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neclords



TDS Resolution Change


Introduction

Well if you want to transition your project to VX or just want the old 640 x 480 this script will help you out.

Features

It just changes the default 544 x 416 screen resolution of VX to 640 x 480 the RPG Maker XP resolution.

Screenshots

Default RPG Maker VX Resolution with black border.



New 640 x 480 resolution without border.



Demo
N/A

Script


CODE
#======================================================================
========
# ** 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


Instructions
Just put it above main in the area for new scripts and it does all its functions alone.

Compatibility

It's recommended that you use the minimum map size of Width x 20 Height x 15 so the script wont try to loop on the remaining map.

Well... The script is not complete... Mostly because I've been busy and cant find the time to go class by class and making it compatible.

If any other scripter wishes to make the other VX scripts compatible with the new screen resolution it will greatly appreciated.


Credits and Thanks
TDS
Cryoma
Dandy, I'm assuming I can change it around for any resolution but I'll wait till I get home to find out :]
platipus
it changed the window size for me but not the game screen >.>
captainregal
QUOTE (platipus @ May 30 2008, 04:38 PM) *
it changed the window size for me but not the game screen >.>

[Show/Hide] Code Wraps dont work
#=========================================================================
=====# ** 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)#===========================================================================
===# â–¼ 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 endend#=========================================================================
=====# ** 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 endend#=========================================================================
=====# â–¼ 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 endend#=========================================================================
=====# ** 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 endend
TalesOf_Fantasy
Great! Now i can make my game in full screen without those anoyying black boards
THANKS FOR THE SCRIPT!
1a42
I had to put the Line breaks myself and I have a problem with line 90. All line 90 says is end.
ShinAlcatraz
I have a problem, the window message are in the middle of the screen not down of this
onidsouza
lol, i found topic number 666: showtopic=666
pertdts
This thing rocks.
Well it has some thingies that need to get fixed but it's nothing really annoying or hard to repair.

For example: If you use this script with the default Title screen you will get black borders on right side and bottom side.
Solution: Use only 640x480 pics(obviously...)

Another one: All boxes (menus,messages etc.) seem to be a bit misplaced
Well about this one: I'm not really sure whether you can or can't fix that on the given script but I'm sure you can fix it by editing
the scripts that RMVX already uses

For example: The start menu
Open up the script editor and find the script named: Scene_Title
Find lines 147-164
CODE
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::new_game
s2 = Vocab::continue
s3 = Vocab::shutdown
@command_window = Window_Command.new(172, [s1, s2, s3])
@command_window.x = (544 - @command_window.width) / 2
@command_window.y = 288
if @continue_enabled # If continue is enabled
@command_window.index = 1 # Move cursor over command
else # If disabled
@command_window.draw_item(1, false) # Make command semi-transparent
end
@command_window.openness = 0
@command_window.open
end


This is where the program creates the Main Menu window
Lines 155 and 156 are the positioning. Simply change the two 3digit numbers(544 and 288)
I find that x=640... and y=240 are pretty well centered for my liking.
I will find the scripts for the rest of the windows and post them as soon as I can.
Or if someone else could find and post them, or knows of a way to fix the positioning please let us know...

Apart from these thingies, it's an excellent script. I think it will be one of the scripts that I will use in any game I create.

ShinAlcatraz
QUOTE (pertdts @ Jul 6 2009, 04:22 PM) *
For example: The start menu
Open up the script editor and find the script named: Scene_Title
Find lines 147-164
This is where the program creates the Main Menu window
Lines 155 and 156 are the positioning. Simply change the two 3digit numbers(544 and 288)
I find that x=640... and y=240 are pretty well centered for my liking.
I will find the scripts for the rest of the windows and post them as soon as I can.
Or if someone else could find and post them, or knows of a way to fix the positioning please let us know...

Apart from these thingies, it's an excellent script. I think it will be one of the scripts that I will use in any game I create.


And for the normal message window? ><

pertdts
For the normal message window I found two parts that need tweaking:

First, find the script: Window_Message
Find line 16, it should look something like:
CODE
super(0, 288, 544, 128)


Change it so it looks like this:
CODE
super(0, 288, 640, 128)


This will allow you to print text in a 640 scale, which in simple word means a bit longer text lines.

Now for the box(window) itself:

Well... in order to make the window to totally cover the screen horizontaly you need to change the MessageBack picture
This should be in the resource manager, in the Graphics/System folder.
This picture's scale is originally 544x???(can't remember vertical right now,too bored to check tongue.gif ).
You have to change it with one that is of a 640x??? scale.
Click to view attachment
This picture should do it.
Simply import it from the resource manager so it will replace the old,shorter scale one.

