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1

Montag, 21. Mai 2007, 19:39

variable dauerhaft anzeigen (wie Goldfenster)

kann jemand ein kleines fenster machen das rechts oben im bildschirm dauerhaft angezeigt wird?
das sollte (bitte) drinstehen:

\v[1] : \v[2]

Tag: \v[3]

[__________]

da wo ich [_______] gemacht hab ist es möglich das man anzeigt (frühling,sommer,herbst,winter) wenn variable 4=1 dann frühling....

könnt ihr mir büdde helfen schonma im vorraus thx
Newbies brauchen hilfe ?? Addet mich bei ICQ 247667023 !!
.......___________
------|__________|-------- This is Nudelholz copy Nudelholz in your signatur to make better kuchen and other teigprodukte

Dieser Beitrag wurde bereits 3 mal editiert, zuletzt von »---Paul---« (21. Mai 2007, 19:48)


2

Montag, 21. Mai 2007, 20:44

Also ich hab mich mal rangewagt x)
hier ist das Ergebnis :

Zuerst erstellst du ein neues unter den Windows_ und nennst
es meinetwegen Window_Var.

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#==============================================================================
# ** Window_Var
#------------------------------------------------------------------------------
#  zeigt ein Window mit Variableninhalten an
#==============================================================================
 
class Window_Var < Window_Base
  #--------------------------------------------------------------------------
  # * Initialisieren
  #--------------------------------------------------------------------------
  def initialize
   super(0, 0, 120, 130) # Größe des Window
     self.contents = Bitmap.new(width - 32, height - 32)
     self.contents.font.name = "Arial" # Font
     self.contents.font.size = 18 # Fontgröße
    refresh
   end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color 
    # Farbe festlegen Bsp. : Color.new(Rot,Grün,Bau)
    self.contents.draw_text(4, 0, 24, 32,$game_variables[001].to_s, 2)
    self.contents.draw_text(4, 0, 46, 32,$game_variables[002].to_s, 2)
    self.contents.draw_text(4, 0, 32, 32, ":", 2) 
    self.contents.draw_text(4, 0, 48, 110,"Tag :")
    self.contents.draw_text(4, 0, 64, 110,$game_variables[003].to_s, 2)
  # Variablen und Schriftpositionen kannst du da einstellen 
  if $game_variables[004] == 1  # If Abfrage für die Jahreszeit
    self.contents.draw_text(4, 0, 64, 165,"Frühling")
  else
  if $game_variables[004] == 2
    self.contents.draw_text(4, 0, 64, 165,"Sommer")
  else
  if $game_variables[004] == 3
    self.contents.draw_text(4, 0, 64, 165,"Herbst")
  else
  if $game_variables[004] == 4
    self.contents.draw_text(4, 0, 64, 165,"Winter")
  end
end
end
end
end
end
 


Deine Scene_Map ersetzt du mit folgendem :

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#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================
 
class Scene_Map
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make sprite set
    @spriteset = Spriteset_Map.new
    # Make message window
    @message_window = Window_Message.new
    # Transition run
    Graphics.transition
 
    # Var Window erstellen
    @var_window = Window_Var.new
    @var_window.x = 520 # X - Position des Window
    @var_window.y = 0 # Y - Position des Window
    @var_window.opacity = 80 # Grad der Sichtbarkeit
 
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of sprite set
    @spriteset.dispose
    # Dispose of message window
    @message_window.dispose
 
    # Dispose vom Var_Window -> damit es nicht woanders auftaucht
    @var_window.dispose
 
    # If switching to title screen
    if $scene.is_a?(Scene_Title)
      # Fade out screen
      Graphics.transition
      Graphics.freeze
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Loop
    loop do
      # Update map, interpreter, and player order
      # (this update order is important for when conditions are fulfilled 
      # to run any event, and the player isn't provided the opportunity to
      # move in an instant)
 
