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1

Samstag, 16. April 2011, 17:23

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 :)

Yuber

Seher

Motto: Die Welt zu beherrschen.

  • Nachricht senden

2

Samstag, 16. April 2011, 22:42

Was ist denn jetzt dein Problem?
Was funktioniert nicht?
Nur noch selten hier.

'Til now, I always let people walk all over me!
From now on, if anyone makes fun of me, I'll kill 'em! Just like that!

3

Sonntag, 17. April 2011, 09:09

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 :D

nächster versuch:
SpeedShare - Download iPod.rar


vieleicht hilft dir das bei deiner frage^^

4

Sonntag, 17. April 2011, 13:18

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 :
Spoiler

Ruby Quellcode

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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.

5

Montag, 18. April 2011, 16:23

ahh danke
jetz funzts :D

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)


Motto: ich bin der brennende schinken

  • Nachricht senden

6

Montag, 18. April 2011, 19:54

kommt der fehler nachdem du einen spielstand lädst?
;( :jagen:

7

Montag, 18. April 2011, 22:25

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
Realität ist auch nur eine Art von Rollenspiel.

8

Dienstag, 19. April 2011, 01:52

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?

9

Dienstag, 19. April 2011, 16:29

der fehler kommt immer wenn ich das item benutzen will...

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