#≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡
# ** Glitchfinder's Screen Size Editor [RPG Maker XP]
# Version 1.00
#------------------------------------------------------------------------------
# This script is meant to allow the programmer to change the screen size of
# the RPG Maker XP window.
#==============================================================================
# * Version History
#^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
# Version 1.00 ------------------------------------------------- (????-??-??)
# - Initial version
# - Author: Glitchfinder
#==============================================================================
# * Instructions
#^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
# Place this script above Main, and below the default scripts. (I
# realize this is obvious to most, but some people don't get it.)
#
# To change the default screen size, simply edit the Screen_Data module, which
# uses the following format:
# [width (in tiles), height (in tiles), width, height]
#
# To edit the size of the screen in game, simply use the following function:
# Screen_Size.change_screen_size(width, height)
# The width and height must be the number of tiles that you want the screen to
# display in each direction.
#==============================================================================
# * Glitchfinder's Advice
#^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
# This script is meant for people with a medium to high level of scripting
# knowledge and ability. If you are unsure of your abilities, or don't know
# how to script, then it would be a good idea to avoid this script.
#
# If you are editing the default screen size in the Screen_Data module, the
# second width and height should be the same as the first width and height
# multiplied by 32, so that the player will display properly on the map.
#
# If you make the screen size larger than the default, you must make sure that
# all of your maps are at least that large, or you will get a fatal error.
#
# If you use this script, you must be prepared to create your own custom
# menus, titles, gameovers, etc. to fit the new screen size.
#==============================================================================
# * Contact
#^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
# Glitchfinder, the author of this script, may be contacted through his
# website, found at http://www.glitchkey.com
#
# You may also find Glitchfinder at http://www.hbgames.org
#==============================================================================
# * Usage
#^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
# This script may be used with the following terms and conditions:
#
# 1. This script is free to use in any noncommercial project. If you wish to
# use this script in a commercial (paid) project, please contact
# Glitchfinder at his website.
# 2. This script may only be hosted at the following domains:
# http://www.glitchkey.com
# http://www.hbgames.org
# 3. If you wish to host this script elsewhere, please contact Glitchfinder.
# 4. If you wish to translate this script, please contact Glitchfinder. He
# will need the web address that you plan to host the script at, as well
# as the language this script is being translated to.
# 5. This header must remain intact at all times.
# 6. Glitchfinder remains the sole owner of this code. He may modify or
# revoke this license at any time, for any reason.
# 7. Any code derived from code within this script is owned by Glitchfinder,
# and you must have his permission to publish, host, or distribute his
# code.
# 8. This license applies to all code derived from the code within this
# script.
# 9. If you use this script within your project, you must include visible
# credit to Glitchfinder, within reason.
#≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡
#==============================================================================
# ** Screen_Size
#------------------------------------------------------------------------------
# This module handles the information regarding screen size. It is used within
# the Screen_Size, Game_Map, Game_Player, Spriteset_Map, and Spriteset_Battle
# classes.
#==============================================================================
module Screen_Data
Screen_Data = [7, 8, 200, 250]
end
#==============================================================================
# ** Screen_Size
#------------------------------------------------------------------------------
# This class handles the screen size. It is used within the Game_Map,
# Game_Actor, Spriteset_Map, and Spriteset_Battle classes.
#==============================================================================
class Screen_Size
#--------------------------------------------------------------------------
# * Change Screen Size
#--------------------------------------------------------------------------
def change_screen_size(width, height)
window_width = width * 32
window_height = height * 32
Screen_Data::Screen_Data[0] = width
Screen_Data::Screen_Data[1] = height
Screen_Data::Screen_Data[2] = window_width
Screen_Data::Screen_Data[3] = window_height
self.resize_window((width * 32), (height * 32))
end
#--------------------------------------------------------------------------
# * Handle Window Size Changes
#--------------------------------------------------------------------------
def resize_window(width, height)
getSystemMetrics = Win32API.new('user32', 'GetSystemMetrics', 'I', 'I')
moveWindow = Win32API.new('user32','MoveWindow',
['l','i','i','i','i','l'],'l')
findWindowEx = Win32API.new('user32','FindWindowEx',['l','l','p','p'],'i')
window = findWindowEx.call(0,0,"RGSS Player",0)
screenwidth = getSystemMetrics.call(0)
screenheight = getSystemMetrics.call(1)
windowwidth = width + 6
windowheight = height + 32
moveWindow.call(window,(screenwidth - windowwidth) / 2,
(screenheight - windowheight) / 2,windowwidth,windowheight, 2)
