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1

Mittwoch, 20. Juni 2007, 09:42

Script Fehler mit Drago del fato's Level Up Point Spend System

hI,

So habe mich vor kurzem mal ein wenig mit dem Scripten
beschäftigt und wollte mir einfach mal ein fertiges Script anschaun und
auch einfach mal benutzen. Ich habe mich für das oben gennante Script
entschieden. Habe es so eingefügt wie es in dem Forum bzw. dem Script
dagestellt ist jedoch bekomme ich einen Error wenn ich mein Spiel
starten will und zwar folgenden:

Script Leveling Up Script Line 429: Syntax Error Occured

Line 429 sieht folendermassen aus: $game_system.se_play($data_system.cancel_se)

So
wie ich das interpretieren würde fehlt eine Datei kann das sein? Wenn
ja woher bekomme ich die? Wenn nicht an was könnte der Fehler sonst
liegen?

Falls das ganze Script benötigt wird ist es hier zu finden: http://www.creationasylum.net/index.php?showtopic=6708
Bild

2

Mittwoch, 20. Juni 2007, 12:22

soweit ich weiß, ist ein syntax error eine art schreibfehler, wenn man z.b. ) statt } macht oder ein end am ende fehlt.

Bild
AUF EIS

3

Mittwoch, 20. Juni 2007, 13:03

Naja, da fehlen paar Klammern im Script.
Hast es wahrscheinlich einfach kopiert und nicht bemerkt dass dort paar Smilies drinne waren.
Hier haste den Script.
[button]

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#=====================================================
# Drago del fato's Level Up Point Spend System
# ---------------------------------------------
# Written by Drago del Fato
# Version 2.4
# Just insert a new script above main and call it whatever you want.
#=====================================================
 
#--Res Text
PSPEND_LVUPTEXT = "New Level! Do you want to Level up?"
PSPEND_SPTEXT = "Special Points Left:"
PSPEND_ANSWERS = ["Yes!","No"]
PSPEND_HELP_TEXT = ["Change Strength...","Change Agility...",
"Change Dexterity...","Change Inteligence...","Change Maximum Health Points...",
"Change Maximum Skill Points...","Reset all Values to Normal...","Finnish Editing...."]
PSPEND_B1 = "Reset"
PSPEND_B2 = "Done!"
LVUP_TEXT = "(Lv Up!)"
DESC_TEXT = "LEFT - Decrease, RIGHT - Increase,C - Confirm,B - Exit"
 
#-- Other Res
SPADD = 6
 
AGILITY_ADD = 1
DEXTERITY_ADD = 1
INTELIGENCE_ADD = 1
STRENGTH_ADD = 1
HP_ADD = 4
SP_ADD = 3
 
 
 
#-- If you aren't experienced scripter then don't change lines below!!!
 
#--Global Variables
$PSPEND_POINTS = []
$PSPEND_ACTORS = []
$PSPEND_ADD = [1,1,1,1,1,1]
$PSPEND_ATTR = [1,1,1,1,1,1]
$PSPEND_RET = 0
 
#== Part One - Class for Setting and Getting Attributes from Actors
 
class PSPEND_GET_SET_ACTOR_ATRIBUTTES
def initialize(type)
if !$BTEST
case type
when 0
return
when 1
get_attributes
when 2
set_attributes
end
end
end
 
def get_attributes(actorid)
@actor = $game_actors[actorid]
$PSPEND_ATTR[1] = @actor.str
$PSPEND_ATTR[2] = @actor.agi
$PSPEND_ATTR[3] = @actor.dex
$PSPEND_ATTR[4] = @actor.int
$PSPEND_ATTR[5] = @actor.maxhp
$PSPEND_ATTR[6] = @actor.maxsp
end
 
def set_attributes(actorid)
@actor = $game_actors[actorid]
@actor.str = $PSPEND_ATTR[1]
@actor.agi = $PSPEND_ATTR[2]
@actor.dex = $PSPEND_ATTR[3]
@actor.int = $PSPEND_ATTR[4]
@actor.maxhp = $PSPEND_ATTR[5]
@actor.maxsp = $PSPEND_ATTR[6]
end
 
end
 
#-- End of Part One
 
#-- Part Two - Disabling actor attributes so that they have same attributes at the next level!
 
