Questlog 2.0 wird nicht angezeigt
Servus leute
Ich hab ein problem mit dem Questlogg 2.0... vlt kann mir ja jemand helfen...
Also
so sihts bei mir aus:
Scene_Map:
Questlogg:
Main:
jetzt hab ich das problem das bei mir wen ich auf F5 klick nix angezeigt wird...
PLZ HELP
THX im vorraus
RTW-93
Ich hab ein problem mit dem Questlogg 2.0... vlt kann mir ja jemand helfen...
Also
so sihts bei mir aus:
Scene_Map:
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Quellcode |
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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
@spriteset.dispose
@message_window.dispose
if $scene.is_a?(Scene_Title)
Graphics.transition
Graphics.freeze
end
end
#---------------
def update
loop do
$game_map.update
$game_system.map_interpreter.update
$game_player.update
$game_system.update
$game_screen.update
unless $game_temp.player_transferring
break
end
transfer_player
if $game_temp.transition_processing
break
end
end
@spriteset.update
@message_window.update
if $game_temp.gameover
$scene = Scene_Gameover.new
return
end
if $game_temp.to_title
$scene = Scene_Title.new
return
end
if $game_temp.transition_processing
$game_temp.transition_processing = false
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
if $game_temp.message_window_showing
return
end
if $game_player.encounter_count == 0 and $game_map.encounter_list != []
unless $game_system.map_interpreter.running? or
$game_system.encounter_disabled
n = rand($game_map.encounter_list.size)
troop_id = $game_map.encounter_list[n]
if $data_troops[troop_id] != nil
$game_temp.battle_calling = true
$game_temp.battle_troop_id = troop_id
$game_temp.battle_can_escape = true
$game_temp.battle_can_lose = false
$game_temp.battle_proc = nil
end
end
end
if Input.trigger?(Input::B)
unless $game_system.map_interpreter.running? or
$game_system.menu_disabled
$game_temp.menu_calling = true
$game_temp.menu_beep = true
end
end
if $DEBUG and Input.press?(Input::F9)
$game_temp.debug_calling = true
end
#~~~~~~~~~~~~~~~~~~~
if Input.trigger?(Input::F5)
$game_temp.questlog_calling = true
end
#~~~~~~~~~~~~~~~~~~~
unless $game_player.moving?
if $game_temp.battle_calling
call_battle
elsif $game_temp.shop_calling
call_shop
elsif $game_temp.name_calling
call_name
elsif $game_temp.menu_calling
call_menu
elsif $game_temp.save_calling
call_save
elsif $game_temp.debug_calling
call_debug
#~~~~~~~~~~~~~~~~~
elsif $game_temp.questlog_calling
call_questlog
#~~~~~~~~~~~~~~~~~
end
end
end
#--------------------
def call_battle
$game_temp.battle_calling = false
$game_temp.menu_calling = false
$game_temp.menu_beep = false
$game_player.make_encounter_count
$game_temp.map_bgm = $game_system.playing_bgm
$game_system.bgm_stop
$game_system.se_play($data_system.battle_start_se)
$game_system.bgm_play($game_system.battle_bgm)
$game_player.straighten
$scene = Scene_Battle.new
end
#---------------
def call_shop
$game_temp.shop_calling = false
$game_player.straighten
$scene = Scene_Shop.new
end
#----------------
def call_name
$game_temp.name_calling = false
$game_player.straighten
$scene = Scene_Name.new
end
#---------------
def call_menu
$game_temp.menu_calling = false
if $game_temp.menu_beep
$game_system.se_play($data_system.decision_se)
$game_temp.menu_beep = false
end
$game_player.straighten
$scene = Scene_Menu.new
end
#------------------
def call_save
$game_player.straighten
$scene = Scene_Save.new
end
#-----------------
def call_debug
$game_temp.debug_calling = false
$game_system.se_play($data_system.decision_se)
$game_player.straighten
$scene = Scene_Debug.new
end
#--------------------
