Esse também é bem fácil! A resolução padrão do VX é de 544x416, mas pode ser aumentada para 640x480 com esse script do OriginaWij:
Spoiler
#==============================================================================
# Base Script: Resize Screen
#==============================================================================
# Author : OriginalWij
# Version : 1.0comp
#==============================================================================
#==============================================================================
# v1.0
# - Initial release
#==============================================================================
#==============================================================================
# Game_Map
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# Scroll Setup (Mod)
#--------------------------------------------------------------------------
alias ow_ras_gm_setup_scroll setup_scroll unless $@
def setup_scroll
ow_ras_gm_setup_scroll
@margin_x = (width - (Graphics.width / 32)) * 256 / 2
@margin_y = (height - (Graphics.height / 32)) * 256 / 2
end
#--------------------------------------------------------------------------
# Calculate X coordinate for parallax display (Rewrite)
#--------------------------------------------------------------------------
def 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 - Graphics.width # changed
w2 = @map.width * 32 - Graphics.width # changed
if w1 <= 0 or w2 <= 0
return 0
else
return @parallax_x * w1 / w2 / 8
end
end
end
#--------------------------------------------------------------------------
# Calculate Y coordinate for parallax display (Rewrite)
#--------------------------------------------------------------------------
def 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 - Graphics.height # changed
h2 = @map.height * 32 - Graphics.height # changed
if h1 <= 0 or h2 <= 0
return 0
else
return @parallax_y * h1 / h2 / 8
end
end
end
#--------------------------------------------------------------------------
# Scroll Down (Rewrite)
#--------------------------------------------------------------------------
def scroll_down(distance)
if loop_vertical?
@display_y += distance
@display_y %= @map.height * 256
@parallax_y += distance
else
last_y = @display_y
h = (Graphics.height / 32) # added
@display_y = [@display_y + distance, (height - h) * 256].min # changed
@parallax_y += @display_y - last_y
end
end
#--------------------------------------------------------------------------
# Scroll Right (Rewrite)
#--------------------------------------------------------------------------
def scroll_right(distance)
if loop_horizontal?
@display_x += distance
@display_x %= @map.width * 256
@parallax_x += distance
else
last_x = @display_x
w = (Graphics.width / 32) # added
@display_x = [@display_x + distance, (width - w) * 256].min # changed
@parallax_x += @display_x - last_x
end
end
end
#==============================================================================
# Game_Player
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# Initialize (Mod)
#--------------------------------------------------------------------------
alias ow_ras_gp_initialize initialize unless $@
def initialize
ow_ras_gp_initialize
@center_x = (Graphics.width / 2 - 16) * 8
@center_y = (Graphics.height / 2 - 16) * 8
end
#--------------------------------------------------------------------------
# Set Map Display Position to Center of Screen (Rewrite)
#--------------------------------------------------------------------------
def center(x, y)
display_x = x * 256 - @center_x # changed
unless $game_map.loop_horizontal?
max_x = ($game_map.width - (Graphics.width / 32)) * 256 # changed
display_x = [0, [display_x, max_x].min].max
end
display_y = y * 256 - @center_y # changed
unless $game_map.loop_vertical?