class Game_Actor
 
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
$actor_attr.get_attributes(@actor_id)
@level += 1
$actor_attr.set_attributes(@actor_id)
$PSPEND_POINTS[@actor_id - 1] += SPADD
$PSPEND_ACTORS[@actor_id - 1] = true
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
while @exp < @exp_list[@level]
$actor_attr.get_attributes(@actor_id)
@level -= 1
$actor_attr.set_attributes(@actor_id)
$PSPEND_ACTORS[@actor_id - 1] = false
end
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
 
def level=(level)
if level < self.level
$actor_attr.get_attributes(@actor_id)
level = [[level, $data_actors[@actor_id].final_level].min, 1].max
$actor_attr.set_attributes(@actor_id)
$PSPEND_ACTORS[@actor_id - 1] = false
self.exp = @exp_list[level]
return
end
$actor_attr.get_attributes(@actor_id)
level = [[level, $data_actors[@actor_id].final_level].min, 1].max
$actor_attr.set_attributes(@actor_id)
$PSPEND_POINTS[@actor_id - 1] += SPADD
$PSPEND_ACTORS[@actor_id - 1] = true
self.exp = @exp_list[level]
return
end
end
 
#-- End of Part Two
 
#-- Part Three
# Changing the code so that some other variables will be added...
 
class Scene_Title
 
def command_new_game
$game_system.se_play($data_system.decision_se)
 
Audio.bgm_stop
 
Graphics.frame_count = 0
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
#edit
$actor_attr = PSPEND_GET_SET_ACTOR_ATRIBUTTES.new(0)
for i in 0..$data_actors.size - 2
$PSPEND_ACTORS.push(false)
$PSPEND_POINTS.push(0)
end
#end edit
$game_party.setup_starting_members
$game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
 
 
$game_map.autoplay
$game_map.update
$scene = Scene_Map.new
end
 
def battle_test
 
 
$data_actors = load_data("Data/BT_Actors.rxdata")
$data_classes = load_data("Data/BT_Classes.rxdata")
$data_skills = load_data("Data/BT_Skills.rxdata")
$data_items = load_data("Data/BT_Items.rxdata")
$data_weapons = load_data("Data/BT_Weapons.rxdata")
$data_armors = load_data("Data/BT_Armors.rxdata")
$data_enemies = load_data("Data/BT_Enemies.rxdata")
$data_troops = load_data("Data/BT_Troops.rxdata")
$data_states = load_data("Data/BT_States.rxdata")
$data_animations = load_data("Data/BT_Animations.rxdata")
$data_tilesets = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system = load_data("Data/BT_System.rxdata")
 
Graphics.frame_count = 0
 
 
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
#edit
$actor_attr = PSPEND_GET_SET_ACTOR_ATRIBUTTES.new(0)
for i in 0..$data_actors.size - 2
$PSPEND_ACTORS.push(false)
$PSPEND_POINTS.push(0)
end
#end edit
$game_party.setup_battle_test_members
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
 
 
$game_system.se_play($data_system.battle_start_se)
$game_system.bgm_play($game_system.battle_bgm)
 
$scene = Scene_Battle.new
end
end
 
#End of Part Three
 
#Mid Part - Adding Draw Actor Battler
 
class Window_Base < Window
 
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 / 2, y - ch, bitmap, src_rect)
end
 
def draw_actor_name(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 120, 32, actor.name)
cx = self.contents.text_size(actor.name).width
if $PSPEND_ACTORS[actor.id - 1]
self.contents.font.color = crisis_color
self.contents.draw_text(x + cx, y, 90, 32, " " + LVUP_TEXT)
end
self.contents.font.color = normal_color
end
 
end
 
#End of Mid Part
 
#Part Four - The Hard one! Making Custom Windows
 
class PSPEND_CUSTOM_WINDOW < Window_Selectable
 
def initialize(winactorid)
super(0, 64, 640, 480 - 64)
commands = [1,2,3,4,5,6,7,8]
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32,height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 20
@actor = $game_actors[winactorid + 1]
@y = 10
$PSPEND_RET = $PSPEND_POINTS[@actor.id - 1]
refresh(true)
self.index = 0
end
 
def refresh(ret = false)
self.contents.clear
@y = 10
if ret
$PSPEND_ADD[1] = @actor.str
$PSPEND_ADD[2] = @actor.agi
$PSPEND_ADD[3] = @actor.dex
$PSPEND_ADD[4] = @actor.int
$PSPEND_ADD[5] = @actor.maxhp
$PSPEND_ADD[6] = @actor.maxsp
$PSPEND_POINTS[@actor.id - 1] = $PSPEND_RET
ret = false
end
draw_actor_battler(@actor,20 + 100,@y + 200)
draw_actor_name(@actor,20 + 32,@y + 220)
cx = self.contents.text_size(PSPEND_SPTEXT + $PSPEND_POINTS[@actor.id - 1].to_s).width
self.contents.draw_text(52,@y + 252,cx,32,PSPEND_SPTEXT + $PSPEND_POINTS[@actor.id - 1].to_s)
cx = self.contents.text_size(DESC_TEXT).width
self.contents.draw_text(52,self.height - 32 - 40,cx,32,DESC_TEXT)
@y += 150
@x = 260
 
