Transparentes Menü
Hallo,
ich suche nach einem Skript, mit dem das menü halb durchsichtig wird und somit die map und der player etc. verschwommen noch zu sehen sind wenn man das menü aufruft, so wie beim rmvx. würde mich sehr freuen ob jemand ein solches skript zur verfügung stellen kann und bedanke mich schonmal.
mfg
Blue Dragon
ich suche nach einem Skript, mit dem das menü halb durchsichtig wird und somit die map und der player etc. verschwommen noch zu sehen sind wenn man das menü aufruft, so wie beim rmvx. würde mich sehr freuen ob jemand ein solches skript zur verfügung stellen kann und bedanke mich schonmal.
mfg
Blue Dragon
Ich habe dir mal ein Transparentes Menu zusammengebastelt.
Füge das Script separat über Main ein(Nicht in das Main).
MFG
Füge das Script separat über Main ein(Nicht in das Main).
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#============================================================================== # ** Scene_Menu Transparent #------------------------------------------------------------------------------ # This class performs menu screen processing. #============================================================================== class Scene_Menu #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make command window s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "Status" s5 = "Save" s6 = "End Game" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) @command_window.back_opacity = 160 @command_window.index = @menu_index # If number of party members is 0 if $game_party.actors.size == 0 # Disable items, skills, equipment, and status @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end # If save is forbidden if $game_system.save_disabled # Disable save @command_window.disable_item(4) end # Make play time window @playtime_window = Window_PlayTime.new @playtime_window.opacity = 160 @playtime_window.x = 0 @playtime_window.y = 224 # Make steps window @steps_window = Window_Steps.new @steps_window.opacity = 160 @steps_window.x = 0 @steps_window.y = 320 # Make gold window @gold_window = Window_Gold.new @gold_window.opacity = 160 @gold_window.x = 0 @gold_window.y = 416 # Make status window @status_window = Window_MenuStatus.new @status_window.opacity = 160 @status_window.x = 160 @status_window.y = 0 # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @command_window.dispose @playtime_window.dispose @steps_window.dispose @gold_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @command_window.update @playtime_window.update @steps_window.update @gold_window.update @status_window.update # If command window is active: call update_command if @command_window.active update_command return end # If status window is active: call update_status if @status_window.active update_status return end end #-------------------------------------------------------------------------- # * Frame Update (when command window is active) #-------------------------------------------------------------------------- def update_command # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to map screen $scene = Scene_Map.new return end # If C button was pressed if Input.trigger?(Input::C) # If command other than save or end game, and party members = 0 if $game_party.actors.size == 0 and @command_window.index < 4 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Branch by command window cursor position case @command_window.index when 0 # item # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to item screen $scene = Scene_Item.new when 1 # skill # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 # save # If saving is forbidden if $game_system.save_disabled # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to save screen $scene = Scene_Save.new when 5 # end game # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to end game screen $scene = Scene_End.new end return end end #-------------------------------------------------------------------------- # * Frame Update (when status window is active) #-------------------------------------------------------------------------- def update_status # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Make command window active @command_window.active = true @status_window.active = false @status_window.index = -1 return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 1 # skill # If this actor's action limit is 2 or more if $game_party.actors[@status_window.index].restriction >= 2 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to skill screen $scene = Scene_Skill.new(@status_window.index) when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to equipment screen $scene = Scene_Equip.new(@status_window.index) when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to status screen $scene = Scene_Status.new(@status_window.index) end return end end end class Scene_Map def main @spriteset = Spriteset_Map.new @message_window = Window_Message.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @message_window.dispose if $scene.is_a?(Scene_Title) Graphics.transition Graphics.freeze end end end #============================================================================== # ** Scene_Item #------------------------------------------------------------------------------ # This class performs item screen processing. #============================================================================== class Scene_Item #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make help window, item window @help_window = Window_Help.new @item_window = Window_Item.new @help_window.opacity = 160 @item_window.opacity = 160 # Associate help window @item_window.help_window = @help_window # Make target window (set to invisible / inactive) @target_window = Window_Target.new @target_window.visible = false @target_window.active = false # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @help_window.dispose @item_window.dispose @target_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @help_window.update @item_window.update @target_window.update # If item window is active: call update_item if @item_window.active update_item return end # If target window is active: call update_target if @target_window.active update_target return end end #-------------------------------------------------------------------------- # * Frame Update (when item window is active) #-------------------------------------------------------------------------- def update_item # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen $scene = Scene_Menu.new(0) return end # If C button was pressed if Input.trigger?(Input::C) # Get currently selected data on the item window @item = @item_window.item # If not a use item unless @item.is_a?(RPG::Item) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # If it can't be used unless $game_party.item_can_use?(@item.id) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # If effect scope is an ally if @item.scope >= 3 # Activate target window @item_window.active = false @target_window.x = (@item_window.index + 1) % 2 * 304 @target_window.visible = true @target_window.active = true # Set cursor position to effect scope (single / all) if @item.scope == 4 || @item.scope == 6 @target_window.index = -1 else @target_window.index = 0 end # If effect scope is other than an ally else # If command event ID is valid if @item.common_event_id > 0 # Command event call reservation $game_temp.common_event_id = @item.common_event_id # Play item use SE $game_system.se_play(@item.menu_se) # If consumable if @item.consumable # Decrease used items by 1 $game_party.lose_item(@item.id, 1) # Draw item window item @item_window.draw_item(@item_window.index) end # Switch to map screen $scene = Scene_Map.new return end end return end end #-------------------------------------------------------------------------- # * Frame Update (when target window is active) #-------------------------------------------------------------------------- def update_target # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # If unable to use because items ran out unless $game_party.item_can_use?(@item.id) # Remake item window contents @item_window.refresh end # Erase target window @item_window.active = true @target_window.visible = false @target_window.active = false return end # If C button was pressed if Input.trigger?