Suche neuen Menüscript!
Wie man oben lesen kann suche ich einen Script von einem Menü,indem die Funktion speichern weg ist und der Questlog 2.0 oder 3.0 drin stehen!Kann mir jemand sowas geben oder scripten?Wird in den Credits hundert pro erwähnt!
http://www.bilder-hochladen.net/files/939u-3-png.html
http://www.bilder-hochladen.net/files/939u-2-png.html
http://www.bilder-hochladen.net/files/939u-1-png.html
3 pics aus meinem Game!Ich weiß sie sind nich besonders toll,doch ich mag sie.
http://www.bilder-hochladen.net/files/939u-2-png.html
http://www.bilder-hochladen.net/files/939u-1-png.html
3 pics aus meinem Game!Ich weiß sie sind nich besonders toll,doch ich mag sie.
So ich hab mir mal die mühe gemacht:
Das einfach über main enfügen
Igendwo am anfang am questlog 3.0 steht glaub ich
ON_CLOSE = Proc.new{$scene=Scene_Map.new}
Statt Scene_Map, Scene_Menu schreiben
edit: warum gehen die code und spoiler tags nimma?
Wie wärs damit? "Darstellung von BBCodes aktivieren" ~Monsta
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Quellcode |
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#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs menu screen processing.
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make command window
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = 'Status'
s5 = 'Aufgaben'
s6 = 'Beenden'
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
# If number of party members is 0
if $game_party.actors.size == 0
# Disable items, skills, equipment, and status
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# Make play time window
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 224
# Make steps window
@steps_window = Window_Steps.new
@steps_window.x = 0
@steps_window.y = 320
# Make gold window
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# Make status window
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
# Execute transition
Graphics.transition
# 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 windows
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
@playtime_window.update
@steps_window.update
@gold_window.update
@status_window.update
# If command window is active: call update_command
if @command_window.active
update_command
return
end
# If status window is active: call update_status
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If command other than save or end game, and party members = 0
if $game_party.actors.size == 0 and @command_window.index < 4
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Branch by command window cursor position
case @command_window.index
when 0 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_Item.new
when 1 # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # save
$game_system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_Questlog.new
when 5 # end game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when status window is active)
#--------------------------------------------------------------------------
def update_status
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Make command window active
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 1 # skill
# If this actor's action limit is 2 or more
if $game_party.actors[@status_window.index].restriction >= 2
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to skill screen
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to equipment screen
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to status screen
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end |
zum Lesen den Text mit der Maus markieren
Das einfach über main enfügen
Igendwo am anfang am questlog 3.0 steht glaub ich
ON_CLOSE = Proc.new{$scene=Scene_Map.new}
Statt Scene_Map, Scene_Menu schreiben
edit: warum gehen die code und spoiler tags nimma?
Wie wärs damit? "Darstellung von BBCodes aktivieren" ~Monsta
Sehr nett von dir
!Aber wie bekomm ich da nun die Quests rein?
!Aber wie bekomm ich da nun die Quests rein?
http://www.bilder-hochladen.net/files/939u-3-png.html
http://www.bilder-hochladen.net/files/939u-2-png.html
http://www.bilder-hochladen.net/files/939u-1-png.html
3 pics aus meinem Game!Ich weiß sie sind nich besonders toll,doch ich mag sie.
http://www.bilder-hochladen.net/files/939u-2-png.html
http://www.bilder-hochladen.net/files/939u-1-png.html
3 pics aus meinem Game!Ich weiß sie sind nich besonders toll,doch ich mag sie.

YAams
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