bildschirmauflösung mehr im Editor sehen^^
« Letzte Änderung: Januar 31, 2010, 14:53:25 von Klex »

Re: "Auflösung" ändern?

Offline *johny*

  • RTP-Mapper
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  • Beiträge: 25
Re: "Auflösung" ändern?
« Antwort #4 am: Januar 31, 2010, 14:54:08 »
nein ... ja das weis ich auch ... ist irgendwie schwer zu erklären ...
Ich möchte den sichtbaren Teil verkleinern ... mhm ... wie soll ich das noch erklären ... also man sieht ja immer einen Bildausschnitt von der Map ... der ist ja 17x13 Kästchen groß ... und den möchte ich verkleinern ... so dass man mehr Kästchen auf einmal sieht ... jetzt verstanden?

Re: "Auflösung" ändern?

Offline Colonios

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Re: "Auflösung" ändern?
« Antwort #5 am: Januar 31, 2010, 15:00:52 »
Also willst du zum Beispiel nur 15x11 kästchen sehen können?

Oder mehr, also z.B. 19x15?

MfG

Re: "Auflösung" ändern?

Offline *johny*

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  • Beiträge: 25
Re: "Auflösung" ändern?
« Antwort #6 am: Januar 31, 2010, 15:27:03 »
Ja das bezweifele ich auch ... deswegen frage ich ja hier ... trotzdem danke!

Re: "Auflösung" ändern?

Offline Colonios

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Re: "Auflösung" ändern?
« Antwort #7 am: Januar 31, 2010, 15:47:12 »
Gut, dass du auf meine Frage eingegangen bist, so kann man dir gut helfen -.-

Wenn du keine Hilfe willst...

Andernfalls gibt es HIER ein Script, dass die Auflösung verändert... wenn du das überhaupt wolltest...

MfG

Re: "Auflösung" ändern?

Offline *johny*

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  • Beiträge: 25
Re: "Auflösung" ändern?
« Antwort #8 am: Januar 31, 2010, 17:40:35 »
@ Colonios:
Sorry, hab deinen post garnicht gesehn^^
Ja genau ... ich will z.B. 19x15 !

Re: "Auflösung" ändern?

Offline Blackcloud

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Re: "Auflösung" ändern?
« Antwort #9 am: Februar 07, 2010, 13:34:50 »
So weit ich weiß kann man diese größe nicht verändern da sie im VX selber sind und nicht mit nem Srcipaufgerufen werdn oder irre ich mich da?
Dann müsste man doch den VX selber umschreiben weil man sieht die Scripts selber ja auch nur im Spiel und nicht im Maker selber.
Also ich denke das es nicht geht^^

mfg.


Projekt Status:
Spoiler for Hiden:
Altes Projekt! Auf Eisgelegt aufgrund eines neuen!
Story: 100% erdacht. nichtmal 1% umgesetzt
Database:1%
Spielbare Charaktere: 1%
System: 80%
Scripts: 55%
Pictures: 1%
Sound: 100%

Re: "Auflösung" ändern?

Offline MicroJumper

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    • Makrosoftware.Jimdo.com
Re: "Auflösung" ändern?
« Antwort #10 am: Dezember 22, 2010, 13:32:10 »
Soooo hab ne begrenzte Finale Lösung für dich...
habs glaub ich jetz gerafft was du willst...
^^

alsoo... und zwar brauchst du dafür ein Script das dir erlaubt mehr Kästchen zu sehen also 640x480 ... (mehr geht leider nicht) das heißt du siehst 19x15 Kästchen auf der Map:

High Resolution Script:
Spoiler for Hiden:
#======================================================================
# ** TDS Resolution Change[VX]
# Version: 1.8
#------------------------------------------------------------------------------
# This script changes the resolution from the default VX resolution
# of 544 x 416 to 640 x 480 RMXP Resolution
#==============================================================================
 
#--------------------------------------------------------------------------
# * Graphics - Rezise Screen
#--------------------------------------------------------------------------
Graphics.resize_screen(640, 480)
 
#==============================================================================
# ? Game Objects
#------------------------------------------------------------------------------
# All clases below the Game Objects tab
#==============================================================================
 