      # Update Var_Window
      @var_window.refresh
      # Damit die Variablen immer aktualisiert werden
 
      $game_map.update
      $game_system.map_interpreter.update
      $game_player.update
      # Update system (timer), screen
      $game_system.update
      $game_screen.update
      # Abort loop if player isn't place moving
      unless $game_temp.player_transferring
        break
      end
      # Run place move
      transfer_player
      # Abort loop if transition processing
      if $game_temp.transition_processing
        break
      end
    end
    # Update sprite set
    @spriteset.update
    # Update message window
    @message_window.update
    # If game over
    if $game_temp.gameover
      # Switch to game over screen
      $scene = Scene_Gameover.new
      return
    end
    # If returning to title screen
    if $game_temp.to_title
      # Change to title screen
      $scene = Scene_Title.new
      return
    end
    # If transition processing
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      if $game_temp.transition_name == ""
        Graphics.transition(20)
      else
        Graphics.transition(40, "Graphics/Transitions/" +
          $game_temp.transition_name)
      end
    end
    # If showing message window
    if $game_temp.message_window_showing
      return
    end
    # If encounter list isn't empty, and encounter count is 0
    if $game_player.encounter_count == 0 and $game_map.encounter_list != []
      # If event is running or encounter is not forbidden
      unless $game_system.map_interpreter.running? or
             $game_system.encounter_disabled
        # Confirm troop
        n = rand($game_map.encounter_list.size)
        troop_id = $game_map.encounter_list[n]
        # If troop is valid
        if $data_troops[troop_id] != nil
          # Set battle calling flag
          $game_temp.battle_calling = true
          $game_temp.battle_troop_id = troop_id
          $game_temp.battle_can_escape = true
          $game_temp.battle_can_lose = false
          $game_temp.battle_proc = nil
        end
      end
    end
    # If B button was pressed
    if Input.trigger?(Input::B)
      # If event is running, or menu is not forbidden
      unless $game_system.map_interpreter.running? or
             $game_system.menu_disabled
        # Set menu calling flag or beep flag
        $game_temp.menu_calling = true
        $game_temp.menu_beep = true
      end
    end
    # If debug mode is ON and F9 key was pressed
    if $DEBUG and Input.press?(Input::F9)
      # Set debug calling flag
      $game_temp.debug_calling = true
    end
    # If player is not moving
    unless $game_player.moving?
      # Run calling of each screen
      if $game_temp.battle_calling
        call_battle
      elsif $game_temp.shop_calling
        call_shop
      elsif $game_temp.name_calling
        call_name
      elsif $game_temp.menu_calling
        call_menu
      elsif $game_temp.save_calling
        call_save
      elsif $game_temp.debug_calling
        call_debug
      end
    end
  end
 
  #--------------------------------------------------------------------------
  # * Battle Call
  #--------------------------------------------------------------------------
  def call_battle
    # Clear battle calling flag
    $game_temp.battle_calling = false
    # Clear menu calling flag
    $game_temp.menu_calling = false
    $game_temp.menu_beep = false
    # Make encounter count
    $game_player.make_encounter_count
    # Memorize map BGM and stop BGM
    $game_temp.map_bgm = $game_system.playing_bgm
    $game_system.bgm_stop
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
    # Straighten player position
    $game_player.straighten
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
  #--------------------------------------------------------------------------
  # * Shop Call
  #--------------------------------------------------------------------------
  def call_shop
    # Clear shop call flag
    $game_temp.shop_calling = false
    # Straighten player position
    $game_player.straighten
    # Switch to shop screen
    $scene = Scene_Shop.new
  end
  #--------------------------------------------------------------------------
  # * Name Input Call
  #--------------------------------------------------------------------------
  def call_name
    # Clear name input call flag
    $game_temp.name_calling = false
    # Straighten player position
    $game_player.straighten
    # Switch to name input screen
    $scene = Scene_Name.new
  end
  #--------------------------------------------------------------------------
  # * Menu Call
  #--------------------------------------------------------------------------
  def call_menu
    # Clear menu call flag
    $game_temp.menu_calling = false
    # If menu beep flag is set
    if $game_temp.menu_beep
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Clear menu beep flag
      $game_temp.menu_beep = false
    end
    # Straighten player position
    $game_player.straighten
    # Switch to menu screen
    $scene = Scene_Menu.new
  end
  #--------------------------------------------------------------------------
  # * Save Call
  #--------------------------------------------------------------------------
  def call_save
    # Straighten player position
    $game_player.straighten
    # Switch to save screen
    $scene = Scene_Save.new
  end
  #--------------------------------------------------------------------------
  # * Debug Call
  #--------------------------------------------------------------------------
  def call_debug
    # Clear debug call flag
    $game_temp.debug_calling = false
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Straighten player position
    $game_player.straighten
    # Switch to debug screen
    $scene = Scene_Debug.new
  end
  #--------------------------------------------------------------------------
  # * Player Place Move
  #--------------------------------------------------------------------------
  def transfer_player
    # Clear player place move call flag
    $game_temp.player_transferring = false
    # If move destination is different than current map
    if $game_map.map_id != $game_temp.player_new_map_id
      # Set up a new map
      $game_map.setup($game_temp.player_new_map_id)
    end
    # Set up player position
    $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
    # Set player direction
    case $game_temp.player_new_direction
    when 2  # down
      $game_player.turn_down
    when 4  # left
      $game_player.turn_left
    when 6  # right
      $game_player.turn_right
    when 8  # up
      $game_player.turn_up
    end
    # Straighten player position
    $game_player.straighten
    # Update map (run parallel process event)
    $game_map.update
    # Remake sprite set
    @spriteset.dispose
    @spriteset = Spriteset_Map.new
    # If processing transition
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      Graphics.transition(20)
    end
    # Run automatic change for BGM and BGS set on the map
    $game_map.autoplay
    # Frame reset
    Graphics.frame_reset
    # Update input information
    Input.update
  end
end



