highvoltage Posted March 18, 2014 Share Posted March 18, 2014 (edited) Nome Script VGA Display for VX (fr) DescrizioneQuesto script permette di modificare la risoluzione, mostrare informazioni a schermo (come per l'appunto la risoluzione e il framerate) e cambiare il formato dello schermo. AutoreChon Allegati http://i.imgur.com/Wutsgr5.pnghttp://i.imgur.com/3Bcgug6.png Istruzioni per l'usocopiare lo script e incollarlo sotto Material, prima del Main. Script # ============================================================================== # ■ VGA_SCRIPT # ------------------------------------------------------------------------------ # Name : VGA Display for VX Ace # Type : RGSS3 Script # Version : 1.04 # Author : Chon # # This script provides a full screen support as well as a max resolution mode. # It is also possible to define some graphics replacement for most backgrounds. # The code includes a display informations head-up-display and a FPS counter. # Most of features are easily switchable by the user via an options menu. # ------------------------------------------------------------------------------ # 2013/10/19 : 1.00 - First release # 2013/10/20 : 1.01 - Add a FPS counter # 2013/10/22 : 1.02 - Add an options menu # 2013/10/23 : 1.03 - Correct some constant misspelling and leftovers # 2013/10/26 : 1.04 - Display aspect ratio support # ------------------------------------------------------------------------------ # Place this file under the Materials section and above the Main Processs of # your RPG Maker VX Ace for it to work properly. The lower is the better. # ------------------------------------------------------------------------------ # ● Module : Cache # ♦ Overwritten method : system # ♦ Overwritten method : title1 # ♦ Overwritten method : title2 # ♦ Overwritten method : battleback1 # ♦ Overwritten method : battleback2 # # ► Built-in Class : Graphics # ◊ Aliased method : update # # ► Class : Sprite_Battler # ◊ Aliased method : update_position # # ► Class : Window_TitleCommand # ♦ Overwritten method : window_width # ♦ Overwritten method : make_command_list # # ► Class : Scene_Map # ♦ Overwritten method : perform_battle_transition # # ► Class : Scene_Title # ◊ Aliased method : start # ◊ Aliased method : create_command_window # ◊ Aliased method : command_shutdown # # ► Class : Scene_End # ◊ Aliased method : command_shutdown # ============================================================================== $imported ||= {} $imported["VGA_Display_for_VX_Ace"] = 1.04 module VGA # The VGA Display for VX Ace module # Resolutions configuration LOWRES_WIDTH = 544 # Set the low resolution width. Default = 544 (can be reduced -- but untested, use with caution) LOWRES_HEIGHT = 416 # Set the low resolution height. Default = 416 (can be reduced -- but untested, use with caution) HIGHRES_WIDTH = 640 # Set the high resolution width. Maximum = 640 HIGHRES_HEIGHT = 480 # Set the high resolution height. Maximum = 480 KEEP_ASPECT_RATIO = true # Adjust high resolution to fit to user display aspect ratio. Will display black bars instead of stretching the screen. # Output configuration CONFIG_FILE_SECTION = "VGA" # Set the header of the Game.ini under wich the display configuration values will be put. # Highres files configuration USE_HIGHRES_FILES = true # Replace standard bitmap backgrounds with size increased ones. HIGHRES_FILES_FOLDER = "VGA/" # Set the location of high resolution bitmaps. Default = "Graphics/" HIGHRES_FILES_PREFIX = "VGA_" # Set the prefix of high resolution bitmap files. Default = "" # Default display configuration (mostly for the user's very first first boot, then Game.ini should be use). LAUNCH_IN_FULLSCREEN = false # Launch the game in fullscreen. Default = false LAUNCH_AT_HIGHRES = true # Launch the game at high resolution. Default = false SHOW_INFOS = false # Display resolution and screen mode at the top left corner of the screen. Default = false SHOW_FPS = false # Display FPS at the top right corner of the screen. Default = false # User display configuration LOAD_USER_CONFIG = true # Restore user display configuration from Game.ini. The constant values will be used at each game boot if this is set to false. Default = true SAVE_USER_CONFIG = false # Store user display configuration in Game.ini at shutdown and not only from options menu. This will not work if the game is shutdown with Alt+F4 shortcut or closed with window exit icon. Default = false # Options menu OPTION_CHANGE_SCR = true # Enable the change screen size option (i.e. switch between fullscreen and window). Default = true OPTION_CHANGE_RES = true # Enable the change resolution option (i.e. switch between high and low resolution). Default = true OPTION_ASPECT_RATIO = true # Enable the keep aspect ratio option. Default = true OPTION_SHOW_INFOS = true # Enable the show display informations option. Default = true OPTION_SHOW_FPS = true # Enable the show fps option. Default = true # Language LANG = { # Variable name Localization # Title menu "go_to_options" => "Opzioni", "exit_game" => "Esci", # Options menu "lowres" => "Bassa Risoluzione", "highres" => "Alta risoluzione", "window" => "Finestra", "fullscreen" => "Schermo intero", "aspect_ratio" => "Formato schermo", "show_infos" => "Mostra