No. And I actually can't find it posted here anywhere. O_o
I found this in an old backup, though. The main thing to do would be to change the script so it aliases module Input rather than having to edit every possible scene. >.<
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Screenshot Kit
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Credits:
#
# screenshot.dll - Andreas21
# calling script and instructions - Blizzard
#
#
# Instructions:
#
# Place the screenshot.dll in your game's main folder. To make a screenshot
# system adding a code line in every Scene_SOMETHING script. Usually
# part of the script looks like this:
#
# class Scene_SOMETHING
# def main
# ...
# loop do
# Graphics.update
# Input.update
# ### HERE COMES THE EXTRA LINE!
# update
# if $scene != self
# break
# end
# end
# ...
# end
# end
#
# The extra line that you need to add has to look like this:
#
# Screen.shot if Input.trigger?(Input::KEY)
#
# KEY - the key that is being pressed to take a screenshot
#
# Keep in mind that you can only use RMXP's predefined keys (like A, X, Y, Z,
# F5, F6, etc.). If you are using Blizz-ABS or Custom Game Controls from Tons
# of Add-ons, you can use any key (Key['Arrow Up'], Key['U'], etc.). If you
# have another custom controls script, you can use on of its keys instead.
#
#
# Note:
#
# Your files will be saved as:
#
# "PATH" + "FILENAME" + "DD.MM.YYYY HH-MM-SS" + "EXTENSION"
#
# DD.MM.YYYY - date
# HH-MM-SS - time
#
# Keep in mind that making two screenshots in one second will result the
# previous screenshot to be deleted.
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
module Screen
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# folder where screenshots are placed, leave empty for main folder
PATH = 'Screenshots/'
# basic filenames
FILENAME = 'My Game @ '
# file extension/format (0 = BMP, 1 = JPG, 2 = PNG)
EXTENSION = 2
# sound effect to be played (leave FILENAME empty for none)
# template: RPG::AudioFile.new('FILENAME', VOLUME, PITCH)
SOUND = RPG::AudioFile.new('snap', 80, 100)
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#==============================================================================
# module RPG::Cache
#==============================================================================
@screen = Win32API.new 'screenshot.dll', 'Screenshot', %w(l l l l p l l), ''
@readini = Win32API.new 'kernel32', 'GetPrivateProfileStringA', %w(p p p p l p), 'l'
@findwindow = Win32API.new 'user32', 'FindWindowA', %w(p p), 'l'
def self.shot
game_name = "\0" * 256
@readini.call('Game', 'Title', '', game_name, 255, './Game.ini')
game_name.delete!("\0")
window = @findwindow.call('RGSS Player', game_name)
time = Time.new
extension = case EXTENSION
when 0 then '.bmp'
when 1 then '.jpg'
when 2 then '.png'
end
@screen.call(0, 0, 640, 480, time.strftime(
PATH + FILENAME + '%d.%m.%Y %H-%M-%S' + extension), window, EXTENSION)
if SOUND.name != ''
Audio.se_play('Audio/SE/' + SOUND.name, SOUND.volume, SOUND.pitch)
end
end
end
I hope it's not buggy. O.o;