Einfaches Menü ändern...
Hallo Leute...also ich habe ein kleines Problem, bei den ich einfach nicht weiter komme.
Jedoch glaube ich, dass die Lösung für manche von euch auf der Hand liegt. Und zwar versuche ich, dass
einfache Menü aus dem Srcipt Explorer so umzuschreiben, dass die Punkte : "Fähigkeiten", "Ausrüstung", "Status" nicht verfügbar sind.
Ich habe versucht ein wenig umzuschreiben, jedoch ohne jegliche Script - Kenntnisse. Ich habe nur erreicht, dass diese Punkte nicht mehr angezeigt wurden, sie waren aber dennoch vorhanden.
Ich habe das Script mal angehängt, wie gesagt ich will nur die Punkte : - "Item", "Gold", "Spielzeit", "Speicher", evt. noch "Laden" wenn möglich und "Ende" haben. Wenn es machbar ist in dieser Reihenfolge...würde mich sehr über eure Hilfe freuen...vielen Dank im Vorraus.
[php]
#===================================#
#Very Easy and Editable Menu by Xk8 #
#===================================#
class Scene_Menu
#'#...'comments mean: 'see above'
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
@sprite = Spriteset_Map.new #shows the map behind the menu
s1 = "Item" #s1 - s8 are the names of the commands in the menu
s2 = "Fähgkeiten"
s3 = "Ausrüstung"
s4 = "Status"
s5 = "Speichern"
s6 = "Gold"
s7 = "Spielzeit"
s8 = "Beenden"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7, s8]) #this
#line draws the commands in the command window (s1 = 0)
@command_window.index = @menu_index
@command_window.back_opacity = 160 #this line makes the menu 'see-through'
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
if $game_system.save_disabled #this line controls the save-game ability
@command_window.disable_item(4)
end
#the functions of each command are further below the script
#playtime window is drawn
@playtime_window = Window_PlayTime.new
@playtime_window.x = 160 #x pos of the playtime window
@playtime_window.y = 208 #y pos of the playtime window
@playtime_window.back_opacity = 160 #makes the window see-through
@playtime_window.visible = false #the window is invisible until called
#goldwindow is drawn
@gold_window = Window_Gold.new
@gold_window.x = 160 #x pos of the gold window
@gold_window.y = 176 #y pos of the gold window
@gold_window.back_opacity = 160 #makes the window see-through
@gold_window.visible = false #makes the window invisible until called
#drawing the status window (Window_NewMenuStatus); the window where you select
#a character to view it's stats or skills or whatever
@status_window = Window_NewMenuStatus.new #defines what window to draw
@status_window.x = 160 #x pos of the status window
@status_window.y = 0 #default y pos of the status window
@status_window.back_opacity = 160 #makes the window see-through
@status_window.visible = false #makes the window invisible until called
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
#these lines delete the windows after pressing 'B' to exit the menu
@command_window.dispose
@playtime_window.dispose
@gold_window.dispose
@status_window.dispose
@sprite.dispose
end
def update
#these lines update the various active windows in the menu
@command_window.update
@playtime_window.update
@gold_window.update
@status_window.update
if @command_window.active #this line see if the command window is active
update_command #looks up which definition of functions is used for this window
return
end
if @status_window.active #...
update_status #...
return
end
if @gold_window.active #...
update_status #...
return
end
if @playtime_window.active #...
update_status #...
return
end
end
def update_command #the definitions of the menu commands
if Input.trigger?(Input::B) #press B in menu to exit the menu
$game_system.se_play($data_system.cancel_se) #plays a sound effect
$scene = Scene_Map.new #exit the menu and go back to the game
return
end
if Input.trigger?(Input::C) #press confirm
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0 #item (first command always starts with 0)
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1 #skill further comments are at the bottom of the page
$game_system.se_play($data_system.decision_se)
@command_window.active = false #make the command window inactive (no control)
@status_window.visible = true #make the status window visible
@status_window.active = true #makes the status window active (control)
@status_window.index = 0 #the start position of the status window
@status_window.y = 48 #the y pos of the status window for THIS option
when 2 #Equipment further comments are at the bottom of the page
$game_system.se_play($data_system.decision_se)
@command_window.active = false #...
