Probleme mit iPod Script...
Wie der titel schon sagt hab ich kleine probleme mit dem iPod script...
ich hab da ma was vorbereitet um ma zu zeigen was ich so für nen mist gebaut hab...
SpeedShare - Download iPod.rar
(der iPod is ein Item^^)
wenn jemand helfen könnte wär das echt nett
ich hab da ma was vorbereitet um ma zu zeigen was ich so für nen mist gebaut hab...
SpeedShare - Download iPod.rar
(der iPod is ein Item^^)
wenn jemand helfen könnte wär das echt nett
ähm....sry das war die falsche datei^^
is en bisschen blöd wenn man sich die demo vom iPod runterläd und dann ein projekt erstellt das genauso heißt...is en bisschen leicht zu verwechseln
nächster versuch:
SpeedShare - Download iPod.rar
vieleicht hilft dir das bei deiner frage^^
is en bisschen blöd wenn man sich die demo vom iPod runterläd und dann ein projekt erstellt das genauso heißt...is en bisschen leicht zu verwechseln

nächster versuch:
SpeedShare - Download iPod.rar
vieleicht hilft dir das bei deiner frage^^
Ersetze mal dieses IPod V 1.13 Script mit deinem IPod V1.13 Script.
Ich habe es vorher mit deinem Projekt getestet und es hat funktioniert.
Script :
MFG
Ich habe es vorher mit deinem Projekt getestet und es hat funktioniert.
Script :
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#============================================================================== #============================================================================== #Berans' "iPod" script v1.13-final #Last edited: 12 August 2008 # #------------------------------------------------------------------------------ #What's new in v1.13 # -Major bugfixes and some code improvement #------------------------------------------------------------------------------ # #------------------------------------------------------------------------------ #What's new in v1.12 # -Further code improvements # -Changed iPod menu options to include "Sorting" #------------------------------------------------------------------------------ # #------------------------------------------------------------------------------ #What's new in v1.01 # -Minor code cleanups # -Debugging # -Added "Back" option in the iPod menu #------------------------------------------------------------------------------ # #------------------------------------------------------------------------------ #What's new in v1.00 # -Added a "menu" feature on the ipod with a few small options # -Code cleaned up #------------------------------------------------------------------------------ # #------------------------------------------------------------------------------ #What's new in v0.99 # -Fixed a few small glitches # -The game now remembers whether or not you were playing a song upon exiting # the iPod, to accomodate BGM_CHANGER better. # -The game now remembers and saves the BGM_CHANGER option, so it can be changed # ingame with a new, easy-to-use script command #------------------------------------------------------------------------------ # #will allow you to playback songs from a list using a simple window which looks #like an ipod # #feel free to edit and change any names, provided you have changed them in your #audio/bgm folder(this would let you have custom names drawn in the menu) #see further instructions below # #Credits: Berans - Making the script # Blizzard - Lessons on scripting and scripting conventions # Sniper308 - Requesting the script #------------------------------------------------------------------------------ #Features #------------------------------------------------------------------------------ # -Allows for as many songs as you wish # -Relatively easy setup # -IPod Graphic # -Allows for author and genre names # -Allows unlockable songs # -Currently selected song is remembered, and saved in your save game # -Unlocked songs saved in save game # -Entirely Lag-free # -Map as background # -Option to have the current BGM change with your selected song # -NEW: BGM_CHANGER option now remembered and saved with new easy-to-use command # -NEW: iPod menu with a few for-fun options # -NEW: iPod menu now features a "sort" option, standard sorting now set to song # title(sort option is saved in save game) #------------------------------------------------------------------------------ #Compatibility #------------------------------------------------------------------------------ #Should be compatible with most scripts, including the SDK #Since this is a beta test, please notify me if something's not working # #============================================================================== #Instructions #============================================================================== # #------------------------------------------------------------------------------ #Setup: #------------------------------------------------------------------------------ #In the