(Input::C) # If items are used up if $game_party.item_number(@item.id) == 0 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # If target is all if @target_window.index == -1 # Apply item effects to entire party used = false for i in $game_party.actors used |= i.item_effect(@item) end end # If single target if @target_window.index >= 0 # Apply item use effects to target actor target = $game_party.actors[@target_window.index] used = target.item_effect(@item) end # If an item was used if used # Play item use SE $game_system.se_play(@item.menu_se) # If consumable if @item.consumable # Decrease used items by 1 $game_party.lose_item(@item.id, 1) # Redraw item window item @item_window.draw_item(@item_window.index) end # Remake target window contents @target_window.refresh # If all party members are dead if $game_party.all_dead? # Switch to game over screen $scene = Scene_Gameover.new return end # If common event ID is valid if @item.common_event_id > 0 # Common event call reservation $game_temp.common_event_id = @item.common_event_id # Switch to map screen $scene = Scene_Map.new return end end # If item wasn't used unless used # Play buzzer SE $game_system.se_play($data_system.buzzer_se) end return end end end #============================================================================== # ** Scene_Skill #------------------------------------------------------------------------------ # This class performs skill screen processing. #============================================================================== class Scene_Skill #-------------------------------------------------------------------------- # * Object Initialization # actor_index : actor index #-------------------------------------------------------------------------- def initialize(actor_index = 0, equip_index = 0) @actor_index = actor_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Get actor @actor = $game_party.actors[@actor_index] # Make help window, status window, and skill window @help_window = Window_Help.new @help_window.opacity = 160 @status_window = Window_SkillStatus.new(@actor) @status_window.opacity = 160 @skill_window = Window_Skill.new(@actor) @skill_window.opacity = 160 # Associate help window @skill_window.help_window = @help_window # Make target window (set to invisible / inactive) @target_window = Window_Target.new @target_window.visible = false @target_window.active = false # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @help_window.dispose @status_window.dispose @skill_window.dispose @target_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @help_window.update @status_window.update @skill_window.update @target_window.update # If skill window is active: call update_skill if @skill_window.active update_skill return end # If skill target is active: call update_target if @target_window.active update_target return end end #-------------------------------------------------------------------------- # * Frame Update (if skill window is active) #-------------------------------------------------------------------------- def update_skill # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen $scene = Scene_Menu.new(1) return end # If C button was pressed if Input.trigger?(Input::C) # Get currently selected data on the skill window @skill = @skill_window.skill # If unable to use if @skill == nil or not @actor.skill_can_use?(@skill.id) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # If effect scope is ally if @skill.scope >= 3 # Activate target window @skill_window.active = false @target_window.x = (@skill_window.index + 1) % 2 * 304 @target_window.visible = true @target_window.active = true # Set cursor position to effect scope (single / all) if @skill.scope == 4 || @skill.scope == 6 @target_window.index = -1 elsif @skill.scope == 7 @target_window.index = @actor_index - 10 else @target_window.index = 0 end # If effect scope is other than ally else # If common event ID is valid if @skill.common_event_id > 0 # Common event call reservation $game_temp.common_event_id = @skill.common_event_id # Play use skill SE $game_system.se_play(@skill.menu_se) # Use up SP @actor.sp -= @skill.sp_cost # Remake each window content @status_window.refresh @skill_window.refresh @target_window.refresh # Switch to map screen $scene = Scene_Map.new return end end return end # If R button was pressed if Input.trigger?(Input::R) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To next actor @actor_index += 1 @actor_index %= $game_party.actors.size # Switch to different skill screen $scene = Scene_Skill.new(@actor_index) return end # If L button was pressed if Input.trigger?(Input::L) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To previous actor @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size # Switch to different skill screen $scene = Scene_Skill.new(@actor_index) return end end #-------------------------------------------------------------------------- # * Frame Update (when target window is active) #-------------------------------------------------------------------------- def update_target # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Erase target window @skill_window.active = true @target_window.visible = false @target_window.active = false return end # If C button was pressed if Input.trigger?(Input::C) # If unable to use because SP ran out unless @actor.skill_can_use?(@skill.id) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # If target is all if @target_window.index == -1 # Apply skill use effects to entire party used = false for i in $game_party.actors used |= i.skill_effect(@actor, @skill) end end # If target is user if @target_window.index <= -2 # Apply skill use effects to target actor target = $game_party.actors[@target_window.index + 10] used = target.skill_effect(@actor, @skill) end # If single target if @target_window.index >= 0 # Apply skill use effects to target actor target = $game_party.actors[@target_window.index] used = target.skill_effect(@actor, @skill) end # If skill was used if used # Play skill use SE $game_system.se_play(@skill.menu_se) # Use up SP @actor.sp -= @skill.sp_cost # Remake each window content @status_window.refresh @skill_window.refresh @target_window.refresh # If entire party is dead if $game_party.all_dead? # Switch to game over screen $scene = Scene_Gameover.new return end # If command event ID is valid if @skill.common_event_id > 0 # Command event call reservation $game_temp.common_event_id = @skill.common_event_id # Switch to map screen $scene = Scene_Map.new return end end # If skill wasn't used unless used # Play buzzer SE $game_system.se_play($data_system.buzzer_se) end return end end end #============================================================================== # ** Scene_Equip #------------------------------------------------------------------------------ # This class performs equipment screen processing. #============================================================================== class Scene_Equip #-------------------------------------------------------------------------- # * Object Initialization # actor_index : actor index # equip_index : equipment index #-------------------------------------------------------------------------- def initialize(actor_index = 0, equip_index = 0) @actor_index = actor_index @equip_index = equip_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Get actor @actor = $game_party.actors[@actor_index] # Make windows @help_window = Window_Help.new @help_window.opacity = 160 @left_window = Window_EquipLeft.new(@actor) @left_window.opacity = 160 @right_window = Window_EquipRight.new(@actor) @right_window.opacity = 160 @item_window1 = Window_EquipItem.new(@actor, 0) @item_window1.opacity = 160 @item_window2 = Window_EquipItem.new(@actor, 1) @item_window2.opacity = 160 @item_window3 = Window_EquipItem.new(@actor, 2) @item_window3.opacity = 160 @item_window4 = Window_EquipItem.new(@actor, 3) @item_window4.opacity = 160 @item_window5 = Window_EquipItem.new(@actor, 4) @item_window5.opacity = 160 # Associate help window @right_window.help_window = @help_window @item_window1.help_window = @help_window @item_window2.help_window = @help_window @item_window3.help_window = @help_window @item_window4.help_window = @help_window @item_window5.help_window = @help_window # Set cursor position @right_window.index = @equip_index refresh # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @help_window.dispose @left_window.dispose @right_window.dispose @item_window1.dispose @item_window2.dispose @item_window3.dispose @item_window4.dispose @item_window5.dispose end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh # Set item window to visible @item_window1.visible = (@right_window.index == 0) @item_window2.visible = (@right_window.index == 1) @item_window3.visible = (@right_window.index == 2) @item_window4.visible = (@right_window.index == 3) @item_window5.visible = (@right_window.index == 4) # Get currently equipped item item1 = @right_window.item # Set current item window to @item_window case @right_window.index when 0 @item_window = @item_window1 when 1 @item_window = @item_window2 when 2 @item_window = @item_window3 when 3 @item_window = @item_window4 when 4 @item_window = @item_window5 end # If right window is active if @right_window.active # Erase parameters for after equipment change @left_window.set_new_parameters(nil, nil, nil) end # If item window is active if @item_window.active # Get currently selected item item2 = @item_window.item # Change equipment last_hp = @actor.hp last_sp = @actor.sp @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id) # Get parameters for after equipment change new_atk = @actor.atk new_pdef = @actor.pdef new_mdef = @actor.mdef # Return equipment @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id) @actor.hp = last_hp @actor.sp = last_sp # Draw in left window @left_window.set_new_parameters(new_atk, new_pdef, new_mdef) end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @left_window.update @right_window.update @item_window.update refresh # If right window is active: call update_right if @right_window.active update_right return end # If item window is active: call update_item if @item_window.active update_item return end end #-------------------------------------------------------------------------- # * Frame Update (when right window is active) #-------------------------------------------------------------------------- def update_right # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen $scene = Scene_Menu.new(2) return end # If C button was pressed if Input.trigger?(Input::C) # If equipment is fixed if @actor.equip_fix?(@right_window.index) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Activate item window @right_window.active = false @item_window.active = true @item_window.index = 0 return end # If R button was pressed if Input.trigger?(Input::R) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To next actor @actor_index += 1 @actor_index %= $game_party.actors.size # Switch to different equipment screen $scene = Scene_Equip.new(@actor_index, @right_window.index) return end # If L button was pressed if Input.trigger?(Input::L) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To previous actor @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size # Switch to different equipment screen $scene = Scene_Equip.new(@actor_index, @right_window.index) return end end #-------------------------------------------------------------------------- # * Frame Update (when item window is active) #-------------------------------------------------------------------------- def update_item # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Activate right window @right_window.active = true @item_window.active = false @item_window.index = -1 return end # If C button was pressed if Input.trigger?(Input::C) # Play equip SE $game_system.se_play($data_system.equip_se) # Get currently selected data on the item window item = @item_window.item # Change equipment @actor.equip(@right_window.index, item == nil ? 0 : item.id) # Activate right window @right_window.active = true @item_window.active = false @item_window.index = -1 # Remake right window and item window contents @right_window.refresh @item_window.refresh return end end end #------------------------------------------------------------------------------ # This class performs status screen processing. #============================================================================== class Scene_Status #-------------------------------------------------------------------------- # * Object Initialization # actor_index : actor index #-------------------------------------------------------------------------- def initialize(actor_index = 0, equip_index = 0) @actor_index = actor_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Get actor @actor = $game_party.actors[@actor_index] # Make status window @status_window = Window_Status.new(@actor) @status_window.opacity = 160 # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @status_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen $scene = Scene_Menu.new(3) return end # If R button was pressed if Input.trigger?(Input::R) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To next actor @actor_index += 1 @actor_index %= $game_party.actors.size # Switch to different status screen $scene = Scene_Status.new(@actor_index) return end # If L button was pressed if Input.trigger?(Input::L) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To previous actor @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size # Switch to different status screen $scene = Scene_Status.new(@actor_index) return end end end #============================================================================== # ** Scene_End #------------------------------------------------------------------------------ # This class performs game end screen processing. #============================================================================== class Scene_End #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make command window s1 = "To Title" s2 = "Shutdown" s3 = "Cancel" @command_window = Window_Command.new(192, [s1, s2, s3]) @command_window.opacity = 160 @command_window.x = 320 - @command_window.width / 2 @command_window.y = 240 - @command_window.height / 2 # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame Update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of window @command_window.dispose # If switching to title screen if $scene.is_a?(Scene_Title) # Fade out screen Graphics.transition Graphics.freeze end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update command window @command_window.update # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen $scene = Scene_Menu.new(5) return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 0 # to title command_to_title when 1 # shutdown command_shutdown when 2 # quit command_cancel end return end end #-------------------------------------------------------------------------- # * Process When Choosing [To Title] Command #-------------------------------------------------------------------------- def command_to_title # Play decision SE $game_system.se_play($data_system.decision_se) # Fade out BGM, BGS, and ME Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) # Switch to title screen $scene = Scene_Title.new end #-------------------------------------------------------------------------- # * Process When Choosing [Shutdown] Command #-------------------------------------------------------------------------- def command_shutdown # Play decision SE $game_system.se_play($data_system.decision_se) # Fade out BGM, BGS, and ME Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) # Shutdown $scene = nil end #-------------------------------------------------------------------------- # * Process When Choosing [Cancel] Command #-------------------------------------------------------------------------- def command_cancel # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to menu screen $scene = Scene_Menu.new(5) end end |
zum Lesen den Text mit der Maus markieren
MFG
Realität ist auch nur eine Art von Rollenspiel.
In meiner vorherigen Post habe ich ein Fehler im Script gehabt.Nach kurzer Zeit verschwindet die Transparenz im Menü wieder.(Playm hat mich darauf aufmerksam gemacht).
Ich habe jetzt nochmal das Script verändert.Sollte noch ein Fehler auftreten, sofort bescheid sagen.
MFG
Ich habe jetzt nochmal das Script verändert.Sollte noch ein Fehler auftreten, sofort bescheid sagen.