@status_window.visible = true #...
@status_window.active = true #...
@status_window.index = 0 #...
@status_window.y = 80 #...
when 3 #Status further comments are at the bottom of the page
$game_system.se_play($data_system.decision_se)
@command_window.active = false #...
@status_window.visible = true #...
@status_window.active = true #...
@status_window.index = 0 #...
@status_window.y = 112 #...
when 4 #Save
if $game_system.save_disabled #checks if saving is enabled or not
$game_system.se_play($data_system.buzzer_se) #saving disabled
return
end
$game_system.se_play($data_system.decision_se) #saving enabled
$scene = Scene_Save.new #save game screen
when 5 #Gold
$game_system.se_play($data_system.decision_se)
@command_window.active = false #...
@gold_window.visible = true #makes gold window visible
when 6 #Playtime
$game_system.se_play($data_system.decision_se)
@command_window.active = false #...
@playtime_window.visible = true #...
when 7 #Quit
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new #quits the game
end
return
end
end
def update_status
if Input.trigger?(Input::B) #when pressing 'B', control of the command window
#is regained and the other window's 'dissappear' until called again
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@gold_window.visible = false
@playtime_window.visible = false
@status_window.active = false
@status_window.visible = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
#what happens when 'C' is pressed in the first 3 options of the menu
#'Skill' 'Equip' 'Status'
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
#===================================#
#Very Easy and Editable Menu by Xk8 #
#===================================#
#(edited from Zieg's ringmenu)
#all the important things are commented, meaning, if you want to edit, edit the
#commented lines, as they are the ones that matter..sorta..
# -Xk8
class Window_NewMenuStatus < Window_Selectable
def initialize
super(204, 64, 160, 240) #x, y, width, height of the char select window
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.index = -1
end
def refresh
self.contents.clear
self.contents.font.name = $fontface #fontname for the names displaying
#'$fontface' is defined in 'Main', for a different font, 'fontname' e.g. 'Arial'
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 80 #x pos. of the hero's info
y = 50 * i #y pos. for each hero's info
actor = $game_party.actors
draw_actor_face(actor, x - 72, y 37) #where the character graphic is drawn
draw_actor_name(actor, x - 20, y 1) #where the hero's name is drawn
end
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 50, self.width - 34, 3
end
end
def draw_actor_face(actor, x, y) #definition of the character graphic
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.rect.width / 4
ch = bitmap.rect.height / 4
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 23, y - ch, bitmap, src_rect)
end
end[/php]
Jedoch glaube ich, dass die Lösung für manche von euch auf der Hand liegt. Und zwar versuche ich, dass
einfache Menü aus dem Srcipt Explorer so umzuschreiben, dass die Punkte : "Fähigkeiten", "Ausrüstung", "Status" nicht verfügbar sind.
Ich habe versucht ein wenig umzuschreiben, jedoch ohne jegliche Script - Kenntnisse. Ich habe nur erreicht, dass diese Punkte nicht mehr angezeigt wurden, sie waren aber dennoch vorhanden.
Ich habe das Script mal angehängt, wie gesagt ich will nur die Punkte : - "Item", "Gold", "Spielzeit", "Speicher", evt. noch "Laden" wenn möglich und "Ende" haben. Wenn es machbar ist in dieser Reihenfolge...würde mich sehr über eure Hilfe freuen...vielen Dank im Vorraus.