for i in 0...@item_max
draw_item(i, normal_color)
end
end
 
def draw_item(index, color)
if $PSPEND_POINTS[@actor.id - 1] <= 0
self.contents.font.color = disabled_color
else
self.contents.font.color = color
end
rect = Rect.new(@x, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
case index
when 0
self.contents.draw_text(rect, $data_system.words.str)
cx = self.contents.text_size(@actor.str.to_s + " > " + $PSPEND_ADD[1].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.str.to_s + " > " + $PSPEND_ADD[1].to_s)
when 1
self.contents.draw_text(rect, $data_system.words.agi )
cx = self.contents.text_size(@actor.agi.to_s + " > " + $PSPEND_ADD[2].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.agi.to_s + " > " + $PSPEND_ADD[2].to_s)
when 2
self.contents.draw_text(rect, $data_system.words.dex )
cx = self.contents.text_size( @actor.dex.to_s + " > " + $PSPEND_ADD[3].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 , @actor.dex.to_s + " > " + $PSPEND_ADD[3].to_s)
 
when 3
self.contents.draw_text(rect, $data_system.words.int )
cx = self.contents.text_size(@actor.int.to_s + " > " + $PSPEND_ADD[4].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.int.to_s + " > " + $PSPEND_ADD[4].to_s)
 
when 4
self.contents.draw_text(rect, $data_system.words.hp )
cx = self.contents.text_size( @actor.maxhp.to_s + " > " + $PSPEND_ADD[5].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 , @actor.maxhp.to_s + " > " + $PSPEND_ADD[5].to_s)
 
when 5
self.contents.draw_text(rect, $data_system.words.sp )
cx = self.contents.text_size(@actor.maxsp.to_s + " > " + $PSPEND_ADD[6].to_s).width
self.contents.draw_text(self.width - 32 - cx,32 * index,cx ,32 ,@actor.maxsp.to_s + " > " + $PSPEND_ADD[6].to_s)
 
when 6
self.contents.font.color = color
self.contents.draw_text(rect,PSPEND_B1)
when 7
self.contents.font.color = color
self.contents.draw_text(rect,PSPEND_B2)
end
end
 
def disable_item(index)
draw_item(index, disabled_color)
end
 
def update_cursor_rect
 
if @index < 0
self.cursor_rect.empty
return
end
 
row = @index / @column_max
 
if row < self.top_row
self.top_row = row
end
 
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
 
cursor_width = self.width / @column_max - 32
 
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 32 - self.oy
 
self.cursor_rect.set(@x - 10, y, self.width - @x - 17, 32)
end
end
 
#End of Part Four
 
#Part Five - Making Scene_Status to show level up window when character
#get's a new level
 
class Scene_Status
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
 
def main
@actor = $game_party.actors[@actor_index]
$ACTORD = @actor
@status_window = Window_Status.new(@actor)
Graphics.transition
if $PSPEND_ACTORS[@actor.id - 1]
@h = Window_Help.new
@h.set_text(PSPEND_LVUPTEXT)
@h.y = 100
@h.z = 9997
@c = Window_Command.new(140,PSPEND_ANSWERS)
@c.y = 170
@c.x = 200
@c.z = 9998
loop do
Graphics.update
Input.update
update_pspend_lvup_win
 
if $scene != self
break
end
end
Graphics.freeze
@h.z = 0
@c.z = 1
@status_window.z = 2
@status_window.dispose
@h.dispose
@c.dispose
return
end
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
@status_window.dispose
end
 
def update_pspend_lvup_win
@c.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$PSPEND_ACTORS[@actor.id - 1] = false
$scene = Scene_Menu.new
return
end
if Input.trigger?(Input::C)
case @c.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_PSPEND_Main_Screen.new(@actor.id - 1)
return
when 1
$game_system.se_play($data_system.cancel_se)
$PSPEND_ACTORS[@actor.id - 1] = false
$scene = Scene_Menu.new
return
end
end
end
end
 
#End of Part Five
 
#Part Six - Hell is coming...AAAAAAAAH!
 
class Scene_PSPEND_Main_Screen
def initialize(actor_id_index)
@actor_ind = actor_id_index
main
end
 
def main
@help = Window_Help.new
@spend = PSPEND_CUSTOM_WINDOW.new(@actor_ind)
@spend.y = 64
@spend.z = 99998
@help.z = 99998
Graphics.transition
loop do
Graphics.update
Input.update
update_spend_help_win
if $scene != self
break
end
end
Graphics.freeze
@spend.dispose
@help.dispose
end
 