Ich hab nochmal alles kommentiert wenn anerkannte Größen bitte auch ein Kommentar abgeben könnte was man verbessern könnte oder wie man es hätte anders machen könnte, dann sagt es an =) .



~Kain

3

Montag, 21. Mai 2007, 20:47

EDIT: Zu langsam xD

OK, ich habe mal schnell so einen HUD gemacht.

1. Diesen Code über Main einfügen:

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class HUD < Window_Base
 def initialize
  super(440, 0, 200, 120)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 155
    refresh
  end
 
  def refresh
    self.contents.clear
    self.contents.font.color = Color.new (200, 224, 255, 255)
    self.contents.draw_text(-1, -7, 120, 32, "#{$game_variables[1]} : #{$game_variables[2]}")
    self.contents.draw_text(-1, 25, 180, 32, "Tag: #{$game_variables[3]}")
    self.contents.draw_text(-1, 57, 180, 32, ["Frühling","Sommer","Herbst","Winter"][($game_variables[4]-1)%4])
  end
end


2. Im Skript Scene_Map unter Zeile 17 (Graphics.transition) noch diesen Code einfügen:

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$hud = HUD.new if $game_switches[100] == false


Fals du nicht willst, dass der HUD gestartet wird, Switch 100 an machen^^

Und dann noch unter Zeile 37 (@message_window.dispose) in Scene_Map:

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    if $hud != nil and $hud.disposed? == false
      $hud.dispose
      $hud = nil
    end


Wenn die Variablen sich ändern, musst du das Fenster mit:

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$hud.refresh


aktualisieren. Ich denke das war alles.

Viel Spass damit *;)*

Mfg Monsta

4

Montag, 21. Mai 2007, 20:55

wow!

big THX!!!
also mit dem von monst kam ich irgendwie nich zurecht ^^
aber des von Kain funktioniert und des is genau so wie ichs mir vorgestellt hab aba auch thx an monsta

PS.: @kain kann ich machen das des fenster keine windowsskin hat?
und das ich die box (oder wie ich den kasten nennen soll) mit nem switch deaktievieren kann?
Newbies brauchen hilfe ?? Addet mich bei ICQ 247667023 !!
.......___________
------|__________|-------- This is Nudelholz copy Nudelholz in your signatur to make better kuchen and other teigprodukte

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »---Paul---« (21. Mai 2007, 20:55)


5

Montag, 21. Mai 2007, 21:12

Also ich habe es mal so gemacht mit ist Switch 1 an
dann taucht die Box auf ist er nicht an dann eben nicht.
Ich hab mal die back.opacity eingebaut die den Hintergrund des Skins
entfernt ( Zahl gibt die härte des Grades an ) .
Wie der Rand zu entfernen geht kann ich dir nicht sagen, ich denke mal da könnte Mionsta eventuell abhelfen.


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#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================
 
