Waffe hinzufügen lassen
Hallo ich bräuchte umbendingt den Ruby befehl um eine Waffe beim start auszurüsten (Hat so seine gründe) oder das der Actor geändert wird per script
msfg herodennis
msfg herodennis
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Man soll bei einer Klassenauswahl zwischen 3Klassenwählen, die HP Curven etc. sollen von den Actors übernommen werden und ich muss irgend wie im Script einfügen das wenn man die 2 Klasse wählt das er vom 1 actor auf den 2 actor wechselt.
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Das weiß ich ja
Dies soll aber per script kommen, nutze dieses Klassenscript:
Wie bekomme ich nun das dieser Actor eine bestimmte Waffe equipt hat
Dies soll aber per script kommen, nutze dieses Klassenscript:#==============================
# Class Changing By HamsterMan
#------------------------------
# 30/09/06
#==============================
class Window_ClassChangingHelp < Window_Base
def initialize
super(150, 48, 340, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Arial"
self.contents.font.size = 16
refresh
end
def refresh
self.contents.draw_text(0, -20, 340, 64, "Drücke C um deinen Heldenauszuwählen")
end
end
#========================================
class Window_CurrentClass < Window_Base
def initialize
super(300, 112, 190, 320)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Arial"
self.contents.font.size = 20
refresh
end
def refresh
self.contents.clear
draw_actor_graphic($game_party.actors[0], 40, 50)
draw_actor_battler($game_party.actors[0], 140, 270)
self.contents.font.bold = true
self.contents.font.italic = true
draw_actor_class($game_party.actors[0], 60, 0)
self.contents.draw_text(60, 15, 100, 50, "Level")
self.contents.draw_text(110, 15, 50, 50, $game_party.actors[0].level.to_s)
end
def draw_actor_battler(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw, y - ch, bitmap, src_rect)
end
end
#========================================
class Window_ClassHelp < Window_Base
def initialize
super(150, 48, 340, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Arial"
self.contents.font.size = 16
refresh
end
def refresh
self.contents.draw_text(0, -20, 340, 64, "")
end
end
#========================================
class Scene_ClassChanging
def main
m1 = "Männlich"
m2 = "Weiblich"
@command_window = Window_Command.new(150, [m1, m2])
@command_window.x = 150
@command_window.y = 112
@classchanginghelp_window = Window_ClassChangingHelp.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@classchanginghelp_window.dispose
end
#----------------------------------------
def update
@command_window.update
@classchanginghelp_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.buzzer_se)
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_ClassChangeMale.new
when 1
$game_system.se_play($data_system.decision_se)
$scene = Scene_ClassChangeFemale.new
end
return
end
end
end
#========================================
class Scene_ClassChangeMale
def main
s1 = "Speedstar"
s2 = "Frontier"
s3 = "Thief"
s4 = "Bestätigen"
@command_window = Window_Command.new(150, [s1, s2, s3, s4])
@command_window.x = 150
@command_window.y = 112
@currentclass_window = Window_CurrentClass.new
@classhelp_window = Window_ClassHelp.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@currentclass_window.dispose
@classhelp_window.dispose
end
#----------------------------------------
def update
@command_window.update
@currentclass_window.update
@classhelp_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.buzzer_se)
$scene = Scene_ClassChanging.new
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
$game_party.actors[0].set_graphic("010-Lancer02", 0, "010-Lancer02", 0)
$game_party.actors[0].class_id = 1
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentclass_window.refresh
when 1
$game_party.actors[0].set_graphic("004-Fighter04", 0, "004-Fighter04", 0)
$game_party.actors[0].class_id = 2
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentclass_window.refresh
when 2
$game_party.actors[0].set_graphic("018-Thief03", 0, "018-Thief03", 0)
$game_party.actors[0].class_id = 3
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentclass_window.refresh
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
end
return
end
end
end
#========================================
class Scene_ClassChangeFemale
def main
s1 = "Speedstar"
s2 = "Frontier"
s3 = "Thief"
s4 = "Bestätigen"
@command_window = Window_Command.new(150, [s1, s2, s3, s4])
@command_window.x = 150
@command_window.y = 112
@currentclass_window = Window_CurrentClass.new
@classhelp_window = Window_ClassHelp.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@currentclass_window.dispose
@classhelp_window.dispose
end
#----------------------------------------
def update
@command_window.update
@currentclass_window.update
@classhelp_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.buzzer_se)
$scene = Scene_ClassChanging.new
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
$game_party.actors[0].set_graphic("012-Lancer04", 0, "012-Lancer04", 0)
$game_party.actors[0].class_id = 1
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentclass_window.refresh
when 1
$game_party.actors[0].set_graphic("006-Fighter06", 0, "006-Fighter06", 0)
$game_party.actors[0].class_id = 2
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentclass_window.refresh
when 2
$game_party.actors[0].set_graphic("019-Thief04", 0, "019-Thief04", 0)