informazioni", "show_fps" => "Mostra FPS", "back_to_title" => "Ritorna ai titoli", # Options stat "option_on" => "Attivo", "option_off" => "Disattivato", # Other "fps" => "FPS" } # ============================================================================== # ● VGA Display for VX Ace # ------------------------------------------------------------------------------ # Editing anything past this title may result in heavy computer damages, death, # stomach gases or user transformation into a gremlin. So edit at your own risk. # ============================================================================== # ---------------------------------------------------------------------------- # ♦ Constant API declarations # ---------------------------------------------------------------------------- User32DLL = DL.dlopen("user32") User32DLL__keybd_event = DL::CFunc.new(User32DLL.sym("keybd_event"), DL::TYPE_VOID, "keybd_event", :stdcall) GetPrivateProfileString = Win32API.new("kernel32", "GetPrivateProfileString", "ppppip", "i") WritePrivateProfileString = Win32API.new("kernel32", "WritePrivateProfileString", "pppp", "i") GetSystemMetrics = Win32API.new("user32", "GetSystemMetrics", "i", "i") GetAsyncKeyState = Win32API.new("user32", "GetAsyncKeyState", "i", "i") # ---------------------------------------------------------------------------- # ♦ Instance variables declarations # ---------------------------------------------------------------------------- @aspect_ratio = GetSystemMetrics.call(0).to_f / GetSystemMetrics.call(1).to_f # ---------------------------------------------------------------------------- # ♦ New method : i_to_bool # Convert binary values into boolean values # ---------------------------------------------------------------------------- def self.i_to_bool(i) if i == 1; i = true; elsif i == 0; i = false; else; i = nil; end end # ---------------------------------------------------------------------------- # ♦ New method : load_vga_config # ---------------------------------------------------------------------------- def self.load_vga_config buffer = [].pack('x256') section = CONFIG_FILE_SECTION filename = "./Game.ini" get_option = Proc.new do |key, default_value| l = GetPrivateProfileString.call(section, key, default_value, buffer, buffer.size, filename) buffer[0, l] end @files_folder = get_option.call("FilesFolder", "nil").to_s @files_prefix = get_option.call("FilesPrefix", "nil").to_s @files_folder = HIGHRES_FILES_FOLDER if @files_folder == "nil" @files_prefix = HIGHRES_FILES_PREFIX if @files_prefix == "nil" @files_folder.gsub!(/\\/) {|match| "/" } LOAD_USER_CONFIG ? @fullscreen = i_to_bool(get_option.call("Fullscreen", nil).to_i) : @fullscreen = LAUNCH_IN_FULLSCREEN LOAD_USER_CONFIG ? @highres = i_to_bool(get_option.call("Highres", nil).to_i) : @highres = LAUNCH_AT_HIGHRES LOAD_USER_CONFIG ? @keep_aspect_ratio = i_to_bool(get_option.call("AspectRatio", nil).to_i) : @keep_aspect_ratio = KEEP_ASPECT_RATIO LOAD_USER_CONFIG ? @show_infos = i_to_bool(get_option.call("ShowInfos", nil).to_i) : @show_infos = SHOW_INFOS LOAD_USER_CONFIG ? @show_fps = i_to_bool(get_option.call("ShowFPS", nil).to_i) : @show_fps = SHOW_FPS end # ---------------------------------------------------------------------------- # ♦ New method : write_vga_config # ---------------------------------------------------------------------------- def self.write_vga_config section = CONFIG_FILE_SECTION filename = "./Game.ini" set_option = Proc.new do |key, value| WritePrivateProfileString.call(section, key, value.to_s, filename) end set_option.call("FilesFolder", @files_folder) set_option.call("FilesPrefix", @files_prefix) set_option.call("Fullscreen", @fullscreen ? 1 : 0) set_option.call("Highres", @highres ? 1 : 0) set_option.call("AspectRatio", @keep_aspect_ratio ? 1 : 0) set_option.call("ShowInfos", @show_infos ? 1 : 0) set_option.call("ShowFPS", @show_fps ? 1 : 0) end # ---------------------------------------------------------------------------- # ♦ New method : get_files_folder # ---------------------------------------------------------------------------- def self.get_files_folder @files_folder != nil && USE_HIGHRES_FILES and @highres ? @files_folder : "Graphics/" end # ---------------------------------------------------------------------------- # ♦ New method : get_files_prefix # ---------------------------------------------------------------------------- def self.get_files_prefix @files_prefix != nil && USE_HIGHRES_FILES and @highres ? @files_prefix : "" end # ---------------------------------------------------------------------------- # ♦ New method : get_fullscreen # ---------------------------------------------------------------------------- def self.get_fullscreen @fullscreen == nil ? LAUNCH_IN_FULLSCREEN : @fullscreen end # ---------------------------------------------------------------------------- # ♦ New method : get_highres # ---------------------------------------------------------------------------- def self.get_highres @highres == nil ? LAUNCH_AT_HIGHRES : @highres end # ---------------------------------------------------------------------------- # ♦ New methods : get_highres_width # ---------------------------------------------------------------------------- def self.get_highres_width if @keep_aspect_ratio == true @aspect_ratio >= HIGHRES_WIDTH.to_f / HIGHRES_HEIGHT.to_f ? @highres_width = HIGHRES_WIDTH : @highres_width = (HIGHRES_HEIGHT.to_f * @aspect_ratio).to_i else @highres_width = HIGHRES_WIDTH end return @highres_width end # ---------------------------------------------------------------------------- # ♦ New methods : get_highres_height # ---------------------------------------------------------------------------- def self.get_highres_height if @keep_aspect_ratio == true @aspect_ratio >= HIGHRES_WIDTH.to_f / HIGHRES_HEIGHT.to_f ? @highres_height = (HIGHRES_WIDTH.to_f / @aspect_ratio).to_i : @highres_height = HIGHRES_HEIGHT else @highres_height = HIGHRES_HEIGHT end return @highres_height end # ---------------------------------------------------------------------------- # ♦ New method : get_aspect_ratio # ---------------------------------------------------------------------------- def self.get_aspect_ratio @keep_aspect_ratio == nil ? KEEP_ASPECT_RATIO : @keep_aspect_ratio end # ---------------------------------------------------------------------------- # ♦ New method : get_show_infos # ---------------------------------------------------------------------------- def self.get_show_infos @show_infos == nil ? SHOW_INFOS : @show_infos end # ---------------------------------------------------------------------------- # ♦ New method : get_show_fps # ---------------------------------------------------------------------------- def self.get_show_fps @show_fps == nil ? SHOW_FPS : @show_fps end # ---------------------------------------------------------------------------- # ♦ New method : switch_fullscreen # ---------------------------------------------------------------------------- def self.switch_fullscreen @fullscreen == true ? @fullscreen = false : @fullscreen = true end # ---------------------------------------------------------------------------- # ♦ New method : toggle_fullscreen # ---------------------------------------------------------------------------- def self.toggle_fullscreen User32DLL__keybd_event.call([0xA4, 0, 0, 0]) User32DLL__keybd_event.call([0x0D, 0, 0, 0]) User32DLL__keybd_event.call([0x0D, 0, 0x0002, 0]) User32DLL__keybd_event.call([0xA4, 0, 0x0002, 0]) end # ---------------------------------------------------------------------------- # ♦ New method : switch_to_highres # ---------------------------------------------------------------------------- def self.switch_to_highres Graphics.resize_screen(get_highres_width, get_highres_height) @highres = true end # ---------------------------------------------------------------------------- # ♦ New method : switch_to_lowres # ---------------------------------------------------------------------------- def self.switch_to_lowres Graphics.resize_screen(LOWRES_WIDTH, LOWRES_HEIGHT) @highres = false end # ---------------------------------------------------------------------------- # ♦ New method : toggle_highres # ---------------------------------------------------------------------------- def self.toggle_highres Graphics.width == LOWRES_WIDTH && Graphics.height == LOWRES_HEIGHT ? switch_to_highres : switch_to_lowres SceneManager.scene.reload end # ---------------------------------------------------------------------------- # ♦ New method : toggle_aspect_ratio # ---------------------------------------------------------------------------- def self.toggle_aspect_ratio @keep_aspect_ratio == true ? @keep_aspect_ratio = false : @keep_aspect_ratio = true Graphics.resize_screen(get_highres_width, get_highres_height) SceneManager.scene.reload end # ---------------------------------------------------------------------------- # ♦ New method : toggle_show_infos # ---------------------------------------------------------------------------- def self.toggle_show_infos get_show_infos == true ? @show_infos = false : @show_infos = true end # ---------------------------------------------------------------------------- # ♦ New method : toggle_show_fps # ---------------------------------------------------------------------------- def self.toggle_show_fps get_show_fps == true ? @show_fps = false : @show_fps = true end # ---------------------------------------------------------------------------- # ♦ New method : get_input_kbd # ---------------------------------------------------------------------------- def self.get_input_kbd(key) return GetAsyncKeyState.call(key) end # ---------------------------------------------------------------------------- # ♦ Game Loaders # ---------------------------------------------------------------------------- load_vga_config write_vga_config switch_to_highres if get_highres toggle_fullscreen if get_fullscreen end # VGA # ============================================================================== # ● Cache # ------------------------------------------------------------------------------ # This module loads graphics, creates bitmap objects, and retains them. # To speed up load times and conserve memory, this module holds the # created bitmap object in the internal hash, allowing the program to # return preexisting objects when the same bitmap is requested again. # ============================================================================== module Cache # ---------------------------------------------------------------------------- # ♦ New method : prefix # ---------------------------------------------------------------------------- def self.prefix return if !VGA::USE_HIGHRES_FILES VGA.get_highres ? VGA.get_files_prefix : "" end # ---------------------------------------------------------------------------- # ♦ New method : load_prefixed_bitmap # ---------------------------------------------------------------------------- def self.load_prefixed_bitmap(folder, filename) bitmap = load_bitmap(VGA.get_files_folder + folder, prefix + filename) rescue nil bitmap == nil ? load_bitmap("Graphics/" + folder, filename) : bitmap end # ---------------------------------------------------------------------------- # ♦ Overwritten method : system # ---------------------------------------------------------------------------- def self.system(filename) if filename == "GameOver" and VGA.get_highres && VGA::USE_HIGHRES_FILES load_prefixed_bitmap("System/", filename) else load_bitmap("Graphics/System/", filename) end end # ---------------------------------------------------------------------------- # ♦ Overwritten methods : title1, title2, battleback1, battleback2 # ---------------------------------------------------------------------------- def self.title1(filename); load_prefixed_bitmap("Titles1/", filename); end def self.title2(filename); load_prefixed_bitmap("Titles2/", filename); end def self.battleback1(filename); load_prefixed_bitmap("Battlebacks1/", filename); end def self.battleback2(filename); load_prefixed_bitmap("Battlebacks2/", filename); end end # Cache # ============================================================================== # ► Graphics # ------------------------------------------------------------------------------ # Add some methods to built-in class Graphics. # ============================================================================== class << Graphics # ---------------------------------------------------------------------------- # ♦ New method : setup_infos # Create the display informations sprite and put it at the uppermost layer. # ---------------------------------------------------------------------------- def setup_infos @infos_sprite, @infos_sprite.z = Sprite.new, 0x7FFFFFFF draw_infos end # ---------------------------------------------------------------------------- # ♦ New method : setup_fps # Create the FPS sprite and put it at the uppermost layer. # ---------------------------------------------------------------------------- def setup_fps @fps, @fps_count = 0, [] @fps_sprite, @fps_sprite.z = Sprite.new, 0x7FFFFFFF end # ---------------------------------------------------------------------------- # ♦ New method : get_infos # Retrieve screen resolution and screen mode. # ---------------------------------------------------------------------------- def get_infos VGA.get_fullscreen ? display_mode = VGA::LANG["fullscreen"] : display_mode = VGA::LANG["window"] return width.to_s + "x" + height.to_s + " @ " + display_mode end # ---------------------------------------------------------------------------- # ♦ New method : get_fps # Calculate number of frames per second. # ---------------------------------------------------------------------------- def get_fps(time) @fps_count[frame_count % frame_rate] = Time.now != time @fps = 0 frame_rate.times {|i| @fps += 1 if @fps_count[i]} end # ---------------------------------------------------------------------------- # ♦ New method : draw_infos # Draw the display informations sprite. # ---------------------------------------------------------------------------- def draw_infos @infos_sprite.bitmap = Bitmap.new(width, 24) @infos_sprite.bitmap.draw_text(8, 0, width, 24, get_infos) end # ---------------------------------------------------------------------------- # ♦ New method : draw_fps # Draw the FPS sprite. # ---------------------------------------------------------------------------- def draw_fps @fps_sprite.bitmap = Bitmap.new(width, 24) size = @fps_sprite.bitmap.text_size("000" + " " + VGA::LANG["fps"]).width @fps_sprite.bitmap.draw_text(width - size, 0, size, 24, @fps.to_s + " " + VGA::LANG["fps"]) end # ---------------------------------------------------------------------------- # ◊ Aliased method : update # Refresh FPS at every frame and update display informations if necessary. # ---------------------------------------------------------------------------- alias :vga_alias_update :update def update time = Time.now vga_alias_update kbd_enter = 0x0D # 0x0D = VK_RETURN = ENTER Key kbd_alt = 0x12 # 0x12 = VK_MENU = ALT Key if VGA.get_input_kbd(kbd_enter) != 0 && VGA.get_input_kbd(kbd_alt) != 0 VGA.switch_fullscreen if frame_count > 30 # Fullscreen loader preventer ; no kbd_input check during the first 0.5 sec if SceneManager.scene_is?(Scene_Title) SceneManager.scene.instance_variables.each do |var_name| var = SceneManager.scene.instance_variable_get(var_name) var.refresh if var_name.to_s == "@options_window" end end end if VGA.get_show_fps setup_fps if !@fps_sprite or @fps_sprite.disposed? get_fps(time) draw_fps else @fps_sprite.dispose unless !@fps_sprite end if VGA.get_show_infos setup_infos if !