[php]
#===================================#
#Very Easy and Editable Menu by Xk8 #
#===================================#
class Scene_Menu
#'#...'comments mean: 'see above'
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
@sprite = Spriteset_Map.new #shows the map behind the menu
s1 = "Item" #s1 - s8 are the names of the commands in the menu
s2 = "Fähgkeiten"
s3 = "Ausrüstung"
s4 = "Status"
s5 = "Speichern"
s6 = "Gold"
s7 = "Spielzeit"
s8 = "Beenden"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7, s8]) #this
#line draws the commands in the command window (s1 = 0)
@command_window.index = @menu_index
@command_window.back_opacity = 160 #this line makes the menu 'see-through'
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
if $game_system.save_disabled #this line controls the save-game ability
@command_window.disable_item(4)
end
#the functions of each command are further below the script
#playtime window is drawn
@playtime_window = Window_PlayTime.new
@playtime_window.x = 160 #x pos of the playtime window
@playtime_window.y = 208 #y pos of the playtime window
@playtime_window.back_opacity = 160 #makes the window see-through
@playtime_window.visible = false #the window is invisible until called
#goldwindow is drawn
@gold_window = Window_Gold.new
@gold_window.x = 160 #x pos of the gold window
@gold_window.y = 176 #y pos of the gold window
@gold_window.back_opacity = 160 #makes the window see-through
@gold_window.visible = false #makes the window invisible until called
#drawing the status window (Window_NewMenuStatus); the window where you select
#a character to view it's stats or skills or whatever
@status_window = Window_NewMenuStatus.new #defines what window to draw
@status_window.x = 160 #x pos of the status window
@status_window.y = 0 #default y pos of the status window
@status_window.back_opacity = 160 #makes the window see-through
@status_window.visible = false #makes the window invisible until called
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
#these lines delete the windows after pressing 'B' to exit the menu
@command_window.dispose
@playtime_window.dispose
@gold_window.dispose
@status_window.dispose
@sprite.dispose
end
def update
#these lines update the various active windows in the menu
@command_window.update
@playtime_window.update
@gold_window.update
@status_window.update
if @command_window.active #this line see if the command window is active
update_command #looks up which definition of functions is used for this window
return
end
if @status_window.active #...
update_status #...
return
end
if @gold_window.active #...
update_status #...
return
end
if @playtime_window.active #...
update_status #...
return
end
end
def update_command #the definitions of the menu commands
if Input.trigger?(Input::B) #press B in menu to exit the menu
$game_system.se_play($data_system.cancel_se) #plays a sound effect
$scene = Scene_Map.new #exit the menu and go back to the game
return
end
if Input.trigger?(Input::C) #press confirm
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0 #item (first command always starts with 0)
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1 #skill further comments are at the bottom of the page
$game_system.se_play($data_system.decision_se)
@command_window.active = false #make the command window inactive (no control)
@status_window.visible = true #make the status window visible
@status_window.active = true #makes the status window active (control)
@status_window.index = 0 #the start position of the status window
@status_window.y = 48 #the y pos of the status window for THIS option
when 2 #Equipment further comments are at the bottom of the page
$game_system.se_play($data_system.decision_se)
@command_window.active = false #...
@status_window.visible = true #...
@status_window.active = true #...
@status_window.index = 0 #...
@status_window.y = 80 #...
when 3 #Status further comments are at the bottom of the page
$game_system.se_play($data_system.decision_se)
@command_window.active = false #...
@status_window.visible = true #...
@status_window.active = true #...
@status_window.index = 0 #...
@status_window.y = 112 #...
when 4 #Save
if $game_system.save_disabled #checks if saving is enabled or not
$game_system.se_play($data_system.buzzer_se) #saving disabled
return
end
$game_system.se_play($data_system.decision_se) #saving enabled
$scene = Scene_Save.new #save game screen
when 5 #Gold
$game_system.se_play($data_system.decision_se)
@command_window.active = false #...
@gold_window.visible = true #makes gold window visible
when 6 #Playtime
$game_system.se_play($data_system.decision_se)
@command_window.active = false #...
@playtime_window.visible = true #...
when 7 #Quit
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new #quits the game
end
return
end
end
def update_status
if Input.trigger?(Input::B) #when pressing 'B', control of the command window
#is regained and the other window's 'dissappear' until called again
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@gold_window.visible = false
@playtime_window.visible = false
@status_window.active = false
@status_window.visible = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
#what happens when 'C' is pressed in the first 3 options of the menu
#'Skill' 'Equip' 'Status'
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
#===================================#
#Very Easy and Editable Menu by Xk8 #
#===================================#
#(edited from Zieg's ringmenu)
#all the important things are commented, meaning, if you want to edit, edit the
#commented lines, as they are the ones that matter..sorta..
