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Submission: On October 14 via api from RU — Scanned from GB
Submission: On October 14 via api from RU — Scanned from GB
Form analysis
6 forms found in the DOMGET /b/breaking
<form id="siteSearchForm" method="get" action="/b/breaking">
<div class="nav-channel-search-input-wrapper">
<span class="icon ion-search"></span>
<input type="search" name="keyword" class="form-control textInput" autocomplete="off" placeholder="Find" value="">
</div>
</form>
GET /b/breaking
<form id="siteMobileSearchForm" class="nav-channel-search-input-wrapper" method="get" action="/b/breaking">
<span class="icon ion-search"></span>
<input type="search" name="keyword" class="form-control textInput" autocomplete="off" placeholder="Find" value="">
</form>
<form class="itemForm" id="rateUpForm">
<button class="item unusable" id="rateUp"> Like! <small id="ratingUp">0</small><br>
<small>(<span class="ion-help-circled"></span> <span id="ratingUpIp">0</span>)</small>
</button>
</form>
<form class="itemForm" id="rateDownForm">
<button class="item unusable" id="rateDown"> Dislike! <small id="ratingDown">0</small><br>
<small>(<span class="ion-help-circled"></span> <span id="ratingDownIp">0</span>)</small>
</button>
</form>
GET /b/tasteful
<form action="/b/tasteful" method="get" class="form-inline search-form justify-content-end">
<div class="input-group">
<div class="input-group-prepend">
<select class="form-control form-control-sm" name="target">
<option value="all">All</option>
<option value="title_content">Title/Content</option>
<option value="title">Title</option>
<option value="content">Content</option>
<option value="nickname">Writer</option>
<option value="comment">Comment</option>
</select>
</div>
<span class="d-none" id="searchFormLabel">Keyword search form input</span>
<input type="text" class="form-control form-control-sm" name="keyword" value="" aria-labelledby="searchFormLabel">
<div class="input-group-append">
<button class="btn btn-arca btn-sm" type="submit">Search</button>
</div>
</div>
</form>
<form class="form-inline mt-2 justify-content-center">
<div class="input-group">
<input type="datetime-local" name="near" class="form-control form-control-sm" data-datetime="2024-10-14T18:39:16.116Z" data-format="Y-m-dTH:i" data-localdate="max" max="2024-10-14T19:39">
<div class="input-group-append">
<button class="btn btn-arca btn-sm" type="submit" name="tz" data-datetime="0" data-format="O" data-localdate="value" value="+0000">Go to Time</button>
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* Subscribe Channel There are no channels you are subscribed to. * Main Channel Best live 유머 채널 Hot Deals ideal article collection Comprehensive deliberation target Comprehensive breaking news Notices Inquiry Board Channel inquiry board 블루 아카이브 채널 원신 채널 붕괴 스타레일 채널 유희왕 채널 트릭컬 RE:VIVE 채널 던전앤파이터 채널 이터널 리턴 채널 명일방주 채널 에픽세븐 채널 승리의 여신 니케 채널 명조 채널 로보토미 코퍼레이션 채널 홀로라이브 채널 리그 오브 레전드 채널 퍼니싱 채널 에어소프트 채널 붕괴3rd 채널 메이플스토리 채널 KBO 채널 격투게임 채널 벽람항로 채널 카운터사이드 채널 장르소설 채널 가이진 채널 젠레스 존 제로 채널 마비노기 블로니 채널 우마무스메 프리티 더비 채널 리버스 1999 채널 브라운더스트2 채널 스노우 브레이크 채널 메이플랜드 채널 View More * Loading... Close * Search Loading... Close * News * Wiki * 뉴스 🌱 tasteful 채널 알림 알림 중 알림 취소 Subscribe Subscribed Unsubscribe 64 subscribers 알림수신 0명 Personal_Channel @tasteful 개인 수첩 유틸 VX 화면확장 Resize and Scale tasteful Like 0 Dislike 0 Comment 0 Views 34 Uploaded date 2024-05-03 06:12:54 Updated date 2024-05-03 06:16:24 https://arca.live/b/tasteful/105245500 우연히 발견한 영어권 스크립트 이번 역시 해상도를 늘리기보다는 윈도우 크기를 늘리는 것을 메인으로 삼았음 해상도 