def update_spend_help_win
@spend.update
@help.update
@help.set_text(PSPEND_HELP_TEXT[@spend.index])
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new
$PSPEND_POINTS[@actor_ind] = $PSPEND_RET
$PSPEND_ACTORS[@actor_ind] = false
return
end
if Input.repeat?(Input::RIGHT)
unless $PSPEND_POINTS[@actor_ind] > 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.cursor_se)
$PSPEND_POINTS[@actor_ind] -= 1
case @spend.index
when 0
$PSPEND_ADD[1] += STRENGTH_ADD
when 1
$PSPEND_ADD[2] += AGILITY_ADD
when 2
$PSPEND_ADD[3] += DEXTERITY_ADD
when 3
$PSPEND_ADD[4] += INTELIGENCE_ADD
when 4
$PSPEND_ADD[5] += HP_ADD
when 5
$PSPEND_ADD[6] += SP_ADD
when 6
$PSPEND_POINTS[@actor_ind] += 1
when 7
$PSPEND_POINTS[@actor_ind] += 1
end
@spend.refresh
return
end
 
 
if Input.repeat?(Input::LEFT)
unless $PSPEND_POINTS[@actor_ind] < $PSPEND_RET
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.cursor_se)
case @spend.index
when 0
if $PSPEND_ADD[1] <= $ACTORD.str
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[1] -= STRENGTH_ADD
when 1
if $PSPEND_ADD[2] <= $ACTORD.agi
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[2] -= AGILITY_ADD
when 2
if $PSPEND_ADD[3] <= $ACTORD.dex
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[3] -= DEXTERITY_ADD
when 3
if $PSPEND_ADD[4] <= $ACTORD.int
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[4] -= INTELIGENCE_ADD
when 4
if $PSPEND_ADD[5] <= $ACTORD.maxhp
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[5] -= HP_ADD
when 5
if $PSPEND_ADD[6] <= $ACTORD.maxsp
$game_system.se_play($data_system.buzzer_se)
return
end
$PSPEND_ADD[6] -= SP_ADD
when 6
$PSPEND_POINTS[@actor_ind] -= 1
when 7
$PSPEND_POINTS[@actor_ind] -= 1
end
$PSPEND_POINTS[@actor_ind] += 1
@spend.refresh
 
return
end
 
 
if Input.trigger?(Input::C)
case @spend.index
when 6
@spend.refresh(true)
when 7
$ACTORD.str = $PSPEND_ADD[1]
$ACTORD.agi = $PSPEND_ADD[2]
$ACTORD.dex = $PSPEND_ADD[3]
$ACTORD.int = $PSPEND_ADD[4]
$ACTORD.maxhp = $PSPEND_ADD[5]
$ACTORD.maxsp = $PSPEND_ADD[6]
$game_system.se_play($data_system.decision_se)
$scene = Scene_Menu.new
$PSPEND_ACTORS[@actor_ind] = false
return
end
end
end
end
 
#End of Part Six - Yipee!!! I made it!
 
#Part Seven - Save Load part!
 
class Scene_Save < Scene_File
 
def write_save_data(file)
 
characters = []
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
characters.push([actor.character_name, actor.character_hue])
end
 
Marshal.dump(characters, file)
Marshal.dump(Graphics.frame_count, file)
 
$game_system.save_count += 1
$game_system.magic_number = $data_system.magic_number
 
Marshal.dump($game_system, file)
Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_self_switches, file)
Marshal.dump($game_screen, file)
Marshal.dump($game_actors, file)
Marshal.dump($game_party, file)
Marshal.dump($game_troop, file)
Marshal.dump($game_map, file)
Marshal.dump($game_player, file)
Marshal.dump($PSPEND_POINTS,file)
Marshal.dump($PSPEND_ACTORS,file)
Marshal.dump($actor_attr,file)
end
end
 
# -- And now for the load screen
 
class Scene_Load < Scene_File
 
def read_save_data(file)
 
characters = Marshal.load(file)
Graphics.frame_count = Marshal.load(file)
 
$game_system = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_screen = Marshal.load(file)
$game_actors = Marshal.load(file)
$game_party = Marshal.load(file)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file)
$PSPEND_POINTS = Marshal.load(file)
$PSPEND_ACTORS = Marshal.load(file)
$actor_attr = Marshal.load(file)
 
if $game_system.magic_number != $data_system.magic_number
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
 
$game_party.refresh
end
end
 
#-- END OF SAVE AND LOAD SCREEN
 
#-- END OF THE SCRIPT
 
#=======================
# Written by Drago del fato
#=======================

[/button]

4

Mittwoch, 20. Juni 2007, 13:29

Danke dir vielmals werd aber leider erst heute Abend dazukommen
es mal zu testen, denke aber schon das es jetzt funktioniert hoffe ich
zumindest ^^ .



Edit: Juhu es geht, danke nochmal. Kann mir aber jemand evtl. noch
sagen ob im Script schon enthalten ist das man nicht mehr normal durch
den rpg maker lvlt oder ob ich das erst noch von Hand machen muss, und
evtl. falls ich das Script nicht groß umschreiben müsste, das ich die
zu verteilenden Punkte verringern kann?
Bild

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Fauk« (20. Juni 2007, 14:13)


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