@infos_sprite or @infos_sprite.disposed? draw_infos if VGA.get_fullscreen != @last_fullscreen || VGA.get_highres != @last_highres || width != @last_width || height != @last_height @last_fullscreen, @last_highres, @last_width, @last_height = VGA.get_fullscreen, VGA.get_highres, width, height else @infos_sprite.dispose unless !@infos_sprite end end end # Graphics # ============================================================================== # ► Sprite_Battler # ------------------------------------------------------------------------------ # This sprite is used to display battlers. It observes an instance of the # Game_Battler class and automatically changes sprite states. # ============================================================================== class Sprite_Battler # ---------------------------------------------------------------------------- # ◊ Aliased method : update_position # Center the enemies on battle ground if the screen size has changed. # ---------------------------------------------------------------------------- alias :vga_alias_update_position :update_position def update_position vga_alias_update_position if VGA.get_highres self.x += (VGA.get_highres_width - VGA::LOWRES_WIDTH) / 2 self.y += (VGA.get_highres_height - VGA::LOWRES_HEIGHT) / 2 end end end # Sprite_Battler # ============================================================================== # ► Window_Selectable # ------------------------------------------------------------------------------ # This window class contains cursor movement and scroll functions. # ============================================================================== class Window_Selectable < Window_Base # ---------------------------------------------------------------------------- # ♦ New method : get_index # Get Cursor Position # ---------------------------------------------------------------------------- def get_index @index end end # Window_Selectable # ============================================================================== # ► Window_TitleCommand # ------------------------------------------------------------------------------ # This window is for selecting New Game/Continue on the title screen. # ============================================================================== class Window_TitleCommand < Window_Command # ---------------------------------------------------------------------------- # ♦ Overwritten method : window_width # Get Window Width # ---------------------------------------------------------------------------- def window_width return 192 end # ---------------------------------------------------------------------------- # ♦ Overwritten method : make_command_list # Create Command List # ---------------------------------------------------------------------------- def make_command_list add_command(Vocab::new_game, :new_game) add_command(Vocab::continue, :continue, continue_enabled) add_command(VGA::LANG["go_to_options"], :options) # NEW add_command(VGA::LANG["exit_game"], :shutdown) # NEW end end # Window_TitleCommand # ============================================================================== # ► Window_Options # ------------------------------------------------------------------------------ # This window is for selecting display options. # ============================================================================== class Window_Options < Window_Command # ---------------------------------------------------------------------------- # ♦ New method : initialize # Object Initialization # ---------------------------------------------------------------------------- def initialize super(0, 0) update_placement select_symbol(:cancel) self.openness = 0 open end # ---------------------------------------------------------------------------- # ♦ New method : window_width # Get Window Width # ---------------------------------------------------------------------------- def window_width return 384 end # ---------------------------------------------------------------------------- # ♦ New method : update_placement # Update Window Position # ---------------------------------------------------------------------------- def update_placement self.x = (Graphics.width - width) / 2 self.y = (Graphics.height * 1.6 - height) / 2 end # ---------------------------------------------------------------------------- # ♦ New method : make_command_list # Create Command List # ---------------------------------------------------------------------------- def make_command_list add_command(VGA::LANG["fullscreen"], :fullscreen, VGA::OPTION_CHANGE_SCR, VGA.get_fullscreen ? true : false) add_command(VGA::LANG["highres"], :highres, VGA::OPTION_CHANGE_RES, VGA.get_highres ? true : false) add_command(VGA::LANG["aspect_ratio"], :aspect_ratio, VGA::OPTION_ASPECT_RATIO, VGA.get_aspect_ratio ? true : false) add_command(VGA::LANG["show_infos"], :show_infos, VGA::OPTION_SHOW_INFOS, VGA.get_show_infos ? true : false) add_command(VGA::LANG["show_fps"], :show_fps, VGA::OPTION_SHOW_FPS, VGA.get_show_fps ? true : false) add_command(VGA::LANG["back_to_title"], :cancel) end # ---------------------------------------------------------------------------- # ♦ New method : draw_item # Draw Item # ---------------------------------------------------------------------------- def draw_item(index) change_color(normal_color, command_enabled?