• Anmelden

Mawo Digital

Fahnenträger

  • »Mawo Digital« ist der Autor dieses Themas

Motto: Mut ist die Magie, die Träume wahr werden lässt!

  • Nachricht senden

1

Mittwoch, 10. September 2008, 18:56

Suche Monsterlexikon/-buch

Ich suche ein Monsterlexikon skript. Bitte nicht das aus dem Skript Explorer von Monsta,weil das bei mir buggt.
Mfg,
Kratos.
  • Mein Rechner

    Mein System
    CPU: AMD FX-6100 (6x 3.3 GHz)
    Arbeitsspeicher:
    16 GB 1333MHz-Ram
    GPU:
    AMD HD 7750
    Festplatte:
    1,25 TB intern
  • Fähigkeiten

    • RPG Maker
      Story: :star::star::star::star-empty::star-empty:
      Mapping: :star::star::star::star::star-half:
      Events: :star::star::star::star::star-empty:
      Grafik: :star::star::star::star::star:
      Skripten: :star-half::star-empty::star-empty::star-empty::star-empty:
      Pixeln: :star::star-empty::star-empty::star-empty::star-empty:
    • Multimedia
      Grafikdesign: :star::star::star::star::star:
      Webdesign: :star::star::star::star-half::star-empty:
      Videobearbeitung:
      - Effekte:
      :star::star::star::star::star:
      - Schneiden: :star::star::star::star::star-half:
      3D Animationen/Modelling: :star::star::star::star-empty::star-empty:
      Programmieren: :star::star::star-empty::star-empty::star-empty:

Yuber

Seher

Motto: Die Welt zu beherrschen.

  • Nachricht senden

2

Mittwoch, 10. September 2008, 21:44

Kannst das von mir nehmen. Ich glaube Aurora HEarts hat auch eins weiss aber nicht ob du sie vorher fragen musst.
Nur noch selten hier.

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

Neo-Bahamut

Himmelsgleicher

Motto: Wer anderen eine Bratwurst brät, der hat ein Bratwurstbratgerät.

  • Nachricht senden

3

Donnerstag, 11. September 2008, 11:59

Beim Skriptexplorer musst du das Script aus der Demo nehmen, dann müsste es klappen.
Spoiler: Wurstinator
zum Lesen den Text mit der Maus markieren

Spoiler: Lazer-Wurst
zum Lesen den Text mit der Maus markieren

Spoiler: Hallowurst
zum Lesen den Text mit der Maus markieren

Mawo Digital

Fahnenträger

  • »Mawo Digital« ist der Autor dieses Themas

Motto: Mut ist die Magie, die Träume wahr werden lässt!

  • Nachricht senden

4

Donnerstag, 11. September 2008, 18:56

@Neo:
Das habe ich und es buggt bei mir...^^
  • Mein Rechner

    Mein System
    CPU: AMD FX-6100 (6x 3.3 GHz)
    Arbeitsspeicher:
    16 GB 1333MHz-Ram
    GPU:
    AMD HD 7750
    Festplatte:
    1,25 TB intern
  • Fähigkeiten

    • RPG Maker
      Story: :star::star::star::star-empty::star-empty:
      Mapping: :star::star::star::star::star-half:
      Events: :star::star::star::star::star-empty:
      Grafik: :star::star::star::star::star:
      Skripten: :star-half::star-empty::star-empty::star-empty::star-empty:
      Pixeln: :star::star-empty::star-empty::star-empty::star-empty:
    • Multimedia
      Grafikdesign: :star::star::star::star::star:
      Webdesign: :star::star::star::star-half::star-empty:
      Videobearbeitung:
      - Effekte:
      :star::star::star::star::star:
      - Schneiden: :star::star::star::star::star-half:
      3D Animationen/Modelling: :star::star::star::star-empty::star-empty:
      Programmieren: :star::star::star-empty::star-empty::star-empty:

Neo-Bahamut

Himmelsgleicher

Motto: Wer anderen eine Bratwurst brät, der hat ein Bratwurstbratgerät.