end
end
#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
# This class handles the map. It includes scrolling and passable determining
# functions. Refer to "$game_map" for the instance of this class.
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Scroll Down
# distance : scroll distance
#--------------------------------------------------------------------------
def scroll_down(distance)
@display_y = [@display_y + distance,
(self.height - Screen_Data::Screen_Data[1].to_s.to_i) * 128].min
end
#--------------------------------------------------------------------------
# * Scroll Right
# distance : scroll distance
#--------------------------------------------------------------------------
def scroll_right(distance)
screen = Screen_Size.new
@display_x = [@display_x + distance,
(self.width - Screen_Data::Screen_Data[0].to_s.to_i) * 128].min
end
end
#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
# This class handles the player. Its functions include event starting
# determinants and map scrolling. Refer to "$game_player" for the one
# instance of this class.
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias glitchfinder_screen_resizer_initialize initialize
def initialize
width = (Screen_Data::Screen_Data[2].to_s.to_i / 2)
height = (Screen_Data::Screen_Data[3].to_s.to_i / 2)
@center_x = (width - 16) * 4
@center_y = (height - 16) * 4
glitchfinder_screen_resizer_initialize
end
#--------------------------------------------------------------------------
# * Set Map Display Position to Center of Screen
#--------------------------------------------------------------------------
def center(x, y)
max_x = ($game_map.width - Screen_Data::Screen_Data[0].to_s.to_i) * 128
max_y = ($game_map.height - Screen_Data::Screen_Data[1].to_s.to_i) * 128
$game_map.display_x = [0, [x * 128 - @center_x, max_x].min].max
$game_map.display_y = [0, [y * 128 - @center_y, max_y].min].max
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Remember whether or not moving in local variables
last_moving = moving?
# If moving, event running, move route forcing, and message window
# display are all not occurring
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
# Move player in the direction the directional button is being pressed
case Input.dir4
when 2
move_down
when 4
move_left
when 6
move_right
when 8
move_up
end
end
# Remember coordinates in local variables
last_real_x = @real_x
last_real_y = @real_y
super
# If character moves down and is positioned lower than the center
# of the screen
if @real_y > last_real_y and @real_y - $game_map.display_y > @center_y
# Scroll map down
$game_map.scroll_down(@real_y - last_real_y)
end
# If character moves left and is positioned more let on-screen than
# center
if @real_x < last_real_x and @real_x - $game_map.display_x < @center_x
# Scroll map left
$game_map.scroll_left(last_real_x - @real_x)
end
# If character moves right and is positioned more right on-screen than
# center
if @real_x > last_real_x and @real_x - $game_map.display_x > @center_x
# Scroll map right
$game_map.scroll_right(@real_x - last_real_x)
end
# If character moves up and is positioned higher than the center
# of the screen
if @real_y < last_real_y and @real_y - $game_map.display_y < @center_y
# Scroll map up
$game_map.scroll_up(last_real_y - @real_y)
end
# If not moving
unless moving?
# If player was moving last time
if last_moving
# Event determinant is via touch of same position event
result = check_event_trigger_here([1,2])
# If event which started does not exist
if result == false
# Disregard if debug mode is ON and ctrl key was pressed
unless $DEBUG and Input.press?(Input::CTRL)
# Encounter countdown
if @encounter_count > 0
@encounter_count -= 1
end
end
end
end
# If C button was pressed
if Input.trigger?(Input::C)
# Same position and front event determinant
check_event_trigger_here([0])
check_event_trigger_there([0,1,2])