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Ruby Quellcode |
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#============================================================================== # ** Scene_Menu Transparent #------------------------------------------------------------------------------ # This class performs menu screen processing. #============================================================================== class Scene_Menu #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main @spriteset = Spriteset_Map.new @message_window = Window_Message.new Graphics.freeze if $scene.is_a?(Scene_Title) Graphics.transition Graphics.freeze end # Make command window 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.back_opacity = 160 @command_window.index = @menu_index # If number of party members is 0 if $game_party.actors.size == 0 # Disable items, skills, equipment, and status @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end # If save is forbidden if $game_system.save_disabled # Disable save @command_window.disable_item(4) end # Make play time window @playtime_window = Window_PlayTime.new @playtime_window.opacity = 160 @playtime_window.x = 0 @playtime_window.y = 224 # Make steps window @steps_window = Window_Steps.new @steps_window.opacity = 160 @steps_window.x = 0 @steps_window.y = 320 # Make gold window @gold_window = Window_Gold.new @gold_window.opacity = 160 @gold_window.x = 0 @gold_window.y = 416 # Make status window @status_window = Window_MenuStatus.new @status_window.opacity = 160 @status_window.x = 160 @status_window.y = 0 # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @command_window.dispose @playtime_window.dispose @steps_window.dispose @gold_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @command_window.update @playtime_window.update @steps_window.update @gold_window.update @status_window.update # If command window is active: call update_command if @command_window.active update_command return end # If status window is active: call update_status if @status_window.active update_status return end end #-------------------------------------------------------------------------- # * Frame Update (when command window is active) #-------------------------------------------------------------------------- def update_command # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to map screen $scene = Scene_Map.new return end # If C button was pressed if Input.trigger?(Input::C) # If command other than save or end game, and party members = 0 if $game_party.actors.size == 0 and @command_window.index < 4 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Branch by command window cursor position case @command_window.index when 0 # item # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to item screen $scene = Scene_Item.new when 1 # skill # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 # save # If saving is forbidden if $game_system.save_disabled # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to save screen $scene = Scene_Save.new when 5 # end game # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to end game screen $scene = Scene_End.new end return end end #-------------------------------------------------------------------------- # * Frame Update (when status window is active) #-------------------------------------------------------------------------- def update_status # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Make command window active @command_window.active = true @status_window.active = false @status_window.index = -1 return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 1 # skill # If this actor's action limit is 2 or more if $game_party.actors[@status_window.index].restriction >= 2 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to skill screen $scene = Scene_Skill.new(@status_window.index) when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to equipment screen $scene = Scene_Equip.new(@status_window.index) when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to status screen $scene = Scene_Status.new(@status_window.index) end return end end end #============================================================================== # ** Scene_Item #------------------------------------------------------------------------------ # This class performs item screen processing. #============================================================================== class Scene_Item #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make help window, item window @help_window = Window_Help.new @item_window = Window_Item.new @help_window.opacity = 160 @item_window.opacity = 160 # Associate help window @item_window.help_window = @help_window # Make target window (set to invisible / inactive) @target_window = Window_Target.new @target_window.visible = false @target_window.active = false # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @help_window.dispose @item_window.dispose @target_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @help_window.update @item_window.update @target_window.update # If item window is active: call update_item if @item_window.active update_item return end # If target window is active: call update_target if @target_window.active update_target return end end #-------------------------------------------------------------------------- # * Frame Update (when item window is active) #-------------------------------------------------------------------------- def update_item # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen $scene = Scene_Menu.new(0) return end # If C button was pressed if Input.trigger?(Input::C) # Get currently selected data on the item window @item = @item_window.item # If not a use item unless @item.is_a?(RPG::Item) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # If it can't be used unless $game_party.item_can_use?(@item.id) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # If effect scope is an ally if @item.scope >= 3 # Activate target window @item_window.active = false @target_window.x = (@item_window.index + 1) % 2 * 304 @target_window.visible = true @target_window.active = true # Set cursor position to effect scope (single / all) if @item.scope == 4 || @item.scope == 6 @target_window.index = -1 else @target_window.index = 0 end # If effect scope is other than an ally else # If command event ID is valid if @item.common_event_id > 0 # Command event call reservation $game_temp.common_event_id = @item.common_event_id # Play item use SE $game_system.se_play(@item.menu_se) # If consumable if @item.consumable # Decrease used items by 1 $game_party.lose_item(@item.id, 1) # Draw item window item @item_window.draw_item(@item_window.index) end # Switch to map screen $scene = Scene_Map.new return end end return end end #-------------------------------------------------------------------------- # * Frame Update (when target window is active) #-------------------------------------------------------------------------- def update_target # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # If unable to use because items ran out unless $game_party.item_can_use?(@item.id) # Remake item window contents @item_window.refresh end # Erase target window @item_window.active = true @target_window.visible = false @target_window.active = false return end # If C button was pressed if Input.trigger?(Input::C) # If items are used up if $game_party.item_number(@item.id) == 0 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # If target is all if @target_window.index == -1 # Apply item effects to entire party used = false for i in $game_party.actors used |= i.item_effect(@item) end end # If single target if @target_window.index >= 0 # Apply item use effects to target actor target = $game_party.actors[@target_window.index] used = target.item_effect(@item) end # If an item was used if used # Play item use SE $game_system.se_play(@item.menu_se) # If consumable if @item.consumable # Decrease used items by 1 $game_party.lose_item(@item.id, 1) # Redraw item window item @item_window.draw_item(@item_window.index) end # Remake target window contents @target_window.refresh # If all party members are dead if $game_party.all_dead? # Switch to game over screen $scene = Scene_Gameover.new return end # If common event ID is valid if @item.common_event_id > 0 # Common event call reservation $game_temp.common_event_id = @item.common_event_id # Switch to map screen $scene = Scene_Map.new return end end # If item wasn't used unless used # Play buzzer SE $game_system.se_play($data_system.buzzer_se) end return end end end #============================================================================== # ** Scene_Skill #------------------------------------------------------------------------------ # This class performs skill screen processing. #============================================================================== class Scene_Skill #-------------------------------------------------------------------------- # * Object Initialization # actor_index : actor index #-------------------------------------------------------------------------- def initialize(actor_index = 0, equip_index = 0) @actor_index = actor_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Get actor @actor = $game_party.actors[@actor_index] # Make help window, status window, and skill window @help_window = Window_Help.new @help_window.opacity = 160 @status_window = Window_SkillStatus.new(@actor) @status_window.opacity = 160 @skill_window = Window_Skill.new(@actor) @skill_window.opacity = 160 # Associate help window @skill_window.help_window = @help_window # Make target window (set to invisible / inactive) @target_window = Window_Target.new @target_window.visible = false @target_window.active = false # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @help_window.dispose @status_window.dispose @skill_window.dispose @target_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @help_window.update @status_window.update @skill_window.update @target_window.update # If skill window is active: call update_skill if @skill_window.active update_skill return end # If skill target is active: call update_target if @target_window.active update_target return end end #-------------------------------------------------------------------------- # * Frame Update (if skill window is active) #-------------------------------------------------------------------------- def update_skill # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen $scene = Scene_Menu.new(1) return end # If C button was pressed if Input.trigger?(Input::C) # Get currently selected data on the skill window @skill = @skill_window.skill # If unable to use if @skill == nil or not @actor.skill_can_use?(@skill.id) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # If effect scope is ally if @skill.scope >= 3 # Activate target window @skill_window.active = false @target_window.x = (@skill_window.index + 1) % 2 * 304 @target_window.visible = true @target_window.active = true # Set cursor position to effect scope (single / all) if @skill.scope == 4 || @skill.scope == 6 @target_window.index = -1 elsif @skill.scope == 7 @target_window.index = @actor_index - 10 else @target_window.index = 0 end # If effect scope is other than ally else # If common event ID is valid if @skill.common_event_id > 0 # Common event call reservation $game_temp.common_event_id = @skill.common_event_id # Play use skill SE $game_system.se_play(@skill.menu_se) # Use up SP @actor.sp -= @skill.sp_cost # Remake each window content @status_window.refresh @skill_window.refresh @target_window.refresh # Switch to map screen $scene = Scene_Map.new return end end return end # If R button was pressed if Input.trigger?