Group: Local Mod
Posts: 904
Type: Scripter
RM Skill: Skilled
Rev Points: 120
The main problem with Battle Scene / Window is that you have not only to move but even to resize the command windows to make it work properly. Are you using the Standard Battle System? In that case, I could give it a look and send you a response.
Jens
EDIT: try this and let me know It should work only with the default BS, however...
CODE
#============================================================================== # ** Jens of Zanicuud - Resolution fix # Paste it in materials section #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # * Constants #-------------------------------------------------------------------------- WLH = 32 end
class Window_Help < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 640, WLH + 32) end end
class Window_ActorCommand < Window_Command #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(160, [], 1, 4) self.active = false end end
class Window_BattleStatus < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 480, 160) refresh self.active = false end #-------------------------------------------------------------------------- # * Draw Item # index : Item number #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index) rect.x += 4 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color actor = $game_party.members[index] draw_actor_name(actor, 4, rect.y) draw_actor_state(actor, 124, rect.y, 48) draw_actor_hp(actor, 144, rect.y, 120) draw_actor_mp(actor, 360, rect.y, 70) end end
class Window_TargetEnemy < Window_Command #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize commands = [] @enemies = [] for enemy in $game_troop.members next unless enemy.exist? commands.push(enemy.name) @enemies.push(enemy) end super(480, commands, 2, 4) end end
The main problem with Battle Scene / Window is that you have not only to move but even to resize the command windows to make it work properly. Are you using the Standard Battle System? In that case, I could give it a look and send you a response.
Jens
EDIT: try this and let me know It should work only with the default BS, however...
CODE
#============================================================================== # ** Jens of Zanicuud - Resolution fix # Paste it in materials section #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # * Constants #-------------------------------------------------------------------------- WLH = 32 end
class Window_Help < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 640, WLH + 32) end end
class Window_ActorCommand < Window_Command #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(160, [], 1, 4) self.active = false end end
class Window_BattleStatus < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 480, 160) refresh self.active = false end #-------------------------------------------------------------------------- # * Draw Item # index : Item number #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index) rect.x += 4 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color actor = $game_party.members[index] draw_actor_name(actor, 4, rect.y) draw_actor_state(actor, 124, rect.y, 48) draw_actor_hp(actor, 144, rect.y, 120) draw_actor_mp(actor, 360, rect.y, 70) end end
class Window_TargetEnemy < Window_Command #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize commands = [] @enemies = [] for enemy in $game_troop.members next unless enemy.exist? commands.push(enemy.name) @enemies.push(enemy) end super(480, commands, 2, 4) end end
I hope this can help, in case of any errors / issues, just reply here...
Jens
That sounds...tough I've spent 2 hours editing the script from window command, but it doesn't work, I'm a scripter failure lol
I'm currently using the Tanketai SBS battle system, so it's not going to be as easy as that one, right? Thanks for your help, Jens, I greatly appreciate it~ You're da man! ^^
__________________________
One idiot is actually talk more than three geniuses combined! -Patrick Star-
Group: Local Mod
Posts: 904
Type: Scripter
RM Skill: Skilled
Rev Points: 120
Try replacing every 544 with 640, every 416 with 480, every 128 with 160, and every 272 with 320 when it comes to windows. This should be the correct aspect ratio. Try and let me know In practice, what you have to do is to "enlarge" windows:
from this:
CODE
super(0, 0, 416, 128)
to this:
CODE
super(0, 0, 480, 160)
for example.
The one way to succeed is keeping on trying. Copy the default script under Main and begin elaborating the old one. If you make some big mistake, you're always in time to replace it with the backup copy you've made.
QUOTE
can i solve my battle window its not 640 x 480 .. have black border and window in down line.. can you help me pleaseee
I haven't actually got your point... can you try explaining it better? Black borders are... obvious if you don't move windows or resize the battle background. If you are using the default BS, the script I posted should solve the problem... well, to be honest, it should solve it partly, since the battle background is still cut. To fix it, add this in a blank below Materials.
I tried, and fixed it like what you said. Now the only problems exist on Tanketai SBS...damn.. I'll do what I can for today, I'll ask further if I'm stuck. Thanks, Jenny ? Oh, when it comes to battle screen, which script title I need to change? Is is the Scene_Battle
This post has been edited by Ndoelicious: Dec 2 2012, 10:08 AM
__________________________
One idiot is actually talk more than three geniuses combined! -Patrick Star-
Group: Member
Posts: 3
Type: None
RM Skill: Undisclosed
QUOTE (Jens of Zanicuud @ Dec 3 2012, 12:34 AM)
Try replacing every 544 with 640, every 416 with 480, every 128 with 160, and every 272 with 320 when it comes to windows. This should be the correct aspect ratio. Try and let me know In practice, what you have to do is to "enlarge" windows:
from this:
CODE
super(0, 0, 416, 128)
to this:
CODE
super(0, 0, 480, 160)
for example.
The one way to succeed is keeping on trying. Copy the default script under Main and begin elaborating the old one. If you make some big mistake, you're always in time to replace it with the backup copy you've made.
QUOTE
can i solve my battle window its not 640 x 480 .. have black border and window in down line.. can you help me pleaseee
I haven't actually got your point... can you try explaining it better? Black borders are... obvious if you don't move windows or resize the battle background. If you are using the default BS, the script I posted should solve the problem... well, to be honest, it should solve it partly, since the battle background is still cut. To fix it, add this in a blank below Materials.