Configuration section below, add the names of all songs you want to be #"unlockable". The names must be spelled exactly as in your "Audio/BGM" folder, #enclosed in quotation marks, and separated by a comma #example: #PLAYBACK = ["yoursong-01", "yoursong-02", "someothersong"] #In playback initial, add the number of all the songs you want to have initially #unlocked, separated by comma. The numbers directly correspond to the position #of the names in the PLAYBACK array. #The PLAYBACK_AUTHOR and PLAYBACK_GENRE "hashes" respectively hold information on #the author and genre, respectively, of each song. #To add an author or genre name, simply add "yoursongnumber => description" #anywhere in the correct hash. The author's/genre's name must be enclosed in #quotation marks, and the number and name together, separated by a comma #If a song number is not in there, the author or #genre are automatically set to "unkown" for that song #example: #PLAYBACK_AUTHOR = {20 => "the author of your 20th song", # 1 => "the author of your 1st song", 3 => "another author"} #the same exact same format goes for genre #If you want all the songs in your PLAYBACK array to be "unlocked" from the #start,simply set "unlockables" to "false" #If you want the "IPod" to change the currently playing BGM for a map when a #song is selected and played, set bgm_changer to "true" # #------------------------------------------------------------------------------ #Required Graphics and instructions: #------------------------------------------------------------------------------ #For this script to work properly, the following files are needed, and have to #be placed in the "Graphics/Pictures" folder in your game: # -IPod.png # -IPod2.png #you'll also need to import the files within your project and set the correct #transparancies #Transparancy for IPod.png must be set to white #Transparancy for IPod2.png must be set to the darker shade of grey, with the #semi-transparant color set to the lighter grey # #------------------------------------------------------------------------------ #Using the script #------------------------------------------------------------------------------ #To call the script, within an event use the "script" command #in the script write "$scene = Scene_Playback.new" (without quotation marks) #If you want the "ipod" to return to menu upon exit, add (true) after #Scene_Playback.new. This works well in combination with a common event with an #item. # #To "unlock" a song, ensure its name is in the PLAYBACK array in the #configuration below, then, use the "script" command in an event, and enter the #following: "unlock_song(your_song_number)" #The song number directly corresponds to the position in the PLAYBACK array #example: #Your PLAYBACK array is ["yoursong-01", "yoursong-02", "someothersong"] #and you want to unlock "yoursong-02 #simply write "unlock_song(2)" within your script command # #To change the BGM_CHANGER option ingame, use the following code in an event, #within a "script..." command: "bgm_changer(condition)" (without the quotes) #replace the word condition with either true or false, depending on what you #would like the option to be # #NOTE: #Long song/author/genre names may look squashed. For optimal looks, try to keep #names under 15 characters. #============================================================================== #============================================================================== #============================================================================== #Begin Configuration #============================================================================== module Playback UNLOCKABLES = true BGM_CHANGER = false PLAYBACK = [ "001-Battle01", "002-Battle02", "003-Battle03", "004-Battle04", "005-Boss01", "006-Boss02", "007-Boss03", "008-Boss04", "009-LastBoss01", "035-Dungeon01", "063-Slow06",] PLAYBACK_INITIAL = [3,8] PLAYBACK_AUTHOR = {1 => "Enterbrain", 2 => "Enterbrain", 3 => "Enterbrain", 4 => "Enterbrain", 5 => "Enterbrain", 6 => "Enterbrain", 7 => "Enterbrain", 8 => "Enterbrain", 9 => "Enterbrain", 10 => "Enterbrain", 12 => "Enterbrain"} PLAYBACK_GENRE = {1 => "Classic"} #============================================================================== #End Configuration #============================================================================== PLAYBACK_UNLOCKED = [] for i in 0...PLAYBACK.size PLAYBACK_UNLOCKED.push nil end unless PLAYBACK_INITIAL.empty? for i in 0...PLAYBACK_INITIAL.size PLAYBACK_UNLOCKED[PLAYBACK_INITIAL[i] -1] = PLAYBACK[PLAYBACK_INITIAL[i] -1] end end if !UNLOCKABLES for i in 0...PLAYBACK.size PLAYBACK_UNLOCKED[i] = PLAYBACK[i] end end unless $game_system == nil unless $game_system.bgm_changer == nil if $game_system.bgm_changer BGM_CHANGER = true elsif !