Ace 스크립트

Source: http://himeworks.wordpress.com/2013/02/25/map-screenshot/


  맵 스크린샷(현재 플레이어가 있는 맵의 전체모습)을 찍을 수 있도록 하는 스크립트입니다.  F6은 스크린샷, F7은 현재 맵 전체 스크린샷을 찍습니다.  또는 이벤트에서 스크립트 호출로 찍는 것도 가능합니다.


  스크립트에서 설정으로 이벤트나 플레이어, 탈것 등을 표시할 것인지 정할 수 있습니다.


Script: https://www.dropbox.com/sh/sz6mpw5n2d6zxi2/UavNzbuBRT/RMVXA%20Scripts/Map_Screenshot.txt


** 이 스크립트는 GDI+ 인터페이스를 사용합니다(별도의 dll파일이 필요하지 않음)


** 주의: 큰 맵에서는 정상적으로 작동하지 않습니다.


  • ?
    게임애호가 2015.04.04 01:38

    링크가 사라져서 스크립트를 아래에 적어놓겠습니다. 이거 한페이지면 됩니다.
     

    =begin
    #===============================================================================
     Title: Map Screenshot
     Author: Hime
     Date: Sep 25, 2015
    --------------------------------------------------------------------------------
     ** Change log
     Sep 25, 2015
       - fixed placement issue with large sprites
     Dec 7, 2014
       - added option to draw certain events
     Apr 15, 2013
       - updated script to use GDI+ interface
       - added support for region map overlay and passage map overlay
     Apr 6, 2013
       - fixed bug where drawing events crashed the game
     Apr 2, 2013
       - map data is now setup by an instance of Game_Map, to account for custom
         map scripts adding to the map
     Jul 27
       - Export dirNames are now optional
     May 28
       - updated overlay mapping compatibility to draw the overlays 
         based on the player's current position
       - fixed issue where import hash was commented out
       - Added support for Yami's overlay mapping
     May 24, 2012
       - fixed large characters
       - some optimizations for calculating bounds and dimensions
     May 5, 2012
       - fixed waterfall autotile
       - added screenshot feature
     May 4, 2012
       - fixed tiles with alpha channel
       - fixed shadows
       - fixed wall autotiles
     May 1, 2012
       - fixed wall autotile, although there is still an issue with some tiles
     Apr 29, 2012
       - fixed shadow map drawing
       - added region highlighting
       - added damage tile highlighting
     Apr 28, 2012
       - Initial Release
    ------------------------------------------------------------------------------
     ** Description
     
     This script allows you to take a full image of any of your game's maps
     and export. An image of the map is referred to as a "mapshot" (as opposed to
     screenshot).
     
     The script provides various configuration options to control what kinds of
     things you want to see on your map, such as events, vehicles, region ID's, or
     specific tile properties.
     
    ------------------------------------------------------------------------------
     ** Usage
     
     The default key for taking a mapshot is F7. This can be changed in the
     configuration section.
     
     To take a mapshot, first start the game, and then hit F7.
     A message will appear informing you that a mapshot was successfully taken.
     
     Alternatively, you can use script calls to take mapshots.
    
        Map_Saver.new(map_id).export
        
     Aside from exporting images, you are able to use the image that the
     map saver captures.
     
       ms = Map_Saver.new(map_id)
       bmp = ms.map_image
       
     This gives you a reference to a Bitmap object that contains an image of
     your map.
    --------------------------------------------------------------------------------
      ** Credits
     
      Cremno
        -GDI+ interface code
      Cidiomar
        -for drawing autotiles and shadows, 
        -providing efficient bmp and png exporters
      Moon
        -auto-tile related info
      Mephistox
        -testing and suggestions
    ================================================================================
    =end
    $imported = {} if $imported.nil?
    $imported["TH_MapSaver"] = true
    #===============================================================================
    # ** Configuration
    #===============================================================================
    module TH
      module Map_Saver
        
        #Mapshot options. This takes an image of the entire map
        Mapshot_Button = Input::F7
        Mapshot_Scale = 1
        
        #Screenshot options. This takes an image of the visible map
        Screenshot_Button = Input::F6
        Screenshot_Scale = 1
        
        #Folder that the map will be exported to
        Mapshot_Directory = "Mapshots"
        Screenshot_Directory = "Screenshots"
        
        # format you want to export to. You should stick with png.
        # Options: [bmp, png] 
        Export_Format = "png"
        
        # Sprite draw options
        Draw_Events = true
        Draw_Player = true
        Draw_Followers = true
        Draw_Vehicles = true
        
        #Should shadows be drawn? What color?
        Draw_Shadow = true
        Shadow_Color = Color.new(0, 0, 0, 128)
        
