VX 스크립트

중복이면 바로 삭제할께염 ㅇㅅㅇ

 

일단 이 스크립트는 검정여백을 없애주는 스크립트 입니다.

 

스크립트 사용 전↓

 

 

스크립트 사용 후↓

 

아 그리구...

Graphics/System/Title.png

이... 이파일 크기를 가로 640 세로 480으로 해야합니다...

스크립트

 

 

 

 

#==============================================================================
# ** 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
#==============================================================================
# ** 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

 

 

 

여기까지임니당...

Who's 쿠쿠밥솥

profile

쿠쿠밥솥 -> zubako

Comment '6'
  • profile
    쿠쿠밥솥 2012.01.10 08:46

    아아 맵의 크기가 ( 가로:20 , 세로:15 )가이상이여야 부드러워요...

    ( 가로:17 , 세로:13 )으루하면... ㅋㅋㅋㅋ

  • profile
    쉰라면블랙 2012.01.10 22:26

    메뉴창, 메세지창이 붕떳다... ㄷㄷㄷ

    전투화면도 타이틀도 맵의 크기도 다 설정해야돼내요

    메뉴창, 메시지창이 너무 부자연 스럽내... 이거를 고칠수만 잇으면,.. 좋을텐데..

    그러긴 힘들것같군요.

  • ?
    싸이비 2012.01.13 12:33

    고칠수만 있으면 좋겠는데...ㅠㅠ

  • profile
    쿠쿠밥솥 2012.01.21 17:30

    스크립트 모두 숫자를 Ctrl + H 를 이용해서

       544 -> 640

       416 -> 480

       288 -> 352

                          ┘

    로 모두 고치면 되요...

    힘드러요...ㅜㅜ

  • ?
    오오모리노 2012.10.28 21:06
    저기 이거를 ace용으로 변환 할 수 있나요?
  • ?
    버블레오 2016.01.02 10:37
    잘 쓰겠습니다

List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 3 습작 2012.12.24 5408
130 기타 (이거 정말 좋군요) 말이나 용을 탈수있게 하는 스크립트. 31 file 아방스가 짱 2010.02.28 4261
129 기타 (좀 이상한 or 쓸모없을 듯 한)화면상에 몬스터와 만나려면 몇걸음 남았는지 표시하는 스크립트! 2 루시페르 2009.06.06 2318
128 기타 078656577er님의 스크립트를 개조한, 사격용 스크립트 1 file 타코 2012.03.16 2519
127 기타 2 Players Engine 11 레이니케 2008.03.28 2294
126 기타 <중수이상>RPG VX의 대표적 참조값 6 까까까 2009.05.31 3236
125 기타 ActivateEvents 8 file EuclidE 2010.09.18 1692
124 기타 Base Project 15 아방스 2009.02.05 3063
123 기타 Crissaegrim Farm BETA 1.0.0 10 Man... 2008.11.22 3094
122 기타 Crissaegrim 농장시스템 한글화 28 file 도심 2009.12.22 3606
121 기타 Drop Options 1.1 by Modern Algebra 4 Alkaid 2010.09.16 1509
120 기타 Etude87_GAGA_Chat 4 습작 2012.06.14 1916
119 기타 Etude87_Hangul_utf8_List 습작 2012.06.04 1665
118 기타 Fullscreen++ by Zeus81 (VX/VXA) 2 Alkaid 2012.09.01 2230
117 기타 Gamepad Extender VX 습작 2015.01.02 672
116 기타 HG_SHOOT_ANIMATION 4 file 허걱 2010.11.17 2596
115 기타 IEX - Script Library 1.0 by IceDragon 8 Alkaid 2011.01.11 2619
114 기타 KGC counter 스크립트. 반격기 추가스크립트입니다. 4 우켈킁 2011.03.31 1812
113 기타 KGC 리버스 데미지! 28 루시페르 2009.04.13 2979
112 기타 KGC 스크립트 라이브러리 7 훈덕 2009.05.31 2611
111 기타 KGC파라미터배분 2 (VX전용) 20 file 카르와푸딩의아틀리에 2009.07.21 3269
Board Pagination Prev 1 2 3 4 5 6 7 Next
/ 7