Hello guys, can you give me a hand to resize this script?
#===============================================================================
#===========================
# Con questo script potrete aggiungere dei cheats al vostro gioco. Inserite
# nel Call Script $scene = Scene_Cheats.new per chiamare la finestra di
# inserimento. Alla 51° riga troverete altre istruzioni.
#===============================================================================
#===========================
#------------------------------------------------------------------------------
# by BudsieBuds Modificato da Alex'94 & mew2 Adattato per VX da Johnny 97
#==============================================================================
class Scene_Cheats
#--------------------------------------------------------------------------
# def main
#--------------------------------------------------------------------------
def main
@edit_window = Window_CheatsEdit.new
@input_window = Window_CheatsInput.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@edit_window.dispose
@input_window.dispose
end
#--------------------------------------------------------------------------
# def update
#--------------------------------------------------------------------------
def update
@edit_window.update
@input_window.update
if Input.repeat?(Input::B)
if @edit_window.index == 0
return
end
Audio.se_play("Audio/SE/" + "Cancel", 100, 50)
@edit_window.back
return
end
if Input.trigger?(Input::C)
if @input_window.character == nil
@cheat_word = @edit_window.cheat.downcase
# START EDITING //
#===============================================================================
#===========================
#
# elsif @cheat_word == "Per iniziare a mettere nuovi trucchi nel gioco." #Queste sono le combinazioni
# $game_party.gain_item(Item ID, How many) #per inserire altri oggetti
# $game_party.gain_gold(How many) # Per inserire altro oro
# $game_party.gain_weapon(Weapon ID, How many) #Per inserire nuove armi
# $game_party.gain_armor(Armor ID, How many) # Per inserire nuove armature
# $game_party.actors[Actor ID].learn_skill(Skill ID) # Per inserire nuove magie
# $game_system.se_play($data_system.decision_se) # Questo è il suono di verifica
#
# Il primo codice deve iniziare con 'if' invece che con 'elsif'!
#
#===============================================================================
#===========================
if @cheat_word == "everythingismine"
$game_party.gain_gold(20) # 20 Gold
$game_party.gain_item(17, 3) # 3x Seed of Life
$game_system.se_play($data_system.decision_se)
elsif @cheat_word == "iamarealfighter"
$game_party.gain_weapon(1, 2) # 2x Bronze Sword
$game_party.gain_armor(21, 1) # 1x Cotton Robe
$game_system.se_play($data_system.decision_se)
# STOP EDITING
else
Audio.se_play("Audio/SE/" + "Buzzer2", 100, 50)
end
$scene = Scene_Map.new
Graphics.resize_screen(544, 416)
return
end
if @input_window.character == ""
Audio.se_play("Audio/SE/" + "Buzzer2", 100, 50)
return
end
Audio.se_play("Audio/SE/" + "Decision2", 100, 50)
@edit_window.add(@input_window.character)
return
end
end
end
#==============================================================================
# Window_Base
#------------------------------------------------------------------------------
# by BudsieBuds Modificato da Alex'94 & mew2 Adattato per VX da Johnny 97
#==============================================================================
class Window_Base < Window
def draw_icon_graphic(icon, x, y)
bitmap = Cache.system("cursor")
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
end
#==============================================================================
# Window_CheatsEdit
#------------------------------------------------------------------------------
# by BudsieBuds Modificato da Alex'94 & mew2 Adattato per VX da Johnny 97
#==============================================================================
class Window_CheatsEdit < Window_Base
#--------------------------------------------------------------------------
# def ?!
#--------------------------------------------------------------------------
attr_reader :cheat
attr_reader :index
#--------------------------------------------------------------------------
# def initialize
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 128)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = $fontsize == nil ? Font.default_size : $fontsize
self.contents.font.name = $fontface == nil ? Font.default_name : $fontface
@max_char = 17
@index = 0
@cheat = ""
refresh
update_cursor_rect
end
#--------------------------------------------------------------------------
# def add(character)
#--------------------------------------------------------------------------
def add(character)
if @index < @max_char and character != ""
@cheat += character
@index += 1
refresh
update_cursor_rect
end
end
#--------------------------------------------------------------------------
# def back
#--------------------------------------------------------------------------
def back
if @index > 0
name_array = @cheat.split(//)
@cheat = ""
for i in 0...name_array.size-1
@cheat += name_array[i]
end
@index -= 1
refresh
update_cursor_rect
end
end
#--------------------------------------------------------------------------
# def refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
name_array = @cheat.split(//)
for i in 0...@max_char
c = name_array[i]
if c == nil
c = "?"