$game_system.bgm_changer BGM_CHANGER = false end end end $playback_list = [] for i in 0...PLAYBACK_UNLOCKED.size if PLAYBACK_UNLOCKED[i] != nil $playback_list[i] = [Playback::PLAYBACK_UNLOCKED[i], Playback::PLAYBACK_AUTHOR[i+1] == nil ? "Unkown" : Playback::PLAYBACK_AUTHOR[i+1], Playback::PLAYBACK_GENRE[i+1] == nil ? "Unkown" : Playback::PLAYBACK_GENRE[i+1]] end end $playback_list = $playback_list.compact end #============================================================================== #**Window_Playback #------------------------------------------------------------------------------ #This window displays the playback screen #============================================================================== class Window_Playback < Window_Selectable attr_accessor :playback_bgm def initialize super (212,66,216,170) self.contents = Bitmap.new(width - 32, height - 32) @item_max = 4 @column_max = 4 self.z -= 100 self.index = 0 self.active = true #Get the playback bgm to draw the text right get_playback_bgm refresh end def refresh self.contents.clear unless $game_system.playback_list.empty? if $game_system.playback_list[@playback_bgm] != nil bgm = $game_system.playback_list[@playback_bgm][0] else @check = 0 #check all possible songs for an unlocked entry loop do @check += 1 @playback_bgm += 1 @playback_bgm %= $game_system.playback_list.size if $game_system.playback_list[@playback_bgm] != nil bgm = $game_system.playback_list[@playback_bgm][0] break end end end else bgm = "No Songs Unlocked" $nosongs = true end if !$nosongs text = (@playback_bgm + 1).to_s + ": " + bgm if $game_system.playback_list[@playback_bgm] != nil text2 = "Author: " + $game_system.playback_list[@playback_bgm][1] else text2 = "Author: Unkown" end if $game_system.playback_list[@playback_bgm] != nil text3 = "Genre: " + $game_system.playback_list[@playback_bgm][2] else text3 = "Genre: Unkown" end else text = bgm text2 = "" text3 = "" end self.contents.draw_text(0,8,self.contents.width,32,text,1) self.contents.draw_text(0,40,self.contents.width,32,text2,1) self.contents.draw_text(0,72,self.contents.width,32,text3,1) end def update_cursor_rect self.cursor_rect.empty end def get_playback_bgm if $game_system.playback_bgm == nil @playback_bgm = 0 $game_system.playback_bgm = @playback_bgm else @playback_bgm = $game_system.playback_bgm end end end #============================================================================== #**Scene_Playback #------------------------------------------------------------------------------ #This class handles processing for the playback window #============================================================================== class Scene_Playback #---------------------------------------------------------------------------- # * Public Instance Variables #---------------------------------------------------------------------------- attr_reader :mute def initialize(frommenu = false) @animation_flag = false @mute = false @temp_hash = {} @temp_hash2 = {} @temp_array = [] if $game_system.playback_list.empty? $game_system.playback_list = $playback_list end if $game_system.sort_option == nil sort(0) $game_system.sort_option = 0 else sort($game_system.sort_option) end for i in 0...$game_system.unlocked_songs.size unlock_song($game_system.unlocked_songs[i]+1) end if $game_temp.mute @mute = true end if $game_system.bgm_changer == nil $game_system.bgm_changer = Playback::BGM_CHANGER end if $game_temp.playing == nil @playing = false else @playing = $game_temp.playing end @frommenu = frommenu end def main #ensure map/menu bgm is kept $game_system.bgm_memorize @spriteset = Spriteset_Map.new @spriteset2 = Spriteset_Ipod.new @dummy_window = Ipod_Dummy.new @playback_window = Window_Playback.new @imenu_window = Window_iMenu.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @playback_window.dispose @spriteset.dispose @spriteset2.dispose $nosongs = false @dummy_window.dispose @imenu_window.dispose end def update if @playback_window.active update_playback end if @imenu_window.active update_imenu end end def update_playback if @playback_window.index != @playback_window_check @dummy_window.refresh(@playback_window.index) end if Input.repeat?(Input::RIGHT) && @playback_window.index == 3 $game_system.se_play($data_system.cursor_se) @playback_window.index = 0 return end if Input.repeat?(Input::LEFT) && @playback_window.index == 0 $game_system.se_play($data_system.cursor_se) @playback_window.index = 3 return end if Input.trigger?