max_y = ($game_map.height - (Graphics.height / 32) ) * 256 # changed
display_y = [0, [display_y, max_y].min].max
end
$game_map.set_display_pos(display_x, display_y)
end
#--------------------------------------------------------------------------
# Update Scroll (Rewrite)
#--------------------------------------------------------------------------
def update_scroll(last_real_x, last_real_y)
ax1 = $game_map.adjust_x(last_real_x)
ay1 = $game_map.adjust_y(last_real_y)
ax2 = $game_map.adjust_x(@real_x)
ay2 = $game_map.adjust_y(@real_y)
if ay2 > ay1 and ay2 > @center_y # changed
$game_map.scroll_down(ay2 - ay1)
end
if ax2 < ax1 and ax2 < @center_x # changed
$game_map.scroll_left(ax1 - ax2)
end
if ax2 > ax1 and ax2 > @center_x # changed
$game_map.scroll_right(ax2 - ax1)
end
if ay2 < ay1 and ay2 < @center_y # changed
$game_map.scroll_up(ay1 - ay2)
end
end
end
#==============================================================================
# Sprite_Base
#==============================================================================
class Sprite_Base < Sprite
#--------------------------------------------------------------------------
# Start Animation (Mod)
#--------------------------------------------------------------------------
alias ow_ras_sb_start_animation start_animation unless $@
def start_animation(animation, mirror = false)
ow_ras_sb_start_animation(animation, mirror)
if @animation.position == 3
if viewport == nil
@animation_ox = Graphics.width / 2
@animation_oy = Graphics.height / 2
end
end
end
end
#==============================================================================
# Sprite_Timer
#==============================================================================
class Sprite_Timer < Sprite
#--------------------------------------------------------------------------
# Initialize (Mod)
#--------------------------------------------------------------------------
alias ow_ras_st_initialize initialize unless $@
def initialize(viewport)
ow_ras_st_initialize(viewport)
self.x = Graphics.width - self.bitmap.width
end
end
#==============================================================================
# Spriteset_Map
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# Create Viewport (Rewrite)
#--------------------------------------------------------------------------
def create_viewports
@viewport1 = Viewport.new(0, 0, Graphics.width, Graphics.height) # changed
@viewport2 = Viewport.new(0, 0, Graphics.width, Graphics.height) # changed
@viewport3 = Viewport.new(0, 0, Graphics.width, Graphics.height) # changed
@viewport2.z = 50
@viewport3.z = 100
end
end
#==============================================================================
# Spriteset_Battle
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# Create Viewport (Rewrite)
#--------------------------------------------------------------------------
def create_viewports
@viewport1 = Viewport.new(0, 0, Graphics.width, Graphics.height) # changed
@viewport2 = Viewport.new(0, 0, Graphics.width, Graphics.height) # changed
@viewport3 = Viewport.new(0, 0, Graphics.width, Graphics.height) # changed
@viewport2.z = 50
@viewport3.z = 100
end
#--------------------------------------------------------------------------
# Create Battleback Sprite (Rewrite)
#--------------------------------------------------------------------------
def create_battleback
source = $game_temp.background_bitmap
bitmap = Bitmap.new(Graphics.width + 96, Graphics.height + 64) # changed
bitmap.stretch_blt(bitmap.rect, source, source.rect)
bitmap.radial_blur(90, 12)
@battleback_sprite = Sprite.new(@viewport1)
@battleback_sprite.bitmap = bitmap
@battleback_sprite.ox = (Graphics.width + 96) / 2 # changed
@battleback_sprite.oy = (Graphics.height + 64) / 2 # changed
@battleback_sprite.x = Graphics.width / 2 # changed
@battleback_sprite.y = (Graphics.height - 64) / 2 # changed
@battleback_sprite.wave_amp = 8
@battleback_sprite.wave_length = 240
@battleback_sprite.wave_speed = 120
end
#--------------------------------------------------------------------------
# Create Battlefloor Sprite (Mod)
#--------------------------------------------------------------------------
alias ow_ras_sb_create_battlefloor create_battlefloor unless $@
def create_battlefloor
ow_ras_sb_create_battlefloor
@battlefloor_sprite.x = (Graphics.width - 544) / 2
@battlefloor_sprite.y = 192 + (Graphics.height - 416) / 2
end
end
#==============================================================================
# Window_Help
#==============================================================================
class Window_Help < Window_Base
#--------------------------------------------------------------------------
# Initialize (Rewrite)
#--------------------------------------------------------------------------
def initialize
super(0, 0, Graphics.width, WLH + 32) # changed
end
end
#==============================================================================
# Window_MenuStatus
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# Initialize (Rewrite)
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, Graphics.width - 160, Graphics.height) # changed