class Scene_Map
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make sprite set
    @spriteset = Spriteset_Map.new
    # Make message window
    @message_window = Window_Message.new
    # Transition run
    Graphics.transition
    # Var Window erstellen
    if $game_switches[1] == true
    @var_window = Window_Var.new
    @var_window.x = 520
    @var_window.y = 0
    @var_window.opacity = 320
    @var_window.back_opacity = 40
    end
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of sprite set
    @spriteset.dispose
    # Dispose of message window
    @message_window.dispose
    # Dispose vom Var_Window
    if $game_switches[1] == true
    @var_window.dispose
    end
    # If switching to title screen
    if $scene.is_a?(Scene_Title)
      # Fade out screen
      Graphics.transition
      Graphics.freeze
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Loop
    loop do
      # Update map, interpreter, and player order
      # (this update order is important for when conditions are fulfilled 
      # to run any event, and the player isn't provided the opportunity to
      # move in an instant)
      # Update Var_Window
      if $game_switches[1] == true
      @var_window.refresh
      end
      $game_map.update
      $game_system.map_interpreter.update
      $game_player.update
      # Update system (timer), screen
      $game_system.update
      $game_screen.update
      # Abort loop if player isn't place moving
      unless $game_temp.player_transferring
        break
      end
      # Run place move
      transfer_player
      # Abort loop if transition processing
      if $game_temp.transition_processing
        break
      end
    end
    # Update sprite set
    @spriteset.update
    # Update message window
    @message_window.update
    # If game over
    if $game_temp.gameover
      # Switch to game over screen
      $scene = Scene_Gameover.new
      return
    end
    # If returning to title screen
    if $game_temp.to_title
      # Change to title screen
      $scene = Scene_Title.new
      return
    end
    # If transition processing
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      if $game_temp.transition_name == ""
        Graphics.transition(20)
      else
        Graphics.transition(40, "Graphics/Transitions/" +
          $game_temp.transition_name)
      end
    end
    # If showing message window
    if $game_temp.message_window_showing
      return
    end
    # If encounter list isn't empty, and encounter count is 0
    if $game_player.encounter_count == 0 and $game_map.encounter_list != []
      # If event is running or encounter is not forbidden
      unless $game_system.map_interpreter.running? or
             $game_system.encounter_disabled
        # Confirm troop
        n = rand($game_map.encounter_list.size)
        troop_id = $game_map.encounter_list[n]
        # If troop is valid
        if $data_troops[troop_id] != nil
          # Set battle calling flag
          $game_temp.battle_calling = true
          $game_temp.battle_troop_id = troop_id
          $game_temp.battle_can_escape = true
          $game_temp.battle_can_lose = false
          $game_temp.battle_proc = nil
        end
      end
    end
    # If B button was pressed
    if Input.trigger?(Input::B)
      # If event is running, or menu is not forbidden
      unless $game_system.map_interpreter.running? or
             $game_system.menu_disabled
        # Set menu calling flag or beep flag
        $game_temp.menu_calling = true
        $game_temp.menu_beep = true
      end
    end
    # If debug mode is ON and F9 key was pressed
    if $DEBUG and Input.press?(Input::F9)
      # Set debug calling flag
      $game_temp.debug_calling = true
    end
    # If player is not moving
    unless $game_player.moving?
      # Run calling of each screen
      if $game_temp.battle_calling
        call_battle
      elsif $game_temp.shop_calling
        call_shop
      elsif $game_temp.name_calling
        call_name
      elsif $game_temp.menu_calling
        call_menu
      elsif $game_temp.save_calling
        call_save
      elsif $game_temp.debug_calling
        call_debug
      end
    end
  end
 
  #--------------------------------------------------------------------------
  # * Battle Call
  #--------------------------------------------------------------------------
  def call_battle
    # Clear battle calling flag
    $game_temp.battle_calling = false
    # Clear menu calling flag
    $game_temp.menu_calling = false
    $game_temp.menu_beep = false
    # Make encounter count
    $game_player.make_encounter_count
    # Memorize map BGM and stop BGM
    $game_temp.map_bgm = $game_system.playing_bgm
    $game_system.bgm_stop
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
    # Straighten player position
    $game_player.straighten
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
  #--------------------------------------------------------------------------
  # * Shop Call
  #--------------------------------------------------------------------------
  def call_shop
    # Clear shop call flag
    $game_temp.shop_calling = false
    # Straighten player position
    $game_player.straighten
    # Switch to shop screen
    $scene = Scene_Shop.new
  end
  #--------------------------------------------------------------------------
  # * Name Input Call
  #--------------------------------------------------------------------------
  def call_name
    # Clear name input call flag
    $game_temp.name_calling = false
    # Straighten player position
    $game_player.straighten
    # Switch to name input screen
    $scene = Scene_Name.new
  end
  #--------------------------------------------------------------------------
  # * Menu Call
  #--------------------------------------------------------------------------
  def call_menu
    # Clear menu call flag
    $game_temp.menu_calling = false
    # If menu beep flag is set
    if $game_temp.menu_beep
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Clear menu beep flag
      $game_temp.menu_beep = false
    end
    # Straighten player position
    $game_player.straighten
    # Switch to menu screen
    $scene = Scene_Menu.new
  end
  #--------------------------------------------------------------------------
  # * Save Call
  #--------------------------------------------------------------------------
  def call_save
    # Straighten player position
    $game_player.straighten
    # Switch to save screen
    $scene = Scene_Save.new
  end
  #--------------------------------------------------------------------------
  # * Debug Call
  #--------------------------------------------------------------------------
  def call_debug
    # Clear debug call flag
    $game_temp.debug_calling = false
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Straighten player position
    $game_player.straighten
    # Switch to debug screen
    $scene = Scene_Debug.new
  end
  #--------------------------------------------------------------------------
  # * Player Place Move
  #--------------------------------------------------------------------------
  def transfer_player
    # Clear player place move call flag
    $game_temp.player_transferring = false
    # If move destination is different than current map
    if $game_map.map_id != $game_temp.player_new_map_id
      # Set up a new map
      $game_map.setup($game_temp.player_new_map_id)
    end
    # Set up player position
    $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
    # Set player direction
    case $game_temp.player_new_direction
    when 2  # down
      $game_player.turn_down
    when 4  # left
      $game_player.turn_left
    when 6  # right
      $game_player.turn_right
    when 8  # up
      $game_player.turn_up
    end
    # Straighten player position
    $game_player.straighten
    # Update map (run parallel process event)
    $game_map.update
    # Remake sprite set
    @spriteset.dispose
    @spriteset = Spriteset_Map.new
    # If processing transition
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      Graphics.transition(20)
    end
    # Run automatic change for BGM and BGS set on the map
    $game_map.autoplay
    # Frame reset
    Graphics.frame_reset
    # Update input information
    Input.update
  end
end