(Input::C) #Menu if @playback_window.index == 0 $game_system.se_play($data_system.decision_se) @playback_window.active = false @playback_window.index = -1 @imenu_window.visible = true @imenu_window.active = true @imenu_window.index = 0 @imenu_wait = true return end unless $nosongs case @playback_window.index #Select next when 1 $game_system.se_play($data_system.decision_se) #select the next BGM #the loop allows it to skip "nil" entries to aid in unlockables loop do @playback_window.playback_bgm += 1 @playback_window.playback_bgm %= $game_system.playback_list.size $game_system.playback_bgm = @playback_window.playback_bgm if $game_system.playback_list[$game_system.playback_bgm] != nil break end end @playback_window.refresh #change the currently playing song if one was already playing if @playing bgm = RPG::AudioFile.new($game_system.playback_list[ $game_system.playback_bgm][0], 100, 100) $game_system.bgm_play(bgm) if @mute != false @mute = false @imenu_window.refresh end end #Play/Stop when 2 if @init @init = false end if $game_system.playback_bgm != nil if !@playing $game_system.se_play($data_system.decision_se) #create BGM for playing bgm = RPG::AudioFile.new($game_system.playback_list[ $game_system.playback_bgm][0], 100,100) $game_system.bgm_play(bgm) if $game_system.bgm_changer $game_system.bgm_memorize end else $game_system.se_play($data_system.cancel_se) $game_system.bgm_play(nil) end if @mute != false @mute = false @imenu_window.refresh end end case @playing when true @playing = false when false @playing = true end #Select Previous when 3 $game_system.se_play($data_system.decision_se) #select the previous BGM #the loop allows it to skip "nil" entries to aid in unlockables loop do @playback_window.playback_bgm += $game_system.playback_list.size - 1 @playback_window.playback_bgm %= $game_system.playback_list.size $game_system.playback_bgm = @playback_window.playback_bgm if $game_system.playback_list[$game_system.playback_bgm] != nil break end end @playback_window.refresh #change the currently playing song if one was already playing if @playing bgm = RPG::AudioFile.new($game_system.playback_list[ $game_system.playback_bgm][0], 100, 100) $game_system.bgm_play(bgm) if @mute != false @mute = false @imenu_window.refresh end end end else $game_system.se_play($data_system.buzzer_se) end end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) #get the correct @playing setting for when the iPod is restarted if $game_system.bgm_changer $game_temp.playing = @playing else @playing = false end if !@frommenu #restore the map/menu bgm if !$game_system.bgm_changer $game_system.bgm_play($game_map.map.bgm) end $scene = Scene_Map.new if !@playing && $game_system.bgm_changer if $game_system.playing_bgm == $game_map.map.bgm return end $game_system.bgm_play(nil) end else #restore the map/menu bgm if !$game_system.bgm_changer $game_system.bgm_play($game_map.map.bgm) end #change this to go to a different menu upon exit $scene = Scene_Menu.new if !@playing && $game_system.bgm_changer if $game_system.playing_bgm == $game_map.map.bgm return end $game_system.bgm_play(nil) end end end $game_temp.playing = @playing @playback_window_check = @playback_window.index @playback_window.update end def update_imenu if @imenu_wait @imenu_wait = false return end if @imenu_window.index != @imenu_window_check @dummy_window.refresh(@imenu_window.index) end if Input.repeat?(Input::RIGHT) if @imenu_window.index == 3 $game_system.se_play($data_system.cursor_se) @imenu_window.index = 0 return end end if Input.repeat?(Input::LEFT) if @imenu_window.index == 0 $game_system.se_play($data_system.cursor_se) @imenu_window.index = 3 return end end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @imenu_window.active = false @imenu_window.visible = false @playback_window.index = @imenu_window.index @imenu_window.index = -1 @playback_window.active = true end if Input.trigger?(Input::C) case @imenu_window.index when 0 $game_system.se_play($data_system.decision_se) if !@mute unless $game_system.playing_bgm == nil $game_system.playing_bgm.volume = 0 $game_system.bgm_play($game_system.playing_bgm) end @mute = true elsif @mute unless $game_system.playing_bgm == nil $game_system.playing_bgm.volume = 100 $game_system.bgm_play($game_system.playing_bgm) end @mute = false end @imenu_window.refresh $game_temp.mute = @mute when 1 $game_system.se_play($data_system.cancel_se) if $game_system.bgm_changer $game_temp.playing = @playing else @playing = false end #restore the map/menu bgm if !$game_system.bgm_changer $game_system.bgm_play($game_map.map.bgm) end #change menu option 2 here $scene = Scene_Map.new if !@playing && $game_system.bgm_changer if $game_system.playing_bgm == $game_map.map.bgm return end $game_system.bgm_play(nil) end when 2 if $nosongs $game_system.se_play($data_system.buzzer_se) return else $game_system.se_play($data_system.decision_se) $game_system.sort_option += 1 $game_system.sort_option %= 3 sort($game_system.sort_option) @imenu_window.refresh @playback_window.refresh end when 3 $game_system.se_play($data_system.cancel_se) @imenu_window.active = false @imenu_window.visible = false @playback_window.index = @imenu_window.index @imenu_window.index = -1 @playback_window.active = true end end @imenu_window.update end end #============================================================================== #*unlock_song #------------------------------------------------------------------------------ #Allows you to unlock songs for the playback window #============================================================================== def unlock_song(number) if $game_system.playback_list.empty? $game_system.playback_list = $playback_list end unless $game_system.playback_list.include?