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1

Freitag, 10. Juli 2009, 18:06

Problem, bitte helfen

Ich habn porblem ich benutz dieses Ringmenü

Spoiler

Ruby Quellcode

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#------------------------------------------------------------------------------
#  Ring_Menu
#------------------------------------------------------------------------------
#  By:  XRXS, Dubealex, and Hypershadow180
#  Edited by: phantasmo and Nahchito
#------------------------------------------------------------------------------
class Scene_Menu
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
     # → [R, G, B, alpha] )
     PAUSE_TONE = [0, 0, 0, 0]
 
 def initialize(menu_index = 0)
 
 @menu_index = menu_index
 $location_text=[]
 $gold_text=[]
 $window_size=[]
 $ring_menu_text=[]
 $chara_select=[]
 @window_opacity=[]
 @chara_select=[]
  $ring_menu_text_opt = []
 @window_position=[]
 $location_text[0]="Tahoma" # Font Type
 $location_text[1]=24 # Font Size
 $location_text[2]=0 # Location Title Color
 $location_text[4]=0 # Map Name Color
 $location_text[3]="Location:" # Text
 $gold_text[0]="Tahoma" # Font Type
 $gold_text[1]=20 # Font Size
 $gold_text[2]=0 # Gold Title Color
 $gold_text[3]=0 # Gold Color
 $gold_text[4]="Gold" # Text
 @window_opacity[0]=255 # Border Opacity
 @window_opacity[1]=130 # Background Opacity
 $window_location_skin="001-Blue01" # Location Windowskin
 $window_gold_skin="001-Blue01" # Gold Windowskin
 @window_position[0]=0 # X Axis Position
 @window_position[1]=0 # Location Y Axis Position
 @window_position[2]=384 # Gold Y Axis Position
 $window_size[0]=160 # Length
 $window_size[1]=96 # Height
 $ring_menu_text_opt[0]="Tahoma" # Font Type
 $ring_menu_text_opt[1]=0 # Font Color
 $ring_menu_text_opt[2]=20 # Font Size
 $ring_menu_text[1]="Gegenstände"
 $ring_menu_text[2]="Fähigkeiten"
 $ring_menu_text[3]="Ausrüstung"
 $ring_menu_text[4]="Status"
 $ring_menu_text[5]="Notitzbuch"
 $ring_menu_text[6]="Speichern"
 $ring_menu_text[7]="Beenden"
  $ring_menu_text[8] = "Fraktionen"
 @chara_select[0]=408 # X Axis Position
 @chara_select[1]=0 # Y Axis Position
 $chara_select[0]="Niew CroMagnon" # Font Type
 $chara_select[1]=0 # Font Color
 $chara_select[5]=24 # Font Size
 $chara_select[2]=255 # Border Opacity
 $chara_select[3]=130 # Background Opacity
 $chara_select[4]="001-Blue01" # Windowskin
  end
#------------------------------------------------------------------------------
#  Main
#------------------------------------------------------------------------------
  def main
 
     dummy_tone = $game_screen.tone.clone
 
 # ビューポートの作成
 viewport1 = Viewport.new(0, 0, 640, 480)
 viewport1.z = 10000
 viewport1.tone = Tone.new(*PAUSE_TONE)
 
 @window_gold = Window_MenuGold.new
 @window_gold.x = @window_position[0]
 @window_gold.y = @window_position[2]
 @window_gold.opacity = @window_opacity[0]
 @window_gold.back_opacity = @window_opacity[1]
 @spriteset = Spriteset_Map.new
 px = $game_player.screen_x - 15
 py = $game_player.screen_y - 24
 @command_window = Window_RingMenu.new(px,py)
 @command_window.index = @menu_index
 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)
   @command_window.disable_item(4)
 end
 @command_window.z = 100
 if $game_system.save_disabled
   @command_window.disable_item(5)
 end
 @status_window = Window_RingMenuStatus.new
 @status_window.x = @chara_select[0]
 @status_window.y = @chara_select[1]
 @status_window.z = 200
 @status_window.opacity=$chara_select[2]
 @status_window.back_opacity=$chara_select[3]
 @status_window.visible = false
 Graphics.transition
 loop do
   Graphics.update
   Input.update
   update
   if $scene != self
     break
   end
 end
 