# -Xk8
class Window_NewMenuStatus < Window_Selectable
def initialize
super(204, 64, 160, 240) #x, y, width, height of the char select window
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.index = -1
end
def refresh
self.contents.clear
self.contents.font.name = $fontface #fontname for the names displaying
#'$fontface' is defined in 'Main', for a different font, 'fontname' e.g. 'Arial'
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 80 #x pos. of the hero's info
y = 50 * i #y pos. for each hero's info
actor = $game_party.actors
draw_actor_face(actor, x - 72, y 37) #where the character graphic is drawn
draw_actor_name(actor, x - 20, y 1) #where the hero's name is drawn
end
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 50, self.width - 34, 3

end
end
def draw_actor_face(actor, x, y) #definition of the character graphic
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.rect.width / 4
ch = bitmap.rect.height / 4
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 23, y - ch, bitmap, src_rect)
end
end[/php]
Benutzerinformationen überspringen
Motto: Wer anderen eine Bratwurst brät, der hat ein Bratwurstbratgerät.
Es müsste eigentlich reichen (bin mir aber nicht 100% sicher^^) diese zwei Stellen zu ändern:
|
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Ruby Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 |
case @command_window.index when 0 #item (first command always starts with 0) $game_system.se_play($data_system.decision_se) $scene = Scene_Item.new when 1 #Save if $game_system.save_disabled #checks if saving is enabled or not $game_system.se_play($data_system.buzzer_se) #saving disabled return end $game_system.se_play($data_system.decision_se) #saving enabled $scene = Scene_Save.new #save game screen when 2 #Gold $game_system.se_play($data_system.decision_se) @command_window.active = false #... @gold_window.visible = true #makes gold window visible when 3 #Playtime $game_system.se_play($data_system.decision_se) @command_window.active = false #... @playtime_window.visible = true #... when 4 #Quit $game_system.se_play($data_system.decision_se) $scene = Scene_End.new #quits the game end |
zum Lesen den Text mit der Maus markieren
Mh genau so hat ich es auch versucht und im Spiel wird auch nur das angezeigt, jedoch wenn ich nun 2mal auf z.B. Gold mit Enter bestätige lande ich plötzlich dennoch im Ausrüstungsmenü....Moment ich mach mal ne' Liste...
...also wie gesagt bei einmal drauf klicken klappt es, bei zweimal drauf klicken kommt folgendes :
Item -> item
Speichern - > Speichern
Gold - > Ausrüstung
Spielzeit - > Status
Beenden - > Beenden
...also wie gesagt bei einmal drauf klicken klappt es, bei zweimal drauf klicken kommt folgendes :
Item -> item
Speichern - > Speichern
Gold - > Ausrüstung
Spielzeit - > Status
Beenden - > Beenden
Benutzerinformationen überspringen
Motto: Wer anderen eine Bratwurst brät, der hat ein Bratwurstbratgerät.
Zeile 87 bis 90 löschen könnte klappen...
Benutzerinformationen überspringen
Motto: Wer anderen eine Bratwurst brät, der hat ein Bratwurstbratgerät.