def transfer_player
$game_temp.player_transferring = false
if $game_map.map_id != $game_temp.player_new_map_id
$game_map.setup($game_temp.player_new_map_id)
end
$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
case $game_temp.player_new_direction
when 2
$game_player.turn_down
when 4
$game_player.turn_left
when 6
$game_player.turn_right
when 8
$game_player.turn_up
end
$game_player.straighten
$game_map.update
@spriteset.dispose
@spriteset = Spriteset_Map.new
if $game_temp.transition_processing
$game_temp.transition_processing = false
Graphics.transition(20)
end
$game_map.autoplay
Graphics.frame_reset
Input.update
end
end |
zum Lesen den Text mit der Maus markieren
Questlogg:
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Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 |
class Scene_Questlog
def main
@window_header = Window_Questlog_Header.new
@window_titles = Window_Questlog_Titles.new
description = ""
picture = ""
if $game_system.questlog.count > 0
description = $game_system.questlog.quests[0].description
picture = $game_system.questlog.quests[0].picture
end
@window_description = Window_Questlog_Description.new(
description, picture)
@index = @window_titles.index
@spriteset = Spriteset_Map.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@window_header.dispose
@window_titles.dispose
@window_description.dispose
@spriteset.dispose
end
#--------------------------------------------------------------------------
def update
@window_titles.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if @index != @window_titles.index
@index = @window_titles.index
@window_description.description = $game_system.questlog.quests[
@window_titles.index].description
@window_description.picture = $game_system.questlog.quests[
@window_titles.index].picture
@window_description.refresh
end
end
end
#=============
class Quest
attr_reader :title
attr_reader :description
attr_reader :icon
attr_reader :picture
attr_accessor :enabled
def initialize(title, description, icon="", picture="")
@title = title
@description = description
@icon = icon
@picture = picture
@enabled = true
end
end
#============
class Questlog
attr_reader :quests
def initialize
@quests = []
end
#-----------
def add(quest, description="", icon="", picture="")
return add(Quest.new(quest, description, icon, picture)) unless
quest.is_a?(Quest)
i = index(quest.title)
return @quests[i] = quest if i != nil
#@quests.push(quest) # Quest wird unten eingefügt
@quests.unshift(quest) # Quest wird oben eingefügt
end
#-----------
def remove(title)
@quests.delete_if{ |quest| quest.title == title}
end
#-----------
def enable(title)
set_enabled(title, true)
end
#-----------
def disable(title)
set_enabled(title, false)
end
#-----------
def set_enabled(title, enabled)
@quests.each do |quest|
quest.enabled = enabled if quest.title == title
end
end
#-----------
def count
return @quests.length
end
#------------
def index(title)
for i in 0..@quests.length-1
return i if @quests[i].title == title
end
return nil
end
#------------
def Questlog.add(title, description="", icon="", picture="")
$game_system.questlog.add(title, description, icon, picture)
end
#------------
def Questlog.remove(title)
$game_system.questlog.remove(title)
end
#------------
def Questlog.enable(title)
$game_system.questlog.enable(title)
end
#------------
def Questlog.disable(title)
$game_system.questlog.disable(title)
end
#------------
def Questlog.set_enabled(title)
$game_system.questlog.set_enabled(title)
end
end
#=============
class Window_Questlog_Description < Window_Base
attr_accessor :description
attr_accessor :picture