 Graphics.freeze
 
 viewport1.dispose
 @spriteset.dispose
 @window_gold.dispose
 @command_window.dispose
 @status_window.dispose
  end
#------------------------------------------------------------------------------
#  Update
#------------------------------------------------------------------------------
  def update
 @window_gold.update
 @command_window.update
 @status_window.update
 if @command_window.active
   update_command
   return
 end
 if @status_window.active
   update_status
   return
 end
  end
#------------------------------------------------------------------------------
#  Update Comman
#------------------------------------------------------------------------------
  def update_command
 if Input.trigger?(Input::B)
   $game_system.se_play($data_system.cancel_se)
   $scene = Scene_Map.new
   return
 end
 if Input.trigger?(Input::C)
   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
   $game_system.se_play($data_system.decision_se)
   $scene = Scene_Item.new
 when 1
   $game_system.se_play($data_system.decision_se)
   @command_window.active = false
   @status_window.active = true
   @status_window.visible = true
   @status_window.index = 0
 when 2
   $game_system.se_play($data_system.decision_se)
   @command_window.active = false
   @status_window.active = true
   @status_window.visible = true
   @status_window.index = 0
 when 3
   $game_system.se_play($data_system.decision_se)
   @command_window.active = false
   @status_window.active = true
   @status_window.visible = true
   @status_window.index = 0
 when 4
   $game_system.se_play($data_system.decision_se)
   $scene = Scene_Questlog.new
 when 5
   if $game_system.save_disabled
     $game_system.se_play($data_system.buzzer_se)
     return
   end
   $game_system.se_play($data_system.decision_se)
   $scene = Scene_Save.new
 when 6
   $game_system.se_play($data_system.decision_se)
   $scene = Scene_End.new
  when 7
    $game_system.se_play($data_system.decision_se)
   $scene = Scene_Reputation.new
 end
 return
  end
  return if @command_window.animation?
 if Input.press?(Input::UP) or  Input.press?(Input::LEFT)
   $game_system.se_play($data_system.cursor_se)
   @command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
   return
 end
 if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT)
   $game_system.se_play($data_system.cursor_se)
   @command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
   return
 end
  end
#------------------------------------------------------------------------------
#  Update Status
#------------------------------------------------------------------------------
  def update_status
 if Input.trigger?(Input::B)
   $game_system.se_play($data_system.cancel_se)
   @command_window.active = true
   @status_window.active = false
   @status_window.visible = false
   @status_window.index = -1
   return
 end
 if Input.trigger?(Input::C)
 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
#------------------------------------------------------------------------------
#  Window_RingMenu
#------------------------------------------------------------------------------
class Window_RingMenu < Window_Base
  STARTUP_FRAMES = 20
  MOVING_FRAMES = 5  
  RING_R = 64     
  ICON_ITEM   = RPG::Cache.icon("034-Item03")
  ICON_SKILL  = RPG::Cache.icon("044-Skill01")
  ICON_EQUIP  = RPG::Cache.icon("001-Weapon01")
  ICON_STATUS = RPG::Cache.icon("050-Skill07")
  ICON_QUESTLOG = RPG::Cache.icon("050-Skill07")
  ICON_SAVE   = RPG::Cache.icon("038-Item07")
  ICON_EXIT   = RPG::Cache.icon("046-Skill03")
  ICON_DISABLE= RPG::Cache.icon("")
  ICON_RUF = RPG::Cache.icon("gutböse")
  SE_STARTUP = "056-Right02"
  MODE_START = 1
  MODE_WAIT  = 2
  MODE_MOVER = 3
  MODE_MOVEL = 4
  attr_accessor :index
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize( center_x, center_y )
 super(0, 0, 640, 480)
 self.contents = Bitmap.new(width-32, height-32)
 self.contents.font.name = $ring_menu_text_opt[0]
 self.contents.font.color = text_color($ring_menu_text_opt[1])
 self.contents.font.size = $ring_menu_text_opt[2]
 self.opacity = 0
 self.back_opacity = 0
  @item_max = 8
  @commands = []
  1.upto(@item_max) {|n| @commands << $ring_menu_text[n]}
 @index = 0
 @items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_QUESTLOG, ICON_SAVE, ICON_EXIT, ICON_RUF]
 @disabled = [ false, false, false, false, false, false, false,  false]
 @cx = center_x - 16
 @cy = center_y - 16
 setup_move_start
 refresh
  end
#------------------------------------------------------------------------------
#  Update
#------------------------------------------------------------------------------
  def update
 super
 refresh
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
 self.contents.clear
 case @mode
 when MODE_START
   refresh_start
 when MODE_WAIT
   refresh_wait
 when MODE_MOVER