I hope this helps you...
Seano299
unsure.gif Hey I have a problem, when ever I try to put this script in all of it is on line 1, It just goes in one long line! Help! and it's not only this script! it happens with loads of other scripts!
SuperMega
QUOTE (Seano299 @ Jul 31 2009, 06:06 AM) *
unsure.gif Hey I have a problem, when ever I try to put this script in all of it is on line 1, It just goes in one long line! Help! and it's not only this script! it happens with loads of other scripts!

Try to paste the script in notepad first, then into the script editor. That will solve your problem.
Valnar
i whould have 2 Question (acctuly 3 but this got answered about the message window misplace)
first is could it be to change the Relution to 800x600 or higher?


#= fixed
#and second it got an problem iwth the battle back
#
[Show/Hide] Picture


#i already tryed editing in the spriteset_battle but didn´t done anything in the end so any help?


[And yeah the last post is kinda old]
Zudane
Needs MAJOR updates to menu coords...

If someone can change the script t add these in. And as a note: any other scripts that set menus need to be changed if you use this.

You'll need to figure it out for yourself though, I managed to - and I'm new to this all!

These are all the other parts that need to be fixed:

what better way to learn than by doing.... I put them together into the script. I only take credit for correcting it, but this should work:

CODE
#======================================================================
# ** 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

class Sprite_Timer < Sprite

#--------------------------------------------------------------------------
# * Object Initialization
# viewport : viewport
#--------------------------------------------------------------------------
def initialize(viewport)
super(viewport)
self.bitmap = Bitmap.new(88, 48)
self.bitmap.font.name = "Arial"
self.bitmap.font.size = 32
self.x = 640 - self.bitmap.width
self.y = 0
self.z = 200
update
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

class Spriteset_Battle
#--------------------------------------------------------------------------
# * Create Viewport
#--------------------------------------------------------------------------
def 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

#==============================================================================
# ? Windows
#------------------------------------------------------------------------------
# All clases below the Windows tab
#==============================================================================

class Window_Help < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, WLH + 32)
end
end

class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 480, 480)
refresh
self.active = false
self.index = -1
end
end

class Window_SkillStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y corrdinate
# actor : actor
#--------------------------------------------------------------------------
def initialize(x, y, actor)
super(x, y, 640, WLH + 32)
@actor = actor
refresh
end
end

class Window_Equip < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y corrdinate
# actor : actor
#--------------------------------------------------------------------------
def initialize(x, y, actor)
super(x, y, 400, WLH * 5 + 32)
@actor = actor
refresh
self.index = 0
end
end

class Window_EquipStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y corrdinate
# actor : actor
#--------------------------------------------------------------------------
def initialize(x, y, actor)
super(x, y, 240, WLH * 5 + 32)
@actor = actor
refresh
end
end

class Window_Status < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 640, 480)
@actor = actor
refresh
end
end

class Window_SaveFile < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# file_index : save file index (0-3)
# filename : filename
#--------------------------------------------------------------------------
def initialize(file_index, filename)
super(0, 56 + file_index % 4 * 90, 640, 90)
@file_index = file_index
@filename = filename
load_gamedata
refresh
@selected = false
end
end

class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 352, 368)
@shop_goods = $game_temp.shop_goods
refresh
self.index = 0
end
end

class Window_ShopNumber < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 352, 368)
@item = nil
@max = 1
@price = 0
@number = 1
end
end

class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 284, 368)
@item = nil
refresh
end
end


class Window_NameInput < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# mode : Defeault input mode (always 0 in English version)
#--------------------------------------------------------------------------
def initialize(mode = 0)
super(88, 148, 464, 276)
@mode = mode
@index = 0
refresh
update_cursor
end
end

class Window_NumberInput < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# digits_max : digit count
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 64)
@number = 0
@digits_max = 6
@index = 0
self.opacity = 0
self.active = false
self.z += 9999
refresh
update_cursor
end
end

class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 352, 640, 128)
self.z = 200
self.active = false
self.index = -1
self.openness = 0
@opening = false # WIndow opening flag
@closing = false # Window closing flag
@text = nil # Remaining text to be displayed
@contents_x = 0 # X coordinate for drawing next character
@contents_y = 0 # Y coordinate for drawing next character
@line_count = 0 # Line count drawn up until now
@wait_count = 0 # Wait count
@background = 0 # Background type
@position = 2 # Display position
@show_fast = false # Fast forward flag
@line_show_fast = false # Fast forward by line flag
@pause_skip = false # Input standby omission flag
create_gold_window
create_number_input_window
create_back_sprite
end

