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Script x aumentare la risoluzione dell' RPG maker


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#1 mistercirro

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Inviato 13 gennaio 2008 - 07:02

mi serve quello script che permette di mostrare mappe + grandi di quelle 20 x 15 standard, mi sembra che ci fosse sul vecchio forum.
Aiutatemi!

#2 mistercirro

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Inviato 15 gennaio 2008 - 08:37

up...

#3 The.Trooper

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Inviato 16 gennaio 2008 - 01:21

Mi sembra che c'era gi
-- |\|00|3 0\/\/|\|3r --


Usa il tasto cerca anche tu:
CODICE


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Cosa sto leggendo:
La Bibbia Gotica

Cosa sto giocando:
World of Warcraft [PC]
MadWorld [Wii]


CITAZIONE
CITAZIONE
>> = Raziel
<< = Me

[17:30:04] >> ...
[17:30:13] << wepa
[17:30:18] >> ...
[17:30:57] << wepa
[17:31:33] >> eh?
[17:34:17] >> ma che dici?
[17:34:44] >> boh...
[17:35:03] << wepa

#4 Dogez

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Inviato 17 gennaio 2008 - 01:18

scrivi up un altra volta e lo script te lo scordi roftl.gif

eccoti il codice:

CITAZIONE
Questo script vi permette di inserire una risoluzione pi

Messaggio modificato da Dogez, 04 marzo 2009 - 06:29


#5 mistercirro

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Inviato 17 gennaio 2008 - 07:36

grazie per lo script


#6 mistercirro

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Inviato 18 gennaio 2008 - 02:50

Ma mi d

Messaggio modificato da mistercirro, 18 gennaio 2008 - 02:51


#7 ApocalypseSquall

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Inviato 18 gennaio 2008 - 05:53

Prova ora:
CODE
#======================================================================
# ■ Resolution
# By: Near Fantastica
# Date: 16.09.05
# Version: 2
#
# NOTE :: Add the following in the Main after begin
# Resolution.Maximize
#
#============================================================================

class Resolution
#--------------------------------------------------------------------------
# ● define constant
#--------------------------------------------------------------------------
GAME_INI_FILE = ".\\Game.ini" # define "Game.ini" file
HWND_TOPMOST = 0 # window always active
HWND_TOP = -1 # window active when used only
SWP_NOMOVE = 0 # window pos and sizes can be changed
SW_MAXIMIZE = 3
#--------------------------------------------------------------------------
# ● Resolution.GetPrivateProfileString // check your game title in Game.ini
#--------------------------------------------------------------------------
def Resolution.GetPrivateProfileString(section, key)
val = "\\"*256
gps = Win32API.new('kernel32', 'GetPrivateProfileString',%w(p p p p l p), 'l')
gps.call(section, key, "", val, 256, GAME_INI_FILE)
val.delete! ("\\")
return val
end
#--------------------------------------------------------------------------
# ● Resolution.client_size // check the window width and height
#--------------------------------------------------------------------------
def Resolution.client_size
title = Resolution.GetPrivateProfileString("Game", "Title")
findwindow = Win32API.new('user32', 'FindWindow', %w(p p), 'l')
hwnd = findwindow.call("RGSS Player", title)
rect = [0, 0, 0, 0].pack('l4')
Win32API.new('user32', 'GetClientRect', %w(l p), 'i').call(hwnd, rect)
width, height = rect.unpack('l4')[2..3]
return width, height
end
#--------------------------------------------------------------------------
# ● Resolution.client_grid // check the window width and height as grid
#--------------------------------------------------------------------------
def Resolution.client_grid
width, height = Resolution.client_size
width /= 32
height /= 32
return width, height
end
#--------------------------------------------------------------------------
# ● Resolution.maximize // Maximize Window
#--------------------------------------------------------------------------
def Resolution.maximize
# Setup
findwindow = Win32API.new('user32', 'FindWindow', %w(p p), 'l')
max = Win32API.new('user32', 'ShowWindow', 'LL', 'L')
title = Resolution.GetPrivateProfileString("Game", "Title")
hwnd = findwindow.call("RGSS Player", title)
max.call(hwnd, SW_MAXIMIZE)
end
end

#============================================================================
# ■ Game_Map
#============================================================================

class Game_Map
#--------------------------------------------------------------------------
def scroll_down(distance)
width, height = Resolution.client_grid
@display_y = [@display_y + distance, (self.height - height) * 128].min
end
#--------------------------------------------------------------------------
def scroll_right(distance)
width, height = Resolution.client_grid
@display_x = [@display_x + distance, (self.width - width) * 128].min
end
end