#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
# This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#==============================================================================
 
class Game_Map
#--------------------------------------------------------------------------
# * Scroll Setup
#--------------------------------------------------------------------------
alias tds_vx_resolution_change_setup_scroll setup_scroll
def setup_scroll
tds_vx_resolution_change_setup_scroll
@scroll_direction = 2
@scroll_rest = 0
@scroll_speed = 4
@margin_x = (width - 20) * 256 / 2 # Screen non-display width /2
@margin_y = (height - 15) * 256 / 2 # Screen non-display height /2
end
 
#--------------------------------------------------------------------------
# * Calculate X coordinate for parallax display
# bitmap : Parallax bitmap
#--------------------------------------------------------------------------
alias tds_vx_resolution_change_calc_parallax_x calc_parallax_x
def calc_parallax_x(bitmap)
tds_vx_resolution_change_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
 
#--------------------------------------------------------------------------
# * Calculate Y coordinate for parallax display
# bitmap : Parallax bitmap
#--------------------------------------------------------------------------
alias tds_vx_resolution_change_calc_parallax_y calc_parallax_y
def calc_parallax_y(bitmap)
tds_vx_resolution_change_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
 
#--------------------------------------------------------------------------
# * Scroll Down
# distance : scroll distance
# *Note: Could not be aliased because it causes the scrolling to look
# Unnatural
#--------------------------------------------------------------------------
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
 
#--------------------------------------------------------------------------
# * Scroll Right
# distance : scroll distance
# *Note: Could not be aliased because it causes the scrolling to look
# Unnatural
#--------------------------------------------------------------------------
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
#------------------------------------------------------------------------------
# This class handles maps. It includes event starting determinants and map
# scrolling functions. The instance of this class is referenced by $game_map.
#==============================================================================
 
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Constants
#--------------------------------------------------------------------------
CENTER_X = (640 / 2 - 16) * 8 # Screen center X coordinate * 8
CENTER_Y = (480 / 2 - 16) * 8 # Screen center X coordinate * 8
#--------------------------------------------------------------------------
# * Set Map Display Position to Center of Screen
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
alias tds_vx_resolution_change_center center
def center(x, y)
tds_vx_resolution_change_center(x, y)
display_x = x * 256 - CENTER_X # Calculate coordinates
unless $game_map.loop_horizontal? # No loop horizontally?
max_x = ($game_map.width - 20) * 256 # Calculate max value
display_x = [0, [display_x, max_x].min].max # Adjust coordinates
end
display_y = y * 256 - CENTER_Y # Calculate coordinates
unless $game_map.loop_vertical? # No loop vertically?
max_y = ($game_map.height - 15) * 256 # Calculate max value
display_y = [0, [display_y, max_y].min].max # Adjust coordinates
end
$game_map.set_display_pos(display_x, display_y) # Change map location
end
end
 
 
#==============================================================================
# ? Sprites
#------------------------------------------------------------------------------
# All clases below the Sprites tab
#==============================================================================
 
#==============================================================================
# ** Sprite_Base
#------------------------------------------------------------------------------
# A sprite class with animation display processing added.
#==============================================================================
class Sprite_Base < Sprite
#--------------------------------------------------------------------------
# * Start Animation
#--------------------------------------------------------------------------
alias tds_vx_resolution_change_start_animation start_animation
def start_animation(animation, mirror = false)
tds_vx_resolution_change_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
 
class Sprite_Timer < Sprite
 
#--------------------------------------------------------------------------
# * Object Initialization
# viewport : viewport
#--------------------------------------------------------------------------
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
#------------------------------------------------------------------------------
# This class brings together map screen sprites, tilemaps, etc. It's used
# within the Scene_Map class.
#==============================================================================
 
class Spriteset_Map
#--------------------------------------------------------------------------
# * Create Viewport
#--------------------------------------------------------------------------
alias tds_vx_resolution_change_create_viewports create_viewports
def create_viewports
tds_vx_resolution_change_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
 
class Spriteset_Battle
#--------------------------------------------------------------------------
# * Create Viewport
#--------------------------------------------------------------------------
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
 