        # Should regions be drawn? Requires "Region Overlay Map" script
        Draw_Regions = false
        
        # Should passage settings be drawn? Requires "Passage Overlay Map" script
        Draw_Passages = false
        
        #Should damage tiles be highlighted? What color?
        Highlight_Damage = true
        Damage_Color = Color.new(128, 0, 0, 128)
      end
    end
    
    #==============================================================================
    # ** Module: Map_Tiles
    # Contains data and methods useful for working with maps and tiles
    #==============================================================================
    
    module Map_Tiles
      AUTOTILE_PARTS = [[18,17,14,13], [ 2,14,17,18], [13, 3,17,18], [ 2, 3,17,18],
                        [13,14,17, 7], [ 2,14,17, 7], [13, 3,17, 7], [ 2, 3,17, 7],
                        [13,14, 6,18], [ 2,14, 6,18], [13, 3, 6,18], [ 2, 3, 6,18],
                        [13,14, 6, 7], [ 2,14, 6, 7], [13, 3, 6, 7], [ 2, 3, 6, 7],
                        [16,17,12,13], [16, 3,12,13], [16,17,12, 7], [12, 3,16, 7], 
                        [10, 9,14,13], [10, 9,14, 7], [10, 9, 6,13], [10, 9, 6, 7],
                        [18,19,14,15], [18,19, 6,15], [ 2,19,14,15], [ 2,19, 6,15],
                        [18,17,22,21], [ 2,17,22,21], [18, 3,22,21], [ 2, 3,21,22],
                        [16,19,12,15], [10, 9,22,21], [ 8, 9,12,13], [ 8, 9,12, 7],
                        [10,11,14,15], [10,11, 6,15], [18,19,22,23], [ 2,19,22,23],
                        [16,17,20,21], [16, 3,20,21], [ 8,11,12,15], [ 8, 9,20,21],
                        [16,19,20,23], [10,11,22,23], [ 8,11,20,23], [ 0, 1, 4, 5]]
      WATERFALL_PIECES = [[ 2, 1, 6, 5], [ 0, 1, 4, 5], [ 2, 3, 6, 7], [0, 3, 4, 7]]
      WALL_PIECES =  [[10, 9, 6, 5], [ 8, 9, 4, 5], [ 2, 1, 6, 5], [ 0, 1, 4, 5],
                      [10,11, 6, 7], [ 8,11, 4, 7], [ 2, 3, 6, 7], [ 0, 3, 4, 7],
                      [10, 9,14,13], [ 8, 9,12,13], [ 2, 1,14,13], [ 0, 1,12,13],
                      [10,11,14,15], [8, 11,12,15], [ 2, 3,14,15], [ 0, 3,12,15]]
    
      A1_TILES = [[0, 0], [0, 96], [192, 0], [192, 96],
                   [256, 0], [448, 0], [256, 96], [448, 96],
                   [0, 192], [192, 192], [0, 288], [192, 288],
                   [256, 192], [448, 192], [256, 288], [448, 288]]
        
      
      #--------------------------------------------------------------------------
      # * Checks if a tile is a wall
      #--------------------------------------------------------------------------
      def is_wall?(data)
        return true if data.between?(2288, 2335)
        return true if data.between?(2384, 2431)
        return true if data.between?(2480, 2527)
        return true if data.between?(2576, 2623)
        return true if data.between?(2672, 2719)
        return true if data.between?(2768, 2815)
        return true if data.between?(4736, 5119)
        return true if data.between?(5504, 5887)
        return true if data.between?(6272, 6655)
        return true if data.between?(7040, 7423)
        return true if data > 7807
        false
      end
      #--------------------------------------------------------------------------
      # * Checks if a tile is roof
      #--------------------------------------------------------------------------
      def is_roof?(data)
        return true if data.between?(4352, 4735)
        return true if data.between?(5120, 5503)
        return true if data.between?(5888, 6271)
        return true if data.between?(6656, 7039)
        return true if data.between?(7424, 7807)
        false
      end  
      #--------------------------------------------------------------------------
      # * Checks if a tile is soil
      #--------------------------------------------------------------------------
      def is_soil?(data)
        return true if data.between?(2816, 4351) && !is_table?(data)
        return true if data > 1663 && !is_stair?(data)
        false
      end    
      #--------------------------------------------------------------------------
      # * Checks if a tile is a stair
      #--------------------------------------------------------------------------
      def is_stair?(data)
         return true if data.between?(1541, 1542)
         return true if data.between?(1549, 1550)
         return true if data.between?(1600, 1615)
         false
      end
      #--------------------------------------------------------------------------
      # * Checks if a tile is a table
      #--------------------------------------------------------------------------
      def is_table?(data)
        return true if data.between?(3152, 3199)
        return true if data.between?(3536, 3583)
        return true if data.between?(3920, 3967)
        return true if data.between?(4304, 4351)
        false
      end
     