([ Playback::PLAYBACK[number - 1], Playback::PLAYBACK_AUTHOR[number] || "Unkown", Playback::PLAYBACK_GENRE[number] || "Unkown"]) for i in 0...Playback::PLAYBACK.size if $game_system.playback_list[i] == nil $game_system.playback_list[i] = [nil,nil,nil] $game_system.playback_list[i][0] = Playback::PLAYBACK[number - 1] $game_system.playback_list[i][1] = (Playback::PLAYBACK_AUTHOR[number] == nil ? "Unkown" : Playback::PLAYBACK_AUTHOR[number]) $game_system.playback_list[i][2] = (Playback::PLAYBACK_GENRE[number] == nil ? "Unkown" : Playback::PLAYBACK_GENRE[number]) $game_system.unlocked_songs.push(number - 1) return end end end end #============================================================================== #*bgm_changer #------------------------------------------------------------------------------ #Changes the BGM_CHANGER option for ingame use #============================================================================== def bgm_changer(condition) if !condition if $game_system.bgm_changer $game_system.bgm_changer = condition end else $game_system.bgm_changer = condition end end #============================================================================== #**Spriteset_Ipod #------------------------------------------------------------------------------ #Creates an "Ipod" Image at the centre of the screen #============================================================================== class Spriteset_Ipod def initialize @viewport = Viewport.new(208,53,224,374) @viewport.z = 5000 @sprite = Sprite.new(@viewport) @sprite2 = Sprite.new @sprite2.bitmap = Bitmap.new(224,374) @ipod = RPG::Cache.picture('IPod.png') @sprite.bitmap = @ipod end def dispose @viewport.dispose @sprite.dispose @sprite2.dispose end end #============================================================================== #**Ipod_Dummy #------------------------------------------------------------------------------ #Creates the selection effect over the ipod image #============================================================================== class Ipod_Dummy < Window_Base def initialize super(208,53,224,374) self.contents = Bitmap.new(width - 32,height - 32) self.opacity = 0 self.z = 9999 refresh end def refresh(index = 0) self.contents.clear case index when 0 rect = Rect.new(0,52,98,52) @bitmap = RPG::Cache.picture('IPod2.png') self.contents.blt(47,179,@bitmap,rect) when 1 rect = Rect.new(52,104,52,98) @bitmap = RPG::Cache.picture('IPod2.png') self.contents.blt(113,199,@bitmap,rect) when 2 rect = Rect.new(0,0,98,52) @bitmap = RPG::Cache.picture('IPod2.png') self.contents.blt(47,266,@bitmap,rect) when 3 rect = Rect.new(0,104,52,98) @bitmap = RPG::Cache.picture('IPod2.png') self.contents.blt(26,199,@bitmap,rect) end end end #============================================================================== # ** Game_System #------------------------------------------------------------------------------ # This class handles data surrounding the system. Backround music, etc. # is managed here as well. Refer to "$game_system" for the instance of # this class. #============================================================================== class Game_System #---------------------------------------------------------------------------- # * Public Instance Variables #---------------------------------------------------------------------------- attr_accessor :playback_bgm attr_accessor :unlocked_songs attr_accessor :bgm_changer attr_accessor :sort_option attr_accessor :playback_list alias initialize_ipod_later initialize def initialize initialize_ipod_later @unlocked_songs = [] @playback_list = [] end end #============================================================================== # ** Game_Temp #------------------------------------------------------------------------------ # This class handles temporary data that is not included with save data. # Refer to "$game_temp" for the instance of this class. #============================================================================== class Game_Temp #---------------------------------------------------------------------------- # * Public Instance Variables #---------------------------------------------------------------------------- attr_accessor :playing attr_accessor :mute end #============================================================================== # ** Game_Map #------------------------------------------------------------------------------ # This class handles the map. It includes scrolling and passable determining # functions. Refer to "$game_map" for the instance of this class. #============================================================================== class Game_Map #---------------------------------------------------------------------------- # * Public Instance Variables #---------------------------------------------------------------------------- attr_reader :map end #============================================================================== # ** Window_iMenu #------------------------------------------------------------------------------ # This class creates a dummy selectable menu to use with the iPod script #============================================================================== class Window_iMenu < Window_Selectable def initialize super(212,66,216,170) self.contents = Bitmap.new(width - 32, height - 32) self.index = -1 self.visible = false self.active = false self.z += 10 @item_max = 4 @column_max = 4 refresh end def refresh self.contents.clear if $scene.mute self.contents.draw_text(0,-5,self.contents.width,32,"Unmute",1) else self.contents.draw_text(0,-5,self.contents.width,32,"Mute",1) end #change the bit in quotes below to reflect where your iPod menu's 2nd option #exits to i.e. "Exit to Main Menu" or "Exit to Equipment Screen" #be wary of long names, as they may look squashed self.contents.draw_text(0,27,self.contents.width,32,"Exit to Map",1) case $game_system.sort_option when 0 sort = "Title" when 1 sort = "Author" when 2 sort = "Genre" end self.contents.draw_text(0,59,self.contents.width,32,"Sorted by: " + sort,1) self.contents.draw_text(0,91,self.contents.width,32,"Back",1) end def update_cursor_rect if @index < 0 self.cursor_rect.empty else y = -5 + 32*@index cursor_rect.set(5,y,self.contents.width - 10,32) end end end #============================================================================== #*Sort #------------------------------------------------------------------------------ #Method to sort the unlocked songs array for the iPod script #============================================================================== def sort(choice) $game_system.playback_list = $game_system.playback_list.sort {|a, b| a[choice] <=> b[choice]} return $game_system.playback_list end |
zum Lesen den Text mit der Maus markieren
MFG
Realität ist auch nur eine Art von Rollenspiel.
ahh danke
jetz funzts
EDIT: Fehlmeldung^^
funzt doch nich :/
das sagt mir jetz immer: "Script 'iPod' line 308 NoMethodeError occured. undifined method `emty?' for nil:NilClass"
liegt das nur an mir oder warum geht das bei dir und bei mir nich??
jetz funzts

EDIT: Fehlmeldung^^
funzt doch nich :/
das sagt mir jetz immer: "Script 'iPod' line 308 NoMethodeError occured. undifined method `emty?' for nil:NilClass"
liegt das nur an mir oder warum geht das bei dir und bei mir nich??
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »ToastHawaii« (18. April 2011, 16:23)
Also bei mir kommt kein Fehler.Auch nicht nach einem Speichern und Laden.
Tritt der Fehler sofort beim Starten deines Projekts auf?
Ich habe jetzt mal selber eine funktionsfähige Demo vom Ipod Script V1.13 eingestellt.
iPod-V1.13.rar
MFG
Tritt der Fehler sofort beim Starten deines Projekts auf?
Ich habe jetzt mal selber eine funktionsfähige Demo vom Ipod Script V1.13 eingestellt.
iPod-V1.13.rar
MFG
Realität ist auch nur eine Art von Rollenspiel.
Wenn man einen Spielstand lädt, der gemacht wurde bevor das Script eingefügt wurde, ist es sehr wahrscheinlich das dieser Fehler kommt, da das Script Daten speichert und auch wieder laden möchte. Wurden diese Daten nicht in deinen Spielstand gespeichert, dann schlägt das Verwenden selbiger natürlich fehl. Deshalb die Frage: Kommt der Fehler immer, oder nur bei älteren Spielständen?
Das große Scientia Wiki zur Spielentwicklung 
Was ist das RGSS ? RGSS-Dokumentation auf Sc
Kyoshiros Makerkurs
Musik von Shabraxxx für euch
Guide zu den Audioformaten
Skripte von mir (Auswahl):
Atmungssystem
| Streichholzsystem
| Animiert durch Bücher blättern
Random : Marktsystem für Kardor
| Staterelated Battlergraphic
| Hinweis auf mögliche Aktionen
SelfSwitchExpirationtimer Skript - Gameplayerweiterung für Pilzesammler und Farmspiele
Meine Skripte werden gerade hier gesammelt.

Was ist das RGSS ? RGSS-Dokumentation auf Sc
Kyoshiros Makerkurs

Musik von Shabraxxx für euch
Guide zu den Audioformaten

Skripte von mir (Auswahl):
Atmungssystem
| Streichholzsystem
| Animiert durch Bücher blättern
Random : Marktsystem für Kardor
| Staterelated Battlergraphic
| Hinweis auf mögliche Aktionen
SelfSwitchExpirationtimer Skript - Gameplayerweiterung für Pilzesammler und Farmspiele
Meine Skripte werden gerade hier gesammelt.Ähnliche Themen
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