@v_size = (Graphics.height - 32) / 4 # added
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# Refresh (Rewrite)
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
y = @v_size > 96 ? (@v_size - 96) / 2 + 2 : 2 # added
draw_actor_face(actor, 2, actor.index * @v_size + y, 92) # changed
x = 104
y = actor.index * @v_size + WLH / 2 # changed
y += (@v_size - 96) / 2 if @v_size > 96 # added
offset = Graphics.width - 424 # added
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + offset, y) # changed
draw_actor_level(actor, x, y + WLH * 1)
draw_actor_state(actor, x, y + WLH * 2)
draw_actor_hp(actor, x + offset, y + WLH * 1) # changed
draw_actor_mp(actor, x + offset, y + WLH * 2) # changed
end
end
#--------------------------------------------------------------------------
# Update cursor (Rewrite)
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # No cursor
self.cursor_rect.empty
elsif @index < @item_max # Normal (changed)
self.cursor_rect.set(0, @index * @v_size, contents.width, @v_size)
elsif @index >= 100 # Self (changed)
self.cursor_rect.set(0, (@index - 100) * @v_size, contents.width, @v_size)
else # All (changed)
self.cursor_rect.set(0, 0, contents.width, @item_max * @v_size)
end
end
end
#==============================================================================
# Window_SkillStatus
#==============================================================================
class Window_SkillStatus < Window_Base
#--------------------------------------------------------------------------
# Initialize (Rewrite)
#--------------------------------------------------------------------------
def initialize(x, y, actor)
super(x, y, Graphics.width, WLH + 32) # chagned
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# Refresh (Rewrite)
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_level(@actor, 140, 0)
draw_actor_hp(@actor, Graphics.width - 304, 0) # changed
draw_actor_mp(@actor, Graphics.width - 152, 0) # changed
end
end
#==============================================================================
# Window_Equip
#==============================================================================
class Window_Equip < Window_Selectable
#--------------------------------------------------------------------------
# Initialize (Rewrite)
#--------------------------------------------------------------------------
def initialize(x, y, actor)
super(x, y, Graphics.width - 208, WLH * 5 + 32) # changed
@actor = actor
refresh
self.index = 0
end
end
#==============================================================================
# Window_Status
#==============================================================================
class Window_Status < Window_Base
#--------------------------------------------------------------------------
# Initialize (Rewrite)
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 0, Graphics.width, Graphics.height) # changed
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# Refresh (Rewrite)
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 128, 0)
draw_actor_face(@actor, 8, 32)
draw_basic_info(128, 32)
draw_parameters(32, Graphics.height - 256) # changed
draw_exp_info((Graphics.width / 2) + 16, 32) # changed
draw_equipments((Graphics.width / 2) + 16, Graphics.height - 256) # changed
end
end
#==============================================================================
# Window_SaveFile
#==============================================================================
class Window_SaveFile < Window_Base
#--------------------------------------------------------------------------
# Initialize (Rewrite)
#--------------------------------------------------------------------------
def initialize(file_index, filename)
h = (Graphics.height - 56) / 4
super(0, 56 + file_index % 4 * h, Graphics.width, h) # changed
@file_index = file_index
@filename = filename
load_gamedata
refresh
@selected = false
end
end
#==============================================================================
# Window_ShopBuy
#==============================================================================
class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# Initialize (Rewrite)
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 304, Graphics.height - y) # changed
@shop_goods = $game_temp.shop_goods
refresh
self.index = 0
end
end
#==============================================================================
# Window_ShopNumber
#==============================================================================
class Window_ShopNumber < Window_Base
#--------------------------------------------------------------------------
# Initialize (Rewrite)
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 304, Graphics.height - y) # changed
@item = nil
@max = 1
@price = 0
@number = 1
end
end
#==============================================================================
# Window_ShopStatus
#==============================================================================
class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# Initialize (Rewrite)
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, Graphics.width - 304, Graphics.height - y) # changed