      #--------------------------------------------------------------------------
      # * The tileset to be used
      #--------------------------------------------------------------------------
      def tileset
        $data_tilesets[@tileset_id]
      end
      
      #--------------------------------------------------------------------------
      # * Region ID
      #--------------------------------------------------------------------------
      def region_id(x, y)
        valid?(x, y) ? @map.data[x, y, 3] >> 8 : 0
      end
      
      #--------------------------------------------------------------------------
      # * Gets all of the tiles for each layer at position x,y
      #--------------------------------------------------------------------------
      def layered_tiles(x, y)
        [2, 1, 0].collect {|z| @map.data[x, y, z] }
      end
      
      def layered_tiles_flag?(x, y, bit)
        layered_tiles(x, y).any? {|tile_id| tileset.flags[tile_id] & bit != 0 }
      end
       
      def valid?(x, y)
        x >= 0 && x < width && y >= 0 && y < height
      end
      
      def damage_floor?(x, y)
        valid?(x, y) && layered_tiles_flag?(x, y, 0x100)
      end
      
      #--------------------------------------------------------------------------
      # * Specifies which type of autotile is used
      #--------------------------------------------------------------------------
      def auto_tile(id)
        id / 48
      end
      
      #--------------------------------------------------------------------------
      # * Specifies the specific arrangement of autotiles used
      #--------------------------------------------------------------------------
      def auto_index(id)
        id % 48
      end
      
      #--------------------------------------------------------------------------
      # * Put the auto-tile pieces together
      #--------------------------------------------------------------------------
      def make_autotile(rects, sx, sy)
        @tile.clear
        for i in 0...4
          @auto_rect.x = (rects[i] % 4) * 16 + sx
          @auto_rect.y = (rects[i] / 4) * 16 + sy
          @tile.blt((i % 2) * 16,(i / 2) * 16, @tilemap, @auto_rect)
        end
      end
         
      #--------------------------------------------------------------------------
      # * Get auto-tile A1 tiles
      #--------------------------------------------------------------------------
      def autotile_A1(tile_id)
        @tilemap = @bitmaps[0]
        autotile = tile_id / 48
        auto_id = tile_id % 48
        sx, sy = A1_TILES[autotile]
        if is_wall?(tile_id + 2048)
          rects = WATERFALL_PIECES[auto_id]
        else  
          rects = AUTOTILE_PARTS[auto_id]
        end
        make_autotile(rects, sx, sy)
      end
      
      #--------------------------------------------------------------------------
      # * Get auto-tile A2 tiles.
      # 64x96 tiles, 8 per row, 4 rows
      #--------------------------------------------------------------------------
      def autotile_A2(tile_id)
        autotile = tile_id / 48
        auto_id = tile_id % 48
        @tilemap = @bitmaps[1]
        sx = (autotile % 8) * 64
        sy = (autotile / 8 % 4) * 96
        rects = AUTOTILE_PARTS[auto_id]
        make_autotile(rects, sx, sy)
      end
      
      #--------------------------------------------------------------------------
      # * Get auto-tile A3 tiles.
      # 64x64 tiles, 8 per row, 4 rows
      #--------------------------------------------------------------------------
      def autotile_A3(tid)
        @tilemap = @bitmaps[2]
        sx = (auto_tile(tid) % 8) * 64
        sy = (auto_tile(tid) / 8 % 4) * 64
        rects = WALL_PIECES[auto_index(tid)]
        make_autotile(rects, sx, sy)
      end
      
      #--------------------------------------------------------------------------
      # * Get auto-tile A4 tiles (walls)
      #--------------------------------------------------------------------------
      def autotile_A4(tile_id)
        @tilemap = @bitmaps[3]
        autotile = tile_id / 48
        auto_id = tile_id % 48
        sx = (autotile % 8) * 64
        sy = (autotile / 16 * 160) + (autotile / 8 % 2) * 96
        if is_wall?(tile_id + 5888)
          rects = WALL_PIECES[auto_id]
        else
          rects = AUTOTILE_PARTS[auto_id]
        end 
        make_autotile(rects, sx, sy)
      end
      
      #--------------------------------------------------------------------------
      # * Get auto-tile A5 tiles (normal)
      #--------------------------------------------------------------------------
      def autotile_A5(tile_id)
        @tilemap = @bitmaps[4]
        sx = (tile_id) % 8 * tilesize
        sy = (tile_id) / 8 * tilesize
        @src_rect.set(sx, sy, tilesize, tilesize)
        @tile.clear
        @tile.blt(0, 0, @tilemap, @src_rect)
      end
      