  • Nachricht senden

5

Freitag, 12. September 2008, 06:43

Dann weiß ich auch nich^^
Spoiler: Wurstinator
zum Lesen den Text mit der Maus markieren

Spoiler: Lazer-Wurst
zum Lesen den Text mit der Maus markieren

Spoiler: Hallowurst
zum Lesen den Text mit der Maus markieren

6

Sonntag, 14. September 2008, 19:52

was buggt den da bei dir???


Dieser Beitrag wurde bereits so oft editiert, dass der Zähler sich in die Luft gesprengt hat.

7

Sonntag, 14. September 2008, 20:20

Hier nimm des aus der Demo:

Spoiler

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
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
#==============================================================================
# Beastairy System
#--------------------------------------------------------------------------
#   Created By SephirothSpawn (11.18.05)
#	Last Updated: 11.18.05
#==============================================================================
 
#==============================================================================
# ** Class Scene Title
#==============================================================================
class Scene_Title
  #--------------------------------------------------------------------------
  # * Alias' New Game Method
  #--------------------------------------------------------------------------
  alias new_game command_new_game
  #--------------------------------------------------------------------------
  # * Adds Beastairy Game Variables
  #--------------------------------------------------------------------------
  def command_new_game
	# Sets Up Smithery List
	$game_beastairy = Game_Beastairy.new
	new_game
  end
end
 
#==============================================================================
# ** Game_Temp
#==============================================================================
class Game_Temp
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :beastairy_return
  #--------------------------------------------------------------------------
  # * Alias Initialization
  #--------------------------------------------------------------------------
  alias beastairy_initialize initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
	beastairy_initialize
	@beastairy_return = false
  end
end
 
#==============================================================================
# ** Class Game Beastairy
#==============================================================================
class Game_Beastairy
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :monster_groups
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
	@monster_groups = []
	for i in 1...$data_enemies.size
  	$data_enemies[i].beastairy_setup
  	unless @monster_groups.include?($data_enemies[i].group)
    	@monster_groups.push($data_enemies[i].group)
  	end
	end
  end
end
 
#==============================================================================
# ** Module RPG
#==============================================================================
module RPG
  #=========================================================================
  # ** Class Enemy
  #=========================================================================
  class Enemy
	#--------------------------------------------------------------------------
	# * Public Instance Variables
	#--------------------------------------------------------------------------
	# Detectors
	attr_accessor :seen, :defeated, :group
	# Counters
	attr_accessor :seen_times, :defeated_times
	#--------------------------------------------------------------------------
	# * Setup Beastairy
	#--------------------------------------------------------------------------
	def beastairy_setup
  	@seen_times, @defeated_times = 0, 0
  	@seen, @defeated = false, false
  	if @name.include?('(')
    	a, b = @name.index('('), @name.index(')')
    	@group = @name.slice!(a..b)
    	@group.delete!('(')
    	@group.delete!(')')
  	else
    	@group = "Unclassified"
  	end
	end
	#--------------------------------------------------------------------------
	# * See Enemy
	#--------------------------------------------------------------------------
	def see
  	@seen = true
  	@seen_times += 1
	end
	#--------------------------------------------------------------------------
	# * Defeat Enemy
	#--------------------------------------------------------------------------
	def defeat
  	@defeated = true
  	@defeated_times += 1
	end
  end
end
 
#==============================================================================
# ** Scene_Save
#==============================================================================
class Scene_Save < Scene_File
  #--------------------------------------------------------------------------
  # * Alias Save Data
  #--------------------------------------------------------------------------
  alias new_save write_save_data
  #--------------------------------------------------------------------------
  # * Write Save Data
  #--------------------------------------------------------------------------
  def write_save_data(file)
	new_save(file)
	Marshal.dump($game_beastairy, file)
  end
end
 
#==============================================================================
# ** Scene_Load
#==============================================================================
class Scene_Load < Scene_File
  #--------------------------------------------------------------------------
  # * Alias Read Save Data
  #--------------------------------------------------------------------------
  alias new_load read_save_data
  #--------------------------------------------------------------------------
  # * Read Save Data
  #--------------------------------------------------------------------------
  def read_save_data(file)
	new_load(file)
	$game_beastairy = Marshal.load(file)
  end
end
 