확장은 Goldaryn Multiple Resolution Kit Custom Resolution Resolution Changer Ultimate 이런 것들이 있다는 모양 ------------------------------------------------------------ 출처 https://originalwij.wordpress.com/downloads/ 이전에 올렸던 일본의 두 스크립트는 버튼을 눌러 화면을 조절하는 타입이었으나 이번 스크립트는 게임을 시작할 때 그저 윈도우를 크게 확장시켜 띄워주는 단순한 방법을 채택했다 하지만 그렇기에 강력하다 번번히 실패했던 전란의 헥사가 드디어 화면이 커졌다 크기를 조절할 수 있었던 다른 스크립트나 Sizer에 비해 편의성 면은 조금 부족할 수는 있어도 차선책으로 고를만한 훌륭한 수단이 될 것이다 스크립트 배포를 게임에 담아서 해주던데 그 부분은 조금 불편할지도 기본적으로 설정된 해상도는 건드릴 필요 없겠고 SCALE 의 수치만 고쳐주면 됨 내 모니터에선 2 넣으니까 과하지 않게 커다란 사이즈가 나와서 좋았는데 개인의 환경에 따른 자유로운 조절이 안되는 터라 적당히 타협해야함 아니면 VX나 제미니로 스크립트 뜯어서 고치라고 해야하는데 그게 말이 되겠냐고 ㅋㅋ ------------------------------------------------------------ 스크립트 배포 게시글의 갈무리 // Current Version: 1.1 Version Date: 6/28/2009 This script adjusts all the default windows and scenes to a larger size. I also added in Mechacrash & Kylock’s script to scale the window. Terms and Conditions: Free to use non-commercially. Credit required. Credits: Me (OriginalWij) Mechacrash and Kylock for the Scale routine // 비상업적 사용의 자유라고 해서 전문 가져왔다 스크립트 전문 #============================================================================== # Resize and Scale Screen #============================================================================== # Author : OriginalWij (Scale: Mechacrash & Kylock) # Version : 1.1 (Scale: 1.0) #============================================================================== #============================================================================== # v1.0 # - Initial release # v1.1 # - Fixed player screen centering # - Aliased some methods to increase compatibility #============================================================================== #============================================================================== # Config #============================================================================== module OW_RaS # Screen width (in multiples of 32) [max = 640] [default = 544] WIDTH = 640 # Screen height (in multiples of 32) [max = 480] [default = 416] HEIGHT = 480 # Scale multiplier factor (width = WIDTH * SCALE, height = HEIGHT * SCALE) # [default = 1.0] (1.0 = do NOT scale the game-window's size) SCALE = 1.47 end #============================================================================== # Scale #============================================================================== class Scale #-------------------------------------------------------------------------- # Scale Window (by Mechacrash & Kylock) #-------------------------------------------------------------------------- def self.game_window(w, h) size = Win32API.new('user32', 'GetSystemMetrics', 'I', 'I') move = Win32API.new('user32', 'MoveWindow', ['l','i','i','i','i','l'], 'l') find = Win32API.new('user32', 'FindWindowEx', ['l','l','p','p'], 'i') window = find.call(0, 0, "RGSS Player", 0) window_w = size.call(0) window_h = size.call(1) move.call(window,(window_w - w) / 2,(window_h - h) / 2, w, h, 1) end end #============================================================================== # 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 OW_RaS #-------------------------------------------------------------------------- # Initialize (New) #-------------------------------------------------------------------------- def initialize Graphics.resize_screen(WIDTH, HEIGHT) Scale.game_window(WIDTH * SCALE, HEIGHT * SCALE) 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 굳 Like! 0 ( 0) Dislike! 0 ( 0) Share Comment [0] 새로운 댓글이 달렸습니다! 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