      #--------------------------------------------------------------------------
      # * Get normal tiles B, C, D, E
      #--------------------------------------------------------------------------
      def normal_tile(tile_id)
        @tilemap = @bitmaps[5 + tile_id / 256]
        sx = (tile_id / 128 % 2 * 8 + tile_id % 8) * tilesize;
        sy = (tile_id % 256 / 8 % 16) * tilesize;
        @src_rect.set(sx, sy, tilesize, tilesize)
        @tile.clear
        @tile.blt(0, 0, @tilemap, @src_rect)
      end
       
      #--------------------------------------------------------------------------
      # * Get bitmap for the specified tile id
      #--------------------------------------------------------------------------
      def get_bitmap(id)
        if id < 1024
          normal_tile(id)
        elsif id < 1664
          autotile_A5(id - 1536)
        elsif id < 2816
          autotile_A1(id - 2048)
        elsif id < 4352
          autotile_A2(id - 2816)
        elsif id < 5888
          autotile_A3(id - 4352)
        else
          autotile_A4(id - 5888)
        end
      end
    end
    
    #==============================================================================
    # ** 
    #==============================================================================
    
    class Game_Player < Game_Character
      
      alias :th_mapsaver_update :update
      def update
        th_mapsaver_update
        if Input.trigger?(TH::Map_Saver::Mapshot_Button)
          s = Map_Saver.new($game_map.map_id)
          s.set_scale(TH::Map_Saver::Mapshot_Scale)
          s.mapshot
        end
        if Input.trigger?(TH::Map_Saver::Screenshot_Button)
          s = Map_Saver.new($game_map.map_id)
          s.set_scale(TH::Map_Saver::Screenshot_Scale)
          s.screenshot
        end
      end
    end
    
    class Game_Vehicle < Game_Character
      attr_reader :map_id
    end
    
    class Game_Map
      attr_reader :map
    end
    
    #==============================================================================
    # ** 
    #==============================================================================
    
    class Map_Saver
      include TH::Map_Saver
      include Map_Tiles
      #--------------------------------------------------------------------------
      # * Constants
      #--------------------------------------------------------------------------
    
      SHADOW_COLOR = TH::Map_Saver::Shadow_Color
      DAMAGE_COLOR = TH::Map_Saver::Damage_Color
    
      #--------------------------------------------------------------------------
      # * Public instance variables
      #--------------------------------------------------------------------------
      attr_reader :map_image
      
      def initialize(map_id=$game_map.map_id, x=$game_player.x, y=$game_player.y)
        @scale = 1
        @local_x = x
        @local_y = y
        @screen_local = false
        @shadow_bitmap = Bitmap.new(128, 128)
        @draw_layer0 = true
        @draw_layer1 = true
        @draw_layer2 = true
        @draw_events = Draw_Events
        @draw_vehicles = Draw_Vehicles
        @draw_player = Draw_Player
        @draw_followers = Draw_Followers
        @draw_shadow = Draw_Shadow
        @draw_damage = Highlight_Damage
        @draw_regions = Draw_Regions
        @draw_passages = Draw_Passages
        @tile = Bitmap.new(32, 32) #stores the current tile to be drawn
        @tilemap = nil
        @src_rect = Rect.new
        @auto_rect = Rect.new(0, 0, tilesize / 2, tilesize/ 2) #constant
        @tile_rect = Rect.new(0, 0, tilesize, tilesize)        #constant
      end
      
      def load_tilesets
        bitmaps = []
        tileset.tileset_names.each_with_index do |name, i|
          bitmaps[i] = Cache.tileset(name)
        end
        return bitmaps
      end
      
      #--------------------------------------------------------------------------
      # * Refresh, possibly with a new map
      #--------------------------------------------------------------------------
      def redraw(map_id=$game_map.map_id, x=$game_player.x, y=$game_player.y)
        @map_image.dispose if @map_image
        @map_id = map_id
        @local_x = x
        @local_y = y
        @game_map = Game_Map.new
        @game_map.setup(map_id)
        @map = @game_map.map
        @map_info = $data_mapinfos[map_id]
        @screen = $game_map.screen
        @tileset_id = @game_map.tileset.id
        @bitmaps = load_tilesets
        
        get_bounds
        @map_image = Bitmap.new(@width * tilesize, @height * tilesize)
        draw_map
        scale_map if @scale != 1
      end
      
      #--------------------------------------------------------------------------
      # * Pre-process. These will never change when drawing the map. 
      #--------------------------------------------------------------------------
      def get_bounds
        @start_x = start_x
        @start_y = start_y
        @end_x = end_x
        @end_y = end_y
        @width = width
        @height = height
        @tilesize = tilesize
      end
      
      def screen_tile_x
        Graphics.width / 32
      end
      
      def screen_tile_y
        Graphics.height / 32
      end
      
      #--------------------------------------------------------------------------
      # * Sets the scale for the map
      #--------------------------------------------------------------------------
      def set_scale(scale)
        @scale = scale
      end
      