$game_party.actors[0].class_id = 3
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentclass_window.refresh
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
end
end
return
end
end
# Class Changing By HamsterMan
#------------------------------
# 30/09/06
#==============================
class Window_ClassChangingHelp < Window_Base
def initialize
super(150, 48, 340, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Arial"
self.contents.font.size = 16
refresh
end
def refresh
self.contents.draw_text(0, -20, 340, 64, "Drücke C um deinen Heldenauszuwählen")
end
end
#========================================
class Window_CurrentClass < Window_Base
def initialize
super(300, 112, 190, 320)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Arial"
self.contents.font.size = 20
refresh
end
def refresh
self.contents.clear
draw_actor_graphic($game_party.actors[0], 40, 50)
draw_actor_battler($game_party.actors[0], 140, 270)
self.contents.font.bold = true
self.contents.font.italic = true
draw_actor_class($game_party.actors[0], 60, 0)
self.contents.draw_text(60, 15, 100, 50, "Level")
self.contents.draw_text(110, 15, 50, 50, $game_party.actors[0].level.to_s)
end
def draw_actor_battler(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw, y - ch, bitmap, src_rect)
end
end
#========================================
class Window_ClassHelp < Window_Base
def initialize
super(150, 48, 340, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Arial"
self.contents.font.size = 16
refresh
end
def refresh
self.contents.draw_text(0, -20, 340, 64, "")
end
end
#========================================
class Scene_ClassChanging
def main
m1 = "Männlich"
m2 = "Weiblich"
@command_window = Window_Command.new(150, [m1, m2])
@command_window.x = 150
@command_window.y = 112
@classchanginghelp_window = Window_ClassChangingHelp.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@classchanginghelp_window.dispose
end
#----------------------------------------
def update
@command_window.update
@classchanginghelp_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.buzzer_se)
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_ClassChangeMale.new
when 1
$game_system.se_play($data_system.decision_se)
$scene = Scene_ClassChangeFemale.new
end
return
end
end
end
#========================================
class Scene_ClassChangeMale
def main
s1 = "Speedstar"
s2 = "Frontier"
s3 = "Thief"
s4 = "Bestätigen"
@command_window = Window_Command.new(150, [s1, s2, s3, s4])
@command_window.x = 150
@command_window.y = 112
@currentclass_window = Window_CurrentClass.new
@classhelp_window = Window_ClassHelp.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@currentclass_window.dispose
@classhelp_window.dispose
end
#----------------------------------------
def update
@command_window.update
@currentclass_window.update
@classhelp_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.buzzer_se)
$scene = Scene_ClassChanging.new
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
$game_party.actors[0].set_graphic("010-Lancer02", 0, "010-Lancer02", 0)
$game_party.actors[0].class_id = 1
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentclass_window.refresh
when 1
$game_party.actors[0].set_graphic("004-Fighter04", 0, "004-Fighter04", 0)
$game_party.actors[0].class_id = 2
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentclass_window.refresh
when 2
$game_party.actors[0].set_graphic("018-Thief03", 0, "018-Thief03", 0)
$game_party.actors[0].class_id = 3
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentclass_window.refresh
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
end
return
end
end
end
#========================================
class Scene_ClassChangeFemale
def main
s1 = "Speedstar"
s2 = "Frontier"
s3 = "Thief"
s4 = "Bestätigen"
@command_window = Window_Command.new(150, [s1, s2, s3, s4])
@command_window.x = 150
@command_window.y = 112
@currentclass_window = Window_CurrentClass.new
@classhelp_window = Window_ClassHelp.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@currentclass_window.dispose
@classhelp_window.dispose
end
#----------------------------------------
def update
@command_window.update
@currentclass_window.update
@classhelp_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.buzzer_se)
$scene = Scene_ClassChanging.new
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
$game_party.actors[0].set_graphic("012-Lancer04", 0, "012-Lancer04", 0)
$game_party.actors[0].class_id = 1
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentclass_window.refresh
when 1
$game_party.actors[0].set_graphic("006-Fighter06", 0, "006-Fighter06", 0)
$game_party.actors[0].class_id = 2
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentclass_window.refresh
when 2
$game_party.actors[0].set_graphic("019-Thief04", 0, "019-Thief04", 0)
$game_party.actors[0].class_id = 3
$game_system.se_play($data_system.decision_se)
$game_player.refresh
@currentclass_window.refresh
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
end
end
return
end
end
zum Lesen den Text mit der Maus markieren
Wie bekomme ich nun das dieser Actor eine bestimmte Waffe equipt hat
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Er sag undefinierte Varible Actors
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Der Script sagt nun kein error mehr bloß die Waffe wird den Actor nicht gegeben.
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