@item = nil
refresh
end
end
#==============================================================================
# Window_NameEdit
#==============================================================================
class Window_NameEdit < Window_Base
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize(actor, max_char)
x = (Graphics.width - 368) / 2 # added
y = (Graphics.height - 376) / 2 # added
super(x, y, 368, 128) # changed
@actor = actor
@name = actor.name
@max_char = max_char
name_array = @name.split(//)[0...@max_char]
@name = ""
for i in 0...name_array.size
@name += name_array[i]
end
@default_name = @name
@index = name_array.size
self.active = false
refresh
update_cursor
end
end
#==============================================================================
# Window_NameInput
#==============================================================================
class Window_NameInput < Window_Base
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize(mode = 0)
x = (Graphics.width - 368) / 2 # added
y = ((Graphics.height - 376) / 2 ) + 128 # added
super(x, y, 368, 248) # changed
@mode = mode
@index = 0
refresh
update_cursor
end
end
#==============================================================================
# Window_NumberInput
#==============================================================================
class Window_NumberInput < Window_Base
#--------------------------------------------------------------------------
# Initialize (Rewrite)
#--------------------------------------------------------------------------
def initialize
super(0, 0, Graphics.width, 64) # changed
@number = 0
@digits_max = 6
@index = 0
self.opacity = 0
self.active = false
self.z += 9999
refresh
update_cursor
end
end
#==============================================================================
# Window_Message
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# Initialize (Rewrite)
#--------------------------------------------------------------------------
def initialize
y = $game_temp.in_battle ? (Graphics.height - 128) : 288 # added
super(0, y, Graphics.width, 128) # changed
self.z = 200
self.active = false
self.index = -1
self.openness = 0
@opening = false
@closing = false
@text = nil
@contents_x = 0
@contents_y = 0
@line_count = 0
@wait_count = 0
@background = 0
@position = 2
@show_fast = false
@line_show_fast = false
@pause_skip = false
create_gold_window
create_number_input_window
create_back_sprite
end
#--------------------------------------------------------------------------
# Create Gold Window (Mod)
#--------------------------------------------------------------------------
alias ow_ras_wm_create_gold_window create_gold_window unless $@
def create_gold_window
ow_ras_wm_create_gold_window
@gold_window.x = Graphics.width - 160
end
#--------------------------------------------------------------------------
# Set Window Background and Position (Rewrite)
#--------------------------------------------------------------------------
def reset_window
@background = $game_message.background
@position = $game_message.position
if @background == 0
self.opacity = 255
else
self.opacity = 0
end
case @position
when 0 # Top
self.y = 0
@gold_window.y = Graphics.height - 56 # changed
when 1 # Middle
self.y = (Graphics.height / 2) - 64 # changed
@gold_window.y = 0
when 2 # Bottom
self.y = Graphics.height - 128 # changed
@gold_window.y = 0
end
end
end
#==============================================================================
# Window_TargetEnemy
#==============================================================================
class Window_TargetEnemy < Window_Command
#--------------------------------------------------------------------------
# Initialize (Rewrite)
#--------------------------------------------------------------------------
def initialize
commands = []
@enemies = []
for enemy in $game_troop.members
next unless enemy.exist?
commands.push(enemy.name)
@enemies.push(enemy)
end
super(Graphics.width - 128, commands, 2, 4) # changed
end
end
#==============================================================================
# Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Selectable
#--------------------------------------------------------------------------
# Initialize (Rewrite)
#--------------------------------------------------------------------------
def initialize
super(0, 0, Graphics.width - 128, 128) # changed
refresh
self.active = false
end
end
#==============================================================================
# Window_DebugLeft
#==============================================================================
class Window_DebugLeft < Window_Selectable
#--------------------------------------------------------------------------
# Initialize (Rewrite)
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 176, Graphics.height) # changed
self.index = 0
refresh
end
end
#==============================================================================
# Scene_Title
#==============================================================================
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# Include (Added)