#--------------------------------------------------------------------------
# * Set Window Background and Position
#--------------------------------------------------------------------------
def reset_window
@background = $game_message.background
@position = $game_message.position
if @background == 0 # Normal window
self.opacity = 255
else # Dim Background and Make it Transparent
self.opacity = 0
end
case @position
when 0 # Top
self.y = 0
@gold_window.y = 448
when 1 # Middle
self.y = 112
@gold_window.y = 0
when 2 # Bottom
self.y = 352
@gold_window.y = 0
end
end

#--------------------------------------------------------------------------
# * Create Gold Window
#--------------------------------------------------------------------------
def create_gold_window
@gold_window = Window_Gold.new(448, 0)
@gold_window.openness = 0
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(508, commands, 2, 4)
end
end


#==============================================================================
# ? Scenes
#------------------------------------------------------------------------------
# All clases below the Scenes tab
#==============================================================================


class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::new_game
s2 = Vocab::continue
s3 = Vocab::shutdown
@command_window = Window_Command.new(172, [s1, s2, s3])
@command_window.x = (640 - @command_window.width) / 2
@command_window.y = 333
if @continue_enabled # If continue is enabled
@command_window.index = 1 # Move cursor over command
else # If disabled
@command_window.draw_item(1, false) # Make command semi-transparent
end
@command_window.openness = 0
@command_window.open
end
end

class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@gold_window = Window_Gold.new(0, 420)
@status_window = Window_MenuStatus.new(160, 0)
end
end

class Scene_Item < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
@viewport = Viewport.new(0, 0, 640, 480)
@help_window = Window_Help.new
@help_window.viewport = @viewport
@item_window = Window_Item.new(0, 56, 640, 424)
@item_window.viewport = @viewport
@item_window.help_window = @help_window
@item_window.active = false
@target_window = Window_MenuStatus.new(0, 0)
hide_target_window
end

#--------------------------------------------------------------------------
# * Show Target Window
# right : Right justification flag (if false, left justification)
#--------------------------------------------------------------------------
def show_target_window(right)
@item_window.active = false
width_remain = 640 - @target_window.width
@target_window.x = right ? width_remain : 0
@target_window.visible = true
@target_window.active = true
if right
@viewport.rect.set(0, 0, width_remain, 480)
@viewport.ox = 0
else
@viewport.rect.set(@target_window.width, 0, width_remain, 480)
@viewport.ox = @target_window.width
end
end
#--------------------------------------------------------------------------
# * Hide Target Window
#--------------------------------------------------------------------------
def hide_target_window
@item_window.active = true
@target_window.visible = false
@target_window.active = false
@viewport.rect.set(0, 0, 640, 480)
@viewport.ox = 0
end
end

class Scene_Skill < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
@actor = $game_party.members[@actor_index]
@viewport = Viewport.new(0, 0, 640, 480)
@help_window = Window_Help.new
@help_window.viewport = @viewport
@status_window = Window_SkillStatus.new(0, 56, @actor)
@status_window.viewport = @viewport
@skill_window = Window_Skill.new(0, 112, 640, 368, @actor)
@skill_window.viewport = @viewport
@skill_window.help_window = @help_window
@target_window = Window_MenuStatus.new(0, 0)
hide_target_window
end


#--------------------------------------------------------------------------
# * Show Target Window
# right : Right justification flag (if false, left justification)
#--------------------------------------------------------------------------
def show_target_window(right)
@skill_window.active = false
width_remain = 640 - @target_window.width
@target_window.x = right ? width_remain : 0
@target_window.visible = true
@target_window.active = true
if right
@viewport.rect.set(0, 0, width_remain, 480)
@viewport.ox = 0
else
@viewport.rect.set(@target_window.width, 0, width_remain, 480)
@viewport.ox = @target_window.width
end
end

#--------------------------------------------------------------------------
# * Hide Target Window
#--------------------------------------------------------------------------
def hide_target_window
@skill_window.active = true
@target_window.visible = false
@target_window.active = false
@viewport.rect.set(0, 0, 640, 480)
@viewport.ox = 0
end
end


class Scene_Equip < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
@actor = $game_party.members[@actor_index]
@help_window = Window_Help.new
create_item_windows
@equip_window = Window_Equip.new(240, 56, @actor)
@equip_window.help_window = @help_window
@equip_window.index = @equip_index
@status_window = Window_EquipStatus.new(0, 56, @actor)
end