end
end
end
end
#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
# This class brings together map screen sprites, tilemaps, etc.
# It's used within the Scene_Map class.
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
width = Screen_Data::Screen_Data[2].to_s.to_i
height = Screen_Data::Screen_Data[3].to_s.to_i
# Make viewports
@viewport1 = Viewport.new(0, 0, width, height)
@viewport2 = Viewport.new(0, 0, width, height)
@viewport3 = Viewport.new(0, 0, width, height)
@viewport2.z = 200
@viewport3.z = 5000
# Make tilemap
@tilemap = Tilemap.new(@viewport1)
@tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
for i in 0..6
autotile_name = $game_map.autotile_names[i]
@tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
end
@tilemap.map_data = $game_map.data
@tilemap.priorities = $game_map.priorities
# Make panorama plane
@panorama = Plane.new(@viewport1)
@panorama.z = -1000
# Make fog plane
@fog = Plane.new(@viewport1)
@fog.z = 3000
# Make character sprites
@character_sprites = []
for i in $game_map.events.keys.sort
sprite = Sprite_Character.new(@viewport1, $game_map.events[i])
@character_sprites.push(sprite)
end
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
# Make weather
@weather = RPG::Weather.new(@viewport1)
# Make picture sprites
@picture_sprites = []
for i in 1..50
@picture_sprites.push(Sprite_Picture.new(@viewport2,
$game_screen.pictures[i]))
end
# Make timer sprite
@timer_sprite = Sprite_Timer.new
# Frame update
update
end
end
#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
# This class brings together battle screen sprites. It's used within
# the Scene_Battle class.
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
width = Screen_Data::Screen_Data[2].to_s.to_i
height = Screen_Data::Screen_Data[3].to_s.to_i
# Make viewports
@viewport1 = Viewport.new(0, 0, width, ((height * 2) / 3).to_i)
@viewport2 = Viewport.new(0, 0, width, height)
@viewport3 = Viewport.new(0, 0, width, height)
@viewport4 = Viewport.new(0, 0, width, height)
@viewport2.z = 101
@viewport3.z = 200
@viewport4.z = 5000
# Make battleback sprite
@battleback_sprite = Sprite.new(@viewport1)
# Make enemy sprites
@enemy_sprites = []
for enemy in $game_troop.enemies.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
end
# Make actor sprites
@actor_sprites = []
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
# Make weather
@weather = RPG::Weather.new(@viewport1)
# Make picture sprites
@picture_sprites = []
for i in 51..100
@picture_sprites.push(Sprite_Picture.new(@viewport3,
$game_screen.pictures[i]))
end
# Make timer sprite
@timer_sprite = Sprite_Timer.new
# Frame update
update
end
end
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs title screen processing.
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# If battle test
if $BTEST
battle_test
return
end
# Load database
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
# Make system object
$game_system = Game_System.new
# Make title graphic
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
# Make command window
s1 = "New Game"
s2 = "Continue"
s3 = "Shutdown"
@command_window = Window_Command.new(192, [s1, s2, s3])
@command_window.back_opacity = 160
@command_window.x = ((Screen_Data::Screen_Data[2].to_s.to_i / 2) -
(@command_window.width / 2))
num = (((Screen_Data::Screen_Data[3].to_s.to_i - 128) * 9) / 11).to_i
@command_window.y = num
# Continue enabled determinant
# Check if at least one save file exists
# If enabled, make @continue_enabled true; if disabled, make it false
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
end
end
# If continue is enabled, move cursor to "Continue"
# If disabled, display "Continue" text in gray
if @continue_enabled
@command_window.index = 1
else
@command_window.disable_item(1)
end
# Play title BGM
$game_system.bgm_play($data_system.title_bgm)
# Stop playing ME and BGS
Audio.me_stop
Audio.bgs_stop
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of command window
@command_window.dispose
# Dispose of title graphic
@sprite.bitmap.dispose
@sprite.dispose
end
end
#==============================================================================
# ** Screen_Resizer
#------------------------------------------------------------------------------
# This will begin the screen size change.
#==============================================================================
begin
width = Screen_Data::Screen_Data[0].to_s.to_i
height = Screen_Data::Screen_Data[1].to_s.to_i
screen = Screen_Size.new
screen.change_screen_size(width, height)
end