#--------------------------------------------------------------------------
include SCRIPT_BASE
#--------------------------------------------------------------------------
# Initialize (New)
#--------------------------------------------------------------------------
def initialize
Graphics.resize_screen(MAIN_WIDTH, MAIN_HEIGHT)
end
#--------------------------------------------------------------------------
# Create Command Window (Mod)
#--------------------------------------------------------------------------
alias ow_ras_st_create_command_window create_command_window unless $@
def create_command_window
ow_ras_st_create_command_window
@command_window.x = (Graphics.width - @command_window.width) / 2
@command_window.y = Graphics.height - 128
end
end
#==============================================================================
# Scene_Menu
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# Start (Mod)
#--------------------------------------------------------------------------
alias ow_ras_sm_start start unless $@
def start
ow_ras_sm_start
@gold_window.y = Graphics.height - 56
end
end
#==============================================================================
# Scene_Item
#==============================================================================
class Scene_Item < Scene_Base
#--------------------------------------------------------------------------
# Start (Rewrite)
#--------------------------------------------------------------------------
def start
super
create_menu_background
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height) # changed
@help_window = Window_Help.new
@help_window.viewport = @viewport
h = Graphics.height - 56 # added
@item_window = Window_Item.new(0, 56, Graphics.width, h) # changed
@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 (Mod)
#--------------------------------------------------------------------------
alias ow_ras_si_show_target_window show_target_window unless $@
def show_target_window(right)
ow_ras_si_show_target_window(right)
width_remain = Graphics.width - @target_window.width
@target_window.x = width_remain if right
x = right ? 0 : @target_window.width
@viewport.rect.set(x, 0, width_remain, Graphics.height)
end
#--------------------------------------------------------------------------
# Hide Target Window (Mod)
#--------------------------------------------------------------------------
alias ow_ras_si_hide_target_window hide_target_window unless $@
def hide_target_window
ow_ras_si_hide_target_window
@viewport.rect.set(0, 0, Graphics.width, Graphics.height)
end
end
#==============================================================================
# Scene_Skill
#==============================================================================
class Scene_Skill < Scene_Base
#--------------------------------------------------------------------------
# Start (Rewrite)
#--------------------------------------------------------------------------
def start
super
create_menu_background
@actor = $game_party.members[@actor_index]
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height) # changed
@help_window = Window_Help.new
@help_window.viewport = @viewport
@status_window = Window_SkillStatus.new(0, 56, @actor)
@status_window.viewport = @viewport
w = Graphics.width # added
h = Graphics.height - 112 # added
@skill_window = Window_Skill.new(0, 112, w, h, @actor) # changed
@skill_window.viewport = @viewport
@skill_window.help_window = @help_window
@target_window = Window_MenuStatus.new(0, 0)
hide_target_window
end
#--------------------------------------------------------------------------
# Show Target Window (Mod)
#--------------------------------------------------------------------------
alias ow_ras_ss_show_target_window show_target_window unless $@
def show_target_window(right)
ow_ras_ss_show_target_window(right)
width_remain = Graphics.width - @target_window.width
@target_window.x = width_remain if right
x = right ? 0 : @target_window.width
@viewport.rect.set(x, 0, width_remain, Graphics.height)
end
#--------------------------------------------------------------------------
# Hide Target Window (Mod)
#--------------------------------------------------------------------------
alias ow_ras_ss_hide_target_window hide_target_window unless $@
def hide_target_window
ow_ras_ss_hide_target_window
@viewport.rect.set(0, 0, Graphics.width, Graphics.height)
end
end
#==============================================================================
# Scene_Equip
#==============================================================================
class Scene_Equip < Scene_Base
#--------------------------------------------------------------------------
# Create Item Window (Rewrite)
#--------------------------------------------------------------------------
def create_item_windows
@item_windows = []
y = 208 # added
w = Graphics.width # added
h = Graphics.height - 208 # added
for i in 0...EQUIP_TYPE_MAX
@item_windows[i] = Window_EquipItem.new(0, y, w, h, @actor, i) # changed
@item_windows[i].help_window = @help_window
@item_windows[i].visible = (@equip_index == i)
@item_windows[i].active = false
@item_windows[i].index = -1