#==============================================================================
# ? Windows
#------------------------------------------------------------------------------
# All clases below the Windows tab
#==============================================================================
 
class Window_Help < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, WLH + 32)
end
end
 
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 480, 480)
refresh
self.active = false
self.index = -1
end
end
 
class Window_SkillStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y corrdinate
# actor : actor
#--------------------------------------------------------------------------
def initialize(x, y, actor)
super(x, y, 640, WLH + 32)
@actor = actor
refresh
end
end
 
class Window_Equip < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y corrdinate
# actor : actor
#--------------------------------------------------------------------------
def initialize(x, y, actor)
super(x, y, 400, WLH * 5 + 32)
@actor = actor
refresh
self.index = 0
end
end
 
class Window_EquipStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y corrdinate
# actor : actor
#--------------------------------------------------------------------------
def initialize(x, y, actor)
super(x, y, 240, WLH * 5 + 32)
@actor = actor
refresh
end
end
 
class Window_Status < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 640, 480)
@actor = actor
refresh
end
end
 
class Window_SaveFile < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# file_index : save file index (0-3)
# filename : filename
#--------------------------------------------------------------------------
def initialize(file_index, filename)
super(0, 56 + file_index % 4 * 90, 640, 90)
@file_index = file_index
@filename = filename
load_gamedata
refresh
@selected = false
end
end
 
class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 352, 368)
@shop_goods = $game_temp.shop_goods
refresh
self.index = 0
end
end
 
class Window_ShopNumber < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 352, 368)
@item = nil
@max = 1
@price = 0
@number = 1
end
end
 
class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 284, 368)
@item = nil
refresh
end
end
 
 
class Window_NameInput < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# mode : Defeault input mode (always 0 in English version)
#--------------------------------------------------------------------------
def initialize(mode = 0)
super(88, 148, 464, 276)
@mode = mode
@index = 0
refresh
update_cursor
end
end
 
class Window_NumberInput < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# digits_max : digit count
#--------------------------------------------------------------------------
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
 
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 352, 640, 128)
self.z = 200
self.active = false
self.index = -1
self.openness = 0
@opening = false # WIndow opening flag
@closing = false # Window closing flag
@text = nil # Remaining text to be displayed
@contents_x = 0 # X coordinate for drawing next character
@contents_y = 0 # Y coordinate for drawing next character
@line_count = 0 # Line count drawn up until now
@wait_count = 0 # Wait count
@background = 0 # Background type
@position = 2 # Display position
@show_fast = false # Fast forward flag
@line_show_fast = false # Fast forward by line flag
@pause_skip = false # Input standby omission flag
create_gold_window
create_number_input_window
create_back_sprite
end
 
#--------------------------------------------------------------------------
# * Set Window Background and Position
#--------------------------------------------------------------------------
def reset_window
@background = $game_message.background
@position = $game_message.position
if @background == 0 # Normal window
self.opacity = 255
else # Dim Background and Make it Transparent
self.opacity = 0
end
case @position
when 0 # Top
self.y = 0
@gold_window.y = 448
when 1 # Middle
self.y = 112
@gold_window.y = 0
when 2 # Bottom
self.y = 352
@gold_window.y = 0
end
end
 
#--------------------------------------------------------------------------
# * Create Gold Window
#--------------------------------------------------------------------------
def create_gold_window
@gold_window = Window_Gold.new(448, 0)
@gold_window.openness = 0
end
end
 
class Window_TargetEnemy < Window_Command
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
commands = []
@enemies = []
for enemy in $game_troop.members
next unless enemy.exist?
commands.push(enemy.name)
@enemies.push(enemy)
end
super(508, commands, 2, 4)
end
end
 
 
#==============================================================================
# ? Scenes
#------------------------------------------------------------------------------
# All clases below the Scenes tab
#==============================================================================
 
 
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
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 = 333
if @continue_enabled # If continue is enabled
@command_window.index = 1 # Move cursor over command
else # If disabled
@command_window.draw_item(1, false) # Make command semi-transparent
end
@command_window.openness = 0
@command_window.open
end
end
 
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@gold_window = Window_Gold.new(0, 420)
@status_window = Window_MenuStatus.new(160, 0)
end
end
 
class Scene_Item < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
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
 