#============================================================================
# ■ Game_Player
#============================================================================

class Game_Player
#--------------------------------------------------------------------------
def center(x, y)
width, height = Resolution.client_grid
max_x = ($game_map.width - width) * 128
max_y = ($game_map.height - height) * 128
$game_map.display_x = [0, [x * 128 - CENTER_X, max_x].min].max
$game_map.display_y = [0, [y * 128 - CENTER_Y, max_y].min].max
end
end

#============================================================================
# ■ Tilemap
#============================================================================

class Tilemap
#--------------------------------------------------------------------------
attr_accessor :tileset
attr_accessor :tileset
attr_accessor :autotiles
attr_accessor :map_data
attr_accessor :flash_data
attr_accessor :priorities
attr_accessor :visible
attr_accessor ohmy.gifx
attr_accessor ohmy.gify
#--------------------------------------------------------------------------
def initialize(viewport)
@map = []
width, height = $game_map.width * 32, $game_map.height * 32
for p in 0..2
@map[p] = Sprite.new(viewport)
@map[p].bitmap = Bitmap.new(width , height)
end
@map[0].z = 0
@map[1].z = 50
@map[2].z = 1100
@tileset_tile_width = 32
@tileset_tile_height = 32
@tileset = nil
@autotiles = []
@autotiles2 = []
@map_data = nil
@data = nil
@flash_data = nil
@priorities = nil
@visible = true
@ox = 0
@oy = 0
@offset = [0,0]
end
#--------------------------------------------------------------------------
def update
if @data != @map_data
refresh
end
if @offset != [@ox, @oy]
draw_left if @offset[0] > @ox
draw_right if @offset[0] < @ox
draw_up if @offset[1] > @oy
draw_down if @offset[1] < @oy
@offset = [@ox, @oy]
for p in 0..2
@map[p].ox, @map[p].oy = @ox, @oy
end
end
end
#--------------------------------------------------------------------------
def draw_left
x = $game_map.display_x / 128
sy = $game_map.display_y / 128
w, h = Resolution.client_grid
ey = sy + h + 1
for p in 0..5
for z in 0...@map_data.zsize
for y in sy...ey
id = @map_data[x,y,z]
next if id == nil
next if @priorities[id] != p
next if id < 48
refresh_autotiles(x,y,p,id) if id < 384
refresh_tileset(x,y,p,id) if id >= 384
end
end
end
end
#--------------------------------------------------------------------------
def draw_right
sy = $game_map.display_y / 128
w, h = Resolution.client_grid
x = $game_map.display_x / 128 + w
ey = sy + h + 1
for p in 0..5
for z in 0...@map_data.zsize
for y in sy...ey
id = @map_data[x,y,z]
next if id == nil
next if @priorities[id] != p
next if id < 48
refresh_autotiles(x,y,p,id) if id < 384
refresh_tileset(x,y,p,id) if id >= 384
end
end
end
end
#--------------------------------------------------------------------------
def draw_up
sx = $game_map.display_x / 128
w, h = Resolution.client_grid
y = $game_map.display_y / 128
ex = sx + w + 1
for p in 0..5
for z in 0...@map_data.zsize
for x in sx...ex
id = @map_data[x,y,z]
next if id == nil
next if @priorities[id] != p
next if id < 48
refresh_autotiles(x,y,p,id) if id < 384
refresh_tileset(x,y,p,id) if id >= 384
end
end
end
end
#--------------------------------------------------------------------------
def draw_down
sx = $game_map.display_x / 128
w, h = Resolution.client_grid
y = $game_map.display_y / 128 + h
ex = sx + w + 1
for p in 0..5
for z in 0...@map_data.zsize
for x in sx...ex
id = @map_data[x,y,z]
next if id == nil
next if @priorities[id] != p
next if id < 48
refresh_autotiles(x,y,p,id) if id < 384
refresh_tileset(x,y,p,id) if id >= 384
end
end
end
end
#--------------------------------------------------------------------------
def refresh
generate_autotiles2
@data = @map_data
sx = $game_map.display_x / 128
sy = $game_map.display_y / 128
w, h = Resolution.client_grid
ex = sx + w
ey = sy + h
for p in 0..5
for z in 0...@map_data.zsize
for x in sx...ex
for y in sy...ey
id = @map_data[x,y,z]
next if id == nil
next if @priorities[id] != p
next if id < 48
refresh_autotiles(x,y,p,id) if id < 384
refresh_tileset(x,y,p,id) if id >= 384
end
end
end
end
end
#--------------------------------------------------------------------------
def refresh_autotiles(x,y,p,id)
p = 2 if p > 2
if id >= 48 and id <= 95
sy = id - 48
sx = id - 48
sy /= 8
sx = sx - (8 * sy)
src_rect = Rect.new(sx*32, sy*32, 32, 32)
@map[p].bitmap.blt(x*32, y*32, @autotiles2[0], src_rect)
elsif id >= 96 and id <= 143
sy = id - 96
sx = id - 96
sy /= 8
sx = sx - (8 * sy)
src_rect = Rect.new(sx*32, sy*32, 32, 32)
@map[p].bitmap.blt(x*32, y*32, @autotiles2[1], src_rect)
elsif id >= 144 and id <= 191
sy = id - 144
sx = id - 144
sy /= 8
sx = sx - (8 * sy)
src_rect = Rect.new(sx*32, sy*32, 32, 32)
@map[p].bitmap.blt(x*32, y*32, @autotiles2[2], src_rect)
elsif id >= 192 and id <= 239
sy = id - 192
sx = id - 192
sy /= 8
sx = sx - (8 * sy)
src_rect = Rect.new(sx*32, sy*32, 32, 32)
@map[p].bitmap.blt(x*32, y*32, @autotiles2[3], src_rect)
elsif id >= 240 and id <= 287
sy = id - 240
sx = id - 240
sy /= 8
sx = sx - (8 * sy)
src_rect = Rect.new(sx*32, sy*32, 32, 32)
@map[p].bitmap.blt(x*32, y*32, @autotiles2[4], src_rect)
elsif id >= 288 and id <= 335
sy = id - 288
sx = id - 288
sy /= 8
sx = sx - (8 * sy)
src_rect = Rect.new(sx*32, sy*32, 32, 32)
@map[p].bitmap.blt(x*32, y*32, @autotiles2[5], src_rect)
elsif id >= 336 and id <= 383
sy = id - 336
sx = id - 336
sy /= 8
sx = sx - (8 * sy)
src_rect = Rect.new(sx*32, sy*32, 32, 32)
@map[p].bitmap.blt(x*32, y*32, @autotiles2[6], src_rect)
end
end
#--------------------------------------------------------------------------
def refresh_tileset(x,y,p,id)
p = 2 if p > 2
sy = id - 384
sy /= 8
sx = id - 384
sx = sx - (8 * sy)
src_rect = Rect.new(sx*32, sy*32, 32, 32)
@map[p].bitmap.blt(x*32, y*32, @tileset, src_rect)
end
#--------------------------------------------------------------------------
def dispose
for p in 0..2
@map[p].bitmap.dispose
end
end
#==========================================================================