~Kain

6

Dienstag, 22. Mai 2007, 20:32

alles schön und gut ^^
aber kann man den rand von dem fenster auch wegmachen??
ich hab die variablen schon auf
9999 gestellt und es is immernoch zu sehen
Newbies brauchen hilfe ?? Addet mich bei ICQ 247667023 !!
.......___________
------|__________|-------- This is Nudelholz copy Nudelholz in your signatur to make better kuchen and other teigprodukte

7

Dienstag, 22. Mai 2007, 21:57

jopp..

Ersetze das Window_ Script von kain mit dem editiertenhier von mir:

Zitat


Quellcode

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==============================================================================
# ** Window_Var
#------------------------------------------------------------------------------
#  zeigt ein Window mit Variableninhalten an
#==============================================================================
 
class Window_Var < Window_Base
  #--------------------------------------------------------------------------
  # * Initialisieren
  #--------------------------------------------------------------------------
  def initialize
   super(0, 0, 120, 130) # Größe des Window
     self.contents = Bitmap.new(width - 32, height - 32)
     self.contents.font.name = "Arial" # Font
     self.contents.font.size = 18 # Fontgröße
     self.opacity = 0
     self.z = 1001
    refresh
   end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color 
    # Farbe festlegen Bsp. : Color.new(Rot,Grün,Bau)
    self.contents.draw_text(4, 0, 24, 32,$game_variables[001].to_s, 2)
    self.contents.draw_text(4, 0, 46, 32,$game_variables[002].to_s, 2)
    self.contents.draw_text(4, 0, 32, 32, ":", 2) 
    self.contents.draw_text(4, 0, 48, 110,"Tag :")
    self.contents.draw_text(4, 0, 64, 110,$game_variables[003].to_s, 2)
  # Variablen und Schriftpositionen kannst du da einstellen 
  if $game_variables[004] == 1  # If Abfrage für die Jahreszeit
    self.contents.draw_text(4, 0, 64, 165,"Frühling")
  else
  if $game_variables[004] == 2
    self.contents.draw_text(4, 0, 64, 165,"Sommer")
  else
  if $game_variables[004] == 3
    self.contents.draw_text(4, 0, 64, 165,"Herbst")
  else
  if $game_variables[004] == 4
    self.contents.draw_text(4, 0, 64, 165,"Winter")
  end
end
end
end
end
end



Hierbei wird mit self.z die Ebene des Window festgelegt ( falls es unter bestimmten Bildern angezeigt werden soll ).. und mit self.opacity die Transparanz ( 0 = weg.. 255 = da )
There was a Cave,
below a Silent's Grave.
Tunnels, extending far, running wide,
going deep into the World on the other Side.
Poor little Child, that was to brave,
died painfully deep down, in the Devil's Cave.