def initialize(description, picture)
super(275, 92, 300, 360)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = $defaultfonttype
self.contents.font.size = $defaultfontsize
@description = description
@picture = picture
refresh
end
#-----------
def refresh
self.contents.clear
if (@picture != nil) && (not @picture == "")
bitmap = RPG::Cache.picture(@picture)
rect = bitmap.rect
self.contents.blt(width/2-rect.width/2-16, 0, bitmap, rect, 255)
self.contents.draw_formatted_text(
4, rect.height, 270, 328-rect.height, @description)
else
self.contents.draw_formatted_text(4, 0, 270, 328, @description)
end
end
end
#=============
class Window_Questlog_Titles < Window_Selectable
def initialize
super(65, 92, 210, 360)
@item_max = $game_system.questlog.count
self.contents = Bitmap.new(width-32, @item_max > 0 ? @item_max*32 : 32)
self.contents.font.name = $defaultfonttype
self.contents.font.size = $defaultfontsize
self.index = 0
@column_max = 1
refresh
end
#-------------
def refresh
self.contents.clear
for i in 0...$game_system.questlog.count
quest = $game_system.questlog.quests[i]
y = i*32
self.contents.font.color = quest.enabled ? normal_color : disabled_color
if (quest.icon != nil) && (not quest.icon == "")
bitmap = RPG::Cache.icon(quest.icon)
opacity = quest.enabled ? 255 : 128
self.contents.blt(4, y+4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_formatted_text(29, y, 150, 32, quest.title)
else
self.contents.draw_formatted_text(4, y, 150, 32, quest.title)
end
end
end
end
#===========
class Window_Questlog_Header < Window_Base
def initialize
super(65, 28, 510, 64)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = $defaultfonttype
self.contents.font.size = 26
refresh
end
#------------
def refresh
self.contents.clear
self.contents.draw_text(self.contents.rect, "Questlog", 1)
end
end
#===========
class Scene_Map
def call_questlog
$game_temp.questlog_calling = false
$game_player.straighten
$scene = Scene_Questlog.new
end
end
#===========
class Game_System
attr_reader :questlog
alias init initialize
def initialize
init
@questlog = Questlog.new
end
end
#===========
class Game_Temp
attr_accessor :questlog_calling
alias init initialize
def initialize
init
@questlog_calling = false
end
end
#==============
class Bitmap
def draw_shadow_text(x, y, width, height, str, align=0)
color = font.color.dup
font.color = Color.new(192, 192, 192, 156)
draw_text(x+2, y+2, width, height, str, align)
font.color = color
draw_text(x, y, width, height, str, align)
end
#----------------
def draw_formatted_text(x, y, width, height, str, align=0)
str = str.dup
color = font.color.dup
bold = font.bold
italic = font.italic
size = font.size
name = font.name.dup
#::::::::::
shadow = false
underlined = false
str.gsub!(/
/) {"\n"}
str.gsub!(/\\\\/) {"\00"}
str.gsub!(//) {"\01"}
str.gsub!(/<\/b>/) {"\02"}
str.gsub!(//) {"\03"}
str.gsub!(/<\/i>/) {"\04"}
str.gsub!(//) {"\05[#{$1}]"}
str.gsub!(/<\/color>/) {"\06"}
str.gsub!(//) {"\16"}
str.gsub!(/<\/shadow>/) {"\17"}
str.gsub!(//) {"\20"}
str.gsub!(/<\/small>/) {"\21"}
str.gsub!(//) {"\23"}
str.gsub!(/<\/big>/) {"\21"}
str.gsub!(//) {"\24[#{$1}]"}
str.gsub!(/<\/size>/) {"\21"}
str.gsub!(//) {"\25[#{$1}]"}
str.gsub!(/<\/font>/) {"\26"}
str.gsub!(//) {"\27"}
str.gsub!(/<\/u>/) {"\30"}
ix = 0
iy = 0
while ((c = str.slice!(/./m)) != nil)
if c == "\00" # \\
c = "\\"
end
if c == "\01" #
font.bold = true
end
if c == "\02" #
font.bold = false
end
if c == "\03" #
font.italic = true
end
if c == "\04" #
font.italic = false
end
if c == "\05" #
str.sub!(/\[(#?[0-9a-z]+)\]/, "")
if $1[0] == 35
col = Color.decode($1)