(Input::R) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To next actor @actor_index += 1 @actor_index %= $game_party.actors.size # Switch to different skill screen $scene = Scene_Skill.new(@actor_index) return end # If L button was pressed if Input.trigger?(Input::L) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To previous actor @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size # Switch to different skill screen $scene = Scene_Skill.new(@actor_index) return end end #-------------------------------------------------------------------------- # * Frame Update (when target window is active) #-------------------------------------------------------------------------- def update_target # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Erase target window @skill_window.active = true @target_window.visible = false @target_window.active = false return end # If C button was pressed if Input.trigger?(Input::C) # If unable to use because SP ran out unless @actor.skill_can_use?(@skill.id) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # If target is all if @target_window.index == -1 # Apply skill use effects to entire party used = false for i in $game_party.actors used |= i.skill_effect(@actor, @skill) end end # If target is user if @target_window.index <= -2 # Apply skill use effects to target actor target = $game_party.actors[@target_window.index + 10] used = target.skill_effect(@actor, @skill) end # If single target if @target_window.index >= 0 # Apply skill use effects to target actor target = $game_party.actors[@target_window.index] used = target.skill_effect(@actor, @skill) end # If skill was used if used # Play skill use SE $game_system.se_play(@skill.menu_se) # Use up SP @actor.sp -= @skill.sp_cost # Remake each window content @status_window.refresh @skill_window.refresh @target_window.refresh # If entire party is dead if $game_party.all_dead? # Switch to game over screen $scene = Scene_Gameover.new return end # If command event ID is valid if @skill.common_event_id > 0 # Command event call reservation $game_temp.common_event_id = @skill.common_event_id # Switch to map screen $scene = Scene_Map.new return end end # If skill wasn't used unless used # Play buzzer SE $game_system.se_play($data_system.buzzer_se) end return end end end #============================================================================== # ** Scene_Equip #------------------------------------------------------------------------------ # This class performs equipment screen processing. #============================================================================== class Scene_Equip #-------------------------------------------------------------------------- # * Object Initialization # actor_index : actor index # equip_index : equipment index #-------------------------------------------------------------------------- def initialize(actor_index = 0, equip_index = 0) @actor_index = actor_index @equip_index = equip_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Get actor @actor = $game_party.actors[@actor_index] # Make windows @help_window = Window_Help.new @help_window.opacity = 160 @left_window = Window_EquipLeft.new(@actor) @left_window.opacity = 160 @right_window = Window_EquipRight.new(@actor) @right_window.opacity = 160 @item_window1 = Window_EquipItem.new(@actor, 0) @item_window1.opacity = 160 @item_window2 = Window_EquipItem.new(@actor, 1) @item_window2.opacity = 160 @item_window3 = Window_EquipItem.new(@actor, 2) @item_window3.opacity = 160 @item_window4 = Window_EquipItem.new(@actor, 3) @item_window4.opacity = 160 @item_window5 = Window_EquipItem.new(@actor, 4) @item_window5.opacity = 160 # Associate help window @right_window.help_window = @help_window @item_window1.help_window = @help_window @item_window2.help_window = @help_window @item_window3.help_window = @help_window @item_window4.help_window = @help_window @item_window5.help_window = @help_window # Set cursor position @right_window.index = @equip_index refresh # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @help_window.dispose @left_window.dispose @right_window.dispose @item_window1.dispose @item_window2.dispose @item_window3.dispose @item_window4.dispose @item_window5.dispose end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh # Set item window to visible @item_window1.visible = (@right_window.index == 0) @item_window2.visible = (@right_window.index == 1) @item_window3.visible = (@right_window.index == 2) @item_window4.visible = (@right_window.index == 3) @item_window5.visible = (@right_window.index == 4) # Get currently equipped item item1 = @right_window.item # Set current item window to @item_window case @right_window.index when 0 @item_window = @item_window1 when 1 @item_window = @item_window2 when 2 @item_window = @item_window3 when 3 @item_window = @item_window4 when 4 @item_window = @item_window5 end # If right window is active if @right_window.active # Erase parameters for after equipment change @left_window.set_new_parameters(nil, nil, nil) end # If item window is active if @item_window.active # Get currently selected item item2 = @item_window.item # Change equipment last_hp = @actor.hp last_sp = @actor.sp @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id) # Get parameters for after equipment change new_atk = @actor.atk new_pdef = @actor.pdef new_mdef = @actor.mdef # Return equipment @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id) @actor.hp = last_hp @actor.sp = last_sp # Draw in left window @left_window.set_new_parameters(new_atk, new_pdef, new_mdef) end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @left_window.update @right_window.update @item_window.update refresh # If right window is active: call update_right if @right_window.active update_right return end # If item window is active: call update_item if @item_window.active update_item return end end #-------------------------------------------------------------------------- # * Frame Update (when right window is active) #-------------------------------------------------------------------------- def update_right # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen $scene = Scene_Menu.new(2) return end # If C button was pressed if Input.trigger?(Input::C) # If equipment is fixed if @actor.equip_fix?(@right_window.index) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Activate item window @right_window.active = false @item_window.active = true @item_window.index = 0 return end # If R button was pressed if Input.trigger?(Input::R) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To next actor @actor_index += 1 @actor_index %= $game_party.actors.size # Switch to different equipment screen $scene = Scene_Equip.new(@actor_index, @right_window.index) return end # If L button was pressed if Input.trigger?(Input::L) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To previous actor @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size # Switch to different equipment screen $scene = Scene_Equip.new(@actor_index, @right_window.index) return end end #-------------------------------------------------------------------------- # * Frame Update (when item window is active) #-------------------------------------------------------------------------- def update_item # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Activate right window @right_window.active = true @item_window.active = false @item_window.index = -1 return end # If C button was pressed if Input.trigger?(Input::C) # Play equip SE $game_system.se_play($data_system.equip_se) # Get currently selected data on the item window item = @item_window.item # Change equipment @actor.equip(@right_window.index, item == nil ? 0 : item.id) # Activate right window @right_window.active = true @item_window.active = false @item_window.index = -1 # Remake right window and item window contents @right_window.refresh @item_window.refresh return end end end #------------------------------------------------------------------------------ # This class performs status screen processing. #============================================================================== class Scene_Status #-------------------------------------------------------------------------- # * Object Initialization # actor_index : actor index #-------------------------------------------------------------------------- def initialize(actor_index = 0, equip_index = 0) @actor_index = actor_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Get actor @actor = $game_party.actors[@actor_index] # Make status window @status_window = Window_Status.new(@actor) @status_window.opacity = 160 # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @status_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen $scene = Scene_Menu.new(3) return end # If R button was pressed if Input.trigger?(Input::R) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To next actor @actor_index += 1 @actor_index %= $game_party.actors.size # Switch to different status screen $scene = Scene_Status.new(@actor_index) return end # If L button was pressed if Input.trigger?(Input::L) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To previous actor @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size # Switch to different status screen $scene = Scene_Status.new(@actor_index) return end end end #============================================================================== # ** Scene_End #------------------------------------------------------------------------------ # This class performs game end screen processing. #============================================================================== class Scene_End #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make command window s1 = "To Title" s2 = "Shutdown" s3 = "Cancel" @command_window = Window_Command.new(192, [s1, s2, s3]) @command_window.opacity = 160 @command_window.x = 320 - @command_window.width / 2 @command_window.y = 240 - @command_window.height / 2 # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame Update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of window @command_window.dispose # If switching to title screen if $scene.is_a?(Scene_Title) # Fade out screen Graphics.transition Graphics.freeze end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update command window @command_window.update # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen $scene = Scene_Menu.new(5) return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 0 # to title command_to_title when 1 # shutdown command_shutdown when 2 # quit command_cancel end return end end #-------------------------------------------------------------------------- # * Process When Choosing [To Title] Command #-------------------------------------------------------------------------- def command_to_title # Play decision SE $game_system.se_play($data_system.decision_se) # Fade out BGM, BGS, and ME Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) # Switch to title screen $scene = Scene_Title.new end #-------------------------------------------------------------------------- # * Process When Choosing [Shutdown] Command #-------------------------------------------------------------------------- def command_shutdown # Play decision SE $game_system.se_play($data_system.decision_se) # Fade out BGM, BGS, and ME Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) # Shutdown $scene = nil end #-------------------------------------------------------------------------- # * Process When Choosing [Cancel] Command #-------------------------------------------------------------------------- def command_cancel # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to menu screen $scene = Scene_Menu.new(5) end end |
zum Lesen den Text mit der Maus markieren
MFG
Realität ist auch nur eine Art von Rollenspiel.