#--------------------------------------------------------------------------
# * Create Item Window
#--------------------------------------------------------------------------
def create_item_windows
@item_windows = []
for i in 0...EQUIP_TYPE_MAX
@item_windows[i] = Window_EquipItem.new(0, 208, 640, 272, @actor, i)
@item_windows[i].help_window = @help_window
@item_windows[i].visible = (@equip_index == i)
@item_windows[i].y = 208
@item_windows[i].height = 208
@item_windows[i].active = false
@item_windows[i].index = -1
end
end
end

class Scene_Shop < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@help_window = Window_Help.new
@gold_window = Window_Gold.new(480, 56)
@dummy_window = Window_Base.new(0, 112, 640, 368)
@buy_window = Window_ShopBuy.new(0, 112)
@buy_window.active = false
@buy_window.visible = false
@buy_window.help_window = @help_window
@sell_window = Window_ShopSell.new(0, 112, 640, 368)
@sell_window.active = false
@sell_window.visible = false
@sell_window.help_window = @help_window
@number_window = Window_ShopNumber.new(0, 112)
@number_window.active = false
@number_window.visible = false
@status_window = Window_ShopStatus.new(352, 112)
@status_window.visible = false
end

#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::ShopBuy
s2 = Vocab::ShopSell
s3 = Vocab::ShopCancel
@command_window = Window_Command.new(480, [s1, s2, s3], 3)
@command_window.y = 56
if $game_temp.shop_purchase_only
@command_window.draw_item(1, false)
end
end
end


class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * Create Information Display Viewport
#--------------------------------------------------------------------------
def create_info_viewport
@info_viewport = Viewport.new(0, 352, 640, 128)
@info_viewport.z = 100
@status_window = Window_BattleStatus.new
@party_command_window = Window_PartyCommand.new
@actor_command_window = Window_ActorCommand.new
@status_window.viewport = @info_viewport
@party_command_window.viewport = @info_viewport
@actor_command_window.viewport = @info_viewport
@status_window.x = 128
@actor_command_window.x = 640
@info_viewport.visible = false
end
end


29 changes! But it's set on my normal game - and works! just remember to play with any other scripts you got that use menus.
Cooky101
QUOTE (Seano299 @ Jul 31 2009, 04:06 AM) *
unsure.gif Hey I have a problem, when ever I try to put this script in all of it is on line 1, It just goes in one long line! Help! and it's not only this script! it happens with loads of other scripts!


dude i get it with my scripts 2 its fine it dnt do anything bad it just makes it a annoyance to edit
TheGOffice
Really late I know...I was just wondering if this was at all fixable. I dont have mutch time to look at it in depth...so if anyone knows that would be great!



UPDATE
is there a way to extend the text?
Lifespirit
QUOTE (TheGOffice @ Dec 17 2011, 09:31 PM) *
Really late I know...I was just wondering if this was at all fixable. I dont have mutch time to look at it in depth...so if anyone knows that would be great!



UPDATE
is there a way to extend the text?


I found how to fix it. You only have to change the following values in Window_NameEdit (Line 20), Window_NameInput (Line 35) and Window_NumberInput (Line 13). You will find something like this "super(88, 148, 544, 248)" you have to change that "544" to 640 in each of them
example: (super(88, 148, 640, 248), I hope you can understand what im trying to say biggrin.gif
Fonstw
In a battle i still see the black border, but then only right and bewol.
And when I'm opening the menu there's alot of space left...
stripe103
That is because this script only changes the window size and makes the map support it.
The rest of the scenes are needed to be modified to use the whole screen space.
Same with all images, they need to be changed to be the same size as the new window space.
CerdaMaster
I hope this is not grave digging, but how could I do that? (Changing stuff to fit the size! D:
Ndoelicious
Can anyone help how to adjust the battle scene and battle window to fit this script resolution?
Every help is greatly appreciated ^^
Jens of Zanicuud
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 smile.gif 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_PartyCommand < Window_Command
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    s1 = Vocab::fight
    s2 = Vocab::escape
    super(160, [s1, s2], 1, 4)
    draw_item(0, true)
    draw_item(1, $game_troop.can_escape)
    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