#==============================================================================
# ** Class Window Base
#==============================================================================
class Window_Base < Window
  #--------------------------------------------------------------------------
  # * Draw Enemy Sprite
  #--------------------------------------------------------------------------
  def draw_enemy_sprite(x, y, enemy_name, enemy_hue, pose, frame)
	bitmap = RPG::Cache.character(enemy_name, enemy_hue)
	cw = bitmap.width / 4
	ch = bitmap.height / 4
	# Facing Direction
	case pose
  	when 0	;a = 0         	# Down
  	when 1	;a = ch       	# Left
  	when 2	;a = ch * 3  	# Up
  	when 3	;a = ch * 2  	# Right
	end
	# Current Animation Slide
	case frame
  	when 0	;b = 0
  	when 1	;b = cw
  	when 2	;b = cw * 2
  	when 3	;b = cw * 3
	end
	# Bitmap Rectange
	src_rect = Rect.new(b, a, cw, ch)
	# Draws Bitmap
	self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
  end
end
 
#==============================================================================
# Window Monster Group Info
#==============================================================================
class Window_Monster_Group_Info < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
	super(200, 0, 440, 480)
	self.contents = Bitmap.new(width - 32, height - 32)
	refresh(0, 0, 0)
  end
  #--------------------------------------------------------------------------
  # * Refresh
  # 	index  : Index of Group From Game_Beastairy.Groups
  # 	pose   : Enemy Character Pose
  # 	frame  : Frame of Pose
  #--------------------------------------------------------------------------
  def refresh(index, pose, frame)
	# Clears Window
	contents.clear
	# Sets Up Group Name
	group_name = $game_beastairy.monster_groups[index]
	# Sets Up Enemies In Group
	enemies = []
	for i in 1...$data_enemies.size
  	if $data_enemies[i].group == group_name
    	enemies.push($data_enemies[i])
  	end
	end
	group_name = "Exit" if index == $game_beastairy.monster_groups.size
	# Draws Enemy Group Name
	contents.font.color = system_color
	contents.draw_text(0, 0, self.width - 32, 32, group_name, 1)
	unless index == $game_beastairy.monster_groups.size
  	# Offsets Graphics X Position
  	graphics_offset = contents.width / (enemies.size + 1)
  	# Draws Enemies Graphics
  	for i in 0...enemies.size
    	draw_enemy_sprite(graphics_offset * (i + 1), 124, enemies[i].battler_name , enemies[i].battler_hue , pose, frame)
  	end
  	# HP, SP, and Gold Word
  	hp_word = $data_system.words.hp
  	sp_word = $data_system.words.sp
  	gold_word = $data_system.words.gold
  	# Draws Table Headings
  	contents.draw_text(4, 128, width, 24, "Name")
  	contents.draw_text(0, 128, 200, 24, "Max #{hp_word}", 2)
  	contents.draw_text(0, 128, 300, 24, "Max #{sp_word}", 2)
  	contents.draw_text(-4, 128, contents.width, 24, "#{gold_word} Award", 2)
  	# Draws Enemies Stats
  	contents.font.color = normal_color
  	for i in 0...enemies.size
    	# Sets Enemy Stats
    	name, hp, sp, gold = "??????????", "???", "???", "?????"
    	name, hp, sp = enemies[i].name, enemies[i].maxhp, enemies[i].maxsp if enemies[i].seen
    	gold = enemies[i].gold if enemies[i].defeated
    	# Draws Stats
    	contents.draw_text(4, 152 + (i * 24), width, 24, name)
    	contents.draw_text(0, 152 + (i * 24), 200, 24, "#{hp}", 2)
    	contents.draw_text(0, 152 + (i * 24), 300, 24, "#{sp}", 2)
    	contents.draw_text(-4, 152 + (i * 24), contents.width, 24, "#{gold}", 2)
  	end
	end
  end
end
 