OK.Mit dieser Änderung sollte es jetzt klappen.
Schmeiß das Alte Tranparent-Script raus und ersätze es mit diesem.
<Script gelöscht>
EDIT : So nach einigen schwierigkeiten habe ich das Script jetzt so verändert, dass es nicht mehr abstürzen sollte.
Script:
MFG
Schmeiß das Alte Tranparent-Script raus und ersätze es mit diesem.
<Script gelöscht>
EDIT : So nach einigen schwierigkeiten habe ich das Script jetzt so verändert, dass es nicht mehr abstürzen sollte.
Script:
|
|
Ruby Quellcode |
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#============================================================================== # ** Scene_Menu Transparent #------------------------------------------------------------------------------ # This class performs menu screen processing. #============================================================================== class Scene_Menu #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main @spriteset = Spriteset_Map.new @message_window = Window_Message.new Graphics.freeze if $scene.is_a?(Scene_Title) Graphics.transition Graphics.freeze end # Make command window 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.back_opacity = 160 @command_window.index = @menu_index # If number of party members is 0 if $game_party.actors.size == 0 # Disable items, skills, equipment, and status @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end # If save is forbidden if $game_system.save_disabled # Disable save @command_window.disable_item(4) end # Make play time window @playtime_window = Window_PlayTime.new @playtime_window.opacity = 160 @playtime_window.x = 0 @playtime_window.y = 224 # Make steps window @steps_window = Window_Steps.new @steps_window.opacity = 160 @steps_window.x = 0 @steps_window.y = 320 # Make gold window @gold_window = Window_Gold.new @gold_window.opacity = 160 @gold_window.x = 0 @gold_window.y = 416 # Make status window @status_window = Window_MenuStatus.new @status_window.opacity = 160 @status_window.x = 160 @status_window.y = 0 # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @command_window.dispose @playtime_window.dispose @steps_window.dispose @gold_window.dispose @status_window.dispose @spriteset.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @command_window.update @playtime_window.update @steps_window.update @gold_window.update @status_window.update # If command window is active: call update_command if @command_window.active update_command return end # If status window is active: call update_status if @status_window.active update_status return end end #-------------------------------------------------------------------------- # * Frame Update (when command window is active) #-------------------------------------------------------------------------- def update_command # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to map screen $scene = Scene_Map.new return end # If C button was pressed if Input.trigger?(Input::C) # If command other than save or end game, and party members = 0 if $game_party.actors.size == 0 and @command_window.index < 4 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Branch by command window cursor position case @command_window.index when 0 # item # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to item screen $scene = Scene_Item.new when 1 # skill # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 # save # If saving is forbidden if $game_system.save_disabled # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to save screen $scene = Scene_Save.new when 5 # end game # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to end game screen $scene = Scene_End.new end return end end #-------------------------------------------------------------------------- # * Frame Update (when status window is active) #-------------------------------------------------------------------------- def update_status # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Make command window active @command_window.active = true @status_window.active = false @status_window.index = -1 return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 1 # skill # If this actor's action limit is 2 or more if $game_party.actors[@status_window.index].restriction >= 2 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to skill screen $scene = Scene_Skill.new(@status_window.index) when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to equipment screen $scene = Scene_Equip.new(@status_window.index) when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to status screen $scene = Scene_Status.new(@status_window.index) end return end end end #============================================================================== # ** Scene_Item #------------------------------------------------------------------------------ # This class performs item screen processing. #============================================================================== class Scene_Item #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main @spriteset = Spriteset_Map.new @message_window = Window_Message.new Graphics.freeze if $scene.is_a?(Scene_Title) Graphics.transition Graphics.freeze end # Make help window, item window @help_window = Window_Help.new @item_window = Window_Item.new @help_window.opacity = 160 @item_window.opacity = 160 # Associate help window @item_window.help_window = @help_window # Make target window (set to invisible / inactive) @target_window = Window_Target.new @target_window.visible = false @target_window.active = false # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @help_window.dispose @item_window.dispose @target_window.dispose @spriteset.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @help_window.update @item_window.update @target_window.update # If item window is active: call update_item if @item_window.active update_item return end # If target window is active: call update_target if @target_window.active update_target return end end #-------------------------------------------------------------------------- # * Frame Update (when item window is active) #-------------------------------------------------------------------------- def update_item # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen $scene = Scene_Menu.new(0) return end # If C button was pressed if Input.trigger?(Input::C) # Get currently selected data on the item window @item = @item_window.item # If not a use item unless @item.is_a?(RPG::Item) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # If it can't be used unless $game_party.item_can_use?(@item.id) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # If effect scope is an ally if @item.scope >= 3 # Activate target window @item_window.active = false @target_window.x = (@item_window.index + 1) % 2 * 304 @target_window.visible = true @target_window.active = true # Set cursor position to effect scope (single / all) if @item.scope == 4 || @item.scope == 6 @target_window.index = -1 else @target_window.index = 0 end # If effect scope is other than an ally else # If command event ID is valid if @item.common_event_id > 0 # Command event call reservation $game_temp.common_event_id = @item.common_event_id # Play item use SE $game_system.se_play(@item.menu_se) # If consumable if @item.consumable # Decrease used items by 1 $game_party.lose_item(@item.id, 1) # Draw item window item @item_window.draw_item(@item_window.index) end # Switch to map screen $scene = Scene_Map.new return end end return end end #-------------------------------------------------------------------------- # * Frame Update (when target window is active) #-------------------------------------------------------------------------- def update_target # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # If unable to use because items ran out unless $game_party.item_can_use?(@item.id) # Remake item window contents @item_window.refresh end # Erase target window @item_window.active = true @target_window.visible = false @target_window.active = false return end # If C button was pressed if Input.trigger?