#--------------------------------------------------------------------------
# * Show Target Window
# right : Right justification flag (if false, left justification)
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# * Hide Target Window
#--------------------------------------------------------------------------
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
 
class Scene_Skill < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
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
 
 
#--------------------------------------------------------------------------
# * Show Target Window
# right : Right justification flag (if false, left justification)
#--------------------------------------------------------------------------
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
 
#--------------------------------------------------------------------------
# * Hide Target Window
#--------------------------------------------------------------------------
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
 
 
class Scene_Equip < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
@actor = $game_party.members[@actor_index]
@help_window = Window_Help.new
create_item_windows
@equip_window = Window_Equip.new(240, 56, @actor)
@equip_window.help_window = @help_window
@equip_window.index = @equip_index
@status_window = Window_EquipStatus.new(0, 56, @actor)
end
 
#--------------------------------------------------------------------------
# * Create Item Window
#--------------------------------------------------------------------------
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].y = 208
@item_windows[i].height = 208
@item_windows[i].active = false
@item_windows[i].index = -1
end
end
end
 
class Scene_Shop < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@help_window = Window_Help.new
@gold_window = Window_Gold.new(480, 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(352, 112)
@status_window.visible = false
end
 
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::ShopBuy
s2 = Vocab::ShopSell
s3 = Vocab::ShopCancel
@command_window = Window_Command.new(480, [s1, s2, s3], 3)
@command_window.y = 56
if $game_temp.shop_purchase_only
@command_window.draw_item(1, false)
end
end
end
 
 
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * Create Information Display Viewport
#--------------------------------------------------------------------------
def create_info_viewport
@info_viewport = Viewport.new(0, 352, 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 = 640
@info_viewport.visible = false
end
end

und dann brauchst du noch dieses Script hier, was es dir erlaubt die Anzeige-Fläche zu erhöhen/mindern...

High resolution AddOn:
Spoiler for Hiden:
#------------------------------------------------------
# By From_Aríel
#------------------------------------------------------
# High resoloution addon
# Thnx Mechacrash and Kylock and myself when I get done upddating it
#
# I attached it onto here asi want videos to play and be caled upto the new
# window size please help.....
#
# ..... Usage: Resolution.resize(Width,Height)
# This will scale the window upto width/height
#so I.E.
#
#... Rpgamker VX defailt windowed size = 544x416 if we put Resolution.resize(1088,832) in main
#Then the windowed mode will be scaled upto 1088x832 i.e 200% smile.gif
#
#
# p.s. this is currently a part of a W.I.P. script of my own that might blow peoples socks off.
#more to come.
 
class Resolution
def self.resize(width,height)
getSystemMetrics = Win32API.new('user32', 'GetSystemMetrics', 'I', 'I')
moveWindow = Win32API.new('user32','MoveWindow',['l','i','i','i','i','l'],'l')
findWindowEx = Win32API.new('user32','FindWindowEx',['l','l','p','p'],'i')
window = findWindowEx.call(0,0,"RGSS Player",0)
screenwidth = getSystemMetrics.call(0)
screenheight = getSystemMetrics.call(1)
if width == 0 and height == 0 then
moveWindow.call(window,0,0,screenwidth ,screenheight ,1)
else
moveWindow.call(window,(screenwidth - width) / 2,(screenheight - height) / 2,width,height,1)
end
 
end
end

Ich hab mir das Ganze jetzt so gedacht (also keine Garantie das es funktioniert^^)

Beim ersten Script machst du garnichts außer es über Main einzufügen...

das zweite muss auch über Main aber unter das erste rein... danach stellst du durch das AddOn die Auflösung auf 544x416 und zwar einfach per CallScript in einem Event: Resolution.resize(544,416)

das wars denk ich^^
jetzt sollten dir 19x15 Kästchen angezeigt werden, aber das Angezeigte Bild sollte in etwa genauso groß bleiben wie vorher^^ also bekommst du wie du wolltest mehr 32x32 Felder auf den gleichgroßen Screen :)
Hoffe es klappt^^ viel Spaß
Gruß MicroJumper


 


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