# ■ Generates Autotiles
# By: Fuso
# Generates the tiles used by the game (can be seen in the editor by
# doubleclicking an autotile field), from the images given as
# resources.
#==========================================================================
def generate_autotiles2(ats = @autotiles, frame_id = 0)
h = @tileset_tile_height
w = @tileset_tile_width
for at in 0..6
@autotiles2[at] = Bitmap.new(@tileset_tile_width * 8, @tileset_tile_height * 6) if @autotiles2[at].nil?

break if at >= @autotiles.size
# Generate the 16 tiles containing water and a number of corners.
# Each bit in i will represent whether or not a certain corner will be filled in.
for i in 0...16
@autotiles2[at].blt(i % 8 * w, i / 8 * h, ats[at], Rect.new(frame_id * 3 * w + w, 2 * h, w, h)) if i < 15

@autotiles2[at].blt(i % 8 * w, i / 8 * h, ats[at], Rect.new(frame_id * 3 * w + 2 * w, 0, w / 2, h / 2)) if i & 0x1 == 0x1
@autotiles2[at].blt(i % 8 * w + w / 2, i / 8 * h, ats[at], Rect.new(frame_id * 3 * w + 5 * w / 2, 0, w / 2, h / 2)) if i & 0x2 == 0x2
@autotiles2[at].blt(i % 8 * w + w / 2, i / 8 * h + h / 2, ats[at], Rect.new(frame_id * 3 * w + 5 * w / 2, h / 2, w / 2, h / 2)) if i & 0x4 == 0x4
@autotiles2[at].blt(i % 8 * w, i / 8 * h + h / 2, ats[at], Rect.new(frame_id * 3 * w + 2 * w, h / 2, w / 2, h / 2)) if i & 0x8 == 0x8
end