(Input::C) # If items are used up if $game_party.item_number(@item.id) == 0 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # If target is all if @target_window.index == -1 # Apply item effects to entire party used = false for i in $game_party.actors used |= i.item_effect(@item) end end # If single target if @target_window.index >= 0 # Apply item use effects to target actor target = $game_party.actors[@target_window.index] used = target.item_effect(@item) end # If an item was used if used # Play item use SE $game_system.se_play(@item.menu_se) # If consumable if @item.consumable # Decrease used items by 1 $game_party.lose_item(@item.id, 1) # Redraw item window item @item_window.draw_item(@item_window.index) end # Remake target window contents @target_window.refresh # If all party members are dead if $game_party.all_dead? # Switch to game over screen $scene = Scene_Gameover.new return end # If common event ID is valid if @item.common_event_id > 0 # Common event call reservation $game_temp.common_event_id = @item.common_event_id # Switch to map screen $scene = Scene_Map.new return end end # If item wasn't used unless used # Play buzzer SE $game_system.se_play($data_system.buzzer_se) end return end end end #============================================================================== # ** Scene_Skill #------------------------------------------------------------------------------ # This class performs skill screen processing. #============================================================================== class Scene_Skill #-------------------------------------------------------------------------- # * Object Initialization # actor_index : actor index #-------------------------------------------------------------------------- def initialize(actor_index = 0, equip_index = 0) @actor_index = actor_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main @spriteset = Spriteset_Map.new @message_window = Window_Message.new Graphics.freeze if $scene.is_a?(Scene_Title) Graphics.transition Graphics.freeze end # Get actor @actor = $game_party.actors[@actor_index] # Make help window, status window, and skill window @help_window = Window_Help.new @help_window.opacity = 160 @status_window = Window_SkillStatus.new(@actor) @status_window.opacity = 160 @skill_window = Window_Skill.new(@actor) @skill_window.opacity = 160 # Associate help window @skill_window.help_window = @help_window # Make target window (set to invisible / inactive) @target_window = Window_Target.new @target_window.visible = false @target_window.active = false # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @help_window.dispose @status_window.dispose @skill_window.dispose @target_window.dispose @spriteset.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @help_window.update @status_window.update @skill_window.update @target_window.update # If skill window is active: call update_skill if @skill_window.active update_skill return end # If skill target is active: call update_target if @target_window.active update_target return end end #-------------------------------------------------------------------------- # * Frame Update (if skill window is active) #-------------------------------------------------------------------------- def update_skill # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen $scene = Scene_Menu.new(1) return end # If C button was pressed if Input.trigger?(Input::C) # Get currently selected data on the skill window @skill = @skill_window.skill # If unable to use if @skill == nil or not @actor.skill_can_use?(@skill.id) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # If effect scope is ally if @skill.scope >= 3 # Activate target window @skill_window.active = false @target_window.x = (@skill_window.index + 1) % 2 * 304 @target_window.visible = true @target_window.active = true # Set cursor position to effect scope (single / all) if @skill.scope == 4 || @skill.scope == 6 @target_window.index = -1 elsif @skill.scope == 7 @target_window.index = @actor_index - 10 else @target_window.index = 0 end # If effect scope is other than ally else # If common event ID is valid if @skill.common_event_id > 0 # Common event call reservation $game_temp.common_event_id = @skill.common_event_id # Play use skill SE $game_system.se_play(@skill.menu_se) # Use up SP @actor.sp -= @skill.sp_cost # Remake each window content @status_window.refresh @skill_window.refresh @target_window.refresh # Switch to map screen $scene = Scene_Map.new return end end return end # If R button was pressed if Input.trigger?(Input::R) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To next actor @actor_index += 1 @actor_index %= $game_party.actors.size # Switch to different skill screen $scene = Scene_Skill.new(@actor_index) return end # If L button was pressed if Input.trigger?(Input::L) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To previous actor @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size # Switch to different skill screen $scene = Scene_Skill.new(@actor_index) return end end #-------------------------------------------------------------------------- # * Frame Update (when target window is active) #-------------------------------------------------------------------------- def update_target # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Erase target window @skill_window.active = true @target_window.visible = false @target_window.active = false return end # If C button was pressed if Input.trigger?(Input::C) # If unable to use because SP ran out unless @actor.skill_can_use?(@skill.id) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # If target is all if @target_window.index == -1 # Apply skill use effects to entire party used = false for i in $game_party.actors used |= i.skill_effect(@actor, @skill) end end # If target is user if @target_window.index <= -2 # Apply skill use effects to target actor target = $game_party.actors[@target_window.index + 10] used = target.skill_effect(@actor, @skill) end # If single target if @target_window.index >= 0 # Apply skill use effects to target actor target = $game_party.actors[@target_window.index] used = target.skill_effect(@actor, @skill) end # If skill was used if used # Play skill use SE $game_system.se_play(@skill.menu_se) # Use up SP @actor.sp -= @skill.sp_cost # Remake each window content @status_window.refresh @skill_window.refresh @target_window.refresh # If entire party is dead if $game_party.all_dead? # Switch to game over screen $scene = Scene_Gameover.new return end # If command event ID is valid if @skill.common_event_id > 0 # Command event call reservation $game_temp.common_event_id = @skill.common_event_id # Switch to map screen $scene = Scene_Map.new return end end # If skill wasn't used unless used # Play buzzer SE $game_system.se_play($data_system.buzzer_se) end return end end end #============================================================================== # ** Scene_Equip #------------------------------------------------------------------------------ # This class performs equipment screen processing. #============================================================================== class Scene_Equip #-------------------------------------------------------------------------- # * Object Initialization # actor_index : actor index # equip_index : equipment index #-------------------------------------------------------------------------- def initialize(actor_index = 0, equip_index = 0) @actor_index = actor_index @equip_index = equip_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main @spriteset = Spriteset_Map.new @message_window = Window_Message.new Graphics.freeze if $scene.is_a?