#==============================================================================
# Window Monster Info
#==============================================================================
class Window_Monster_Info < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
	super(200, 0, 440, 480)
	self.contents = Bitmap.new(width - 32, height - 32)
  end
  #--------------------------------------------------------------------------
  # * Refresh
  # 	index  : Index of enemy From $data_enemies
  # 	pose   : Enemy Character Pose
  # 	frame  : Frame of Pose
  #--------------------------------------------------------------------------
  def refresh(index, pose, frame)
	# Clears Window
	contents.clear
	# Enemy
	enemy = $data_enemies[index]
	# Graphic Image
	draw_enemy_sprite(52, 100, enemy.battler_name , enemy.battler_hue, pose, frame)
	# Default Stats Set
	name = "??????????"
	maxhp = maxsp =  str = dex = agi = int = atk = pdef = mdef = eva = "???"
	exp = gold = item_id = weapon_id = armor_id = treasure_prob = "?????"
	item_icon = weapon_icon = armor_icon = "049-Skill06"
	armor_type = 2
	# If the Enemy has been seen
	if enemy.seen
  	name = enemy.name
  	maxhp = enemy.maxhp.to_s
  	maxsp =  enemy.maxsp.to_s
  	str = enemy.str.to_s
  	dex = enemy.dex.to_s
  	agi = enemy.agi.to_s
  	int = enemy.int.to_s
  	atk = enemy.atk.to_s
  	pdef = enemy.pdef.to_s
  	mdef = enemy.mdef.to_s
  	eva = enemy.eva.to_s
	end
	# If the Enemy has been Defeated
	if enemy.defeated
  	exp = enemy.exp.to_s
  	gold = enemy.gold.to_s
  	if enemy.item_id == 0
    	item_id = "Nothing"
    	item_icon = "032-Item01"
  	else
    	item_id = $data_items[enemy.item_id].name
    	item_icon = $data_items[enemy.item_id].icon_name
  	end
  	if enemy.weapon_id == 0
    	weapon_id = "Nothing"
    	weapon_icon = "032-Item01"
  	else
    	weapon_id = $data_weapons[enemy.weapon_id].name
    	weapon_icon = $data_weapons[enemy.weapon_id].icon_name
  	end
  	if enemy.armor_id == 0
    	armor_id = "Nothing"
    	armor_icon = "032-Item01"
  	else
    	armor_id = $data_armors[enemy.armor_id].name
    	armor_icon = $data_armors[enemy.armor_id].icon_name
    	armor_type = $data_armors[enemy.armor_id].type
  	end
  	treasure_prob = enemy.treasure_prob.to_s
	end
	# System Words
	g_word = $data_system.words.gold 
	hp_word = $data_system.words.hp 
	sp_word = $data_system.words.sp 
	str_word = $data_system.words.str 
	dex_word = $data_system.words.dex 
	agi_word = $data_system.words.agi 
	int_word = $data_system.words.int 
	atk_word = $data_system.words.atk 
	pdef_word = $data_system.words.pdef 
	mdef_word = $data_system.words.mdef 
	weapon_word = $data_system.words.weapon
	case armor_type
  	when 0 	;armor_type = $data_system.words.armor1
  	when 1 	;armor_type = $data_system.words.armor2
  	when 2 	;armor_type = $data_system.words.armor3
  	when 3 	;armor_type = $data_system.words.armor4
	end
	item_word = $data_system.words.item 
	# Draws Name
	contents.font.color = normal_color
	contents.draw_text(116, 0, contents.width - 116, 32, name)
	# Draws Times Seen & Defeated
	contents.font.color = system_color
	contents.draw_text(116, 32, contents.width - 116, 32, "Times Seen:")
	contents.draw_text(116, 64, contents.width - 116, 32, "Times Defeated:")
	contents.font.color = normal_color
	contents.draw_text(0, 32, contents.width, 32, "#{enemy.seen_times}", 2)
	contents.draw_text(0, 64, contents.width, 32, "#{enemy.defeated_times}", 2)
	# Organizes Stats
	colomn_a_left = ["Max #{hp_word}", "Max #{sp_word}", str_word, dex_word, 
                 	agi_word, int_word, atk_word, pdef_word, mdef_word, "Evasion"]
	colomn_a_right = [maxhp, maxsp, str,dex , agi, int, atk, pdef, mdef, eva]
	# Organized Victory Settings
	column_b_left = ["Experience Given:", "#{g_word} Dropped:", "#{item_word} Dropped:", "",
      	"#{weapon_word} Dropped:", "", "#{armor_type} Dropped:", "", "Drop Pobabilty:"]
	column_b_right = [exp, gold, "", item_id, "", weapon_id, "", armor_id, treasure_prob]
	# Draws Stats
	for i in 0...colomn_a_left.size
  	contents.font.color = system_color
  	contents.draw_text(4, 160 + i * 32, 160, 32, colomn_a_left[i])
  	contents.font.color = normal_color
  	contents.draw_text(-4, 160 + i * 32, 160, 32, colomn_a_right[i], 2)
	end
	# Draws Victory Settings
	for i in 0...column_b_left.size
  	contents.font.color = system_color
  	contents.draw_text(168, 160 + i * 32, contents.width, 32, column_b_left[i])
  	x = -4
  	x = -30 if i == 3 or i == 5 or i == 7
  	contents.font.color = normal_color
  	contents.draw_text(x, 160 + i * 32, contents.width, 32, column_b_right[i], 2)
	end
	# Draws Item Icons
	bitmap = RPG::Cache.icon(item_icon)
	self.contents.blt(contents.width - 24, 260, bitmap, Rect.new(0, 0, 24, 24))
	bitmap = RPG::Cache.icon(weapon_icon)
	self.contents.blt(contents.width - 24, 324, bitmap, Rect.new(0, 0, 24, 24))
	bitmap = RPG::Cache.icon(armor_icon)
	self.contents.blt(contents.width - 24, 388, bitmap, Rect.new(0, 0, 24, 24))
  end
end
 