end
end
end
#==============================================================================
# Scene_End
#==============================================================================
class Scene_End < Scene_Base
#--------------------------------------------------------------------------
# Create Command Window (Mod)
#--------------------------------------------------------------------------
alias ow_ras_se_create_command_window create_command_window unless $@
def create_command_window
ow_ras_se_create_command_window
@command_window.x = (Graphics.width - @command_window.width) / 2
@command_window.y = (Graphics.height - @command_window.height) / 2
end
end
#==============================================================================
# Scene_Shop
#==============================================================================
class Scene_Shop < Scene_Base
#--------------------------------------------------------------------------
# Start (Rewrite)
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@help_window = Window_Help.new
@gold_window = Window_Gold.new(Graphics.width - 160, @help_window.height)
h = Graphics.height - @help_window.height * 2
@dummy_window = Window_Base.new(0, 112, Graphics.width, h) # changed
@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, Graphics.width, h) # changed
@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(304, 112)
@status_window.visible = false
end
#--------------------------------------------------------------------------
# Create Command Window (Rewrite)
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::ShopBuy
s2 = Vocab::ShopSell
s3 = Vocab::ShopCancel
w = Graphics.width - 160 # added
@command_window = Window_Command.new(w, [s1, s2, s3], 3) # changed
@command_window.y = 56
if $game_temp.shop_purchase_only
@command_window.draw_item(1, false)
end
end
end
#==============================================================================
# Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# Create Information Display Viewport (Rewrite)
#--------------------------------------------------------------------------
def create_info_viewport
gw = Graphics.width # added
gh = Graphics.height # added
@info_viewport = Viewport.new(0, gh - 128, gw, 128) # changed
@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 = gw # changed
@info_viewport.visible = false
end
#--------------------------------------------------------------------------
# Start Skill Selection (Rewrite)
#--------------------------------------------------------------------------
def start_skill_selection
@help_window = Window_Help.new
w = Graphics.width # added
h = Graphics.height - 184 # added
@skill_window = Window_Skill.new(0, 56, w, h, @active_battler) # changed
@skill_window.help_window = @help_window
@actor_command_window.active = false
end
#--------------------------------------------------------------------------
# Start Item Selection (Rewrite)
#--------------------------------------------------------------------------
def start_item_selection
@help_window = Window_Help.new
w = Graphics.width # added
h = Graphics.height - 184 # added
@item_window = Window_Item.new(0, 56, w, h) # changed
@item_window.help_window = @help_window
@actor_command_window.active = false
end
end
Aproveite que ele ainda redimensiona todas as janelas e menus do jogo para você! Agora que evite fazer mapas menores de 20x15 pois pode dar alguns problemas na visualização.
Perdão, me desculpa por isso, eu não havia testado, pensei que só esse módulo bastasse... pera só um segundo que vou ajeitar isso. Coloque essas linhas acima do script, pode ser debaixo dos comentários para deixar mais organizado -- por volta da linha 16 para ser mais exato:
module SCRIPT_BASE
# Screen width (in multiples of 32) [max = 640] [default = 640]
MAIN_WIDTH = 640
# Screen height (in multiples of 32) [max = 480] [default = 480]
MAIN_HEIGHT = 480
end
Isso deve resolver o problema, e como pode ver, aqui você controla a largura e altura da tela, respectivamente. Lembrando que a resolução não passa desse valor a não ser que se usem alguns artifícios bem avançados. Mas essa resolução é suficiente, e roda e tela cheia sem deixar bordas. Divirta-se!
Este post foi editado por Rafael_Sol_MAKER: 28 July 2010 - 10:05 PM
Tem como aumentar tambem, po alguem que manja de RGSS2 podia mostrar aonde que aumenta a tela de menu no script que o rafael postou!
Tenho quase certeza que tem como aumentar porque usei uma vez um script que aumenta a tela do jogo que se mudasse uma linha do script aumentava o menu tambem
Este post foi editado por Lipe RPG: 29 July 2010 - 04:00 PM
Tenho por mim que ele aumenta a tela e os menus também, para caber melhor na tela, isso é, ele devia vir todo "pré-ajustado", e foi o que de fato deu por aqui nos meus testes. Se estiver usando algum script de menu customizado fale agora ou...
Aumentar o menu? Isso é, a largura dele ou alguma coisa assim? Eu posso até arriscar fazer, afinal são só 3 janelas para mudar alguns valores.
Ou na verdade o que você quer é aumentar o número de opções do menu? Isso aí sim é outro script... e foge da minha alçada.