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # * Create Information Display Viewport
  #--------------------------------------------------------------------------
  def create_info_viewport
    @info_viewport = Viewport.new(0, 320, 640, 160)
    @info_viewport.z = 100
    @status_window = Window_BattleStatus.new
    @party_command_window = Window_PartyCommand.new
    @actor_command_window = Window_ActorCommand.new
    @status_window.viewport        = @info_viewport
    @party_command_window.viewport = @info_viewport
    @actor_command_window.viewport = @info_viewport
    @status_window.x = 160
    @actor_command_window.x = 640
    @info_viewport.visible = false
  end
  #--------------------------------------------------------------------------
  # * Update Information Display Viewport
  #--------------------------------------------------------------------------
  def update_info_viewport
    @party_command_window.update
    @actor_command_window.update
    @status_window.update
    if @party_command_window.active and @info_viewport.ox > 0
      @info_viewport.ox -= 16
    elsif @actor_command_window.active and @info_viewport.ox < 160
      @info_viewport.ox += 16
    end
  end
  #--------------------------------------------------------------------------
  # * Start Skill Selection
  #--------------------------------------------------------------------------
  def start_skill_selection
    @help_window = Window_Help.new
    @skill_window = Window_Skill.new(0, 64, 640, 480, @active_battler)
    @skill_window.help_window = @help_window
    @actor_command_window.active = false
  end
  #--------------------------------------------------------------------------
  # * Start Item Selection
  #--------------------------------------------------------------------------
  def start_item_selection
    @help_window = Window_Help.new
    @item_window = Window_Item.new(0, 64, 640, 256)
    @item_window.help_window = @help_window
    @actor_command_window.active = false
  end
end


I hope this can help, in case of any errors / issues, just reply here...

Jens
gandy.ajah
can i solve my battle window its not 640 x 480 .. have black border and window in down line.. can you help me pleaseee sad.gif
Ndoelicious
QUOTE (Jens of Zanicuud @ Dec 2 2012, 03:58 AM) *
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 smile.gif 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_PartyCommand < Window_Command
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    s1 = Vocab::fight
    s2 = Vocab::escape
    super(160, [s1, s2], 1, 4)
    draw_item(0, true)
    draw_item(1, $game_troop.can_escape)
    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

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # * Create Information Display Viewport
  #--------------------------------------------------------------------------
  def create_info_viewport
    @info_viewport = Viewport.new(0, 320, 640, 160)
    @info_viewport.z = 100
    @status_window = Window_BattleStatus.new
    @party_command_window = Window_PartyCommand.new
    @actor_command_window = Window_ActorCommand.new
    @status_window.viewport        = @info_viewport
    @party_command_window.viewport = @info_viewport
    @actor_command_window.viewport = @info_viewport
    @status_window.x = 160
    @actor_command_window.x = 640
    @info_viewport.visible = false
  end
  #--------------------------------------------------------------------------
  # * Update Information Display Viewport
  #--------------------------------------------------------------------------
  def update_info_viewport
    @party_command_window.update
    @actor_command_window.update
    @status_window.update
    if @party_command_window.active and @info_viewport.ox > 0
      @info_viewport.ox -= 16
    elsif @actor_command_window.active and @info_viewport.ox < 160
      @info_viewport.ox += 16
    end
  end
  #--------------------------------------------------------------------------
  # * Start Skill Selection
  #--------------------------------------------------------------------------
  def start_skill_selection
    @help_window = Window_Help.new
    @skill_window = Window_Skill.new(0, 64, 640, 480, @active_battler)
    @skill_window.help_window = @help_window
    @actor_command_window.active = false
  end
  #--------------------------------------------------------------------------
  # * Start Item Selection
  #--------------------------------------------------------------------------
  def start_item_selection
    @help_window = Window_Help.new
    @item_window = Window_Item.new(0, 64, 640, 256)
    @item_window.help_window = @help_window
    @actor_command_window.active = false
  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! ^^
Jens of Zanicuud
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 smile.gif
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.

CODE
  
class Spriteset_Battle
  #--------------------------------------------------------------------------
  # * Create Viewport
  #--------------------------------------------------------------------------
  def 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


Sorry, I totally forgot that sad.gif

Jens
Ndoelicious
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 biggrin.gif?
Oh, when it comes to battle screen, which script title I need to change? Is is the Scene_Battle
gandy.ajah
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 smile.gif
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.

CODE
  
class Spriteset_Battle
  #--------------------------------------------------------------------------
  # * Create Viewport
  #--------------------------------------------------------------------------
  def 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


Sorry, I totally forgot that sad.gif

Jens



i used â–  Sideview Battle System General Settings [3.4e] ATB
where the location i can edit the window battle?? or Scenes? give me a specifik
Ndoelicious
This is not the thread you can use to ask.
Go to that thread instead than using this one to ask. The mod here will remind you about that ^^
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