#==============================================================================
# Window Beastairy Controls
#==============================================================================
class Window_Beastairy_Controls < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
	super(0, 288, 200, 192)
	self.contents = Bitmap.new(width - 32, height - 32)
	self.z = 999
	refresh(0)
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(phase)
	# Clears Window
	contents.clear
	disabled_system_color = Color.new(192, 224, 255, 128)
	contents.font.color = normal_color
	contents.draw_text(0, 0, contents.width, 24, "L / R : Change Pose")
	# Main Phase Controls
	contents.font.color = phase == 0 ? system_color : disabled_system_color
	contents.draw_text(4, 24, contents.width, 24, "Main")
	contents.font.color = phase == 0 ? normal_color : disabled_color
	contents.draw_text(8, 48, contents.width, 24, "B : Return to Map")
	contents.draw_text(8, 72, contents.width, 24, "C : Select Group")
	# Enemy Select Controls
	contents.font.color = phase == 1 ? system_color : disabled_system_color
	contents.draw_text(4, 96, contents.width, 24, "Enemy Select")
	contents.font.color = phase == 1 ? normal_color : disabled_color
	contents.draw_text(8, 120, contents.width, 24, "B : Return to Main")
	contents.draw_text(8, 140, contents.width, 24, "C : Test Battle")
  end
end
 