Ich meinte jetzt von dem unveränderten Skript, also
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Ruby Quellcode |
1 2 3 4 |
if @status_window.active #... update_status #... return end |
heyho,
hier
hier
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Ruby Quellcode |
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#===================================# #Very Easy and Editable Menu by Xk8 # #===================================# class Scene_Menu #'#...'comments mean: 'see above' def initialize(menu_index = 0) @menu_index = menu_index end def main @sprite = Spriteset_Map.new #shows the map behind the menu s1 = "Item" #s1 - s8 are the names of the commands in the menu s2 = "Speichern" s3 = "Gold" s4 = "Spielzeit" s5 = "Beenden" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5]) #this #line draws the commands in the command window (s1 = 0) @command_window.index = @menu_index @command_window.back_opacity = 160 #this line makes the menu 'see-through' if $game_party.actors.size == 0 @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end if $game_system.save_disabled #this line controls the save-game ability @command_window.disable_item(4) end #the functions of each command are further below the script #playtime window is drawn @playtime_window = Window_PlayTime.new @playtime_window.x = 160 #x pos of the playtime window @playtime_window.y = 208 #y pos of the playtime window @playtime_window.back_opacity = 160 #makes the window see-through @playtime_window.visible = false #the window is invisible until called #goldwindow is drawn @gold_window = Window_Gold.new @gold_window.x = 160 #x pos of the gold window @gold_window.y = 176 #y pos of the gold window @gold_window.back_opacity = 160 #makes the window see-through @gold_window.visible = false #makes the window invisible until called #drawing the status window (Window_NewMenuStatus); the window where you select #a character to view it's stats or skills or whatever @status_window = Window_NewMenuStatus.new #defines what window to draw @status_window.x = 160 #x pos of the status window @status_window.y = 0 #default y pos of the status window @status_window.back_opacity = 160 #makes the window see-through @status_window.visible = false #makes the window invisible until called Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze #these lines delete the windows after pressing 'B' to exit the menu @command_window.dispose @playtime_window.dispose @gold_window.dispose @status_window.dispose @sprite.dispose end def update #these lines update the various active windows in the menu @command_window.update @playtime_window.update @gold_window.update @status_window.update if @command_window.active #this line see if the command window is active update_command #looks up which definition of functions is used for this window return end if @status_window.active #... update_status #... return end if @gold_window.active #... update_status #... return end if @playtime_window.active #... update_status #... return end end def update_command #the definitions of the menu commands if Input.trigger?(Input::B) #press B in menu to exit the menu $game_system.se_play($data_system.cancel_se) #plays a sound effect $scene = Scene_Map.new #exit the menu and go back to the game return end if Input.trigger?(Input::C) #press confirm if $game_party.actors.size == 0 and @command_window.index < 4 $game_system.se_play($data_system.buzzer_se) return end case @command_window.index when 0 #item (first command always starts with 0) $game_system.se_play($data_system.decision_se) $scene = Scene_Item.new when 1 #Save if $game_system.save_disabled #checks if saving is enabled or not $game_system.se_play($data_system.buzzer_se) #saving disabled return end $game_system.se_play($data_system.decision_se) #saving enabled $scene = Scene_Save.new #save game screen when 2 #Gold $game_system.se_play($data_system.decision_se) @command_window.active = false #... @gold_window.visible = true #makes gold window visible when 3 #Playtime $game_system.se_play($data_system.decision_se) @command_window.active = false #... @playtime_window.visible = true #... when 4 #Quit $game_system.se_play($data_system.decision_se) $scene = Scene_End.new #quits the game end return end end def update_status if Input.trigger?(Input::B) #when pressing 'B', control of the command window #is regained and the other window's 'dissappear' until called again $game_system.se_play($data_system.cancel_se) @command_window.active = true @gold_window.visible = false @playtime_window.visible = false @status_window.active = false @status_window.visible = false @status_window.index = -1 return end end end #===================================# #Very Easy and Editable Menu by Xk8 # #===================================# #(edited from Zieg's ringmenu) #all the important things are commented, meaning, if you want to edit, edit the #commented lines, as they are the ones that matter..sorta.. # -Xk8 class Window_NewMenuStatus < Window_Selectable def initialize super(204, 64, 160, 240) #x, y, width, height of the char select window self.contents = Bitmap.new(width - 32, height - 32) refresh self.active = false self.index = -1 end def refresh self.contents.clear self.contents.font.name = $fontface #fontname for the names displaying #'$fontface' is defined in 'Main', for a different font, 'fontname' e.g. 'Arial' @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 80 #x pos. of the hero's info y = 50 * i #y pos. for each hero's info actor = $game_party.actors[i] draw_actor_graphic(actor, x - 72, y + 37) #where the character graphic is drawn draw_actor_name(actor, x - 20, y + 1) #where the hero's name is drawn end end def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(0, @index * 50, self.width - 34, 38) end end def draw_actor_face(actor, x, y) #definition of the character graphic bitmap = RPG::Cache.character(actor.character_name, actor.character_hue) cw = bitmap.rect.width / 4 ch = bitmap.rect.height / 4 src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x - cw / 23, y - ch, bitmap, src_rect) end end |
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