end
x = (i + 1) * 32
self.contents.draw_text(x, 32, 28, 32, c, 1)
end
draw_icon_graphic("cheat", 16, 60)
end
#--------------------------------------------------------------------------
# def update_cursor_rect
#--------------------------------------------------------------------------
def update_cursor_rect
x = (@index + 1) * 32
self.cursor_rect.set(x, 32, 28, 32)
end
#--------------------------------------------------------------------------
# def update
#--------------------------------------------------------------------------
def update
super
update_cursor_rect
end
end
#==============================================================================
# Window_CheatsInput
#------------------------------------------------------------------------------
# by BudsieBuds Modificato da Alex'94 & mew2 Adattato per VX da Johnny 97
#==============================================================================
class Window_CheatsInput < Window_Base
CHARACTER_TABLE =
[
'A','B','C','D','E', 'F','G','H','I','J',
'K','L','M','N','O', 'P','Q','R','S','T',
'U','V','W','X','Y', 'Z','@','"','!','£',
'$','%','&','/','(', '<','>','|','[',']',
'#','{','}','©','®', 'a','b','c','d','e',
'f','g','h','i','j', 'k','l','m','n','o',
'p','q','r','s','t', 'u','v','w','x','y',
'z',')','=','?','^', ',','.','-','_','€',
'1','2','3','4','5', '6','7','8','9','0',
]
#--------------------------------------------------------------------------
# def initialize
#--------------------------------------------------------------------------
def initialize
Graphics.resize_screen(640, 480)
super(0, 128, 640, 352)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = $fontsize == nil ? Font.default_size : $fontsize
self.contents.font.name = $fontface == nil ? Font.default_name : $fontface
@index = 0
refresh
update_cursor_rect
end
#--------------------------------------------------------------------------
# def character
#--------------------------------------------------------------------------
def character
return CHARACTER_TABLE[@index]
end
#--------------------------------------------------------------------------
# def refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...90
x = 140 + i / 5 / 9 * 180 + i % 5 * 32
y = i / 5 % 9 * 32
self.contents.draw_text(x, y, 32, 32, CHARACTER_TABLE[i], 1)
end
self.contents.draw_text(428, 9 * 32, 48, 32, "OK", 1)
end
#--------------------------------------------------------------------------
# def update_cursor_rect
#--------------------------------------------------------------------------
def update_cursor_rect
if @index >= 90
self.cursor_rect.set(428, 9 * 32, 48, 32)
else
x = 140 + @index / 5 / 9 * 180 + @index % 5 * 32
y = @index / 5 % 9 * 32
self.cursor_rect.set(x, y, 32, 32)
end
end
#--------------------------------------------------------------------------
# def update
#--------------------------------------------------------------------------
def update
super
if @index >= 90
if Input.trigger?(Input::DOWN)
Audio.se_play("Audio/SE/" + "Cursor", 100, 50)
@index -= 90
end
if Input.repeat?(Input::UP)
Audio.se_play("Audio/SE/" + "Cursor", 100, 50)
@index -= 90 - 40
end
else
if Input.repeat?(Input::RIGHT)
if Input.trigger?(Input::RIGHT) or
@index / 45 < 3 or @index % 5 < 4
Audio.se_play("Audio/SE/" + "Cursor", 100, 50)
if @index % 5 < 4
@index += 1
else
@index += 45 - 4
end
if @index >= 90
@index -= 90
end
end
end
if Input.repeat?(Input::LEFT)
if Input.trigger?(Input::LEFT) or
@index / 45 > 0 or @index % 5 > 0
Audio.se_play("Audio/SE/" + "Cursor", 100, 50)
if @index % 5 > 0
@index -= 1
else
@index -= 45 - 4
end
if @index < 0
@index += 90
end
end
end
if Input.repeat?(Input::DOWN)
Audio.se_play("Audio/SE/" + "Cursor", 100, 50)
if @index % 45 < 40
@index += 5
else
@index += 90 - 40
end
end
if Input.repeat?(Input::UP)
if Input.trigger?(Input::UP) or @index % 45 >= 5
Audio.se_play("Audio/SE/" + "Cursor", 100, 50)
if @index % 45 >= 5
@index -= 5
else
@index += 90
end
end
end
if Input.repeat?(Input::L) or Input.repeat?(Input::R)
Audio.se_play("Audio/SE/" + "Cursor", 100, 50)
if @index < 45
@index += 45
else
@index -= 45
end
end
end
update_cursor_rect
end
end
Currently works with 640x480 screen, and I would have the 544x416 screen =)
Thanks!