#==============================================================================
# ** Class Scene Beastairy
#==============================================================================
class Scene_Beastairy
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
	# Sets Main Phase
	@phase = 0
	# Enemies Graphic Animation
	@pose, @frame, @counting_frame= 0, 0, 0
	# Current Phase Window
	@phase_window = Window_Base.new(0, 0, width = 200, height = 64)
  	@phase_window.contents = contents = Bitmap.new(width - 32, height - 32)
  	@phase_window.contents.draw_text(0, 0, 168, 32, "Main Phase", 1)
	# Main Window (Enemy Groups)
	commands = $game_beastairy.monster_groups.dup
	commands.push("Exit")
	@enemy_groups = Window_Command.new(200, commands)
  	@enemy_groups.y = 64
  	@enemy_groups.height = 224
	# Controls Window
	@controls = Window_Beastairy_Controls.new
	# Monster Group Information Window
	@monster_window = Window_Monster_Group_Info.new
  	@monster_window.refresh(0, 0, 0)
	# Enemy Information Window
	@enemy_window = Window_Monster_Info.new
  	@enemy_window.visible = false
	# Scene Objects
	@objects = [@phase_window, @enemy_groups, @controls, @monster_window, @enemy_window]
	# Execute transition
	Graphics.transition
	# Main loop
	loop do
  	# Update game screen
  	Graphics.update
  	# Update input information
  	Input.update
  	# Update Objects Information
  	@objects.each {|x| x.update}
  	# Frame update
  	update
  	# Abort loop if screen is changed
  	break if $scene != self
	end
	# Prepare for transition
	Graphics.freeze
	# Dispose of Objects
	@objects.each {|x| x.dispose unless x.disposed?}
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
	# Visiblity Changes Between Methods
	case @phase
	# Main Phase
	when 0
  	[@enemy_window].each {|x| x.visible = false if x.visible}
  	[@enemy_groups, @monster_window].each {|x| x.visible = true unless x.visible}
  	@enemy_groups.active = true
	when 1
  	[@enemy_window].each {|x| x.visible = true unless x.visible}
  	[@enemy_groups, @monster_window].each {|x| x.visible = false if x.visible}
  	@enemy_groups.active = false
	end
	# Updates Enemy Animation
	@counting_frame += 1
	if @counting_frame == 8
  	@counting_frame = 0
  	@frame += 1
  	@frame = 0 if @frame == 4
  	if @phase == 0
    	@monster_window.refresh(@enemy_groups.index, @pose, @frame)
  	else
    	enemy_id = @enemies[@groups_enemies.index].id
    	@enemy_window.refresh(enemy_id, @pose, @frame)
  	end
	end
	# Current Phase Update
	case @phase
  	when 0; main_update
  	when 1; enemy_select
	end
  end
  #--------------------------------------------------------------------------
  # * Main Frame Update
  #--------------------------------------------------------------------------
  def main_update
	# Exit Scene
	if Input.trigger?(Input::B)
  	$game_system.se_play($data_system.cancel_se)
  	$game_temp.beastairy_return = false
  	$scene = Scene_Map.new
	# Enemy Select
	elsif Input.trigger?(Input::C)
  	$game_system.se_play($data_system.decision_se)
  	if @enemy_groups.index == $game_beastairy.monster_groups.size
    	$game_temp.beastairy_return = false
    	$scene = Scene_Map.new
  	else
    	commands, @enemies = [], []
    	group = $game_beastairy.monster_groups[@enemy_groups.index]
    	for i in 1...$data_enemies.size
       	if $data_enemies[i].group == group
        	commands.push($data_enemies[i].name)
        	@enemies.push($data_enemies[i])
      	end
    	end
    	@groups_enemies = Window_Command.new(200, commands)
      	@groups_enemies.y = 64
      	@groups_enemies.height = 224
    	# Phase Window Update
    	@phase_window.contents.clear
    	@phase_window.contents.draw_text(0, 0, 168, 32, "Enemy Select", 1)
    	# Adds Object (For Updating)
    	@objects.push(@groups_enemies)
    	# Updates Controls Window
    	@controls.refresh(1)
    	enemy_id = @enemies[@groups_enemies.index].id
    	@enemy_window.refresh(enemy_id, @pose, @frame)
    	# Changes Phase
    	@phase = 1
  	end
	# Changes Pose
	elsif Input.trigger?(Input::LEFT)
  	$game_system.se_play($data_system.cursor_se)
  	@pose == 0 ? @pose = 3 : @pose -= 1
	elsif Input.trigger?(Input::RIGHT)
  	$game_system.se_play($data_system.cursor_se)
  	@pose == 3 ? @pose = 0 : @pose += 1
	end
  end
  #--------------------------------------------------------------------------
  # * Enemy Frame Update
  #--------------------------------------------------------------------------
  def enemy_select
	# Exit Phase
	if Input.trigger?(Input::B)
  	$game_system.se_play($data_system.cancel_se)
  	@groups_enemies.dispose
  	@objects.delete(@groups_enemies)
  	# Phase Window Update
  	@phase_window.contents.clear
  	@phase_window.contents.draw_text(0, 0, 168, 32, "Main Phase", 1)
  	# Updates Controls Window
  	@controls.refresh(0)
  	# Changes Phase
  	@phase = 0
	# Enemy Select
	elsif Input.trigger?(Input::C)
  	enemy  = @enemies[@groups_enemies.index]
  	if enemy.seen
    	$game_system.se_play($data_system.decision_se)
    	enemy_name = enemy.name
    	for i in 1...$data_troops.size
      	if $data_troops[i].name == enemy_name
        	$game_temp.beastairy_return = true
        	$game_temp.battle_troop_id = i
        	$game_temp.battle_can_escape = true
        	$game_temp.battle_can_lose = false
        	$game_temp.battle_proc = nil
        	# Memorize map BGM and stop BGM
        	$game_temp.map_bgm = $game_system.playing_bgm
        	$game_system.bgm_stop
        	# Play battle start SE
        	$game_system.se_play($data_system.battle_start_se)
        	# Play battle BGM
        	$game_system.bgm_play($game_system.battle_bgm)
        	# Straighten player position
        	$game_player.straighten
        	# Switch to battle screen
        	$scene = Scene_Battle.new
      	end
    	end
  	else
    	$game_system.se_play($data_system.buzzer_se)
  	end
	elsif Input.trigger?(Input::LEFT)
  	$game_system.se_play($data_system.cursor_se)
  	@pose == 0 ? @pose = 3 : @pose -= 1
	elsif Input.trigger?(Input::RIGHT)
  	$game_system.se_play($data_system.cursor_se)
  	@pose == 3 ? @pose = 0 : @pose += 1
	end
  end
end
 