(Scene_Title) Graphics.transition Graphics.freeze end # Get actor @actor = $game_party.actors[@actor_index] # Make windows @help_window = Window_Help.new @help_window.opacity = 160 @left_window = Window_EquipLeft.new(@actor) @left_window.opacity = 160 @right_window = Window_EquipRight.new(@actor) @right_window.opacity = 160 @item_window1 = Window_EquipItem.new(@actor, 0) @item_window1.opacity = 160 @item_window2 = Window_EquipItem.new(@actor, 1) @item_window2.opacity = 160 @item_window3 = Window_EquipItem.new(@actor, 2) @item_window3.opacity = 160 @item_window4 = Window_EquipItem.new(@actor, 3) @item_window4.opacity = 160 @item_window5 = Window_EquipItem.new(@actor, 4) @item_window5.opacity = 160 # Associate help window @right_window.help_window = @help_window @item_window1.help_window = @help_window @item_window2.help_window = @help_window @item_window3.help_window = @help_window @item_window4.help_window = @help_window @item_window5.help_window = @help_window # Set cursor position @right_window.index = @equip_index refresh # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @help_window.dispose @left_window.dispose @right_window.dispose @item_window1.dispose @item_window2.dispose @item_window3.dispose @item_window4.dispose @item_window5.dispose @spriteset.dispose end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh # Set item window to visible @item_window1.visible = (@right_window.index == 0) @item_window2.visible = (@right_window.index == 1) @item_window3.visible = (@right_window.index == 2) @item_window4.visible = (@right_window.index == 3) @item_window5.visible = (@right_window.index == 4) # Get currently equipped item item1 = @right_window.item # Set current item window to @item_window case @right_window.index when 0 @item_window = @item_window1 when 1 @item_window = @item_window2 when 2 @item_window = @item_window3 when 3 @item_window = @item_window4 when 4 @item_window = @item_window5 end # If right window is active if @right_window.active # Erase parameters for after equipment change @left_window.set_new_parameters(nil, nil, nil) end # If item window is active if @item_window.active # Get currently selected item item2 = @item_window.item # Change equipment last_hp = @actor.hp last_sp = @actor.sp @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id) # Get parameters for after equipment change new_atk = @actor.atk new_pdef = @actor.pdef new_mdef = @actor.mdef # Return equipment @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id) @actor.hp = last_hp @actor.sp = last_sp # Draw in left window @left_window.set_new_parameters(new_atk, new_pdef, new_mdef) end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @left_window.update @right_window.update @item_window.update refresh # If right window is active: call update_right if @right_window.active update_right return end # If item window is active: call update_item if @item_window.active update_item return end end #-------------------------------------------------------------------------- # * Frame Update (when right window is active) #-------------------------------------------------------------------------- def update_right # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen $scene = Scene_Menu.new(2) return end # If C button was pressed if Input.trigger?(Input::C) # If equipment is fixed if @actor.equip_fix?(@right_window.index) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Activate item window @right_window.active = false @item_window.active = true @item_window.index = 0 return end # If R button was pressed if Input.trigger?(Input::R) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To next actor @actor_index += 1 @actor_index %= $game_party.actors.size # Switch to different equipment screen $scene = Scene_Equip.new(@actor_index, @right_window.index) return end # If L button was pressed if Input.trigger?(Input::L) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To previous actor @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size # Switch to different equipment screen $scene = Scene_Equip.new(@actor_index, @right_window.index) return end end #-------------------------------------------------------------------------- # * Frame Update (when item window is active) #-------------------------------------------------------------------------- def update_item # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Activate right window @right_window.active = true @item_window.active = false @item_window.index = -1 return end # If C button was pressed if Input.trigger?(Input::C) # Play equip SE $game_system.se_play($data_system.equip_se) # Get currently selected data on the item window item = @item_window.item # Change equipment @actor.equip(@right_window.index, item == nil ? 0 : item.id) # Activate right window @right_window.active = true @item_window.active = false @item_window.index = -1 # Remake right window and item window contents @right_window.refresh @item_window.refresh return end end end #------------------------------------------------------------------------------ # This class performs status screen processing. #============================================================================== class Scene_Status #-------------------------------------------------------------------------- # * Object Initialization # actor_index : actor index #-------------------------------------------------------------------------- def initialize(actor_index = 0, equip_index = 0) @actor_index = actor_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main @spriteset = Spriteset_Map.new @message_window = Window_Message.new Graphics.freeze if $scene.is_a?(Scene_Title) Graphics.transition Graphics.freeze end # Get actor @actor = $game_party.actors[@actor_index] # Make status window @status_window = Window_Status.new(@actor) @status_window.opacity = 160 # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @status_window.dispose @spriteset.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen $scene = Scene_Menu.new(3) return end # If R button was pressed if Input.trigger?(Input::R) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To next actor @actor_index += 1 @actor_index %= $game_party.actors.size # Switch to different status screen $scene = Scene_Status.new(@actor_index) return end # If L button was pressed if Input.trigger?(Input::L) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To previous actor @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size # Switch to different status screen $scene = Scene_Status.new(@actor_index) return end end end #============================================================================== # ** Scene_End #------------------------------------------------------------------------------ # This class performs game end screen processing. #============================================================================== class Scene_End #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main @spriteset = Spriteset_Map.new @message_window = Window_Message.new Graphics.freeze if $scene.is_a?(Scene_Title) Graphics.transition Graphics.freeze end # Make command window s1 = "To Title" s2 = "Shutdown" s3 = "Cancel" @command_window = Window_Command.new(192, [s1, s2, s3]) @command_window.opacity = 160 @command_window.x = 320 - @command_window.width / 2 @command_window.y = 240 - @command_window.height / 2 # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame Update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of window @command_window.dispose @spriteset.dispose # If switching to title screen if $scene.is_a?(Scene_Title) # Fade out screen Graphics.transition Graphics.freeze end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update command window @command_window.update # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen $scene = Scene_Menu.new(5) return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 0 # to title command_to_title when 1 # shutdown command_shutdown when 2 # quit command_cancel end return end end #-------------------------------------------------------------------------- # * Process When Choosing [To Title] Command #-------------------------------------------------------------------------- def command_to_title # Play decision SE $game_system.se_play($data_system.decision_se) # Fade out BGM, BGS, and ME Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) # Switch to title screen $scene = Scene_Title.new end #-------------------------------------------------------------------------- # * Process When Choosing [Shutdown] Command #-------------------------------------------------------------------------- def command_shutdown # Play decision SE $game_system.se_play($data_system.decision_se) # Fade out BGM, BGS, and ME Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) # Shutdown $scene = nil end #-------------------------------------------------------------------------- # * Process When Choosing [Cancel] Command #-------------------------------------------------------------------------- def command_cancel # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to menu screen $scene = Scene_Menu.new(5) end end |
zum Lesen den Text mit der Maus markieren
MFG
Realität ist auch nur eine Art von Rollenspiel.
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Asandril« (28. April 2011, 20:02)
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