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 Scripts XP - Pantalla 16:9 (tipo pelicula dvd)

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Fecha de inscripción : 04/02/2008

Scripts XP - Pantalla 16:9 (tipo pelicula dvd) Empty
MensajeTema: Scripts XP - Pantalla 16:9 (tipo pelicula dvd)   Scripts XP - Pantalla 16:9 (tipo pelicula dvd) I_icon_minitimeSáb Feb 09, 2008 6:52 pm

Este script sirve para que el juego se vea como una pelicula de dvd

Intrucction:
Poner ariba de main
-------------------------------------------------------------------
Aqui esta el script:

Código:
# ■ 16:9 screen
#------------------------------------------------------------------------------
#  display maps with a 16:9 look
# by Selwyn [mail=selwyn@rmxp.ch]selwyn@rmxp.ch[/mail]
#
#Modifica el número de SCREEN 169 SWIRCH ID=1 con el numero del #interruptor que vayas
# a usar para activar este script, luego
#puesta la ID
#solo deberás activar el interruptor y se activará el script xD
#
#===========================================================

SCREEN_169_SWITCH_ID = 1

#===========================================================
# ■ Game_Map
#============================================================

class Game_Map
#--------------------------------------------------------------------------
# ● scroll_down
#--------------------------------------------------------------------------
def scroll_down(distance)
value = $game_switches[SCREEN_169_SWITCH_ID] ? 13 : 15
@display_y = [@display_y + distance, (self.height - value) * 128].min
end
end

#=============================================================
# ■ Game_Player
#==============================================================

class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ● center
#--------------------------------------------------------------------------
def center(x, y)
center_y = $game_switches[SCREEN_169_SWITCH_ID] ? ((208-16)*4) : (240-16)*4
value = $game_switches[SCREEN_169_SWITCH_ID] ? 13 : 15
max_x = ($game_map.width - 20) * 128
max_y = ($game_map.height - value) * 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
#--------------------------------------------------------------------------
# ● update
#--------------------------------------------------------------------------
def update
center_y = $game_switches[SCREEN_169_SWITCH_ID] ? ((208-16)*4) : (240-16)*4
last_moving = moving?
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
case Input.dir4
when 2
move_down
when 4
move_left
when 6
move_right
when 8
move_up
end
end
last_real_x = @real_x
last_real_y = @real_y
super
if @real_y > last_real_y and @real_y - $game_map.display_y > center_y
$game_map.scroll_down(@real_y - last_real_y)
end
if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
$game_map.scroll_left(last_real_x - @real_x)
end
if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
$game_map.scroll_right(@real_x - last_real_x)
end
if @real_y < last_real_y and @real_y - $game_map.display_y < center_y
$game_map.scroll_up(last_real_y - @real_y)
end
unless moving?
if last_moving
result = check_event_trigger_here([1,2])
if result == false
unless $DEBUG and Input.press?(Input::CTRL)
if @encounter_count > 0
@encounter_count -= 1
end
end
end
end
if Input.trigger?(Input::C)
check_event_trigger_here([0])
check_event_trigger_there([0,1,2])
end
end
end
end

#===============================================================
# ■ Spriteset_Map
#===============================================================

class Spriteset_Map
alias :update_screen :update
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
def initialize
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 200
@viewport3.z = 5000
@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
@panorama = Plane.new(@viewport1)
@panorama.z = -1000
@fog = Plane.new(@viewport1)
@fog.z = 3000
@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))
@weather = RPG::Weather.new(@viewport1)
@picture_sprites = []
for i in 1..50
@picture_sprites.push(Sprite_Picture.new(@viewport2, $game_screen.pictures[i]))
end
@timer_sprite = Sprite_Timer.new
update
end
#--------------------------------------------------------------------------
# ● update
#--------------------------------------------------------------------------
def update
value = $game_switches[SCREEN_169_SWITCH_ID] ? 32 : 0
if value != @viewport1.rect.y
@viewport1.rect.set(0, value, 640, 480 - value*2)
@viewport2.rect.set(0, value, 640, 480 - value*2)
@viewport3.rect.set(0, value, 640, 480 - value*2)
end
update_screen
end
end
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