      #--------------------------------------------------------------------------
      # * Size of a tile
      #--------------------------------------------------------------------------
      def tilesize
        32
      end
      
      #--------------------------------------------------------------------------
      # * Width and height of the map, both locally and globally
      #--------------------------------------------------------------------------
      def width
        end_x - @start_x
      end
      
      def height
        end_y - @start_y
      end
      
      #--------------------------------------------------------------------------
      # * Starting and end positions, relative to the screen or map
      #--------------------------------------------------------------------------
      def start_x
        @screen_local ? [[$game_player.x - screen_tile_x / 2, @map.width - screen_tile_x].min, 0].max : 0
      end
    
      def start_y
        @screen_local ? [[$game_player.y - screen_tile_y / 2, @map.height - screen_tile_y].min, 0].max : 0
      end
      
      def end_x
        @screen_local ? [[screen_tile_x, @local_x + screen_tile_x / 2 + 1].max, @map.width].min : @map.width
      end
      
      def end_y
        @screen_local ? [[screen_tile_y, @local_y + screen_tile_y / 2 + 1].max, @map.height].min : @map.height
      end
    
      #--------------------------------------------------------------------------
      # * Draw tile onto image. x and y values are absolute coords. They should
      # be re-mapped based on the start_x and start_y values
      #--------------------------------------------------------------------------
      def draw_tile(x, y, tile, rect)
        ox = (x - @start_x) * tilesize
        oy = (y - @start_y) * tilesize
        @map_image.blt(ox, oy, tile, rect)
      end
      
      def draw_character(x, y, width, height, bmp, rect)
        ox = (x - @start_x) * tilesize
        oy = (y - @start_y) * tilesize
        
        ox = ox - width / 4 if width > 32
        oy = oy - height / 2 if height > 32
        @map_image.blt(ox, oy, bmp, rect)
      end
      
      #--------------------------------------------------------------------------
      # * Get bitmap for the specified character
      #--------------------------------------------------------------------------
      def get_character_bitmap(name)
        charmap = Cache.character(name)
        sign = name[/^[\!\$]./]
        if sign && sign.include?('$')
          cw = charmap.width / 3
          ch = charmap.height / 4
        else
          cw = charmap.width / 12
          ch = charmap.height / 8
        end
        return charmap, cw, ch
      end
      
      #--------------------------------------------------------------------------
      # * Draw the character onto the tile
      #--------------------------------------------------------------------------
      def set_character_bitmap(character, x, y)
        charmap, cw, ch = get_character_bitmap(character.character_name)
        index = character.character_index
        pattern = character.pattern < 3 ? character.pattern : 1
        sx = (index % 4 * 3 + pattern) * cw
        sy = (index / 4 * 4 + (character.direction - 2) / 2) * ch
        @src_rect.set(sx, sy, cw, ch)
        draw_character(x, y, cw, ch, charmap, @src_rect)
      end
      
      #--------------------------------------------------------------------------
      # * create the shadow map
      #--------------------------------------------------------------------------
      def make_shadow_map
        for s in 0 ... 16
          x = s % 4
          y = s / 4
          if s & 0b1000 == 0b1000
            @shadow_bitmap.fill_rect(x*tilesize+16, y*@tilesize+16, 16, 16, SHADOW_COLOR)
          end
          if s & 0b0100 == 0b0100
            @shadow_bitmap.fill_rect(x*tilesize, y*@tilesize+16, 16, 16, SHADOW_COLOR)
          end
          if s & 0b0010 == 0b0010
            @shadow_bitmap.fill_rect(x*tilesize+16, y*@tilesize, 16, 16, SHADOW_COLOR)
          end
          if s & 0b0001 == 0b0001
            @shadow_bitmap.fill_rect(x*tilesize, y*@tilesize, 16, 16, SHADOW_COLOR)
          end
        end
      end
      
      def draw_parallax
        image = Cache.parallax(@map.parallax_name)
        @src_rect.set(0, 0, image.width, image.height)
        @map_image.blt(0, 0, image, @src_rect)
      end
      
      #--------------------------------------------------------------------------
      # * Draw the shadow map
      #--------------------------------------------------------------------------
      def draw_shadow_map
        for x in @start_x ... @end_x
          for y in @start_y ... @end_y
          _x, _y = x*@tilesize, y*@tilesize
            s = @map.data[x, y, 3]  & 0b1111
            if s != 0
              x_ = (s % 4) * @tilesize
              y_ = (s / 4) * @tilesize
              @src_rect.set(x_, y_, @tilesize, @tilesize)
              draw_tile(x, y, @shadow_bitmap, @src_rect)
            end
          end
        end
      end
      