(index)) draw_text(item_rect_for_text(index), command_name(index), alignment) if !@list[index][:ext].nil? change_color(crisis_color) if @list[index][:ext] == true draw_text(item_rect_for_text(index), @list[index][:ext] == true ? VGA::LANG["option_on"] : VGA::LANG["option_off"], 2) end end # ---------------------------------------------------------------------------- # ♦ New method : process_cancel # Processing When Cancel Button Is Pressed # ---------------------------------------------------------------------------- def process_cancel super end end # Window_Options # ============================================================================== # ► Scene_Base # ------------------------------------------------------------------------------ # This is a super class of all scenes within the game. # ============================================================================== class Scene_Base # ---------------------------------------------------------------------------- # ♦ New method : reload # Just a simple trick to refresh all windows without updating each position # and size. But I have to admit this is a very awfull way to do things ... # ---------------------------------------------------------------------------- def reload pre_terminate terminate start post_start end end # Scene_Base # ============================================================================== # ► Scene_Map # ------------------------------------------------------------------------------ # This class performs the map screen processing. # ============================================================================== class Scene_Map # ---------------------------------------------------------------------------- # ♦ Overwritten method : perform_battle_transition # Execute Pre-Battle Transition. # ---------------------------------------------------------------------------- def perform_battle_transition file = Cache.prefix + "BattleStart" if VGA.get_highres and VGA::USE_HIGHRES_FILES dummy = Cache.load_bitmap(VGA.get_files_folder + "System/", file) rescue nil dummy == nil ? file = "Graphics/System/BattleStart" : file = VGA.get_files_folder + "System/" + file Graphics.transition(60, file, 100) Graphics.freeze end end # Scene_Map # ============================================================================== # ► Scene_Title # ------------------------------------------------------------------------------ # This class performs the title screen processing. # ============================================================================== class Scene_Title < Scene_Base # ---------------------------------------------------------------------------- # ◊ Aliased method : start # Start Processing # ---------------------------------------------------------------------------- alias :vga_alias_start :start def start vga_alias_start create_options_window close_options_window end # ---------------------------------------------------------------------------- # ◊ Aliased method : create_command_window # Create Command Window # ---------------------------------------------------------------------------- alias :vga_alias_create_command_window :create_command_window def create_command_window vga_alias_create_command_window @command_window.set_handler(:options, method(:command_options)) end # ---------------------------------------------------------------------------- # ♦ New method : create_options_window # Create Options Window # ---------------------------------------------------------------------------- def create_options_window @options_window = Window_Options.new @options_window.set_handler(:fullscreen, method(:command_fullscreen)) @options_window.set_handler(:highres, method(:command_highres)) @options_window.set_handler(:aspect_ratio, method(:command_aspect_ratio)) @options_window.set_handler(:show_infos, method(:command_show_infos)) @options_window.set_handler(:show_fps, method(:command_show_fps)) @options_window.set_handler(:cancel, method(:command_back)) end # ---------------------------------------------------------------------------- # ♦ New method : open_command_window # Open Command Window # ---------------------------------------------------------------------------- def open_command_window @command_window.open update until @command_window.open? @command_window.refresh @command_window.activate end # ---------------------------------------------------------------------------- # ♦ New method : open_options_window # Open Options Window # ---------------------------------------------------------------------------- def open_options_window @options_window.open update until @options_window.open? @options_window.refresh @options_window.activate end # ---------------------------------------------------------------------------- # ♦ New method : close_options_window # Close Options Window # ---------------------------------------------------------------------------- def close_options_window @options_window.close update until @options_window.close? end # ---------------------------------------------------------------------------- # ◊ Aliased method : command_shutdown # [Shut Down] Command # ---------------------------------------------------------------------------- alias :vga_alias_command_shutdown :command_shutdown def command_shutdown VGA.write_vga_config