# Generate the 16 tiles containing a certain whole strip + up to 2 corners.
# The two most signifant bits will hold the direction of the strip and the other
# two bits whether or not the remaining 2 corners will be filled in.
for i in 0...16
d = i / 4
# The strip.
#@autotiles2[at].blt(i % 8 * w + (d==3 ? w / 2 : 0), 2 * h + i / 8 * h + (d==4 ? h / 2 : 0), ats[at],
# Rect.new(d == 0 ? 0 : d == 2 ? 5 * d / 4 : d, d == 1 ? h : d == 3 ? 7 * h / 4 : 2 * h,
# (d&3 + 1) * w / 2, (4 - d&3) * h / 2))
@autotiles2[at].blt(i % 8 * w, (2 + i / 8) * h, ats[at], Rect.new(frame_id * 3 * w + d == 0 ? 0 : d == 2 ? 2 * w : w, d == 1 ? h : d == 3 ? 3 * h : 2 * h, w, h))
l1 = (d + 1)%4
l2 = (d + 2)%4
x1 = (l1 == 1 or l1 == 2) ? w / 2 : 0
x2 = (l2 == 1 or l2 == 2) ? w / 2 : 0
y1 = l1/2 * h / 2
y2 = l2/2 * h / 2
@autotiles2[at].blt(i % 8 * w + x1, (2 + i / 8) * h + y1, ats[at], Rect.new(frame_id * 3 * w + 2 * w + x1, y1, w / 2, h / 2)) if i & 0x1 == 0x1
@autotiles2[at].blt(i % 8 * w + x2, (2 + i / 8) * h + y2, ats[at], Rect.new(frame_id * 3 * w + 2 * w + x2, y2, w / 2, h / 2)) if i & 0x2 == 0x2
end

# The "double-strip" tiles.
@autotiles2[at].blt(0, 4 * h, ats[at], Rect.new(frame_id * 3 * w + 0, 2 * h, w, h))
@autotiles2[at].blt(w / 2, 4 * h, ats[at], Rect.new(frame_id * 3 * w + 5 * w / 2, 2 * h, w / 2, h))
@autotiles2[at].blt(w, 4 * h, ats[at], Rect.new(frame_id * 3 * w + w, h, w, h))
@autotiles2[at].blt(w, 4 * h + h /2, ats[at], Rect.new(frame_id * 3 * w + w, 3 * h + h / 2, w, h / 2))

for i in 0...4
@autotiles2[at].blt((2 + 2 * i)%8 * w, (4 + i/3) * h, ats[at], Rect.new(frame_id * 3 * w + ((i == 1 or i == 2) ? 2 * w : 0), ((i&2) + 1) * h, w, h))
@autotiles2[at].blt((3 + 2 * i)%8 * w, (4 + i/3) * h, ats[at], Rect.new(frame_id * 3 * w + ((i == 1 or i == 2) ? 2 * w : 0), ((i&2) + 1) * h, w, h))
l = (i + 2)%4
x = (l == 1 or l == 2) ? w / 2 : 0
y = l/2 * h / 2
@autotiles2[at].blt((3 + 2 * i)%8 * w + x, (4 + i/3) * h + y, ats[at], Rect.new(frame_id * 3 * w + 2 * w + x, y, w / 2, h / 2))
end

for i in 0...4
@autotiles2[at].blt((i + 2) * w, 5 * h, ats[at], Rect.new(frame_id * 3 * w + i/2 * 2 * w, (i == 1 or i == 2) ? 3 * h : h, w, h))
l = (i + 3) % 4
dx = (l == 3 ? w / 2 : 0)
dy = (l == 2 ? h / 2 : 0)
tx = (l < 2 ? 0 : 2 * w)
ty = (l == 0 ? 0 : l == 3 ? 0 : 2 * h)
@autotiles2[at].blt((i + 2) * w + dx, 5 * h + dy, ats[at], Rect.new(frame_id * 3 * w + tx + dx, h + ty + dy, w - l%2 * w / 2, h / 2 + l%2 * h / 2))
end

# The final two squares which is simply the upper left one and possiby a merge of the
# inner corners, we'll make them both the first tile for now.
@autotiles2[at].blt(6 * w, 5 * h, ats[at], Rect.new(0, 0, w, h))
@autotiles2[at].blt(7 * w, 5 * h, ats[at], Rect.new(0, 0, w, h))
end
end
end