   refresh_move(1)
 when MODE_MOVEL
   refresh_move(0)
 end
 rect = Rect.new(@cx - 272, @cy +  24, self.contents.width-32, 32)
 self.contents.draw_text(rect, @commands[@index],1)
  end
#------------------------------------------------------------------------------
#  Refresh Start
#------------------------------------------------------------------------------
  def refresh_start
 d1 = 2.0 * Math::PI / @item_max
 d2 = 1.0 * Math::PI / STARTUP_FRAMES
 r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
 for i in 0...@item_max
   j = i - @index
   d = d1 * j  + d2 * @steps
   x = @cx + ( r * Math.sin( d ) ).to_i
   y = @cy - ( r * Math.cos( d ) ).to_i
   draw_item(x, y, i)
 end
 @steps -= 1
 if @steps < 1
   @mode = MODE_WAIT
 end
  end
#------------------------------------------------------------------------------
#  Refresh Wait
#------------------------------------------------------------------------------
  def refresh_wait
 d = 2.0 * Math::PI / @item_max
 for i in 0...@item_max
   j = i - @index
   x = @cx  + (RING_R * Math.sin( d * j )).to_i
   y = @cy - (RING_R * Math.cos( d * j )).to_i
   draw_item(x, y, i)
 end
  end
#------------------------------------------------------------------------------
#  Refresh Move
#------------------------------------------------------------------------------
  def refresh_move( mode )
 d1 = 2.0 * Math::PI / @item_max
 d2 = d1 / MOVING_FRAMES
 d2 *= -1 if mode != 0
 for i in 0...@item_max
   j = i - @index
   d = d1 * j +  d2 * @steps
   x = @cx  + ( RING_R * Math.sin( d ) ).to_i
   y = @cy - ( RING_R * Math.cos( d ) ).to_i
   draw_item(x, y, i)
 end
 @steps -= 1
 if @steps < 1
   @mode = MODE_WAIT
 end
  end
#------------------------------------------------------------------------------
#  Draw Item
#------------------------------------------------------------------------------
  def draw_item(x, y, i)
 rect = Rect.new(0, 0, @items[i].width, @items[i].height)
 if @index == i
   self.contents.blt( x, y, @items[i], rect )
   if @disabled[@index]
     self.contents.blt( x, y, ICON_DISABLE, rect )
   end
 else
   self.contents.blt( x, y, @items[i], rect, 128 )
   if @disabled[@index]
     self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
   end
 end
  end
#------------------------------------------------------------------------------
#  Disable Item
#------------------------------------------------------------------------------
  def disable_item(index)
 @disabled[index] = true
  end
#------------------------------------------------------------------------------
#  Setup Move Start
#------------------------------------------------------------------------------
  def setup_move_start
 @mode = MODE_START
 @steps = STARTUP_FRAMES
 if  SE_STARTUP != nil and SE_STARTUP != ""
   Audio.se_play("Audio/SE/" +  SE_STARTUP, 80, 100)
 end
  end
#------------------------------------------------------------------------------
#  Setup Move Move
#------------------------------------------------------------------------------
  def setup_move_move(mode)
 if mode == MODE_MOVER
   @index -= 1
   @index = @items.size - 1 if @index < 0
 elsif mode == MODE_MOVEL
   @index += 1
   @index = 0 if @index >= @items.size
 else
   return
 end
 @mode = mode
 @steps = MOVING_FRAMES
  end
#------------------------------------------------------------------------------
#  Animation
#------------------------------------------------------------------------------
  def animation?
 return @mode != MODE_WAIT
  end
end
#------------------------------------------------------------------------------
#  Window_RingMenuStatus
#------------------------------------------------------------------------------
class Window_RingMenuStatus < Window_Selectable
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize
 super(204, 64, 232, 352)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.size = $chara_select[5]
 refresh
 self.active = false
 self.index = -1
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
 self.contents.clear
 self.windowskin = RPG::Cache.windowskin($chara_select[4])
 self.contents.font.name = $chara_select[0]
 self.contents.font.color = text_color($chara_select[1])
 @item_max = $game_party.actors.size
 for i in 0...$game_party.actors.size
   x = 80
   y = 80 * i
   actor = $game_party.actors[i]
   draw_actor_graphic(actor, x - 60, y +  65)
   draw_actor_name(actor, x, y +  2)
   draw_actor_hp(actor, x - 40, y  + 26)
   draw_actor_sp(actor, x - 40, y  + 50)
 end
  end
#------------------------------------------------------------------------------
#  Update Cursor Rect
#------------------------------------------------------------------------------
  def update_cursor_rect
 if @index < 0
   self.cursor_rect.empty
 else
   self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
 end
  end
end
 