if VGA::SAVE_USER_CONFIG vga_alias_command_shutdown end # ---------------------------------------------------------------------------- # ♦ New method : command_options # [Go to Options] Command # ---------------------------------------------------------------------------- def command_options close_command_window open_options_window @command_window.refresh @command_window.activate end # ---------------------------------------------------------------------------- # ♦ New method : command_fullscreen # [Fullscreen] Command # ---------------------------------------------------------------------------- def command_fullscreen VGA.toggle_fullscreen @options_window.refresh @options_window.activate end # ---------------------------------------------------------------------------- # ♦ New method : command_highres # [Highres] Command # ---------------------------------------------------------------------------- def command_highres index = @options_window.get_index VGA.toggle_highres close_command_window open_options_window @options_window.select(index) @options_window.refresh @options_window.activate end # ---------------------------------------------------------------------------- # ♦ New method : command_aspect_ratio # [Highres] Command # ---------------------------------------------------------------------------- def command_aspect_ratio index = @options_window.get_index VGA.toggle_aspect_ratio close_command_window open_options_window @options_window.select(index) @options_window.refresh @options_window.activate end # ---------------------------------------------------------------------------- # ♦ New method : command_show_infos # [Show Infos] Command # ---------------------------------------------------------------------------- def command_show_infos VGA.toggle_show_infos @options_window.refresh @options_window.activate end # ---------------------------------------------------------------------------- # ♦ New method : command_show_fps # [Show FPS] Command # ---------------------------------------------------------------------------- def command_show_fps VGA.toggle_show_fps @options_window.refresh @options_window.activate end # ---------------------------------------------------------------------------- # ♦ New method : command_back # [Back] Command # ---------------------------------------------------------------------------- def command_back VGA.write_vga_config close_options_window open_command_window end end # SceneTitle # ============================================================================== # ► Scene_End # ------------------------------------------------------------------------------ # This class performs game over screen processing. # ============================================================================== class Scene_End < Scene_MenuBase # ---------------------------------------------------------------------------- # ◊ Aliased method : command_shutdown # [Shut Down] Command. # ---------------------------------------------------------------------------- alias :vga_alias_command_shutdown :command_shutdown def command_shutdown VGA.write_vga_config if VGA::SAVE_USER_CONFIG vga_alias_command_shutdown end end # Scene_End Bugs e Conflitti NotiN/A Altri dettagliLo script originale è in francese, io ho tradotto il minimo necessario in italiano. Edited March 18, 2014 by highvoltage Link to comment Share on other sites More sharing options...
Guardian of Irael Posted March 18, 2014 Share Posted March 18, 2014 Ah paion tutte ottime opzioni! ^ ^Invero gli fps puoi vederli dal progetto avviato premendo F2, ma così son visibili pure a schermo intero. Buono script! E:3 (\_/)(^ ^) <----coniglietto rosso, me! (> <) Il mio Tumblr dove seguire i miei progetti, i progetti della Reverie : : Project ^ ^ http://i.imgur.com/KdUDtQt.png disponibile su Google Play, qui i dettagli! ^ ^ http://i.imgur.com/FwnGMI3.png completo! Giocabile online, qui i dettagli! ^ ^ REVERIE : : RENDEZVOUS (In allenamento per apprendere le buone arti prima di cominciarlo per bene ^ ^) Trovate i dettagli qui insieme alla mia intervista (non utilizzerò più rpgmaker) ^ ^ 🖤http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gifhttp://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3http://i.imgur.com/MpaUphY.jpg by Idriu E:3Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44) http://i.imgur.com/PgUqHPm.pngUfficiale"Ad opera della sua onestà e del suo completo appoggio alla causa dei Panda, Guardian Of Irael viene ufficialmente considerato un Membro portante del Partito, e Ambasciatore del suo Popolo presso di noi"http://i.imgur.com/TbRr4iS.png<- Grazie Testament E:3Ricorda...se rivolgi il tuo sguardo ^ ^ a Guardian anche Guardian volge il suo sguardo ^ ^ a te ^ ^http://i.imgur.com/u8UJ4Vm.gifby Flame ^ ^http://i.imgur.com/VbggEKS.gifhttp://i.imgur.com/2tJmjFJ.gifhttp://projectste.altervista.org/Our_Hero_adotta/ado2.pngGrazie Testament XD Fan n°1 ufficiale di PQ! :DVivail Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che nonavevo programmi di grafica per fare un banner su questo pc XD (ora ho dinuovo il mio PC veramente :D) Rosso Guardiano dellahttp://i.imgur.com/Os5rvhx.pngRpg2s RPG BY FORUM:Nome: Darth Reveal PV totali 2PA totali 16Descrizione: ragazzo dai lunghi capelli rossi ed occhi