      #--------------------------------------------------------------------------
      # * Draw the specified layer
      #--------------------------------------------------------------------------
      def draw_layer(layer)
        for x in @start_x ... @end_x
          for y in @start_y ... @end_y
            _x, _y = x*@tilesize, y*@tilesize
            tile_id = @map.data[x, y, layer]
            next if tile_id == 0
            get_bitmap(tile_id)
            draw_tile(x, y, @tile, @tile_rect)
          end
        end
      end
      
      #-----------------------------------------------------------------------------
      # Draw game regions
      #-----------------------------------------------------------------------------
      def draw_regions
        if $imported["TH_RegionOverlay"]
          image = SceneManager.scene.instance_variable_get(:@spriteset).instance_variable_get(:@region_map).bitmap
          @src_rect.set(@start_x * tilesize, @start_y * tilesize, image.width, image.height)
          @map_image.blt(0, 0, image, @src_rect, 255)
        end
      end
      
      def draw_passages
        if $imported["TH_OverlayPassageMap"]
          image = SceneManager.scene.instance_variable_get(:@spriteset).instance_variable_get(:@passage_map).bitmap
          @src_rect.set(@start_x * tilesize, @start_y * tilesize, image.width, image.height)
          @map_image.blt(0, 0, image, @src_rect, 255)
        end
      end
    
      #--------------------------------------------------------------------------
      # * Draw the game player
      #--------------------------------------------------------------------------
      def draw_player
        set_character_bitmap($game_player, $game_player.x, $game_player.y) if @map_id == $game_map.map_id
      end
      
      def draw_followers
      end
      
      #--------------------------------------------------------------------------
      # * Draw map events
      #--------------------------------------------------------------------------
      def draw_events
        @map.events.values.each do |event|
          canDraw = event.pages[0].list.any? do |cmd|
            cmd.code == 108 && cmd.parameters[0] =~ /<screenshot:\s*tile\s*>/i
          end
          next unless @draw_events || canDraw
          id = event.pages[0].graphic.tile_id
          char_name = event.pages[0].graphic.character_name
          if id > 0
            normal_tile(id)
            draw_tile(event.x, event.y, @tilemap, @src_rect)
          elsif char_name != ""
            set_character_bitmap(event.pages[0].graphic, event.x, event.y)
          end
        end
      end
      
      #--------------------------------------------------------------------------
      # * Draw map vehicles
      #--------------------------------------------------------------------------
      def draw_vehicles
        $game_map.vehicles.each do |vehicle|
          set_character_bitmap(vehicle, vehicle.x, vehicle.y) if @map_id == vehicle.map_id
        end
      end
      
      #--------------------------------------------------------------------------
      # * Draw map sprites
      #--------------------------------------------------------------------------
      def draw_sprites
        draw_events
        draw_vehicles if @draw_vehicles
        draw_player if @draw_player
        draw_followers if @draw_followers
      end
      
      #--------------------------------------------------------------------------
      # * Highlight damage tiles
      #--------------------------------------------------------------------------
      def draw_damage
        @tile.clear
        @tile.fill_rect(0, 0, @tilesize, @tilesize, DAMAGE_COLOR)
        @src_rect.set(0, 0, @tilesize, @tilesize)
        for x in @start_x ... @end_x
          for y in @start_y ... @end_y
            _x, _y = x*@tilesize, y*@tilesize
            if damage_floor?(x, y)
              draw_tile(x, y, @tile, @src_rect)
            end
          end
        end
      end
      
      def draw_screen_effects
      end
      #--------------------------------------------------------------------------
      # * Draw the map
      #--------------------------------------------------------------------------
      def draw_map
        make_shadow_map if @draw_shadow
        draw_parallax
        draw_layer(0)
        draw_layer(1)
        draw_shadow_map
        draw_layer(2)
        draw_damage if @draw_damage
        draw_regions if @draw_regions
        draw_passages if @draw_passages
        draw_sprites
        draw_screen_effects
      end
      
      #--------------------------------------------------------------------------
      # * Scale the map
      #--------------------------------------------------------------------------
      def scale_map
        nw = @width * @scale
        nh = @height * @scale
        @src_rect.set(0, 0, @width, @height)
        scaled_map = Bitmap.new(nw, nh)
        scaled_rect = Rect.new(0, 0, nw, nh)
        scaled_map.stretch_blt(scaled_rect, @map_image, @src_rect)
        @map_image = scaled_map
      end
      
      #--------------------------------------------------------------------------
      # * Take a mapshot of the map
      #--------------------------------------------------------------------------
      def mapshot
        @screen_local = false
        redraw
        export(TH::Map_Saver::Mapshot_Directory)
        $game_message.add("Mapshot taken")
      end
        