#============================================================================
# ■ Spriteset_Map
#============================================================================

class Spriteset_Map
#--------------------------------------------------------------------------
def initialize
width, height = Resolution.client_size
@viewport1 = Viewport.new(0, 0, width, height)
@viewport2 = Viewport.new(0, 0, width, height)
@viewport3 = Viewport.new(0, 0, width, height)
@viewport2.z = 200
@viewport3.z = 5000
@tilemap = Tilemap.new(@viewport1)
@tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
for i in 0..6
autotile_name = $game_map.autotile_names[i]
@tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
end
@tilemap.map_data = $game_map.data
@tilemap.priorities = $game_map.priorities
@panorama = Plane.new(@viewport1)
@panorama.z = -1000
@fog = Plane.new(@viewport1)
@fog.z = 3000
@character_sprites = []
for i in $game_map.events.keys.sort
sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
@character_sprites.push(sprite)
end
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
@weather = RPG::Weather.new(@viewport1)
@picture_sprites = []
for i in 1..50
@picture_sprites.push(Sprite_Picture.new(@viewport2,
$game_screen.pictures[i]))
end
@timer_sprite = Sprite_Timer.new
update
end
end

Messaggio modificato da ApocalypseSquall, 18 gennaio 2008 - 05:56



Per un pazzo sono tutti pazzi... per questo io sono l' unico sano

Giochi a cui sto giocando attualmente:
PC: Gta4
Online: S4 League , Perfect world , Infinity , Cabal , Shin Megami Tensei , Ether Saga , Gunz , Fly For Fun, Dream Of Mirror ... Poi basta XD
PSP: FF Dissidia e Monster Hunter 2

#8 The.Trooper

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Inviato 18 gennaio 2008 - 08:05

Non vedo la differenza...
...insomma...se metto il primo script mi d

Messaggio modificato da The.Trooper, 18 gennaio 2008 - 08:05

-- |\|00|3 0\/\/|\|3r --


Usa il tasto cerca anche tu:
CODICE


Hide - Beauty & Stupid

">" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350">

Cosa sto leggendo:
La Bibbia Gotica

Cosa sto giocando:
World of Warcraft [PC]
MadWorld [Wii]


CITAZIONE
CITAZIONE
>> = Raziel
<< = Me

[17:30:04] >> ...
[17:30:13] << wepa
[17:30:18] >> ...
[17:30:57] << wepa
[17:31:33] >> eh?
[17:34:17] >> ma che dici?
[17:34:44] >> boh...
[17:35:03] << wepa

#9 ApocalypseSquall

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Inviato 18 gennaio 2008 - 08:49

A me funziona:

Messaggio modificato da ApocalypseSquall, 18 gennaio 2008 - 08:52



Per un pazzo sono tutti pazzi... per questo io sono l' unico sano

Giochi a cui sto giocando attualmente:
PC: Gta4
Online: S4 League , Perfect world , Infinity , Cabal , Shin Megami Tensei , Ether Saga , Gunz , Fly For Fun, Dream Of Mirror ... Poi basta XD
PSP: FF Dissidia e Monster Hunter 2

#10 mistercirro

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Inviato 19 gennaio 2008 - 02:43

Grazie!

#11 TehPanz

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Inviato 25 febbraio 2009 - 07:40

qualcuno pu
I'm a mighty Pirate!

#12 Kakyoin

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Inviato 25 febbraio 2009 - 09:39

CITAZIONE (TehPanz @ Feb 25 2009, 08:40 PM) <{POST_SNAPBACK}>
qualcuno pu

Cliccami!


Life is muda da...Without Blue Shoes of Wrryyy

#13 TehPanz

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Inviato 01 marzo 2009 - 10:06

mi son letto le Faq ma il mio problema era che mi si bloccava tutto e quando terminavo il rpogramma la tastiera non funzionava pi
I'm a mighty Pirate!

#14 tidus00

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Inviato 04 marzo 2009 - 05:11

mmh...........

Messaggio modificato da tidus00, 04 marzo 2009 - 05:12







CITAZIONE
"Siamo Angeli con una sola Ala: possiamo volare solo Abbracciati."
"Un uomo che teme di soffrire soffre gi

#15 Kakyoin

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Inviato 04 marzo 2009 - 05:28

CITAZIONE (tidus00 @ Mar 4 2009, 06:11 PM) <{POST_SNAPBACK}>
mmh...........


Cliccami!


Life is muda da...Without Blue Shoes of Wrryyy




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