dello stesso colore. Indossa una elegante giacca rossa sopra ad una maglietta nera. Porta pantaloni rossi larghi, una cintura nera e degli stivali dello stesso colore. E' solito trasportare lo spadone dietro la schiena in un fodero apposito. Ha un pendente al collo e tiene ben legato un pezzo di stoffa (che gli sta particolarmente a cuore) intorno al braccio sinistro sotto la giacca, copre una cicatrice.Bozze vesti non definitive qui.Equipaggiamento:Indossa:60$ e 59$ divisi in due tasche interneLevaitanSpada a due mani elsa lungaGuanti del Defender (2PA)Anello del linguaggio animale (diventato del Richiamo)Scrinieri da lanciere (2 PA)Elmo del Leone (5 PA)Corazza del Leone in Ferro Corrazzato (7 PA) ZAINO (20) contenente:Portamonete in pelle di cinghiale contenente: 100$Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)CordaBottiglia di idromeleForma di formaggioTorcia (serve ad illuminare, dura tre settori)Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)Ampolla BiancaSemi di Balissa CAVALLO NORMALE + SELLA (30 +2 armi) contentente:66$Benda di pronto soccorso x3Spada a due maniFagotto per Adara (fazzoletto ricamato) Link to comment Share on other sites More sharing options...
highvoltage Posted March 18, 2014 Author Share Posted March 18, 2014 grazie mille Link to comment Share on other sites More sharing options...
siengried Posted April 17, 2014 Share Posted April 17, 2014 (edited) Se lo inserisco mi toglie le altre scelte nel menù che avevo inserito...come risolvo? Edited April 17, 2014 by siengried Link to comment Share on other sites More sharing options...
Guardian of Irael Posted April 17, 2014 Share Posted April 17, 2014 @sien: specificate ;____ ; specificate tutto, sempre! ;________ ;Allora tu usi un altro script? Oppure ha inserito le altre opzioni manualmente? Nel secondo caso non ti basta inserirle in questo? ^ ^ (\_/)(^ ^) <----coniglietto rosso, me! (> <) Il mio Tumblr dove seguire i miei progetti, i progetti della Reverie : : Project ^ ^ http://i.imgur.com/KdUDtQt.png disponibile su Google Play, qui i dettagli! ^ ^ http://i.imgur.com/FwnGMI3.png completo! Giocabile online, qui i dettagli! ^ ^ REVERIE : : RENDEZVOUS (In allenamento per apprendere le buone arti prima di cominciarlo per bene ^ ^) Trovate i dettagli qui insieme alla mia intervista (non utilizzerò più rpgmaker) ^ ^ 🖤http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gifhttp://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3http://i.imgur.com/MpaUphY.jpg by Idriu E:3Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44) http://i.imgur.com/PgUqHPm.pngUfficiale"Ad opera della sua onestà e del suo completo appoggio alla causa dei Panda, Guardian Of Irael viene ufficialmente considerato un Membro portante del Partito, e Ambasciatore del suo Popolo presso di noi"http://i.imgur.com/TbRr4iS.png<- Grazie Testament E:3Ricorda...se rivolgi il tuo sguardo ^ ^ a Guardian anche Guardian volge il suo sguardo ^ ^ a te ^ ^http://i.imgur.com/u8UJ4Vm.gifby Flame ^ ^http://i.imgur.com/VbggEKS.gifhttp://i.imgur.com/2tJmjFJ.gifhttp://projectste.altervista.org/Our_Hero_adotta/ado2.pngGrazie Testament XD Fan n°1 ufficiale di PQ! :DVivail Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che nonavevo programmi di grafica per fare un banner su questo pc XD (ora ho dinuovo il mio PC veramente :D) Rosso Guardiano dellahttp://i.imgur.com/Os5rvhx.pngRpg2s RPG BY FORUM:Nome: Darth Reveal PV totali 2PA totali 16Descrizione: ragazzo dai lunghi capelli rossi ed occhi dello stesso colore. Indossa una elegante giacca rossa sopra ad una maglietta nera. Porta pantaloni rossi larghi, una cintura nera e degli stivali dello stesso colore. E' solito trasportare lo spadone dietro la schiena in un fodero apposito. Ha un pendente al collo e tiene ben legato un pezzo di stoffa (che gli sta particolarmente a cuore) intorno al braccio sinistro sotto la giacca, copre una cicatrice.Bozze vesti non definitive qui.Equipaggiamento:Indossa:60$ e 59$ divisi in due tasche interneLevaitanSpada a due mani elsa lungaGuanti del Defender (2PA)Anello del linguaggio animale (diventato del Richiamo)Scrinieri da lanciere (2 PA)Elmo del Leone (5 PA)Corazza del Leone in Ferro Corrazzato (7 PA) ZAINO (20) contenente:Portamonete in pelle di cinghiale contenente: 100$Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)CordaBottiglia di idromeleForma di formaggioTorcia (serve ad illuminare, dura tre settori)Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)Ampolla BiancaSemi di Balissa CAVALLO NORMALE + SELLA (30 +2 armi) contentente:66$Benda di pronto soccorso x3Spada a due maniFagotto per Adara (fazzoletto ricamato) Link to comment Share on other sites More sharing options...
siengried Posted April 18, 2014 Share Posted April 18, 2014 Ho spulciato un po nellos cript ed ho trovato dove mettere le scelte però non ha un richiamo alla scena...quindi non l'ho saputo fare...non sono molto esperto :P Link to comment Share on other sites More sharing options...
C!@pP0 92 Posted October 1, 2015 Share Posted October 1, 2015 Ma perché se copio lo script e lo incollo sul mio progetto incolla anche i numerini e il punto sulla sinistra?:/ non ditemi che li devo cancellare uno ad uno... Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now