#------------------------------------------------------------------------------
#  Window_MenuGold
#------------------------------------------------------------------------------
class Window_MenuGold < Window_Base
#------------------------------------------------------------------------------
#  Initialize
#------------------------------------------------------------------------------
  def initialize
 super(0, 0, $window_size[0], $window_size[1])
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.name = $gold_text[0]
 self.contents.font.size = $gold_text[1]
 refresh
  end
#------------------------------------------------------------------------------
#  Refresh
#------------------------------------------------------------------------------
  def refresh
 self.contents.clear
 self.windowskin = RPG::Cache.windowskin($window_gold_skin)
 self.contents.font.color = text_color($gold_text[2])
 self.contents.draw_text(4, 0, 120, 32, $gold_text[4])
 self.contents.font.color = text_color($gold_text[3])
 self.contents.draw_text(4, 32, 120, 32, $game_party.gold.to_s, 2)
  end
end
end
zum Lesen den Text mit der Maus markieren


und benutz von hindi das script

Spoiler

Ruby Quellcode

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$rubiene = 0 if $rubiene == nil
class Scene_Menu
  def main
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Save"
    s6 = "End Game"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    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
      @command_window.disable_item(4)
    end
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 0
    @playtime_window.y = 224
    @steps_window = Window_Steps.new
    @steps_window.x = 0
    @steps_window.y = 320
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 386
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 0
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @command_window.dispose
    @playtime_window.dispose
    @steps_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
end
class Window_Steps < Window_Base
  def initialize
    super(0, 0, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  def refresh
    self.contents.clear
    cx = contents.text_size("Steps").width
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120-cx-2+50, 32, "Steps", 2)
    self.contents.font.color = normal_color
    self.contents.draw_text(0-10, 0, 22, 32, $game_party.steps.to_s, 2)
  end
end
class Window_Gold < Window_Base
  def initialize
    super(0, 0, 160, 94)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  def refresh
    self.contents.clear
    cx = contents.text_size($data_system.words.gold).width
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(4, 30, 120-cx-2+17, 32, "Rubine: ", 2)
    self.contents.font.color = normal_color
    self.contents.draw_text(107-cx, 30, cx, 32, $rubiene.to_s, 2)
  end
end
zum Lesen den Text mit der Maus markieren

Nur kommt diese fehlermeldung dann:

Zitat


Script 'Ringmenü' line 127: NoMethodError occurred.

undefined method `update' for nil:NilClass

Kann mir da jemand helfen?

2

Freitag, 10. Juli 2009, 20:10

Ändere die entsprechende Zeile im Ringemenü (" @window_gold.update" ) in

Ruby Quellcode

1
 @gold_window.update


Edit:
Diese Anpassung sorgt aber nur dafür, dass der Fehler nicht auftritt. Ein anderer Fehler mit dem Ringmenü-eigenen Gold-Window wird auftreten.
Das Problem liegt bei Hindis skript. Hindi sollte
alias_method :new_method :old_method
verwenden...

3

Samstag, 11. Juli 2009, 12:29

kann man net irgendwie das script in das menu einbauen...

Neo-Bahamut

Himmelsgleicher

Motto: Wer anderen eine Bratwurst brät, der hat ein Bratwurstbratgerät.

  • Nachricht senden

4

Samstag, 11. Juli 2009, 12:52

Frag am besten Hindi,er hat das Skript schließlich gemacht ;)
Spoiler: Wurstinator
zum Lesen den Text mit der Maus markieren

Spoiler: Lazer-Wurst
zum Lesen den Text mit der Maus markieren

Spoiler: Hallowurst
zum Lesen den Text mit der Maus markieren

5

Samstag, 11. Juli 2009, 12:57

da haste recht ^^

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