elsif $1.to_i != 0
col = Window_Base.text_color($1.to_i)
else
col = Color.get($1)
end
font.color = col
end
if c == "\06" #
font.color = color
end
if c == "\16" #
shadow = true
end
if c == "\17" #
shadow = false
end
if c == "\20" #
font.size -= 5
font.size = 1 if font.size < 1
end
if c == "\21" #
font.size = size
end
if c == "\23" #
font.size += 5
end
if c == "\24" #
str.sub!(/\[([0-9]+)\]/, "")
font.size = $1.to_i
font.size = 1 if font.size < 1
end
if c == "\25" #
str.sub!(/\[([A-Za-z0-9\s]+)\]/, "")
font.name = $1 if Font.exist?($1)
end
if c == "\26" #
font.name = name
end
if c == "\27" #
underlined = true
end
if c == "\30" #
underlined = false
end
if c == "\n"
iy += 32
ix = 0
end
#:::::::::
if shadow
draw_shadow_text(x+ix+4, y+iy, 40, 32, c)
else
draw_text(x+ix+4, y+iy, 40, 32, c)
end
w = text_size(c).width
if underlined
fill_rect(x+ix+4, y+iy+text_size("T").height+3, w, 2, font.color)
end
ix += w
end
#::::::::::
font.color = color
font.bold = bold
font.italic = italic
font.size = size
font.name = name
end
end
#==============
class Color
def Color.get(string)
return Color.white if string == "white"
return Color.black if string == "black"
return Color.red if string == "red"
return Color.green if string == "green"
return Color.blue if string == "blue"
return Color.yellow if string == "yellow"
return Color.cyan if string == "cyan"
return Color.magenta if string == "magenta"
return Color.light_gray if string == "light_gray"
return Color.gray if string == "gray"
return Color.dark_gray if string == "dark_gray"
return Color.pink if string == "pink"
return Color.orange if string == "orange"
return Color.white
end
#------------
def Color.decode(hex)
return Color.decode(hex[1..hex.length]) if hex[0] == 35
hex.downcase!
red = hex[0..1].hex
green = hex[2..3].hex
blue = hex[4..5].hex
alpha = hex.length == 8 ? hex[6..7].hex : 255
return Color.new(red, green, blue, alpha)
end
#------------
def Color.white(alpha=255)
return Color.new(255, 255, 255, alpha)
end
#-----------
def Color.black(alpha=255)
return Color.new(0, 0, 0, alpha)
end
#----------
def Color.red(alpha=255)
return Color.new(255, 0, 0, alpha)
end
#----------
def Color.green(alpha=255)
return Color.new(0, 255, 0, alpha)
end
#---------
def Color.blue(alpha=255)
return Color.new(0, 0, 255, alpha)
end
#----------
def Color.yellow(alpha=255)
return Color.new(255, 255, 0, alpha)
end
#----------
def Color.cyan(alpha=255)
return Color.new(0, 255, 255, alpha)
end
#----------
def Color.magenta(alpha=255)
return Color.new(255, 255, 0, alpha)
end
#----------
def Color.light_gray(alpha=255)
return Color.new(192, 192, 192, alpha)
end
#-----------
def Color.gray(alpha=255)
return Color.new(128, 128, 128, alpha)
end
#-----------
def Color.dark_gray(alpha=255)
return Color.new(64, 64, 64, alpha)
end
#-----------
def Color.pink(alpha=255)
return Color.new(255, 175, 175, alpha)
end
#-----------
def Color.orange(alpha=255)
return Color.new(255, 200, 0, alpha)
end
end
#=====================
class Window_Base < Window
def Window_Base.text_color(n)
case n
when 0
return Color.new(255, 255, 255, 255)
when 1
return Color.new(128, 128, 255, 255)
when 2
return Color.new(255, 128, 128, 255)
when 3
return Color.new(128, 255, 128, 255)
when 4
return Color.new(128, 255, 255, 255)
when 5
return Color.new(255, 128, 255, 255)
when 6
return Color.new(255, 255, 128, 255)
when 7
return Color.new(192, 192, 192, 255)
else
return Color.white
end
end
end |
zum Lesen den Text mit der Maus markieren
Main:
|
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Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 |