      #--------------------------------------------------------------------------
      # * Take a screenshot of the map
      #--------------------------------------------------------------------------
      def screenshot
        @screen_local = true
        redraw
        export(TH::Map_Saver::Screenshot_Directory)
        $game_message.add("Screenshot taken")
      end
      
      #--------------------------------------------------------------------------
      # * Get the format to export to
      #--------------------------------------------------------------------------
      def get_format
        TH::Map_Saver::Export_Format
      end
      
      #--------------------------------------------------------------------------
      # * Export the map to a file
      #--------------------------------------------------------------------------
      def export(dirName="")
        format = get_format
        #name = @map.display_name != "" ? @map.display_name : @map_info.name
        name = sprintf("Map%03d" %[@map_id])
        Dir.mkdir(dirName) unless File.directory?(dirName)
        name = 
        filename = "%s\\%s.%s" %[dirName, name, format]
        t1 = Time.now
        @map_image.save(filename)
        t2 = Time.now
        $game_message.add("Exported in %f seconds" %[t2 - t1])
      end
    end
    
    class Bitmap
     
      def save(filename, options = {})
        options.merge!(format: File.extname(filename)[1..-1].to_sym)
        retval = false
        #bitmap = Gdiplus::Bitmap.new(:hbitmap, hbitmap)
        #bitmap = Gdiplus::Bitmap.new(:gdidib, *gdidib)
        # this seems to be the fastest one (RGSS 3.0.1, Windows 8 64-bit)
        bitmap = Gdiplus::Bitmap.new(:scan0, width, height, scan0)
        if bitmap
          retval = bitmap.save(:file, filename, options[:format])
          bitmap.dispose
        end
        retval
      end
     
    private
     
      def _data_struct(offset = 0)
        @_data_struct ||= (DL::CPtr.new((object_id << 1) + 16).ptr + 8).ptr
        (@_data_struct + offset).ptr.to_i
      end
     
      def gdidib
         [_data_struct(8), _data_struct(16)]
      end
     
      def hbitmap
        _data_struct(44)
      end
     
      def scan0
        _data_struct(12)
      end
     
    end
    
    # ★ GDI+ interface
    # ★★★★★★★★★★★★
    #
    # Author : Cremno
    #
     
    module Gdiplus
      DLL = 'gdiplus.dll'
     
      def self.get_function name, import, export = 'L'
        Win32API.new DLL, name, import, export
      end
     
      FUNCTIONS = {
        GdiplusStartup: get_function('GdiplusStartup', 'PPP'),
        GdiplusShutdown: get_function('GdiplusShutdown', 'P', 'V'),
        GdipDisposeImage: get_function('GdipDisposeImage', 'P'),
        GdipSaveImageToFile: get_function('GdipSaveImageToFile', 'PPPP'),
        GdipCreateBitmapFromGdiDib: get_function('GdipCreateBitmapFromGdiDib', 'LLP'),
        GdipCreateBitmapFromHBITMAP: get_function('GdipCreateBitmapFromHBITMAP', 'LLP'),
        GdipCreateBitmapFromScan0: get_function('GdipCreateBitmapFromScan0', 'LLLLPP')
      }
     
      @@token = [0].pack('I')
      def self.token
        @@token
      end
     
      @@clsids = {}
      def self.clsids
        @@clsids
      end
     
      def self.gen_clsids
        return unless @@clsids.empty?
        func = Win32API.new('rpcrt4.dll', 'UuidFromString', 'PP', 'L')
        {
          bmp:  '557cf400-1a04-11d3-9a73-0000f81ef32e',
          jpeg: '557cf401-1a04-11d3-9a73-0000f81ef32e',
          gif:  '557cf402-1a04-11d3-9a73-0000f81ef32e',
          tiff: '557cf405-1a04-11d3-9a73-0000f81ef32e',
          png:  '557cf406-1a04-11d3-9a73-0000f81ef32e'
        }.each_pair do |k, v|
          clsid = [0].pack('I')
          func.call(v, clsid)
          @@clsids[k] = clsid
        end
        @@clsids[:jpg] = @@clsids[:jpeg]
        @@clsids[:tif] = @@clsids[:tiff]
      end
     