8

Mittwoch, 23. Mai 2007, 15:11

cooler skript !!^^
geht es auch, das man Geld in dem fenster sieht ?
:jagen:

9

Mittwoch, 23. Mai 2007, 17:12

So habe es nochmal angepasst :


Quellcode

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#==============================================================================
# ** Window_Var
#------------------------------------------------------------------------------
#  zeigt ein Window mit Variableninhalten an
#==============================================================================
 
class Window_Var < Window_Base
  #--------------------------------------------------------------------------
  # * Initialisieren
  #--------------------------------------------------------------------------
  def initialize
   super(0, 0, 125, 160) # Größe des Window
     self.contents = Bitmap.new(width - 32, height - 32)
     self.contents.font.name = "Arial" # Font
     self.contents.font.size = 18 # Fontgröße
     self.opacity = 0
     self.z = 1001
    refresh
   end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color 
    # Farbe festlegen Bsp. : Color.new(Rot,Grün,Bau)
    self.contents.draw_text(4, 0, 24, 32,$game_variables[001].to_s, 2)
    self.contents.draw_text(4, 0, 46, 32,$game_variables[002].to_s, 2)
    self.contents.draw_text(4, 0, 32, 32, ":", 2) 
    self.contents.draw_text(4, 0, 48, 110,"Tag :")
    self.contents.draw_text(4, 0, 64, 110,$game_variables[003].to_s, 2)
    cx = contents.text_size($data_system.words.gold).width
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 64-cx-2, 225, $game_party.gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(90-cx, 0, cx, 225, $data_system.words.gold, 2)
  # Variablen und Schriftpositionen kannst du da einstellen 
  if $game_variables[004] == 1  # If Abfrage für die Jahreszeit
    self.contents.draw_text(4, 0, 64, 165,"Frühling")
  else
  if $game_variables[004] == 2
    self.contents.draw_text(4, 0, 64, 165,"Sommer")
  else
  if $game_variables[004] == 3
    self.contents.draw_text(4, 0, 64, 165,"Herbst")
  else
  if $game_variables[004] == 4
    self.contents.draw_text(4, 0, 64, 165,"Winter")
  end
end
end
end
end
end
 


In meiner Scene_Map Version für Window_Var folgendes Zeile ändern :

Quellcode

1
@var_window.x = 520


in

Quellcode

1
@var_window.x = 515


Also einfach nur die Position ändern, da das Window größer ist und
ansonsten es abgeschnitten wäre.
Ich empfehle das jeder für sich selbst die Positionen einstellt.


~Kain

10

Mittwoch, 23. Mai 2007, 17:42

hey

boaaaaaaaaaaaaaaaaaaaaaaaaaaaaah
thx kain funkt sehr gut
geheiligt sei kain xD danke


$$$RiKiMaRu$$$
:jagen:

11

Mittwoch, 23. Mai 2007, 19:32

@Rikimaru
also des mitm geld geht eig. schon du musst halt den goldwert in ner variable speichern
Newbies brauchen hilfe ?? Addet mich bei ICQ 247667023 !!
.......___________
------|__________|-------- This is Nudelholz copy Nudelholz in your signatur to make better kuchen and other teigprodukte

12

Mittwoch, 23. Mai 2007, 19:46

Zitat

Original von ---Paul---
@Rikimaru
also des mitm geld geht eig. schon du musst halt den goldwert in ner variable speichern


Was soll der Post?
Hättest du dir das Skript angesehen wüsstest du das ich
die Goldanzeige eingebaut habe in das Kästchen.


~Kain

13

Mittwoch, 23. Mai 2007, 20:47

@paul:
lol^^ du eule...
egal

hätte noch ne frage und zwar geht es, das mehrere fenster gleichzeitig angezeigt werden ??
also das unten links sone schräge leiste ist,
die anzeigt wie viele leben ich habe udn wie viele MP
und das darunter so ein blaken is, der in japanischen zeichen anzeigt, wieviele gegner ausgeschlatet wurden ??
klick
so änlich wie in dem video ??
:jagen:

14

Mittwoch, 23. Mai 2007, 21:00

Gehen schon ür die HP und MP
Anzeige gibt es bereits verschiedene Skripte.
Die Monsteranzahl könnte man ebenfalls noch
mal per Variablenanzeige lösen.

Am besten du siehst dich mal nach solchen Anzeigeskripten um.

~Kain

15

Mittwoch, 23. Mai 2007, 21:17

hab die von mog gesehn, konnte die nich öffnen weil ich die falsche version besitze.
dann gibt es da noch diese hp anzeige hier im forum gefällt mir net. was anders hab ich nich gefunden. gibt es nich ne deutsche version von mog ??
ich such ungefähr sowas
:jagen:

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