#==============================================================================
# ** Main
#------------------------------------------------------------------------------
# After defining each class, actual processing begins here.
#==============================================================================
begin
$defaultfonttype = $fontface = Font.default_name = "Arial"
$defaultfontsize = $fontsize = Font.default_size = 22
# Prepare for transition
Graphics.freeze
# Make scene object (title screen)
$scene = Scene_Title.new
# Call main method as long as $scene is effective
while $scene != nil
$scene.main
end
# Fade out
Graphics.transition(20)
rescue Errno::ENOENT
# Supplement Errno::ENOENT exception
# If unable to open file, display message and end
filename = $!.message.sub("No such file or directory - ", "")
print("Unable to find file #{filename}.")
end |
zum Lesen den Text mit der Maus markieren
jetzt hab ich das problem das bei mir wen ich auf F5 klick nix angezeigt wird...
PLZ HELP
THX im vorraus
RTW-93
Standardantwort:
Hast du noch andere Scripte darunter eingefügt?
Hast du Scene_Map mit diesem Code ersetzt oder zumindest ÜBER Main eingefügt?
Hast du noch andere Scripte darunter eingefügt?
Hast du Scene_Map mit diesem Code ersetzt oder zumindest ÜBER Main eingefügt?
Skripte:
Animations "Entruckler"
Console
Drunken Mode
Eventskript Debugger
Flat-Events
Impassable Script
Item Shortcut
MSS: Monsta's Shoot System (Neu)
Radius Skript
Random Event Teleport
RMXP Leistungstest
Single Rotate
Split Screen (Beta)
Tutorials:
'alias' Bug beheben
Eigenes RTP
Standard KS komplett Übersetzen
RGSS: Eigener HUD
Programme:
Maker Exchange [ MEX ]
RMXP Skript Explorer
RPGXP Code Converter
Spiele:
[Minispiel] Stampfi V1.5 (Gold)
[Minispiel] Mastermind XP
[Humor] Verfressene Klone
______________________________
[Zukunft] Evil Science
zum Lesen den Text mit der Maus markieren
Standardantwort:
Hast du noch andere Scripte darunter eingefügt?
Hast du Scene_Map mit diesem Code ersetzt oder zumindest ÜBER Main eingefügt?
XD ja hab ich wie es im skript explorer stand
edit:
Jetzt hab ich SDK rausgenommen und wen ich jetzt F5 drück kommt ne fehlermeldung^^
3 tage her und immer noch such ich ne lösung also:
*push*
Ich habe 2 Fragen gestellt und davon wurde nur eine Oder Frage mit "Habs so gemacht wie's da stand" beantwortet....
Und generell.. Mit "kommt ne Fehlermeldung" kann niemand was anfangen. Du musst die Meldung schon posten.
Skripte:
Animations "Entruckler"
Console
Drunken Mode
Eventskript Debugger
Flat-Events
Impassable Script
Item Shortcut
MSS: Monsta's Shoot System (Neu)
Radius Skript
Random Event Teleport
RMXP Leistungstest
Single Rotate
Split Screen (Beta)
Tutorials:
'alias' Bug beheben
Eigenes RTP
Standard KS komplett Übersetzen
RGSS: Eigener HUD
Programme:
Maker Exchange [ MEX ]
RMXP Skript Explorer
RPGXP Code Converter
Spiele:
[Minispiel] Stampfi V1.5 (Gold)
[Minispiel] Mastermind XP
[Humor] Verfressene Klone
______________________________
[Zukunft] Evil Science
zum Lesen den Text mit der Maus markieren