      # TODO: prepend prefix (Gdip or Gdiplus) automatically
      def self.call(*args)
        name = args.shift
        func = FUNCTIONS[name]
        v = func.call(*args)
        if v && v != 0
          msgbox "GDI+ error: #{v}\n\nFunction: #{name}\nArguments: #{args.inspect}"
          false
        else
          true
        end
      end
     
      def self.startup
        call :GdiplusStartup, @@token, [1, 0, 0, 0].pack('L4'), 0
      end
     
      def self.shutdown
        call :GdiplusShutdown, @@token
      end
     
      class Image
     
        attr_reader :instance
        def initialize
          @instance = 0
          true
        end
     
        def save(destination, *args)
          case destination
          when :file
            filename = args.shift << "\0"
            filename.encode!('UTF-16LE')
            argv = [:GdipSaveImageToFile, filename, Gdiplus.clsids[args.shift], 0]
          else
            raise ArgumentError, "unknown GDI+ image destination: #{source}"
          end
          argv.insert(1, @instance)
          Gdiplus.call *argv
        end
     
        def dispose
          Gdiplus.call :GdipDisposeImage, @instance
        end
      end
     
      class Bitmap < Image
     
        def initialize source, *args
          case source
          when :gdidib
            argv = [:GdipCreateBitmapFromGdiDib, args.shift, args.shift]
          when :hbitmap
            argv = [:GdipCreateBitmapFromHBITMAP, args.shift, 0]
          when :scan0
            w = args.shift
            h = args.shift
            argv = [:GdipCreateBitmapFromScan0, w, h, w * -4, 0x26200a, args.shift]
          else
            raise ArgumentError, "unknown GDI+ bitmap source: #{source}"
          end
          argv.push([0].pack('I'))
          retval = Gdiplus.call *argv
          @instance = retval ? argv.last.unpack('I').first : 0
          retval
        end
      end
    end
     
    if Gdiplus.startup
      Gdiplus.gen_clsids
      class << SceneManager
        alias_method :run_wo_gdip_shutdown, :run
        def run
          run_wo_gdip_shutdown
          Gdiplus.shutdown
        end
      end
    end
    
    #==============================================================================
    # * Compatibility add-ons
    #==============================================================================
    #Yami overlays
    if $imported["YSE-OverlayMapping"]
      class Map_Saver
        def draw_overlay_map_ground
          filename = YSA::OVERLAY::GROUND
          filename += $game_map.map_id.to_s
          filename += "-" + $game_variables[YSA::OVERLAY::GROUND_VARIABLE].to_s
          p filename
          image = Cache.overlay(filename)
          @src_rect.set(@start_x*tilesize, @start_y*tilesize, image.width, image.height)
          @map_image.blt(0, 0, image, @src_rect)
        end
        
        def draw_overlay_map_parallax
          filename = YSA::OVERLAY::PARALLAX
          filename += $game_map.map_id.to_s
          filename += "-" + $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE].to_s
          image = Cache.overlay(filename)
          @src_rect.set(@start_x*tilesize, @start_y*tilesize, image.width, image.height)
          @map_image.blt(0, 0, image, @src_rect)
        end
        
        def draw_overlay_map_light
          filename = YSA::OVERLAY::LIGHT
          filename += $game_map.map_id.to_s
          filename += "-" + $game_variables[YSA::OVERLAY::LIGHT_VARIABLE].to_s
          image = Cache.overlay(filename)
          @src_rect.set(@start_x*tilesize, @start_y*tilesize, image.width, image.height)
          @map_image.blt(0, 0, image, @src_rect, 10)
        end
        
        def draw_overlay_map_shadow
          filename = YSA::OVERLAY::SHADOW
          filename += $game_map.map_id.to_s
          filename += "-" + $game_variables[YSA::OVERLAY::SHADOW_VARIABLE].to_s
          image = Cache.overlay(filename)
          @src_rect.set(@start_x*tilesize, @start_y*tilesize, image.width, image.height)
          @map_image.blt(0, 0, image, @src_rect, 10)
        end
      
        alias :th_map_overlay_draw_map :draw_map
        def draw_map
          th_map_overlay_draw_map
          draw_overlay_map_ground if $game_switches[YSA::OVERLAY::GROUND_SWITCH] 
          draw_overlay_map_parallax if $game_switches[YSA::OVERLAY::PARALLAX_SWITCH] 
          draw_overlay_map_shadow if $game_switches[YSA::OVERLAY::SHADOW_SWITCH]
          draw_overlay_map_light if $game_switches[YSA::OVERLAY::LIGHT_SWITCH]
        end
      end
    end
    
    if $imported["TH_AreaOverlay"]
      class Map_Saver
        def draw_overlay_area_map
          image = SceneManager.scene.instance_variable_get(:@spriteset).instance_variable_get(:@area_map).bitmap
          @src_rect.set(@start_x * tilesize, @start_y * tilesize, image.width, image.height)
          @map_image.blt(0, 0, image, @src_rect, 255)
        end
        
        alias :th_area_overlay_draw_map :draw_map
        def draw_map
          th_area_overlay_draw_map
          draw_overlay_area_map
        end
      end
    end
  • ?
    Alkaid 2015.09.29 11:42
    다른 말 필요없고: http://himeworks.com/2013/02/map-screenshot/

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