#==============================================================================
# ** Scene_Battle
#==============================================================================
class Scene_Battle
  #--------------------------------------------------------------------------
  # * Alias Main Processing
  #--------------------------------------------------------------------------
  alias beastairy_main main
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
	unless $game_temp.beastairy_return
  	@beastairy_troop = []
  	troop = $data_troops[$game_temp.battle_troop_id]
  	for i in 0...troop.members.size
    	enemy = $data_enemies[troop.members[i].enemy_id]
    	@beastairy_troop.push(enemy)
    	enemy.see
  	end
	else
  	@beastairy_troop = []
	end
	beastairy_main
  end
  #--------------------------------------------------------------------------
  # * Battle Ends
  # 	result : results (0:win 1:lose 2:escape)
  #--------------------------------------------------------------------------
  def battle_end(result)
	# Clear in battle flag
	$game_temp.in_battle = false
	# Clear entire party actions flag
	$game_party.clear_actions
	# Remove battle states
	for actor in $game_party.actors
  	actor.remove_states_battle
	end
	# Clear enemies
	$game_troop.enemies.clear
	# Call battle callback
	if $game_temp.battle_proc != nil
  	$game_temp.battle_proc.call(result)
  	$game_temp.battle_proc = nil
	end
	if $game_temp.beastairy_return
  	$scene = Scene_Beastairy.new
	else
  	if result == 0
    	for enemy in @beastairy_troop
      	enemy.defeat
    	end
  	end
  	$scene = Scene_Map.new
	end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
	# If battle event is running
	if $game_system.battle_interpreter.running?
  	# Update interpreter
  	$game_system.battle_interpreter.update
  	# If a battler which is forcing actions doesn't exist
  	if $game_temp.forcing_battler == nil
    	# If battle event has finished running
    	unless $game_system.battle_interpreter.running?
      	# Rerun battle event set up if battle continues
      	unless judge
        	setup_battle_event
      	end
    	end
    	# If not after battle phase
    	if @phase != 5
      	# Refresh status window
      	@status_window.refresh
    	end
  	end
	end
	# Update system (timer) and screen
	$game_system.update
	$game_screen.update
	# If timer has reached 0
	if $game_system.timer_working and $game_system.timer == 0
  	# Abort battle
  	$game_temp.battle_abort = true
	end
	# Update windows
	@help_window.update
	@party_command_window.update
	@actor_command_window.update
	@status_window.update
	@message_window.update
	# Update sprite set
	@spriteset.update
	# If transition is processing
	if $game_temp.transition_processing
  	# Clear transition processing flag
  	$game_temp.transition_processing = false
  	# Execute transition
  	if $game_temp.transition_name == ""
    	Graphics.transition(20)
  	else
    	Graphics.transition(40, "Graphics/Transitions/" +
      	$game_temp.transition_name)
  	end
	end
	# If message window is showing
	if $game_temp.message_window_showing
  	return
	end
	# If effect is showing
	if @spriteset.effect?
  	return
	end
	# If game over
	if $game_temp.gameover
  	# Switch to game over screen
  	if $game_temp.beastairy_return
    	$scene = Scene_Beastairy.new
  	else
    	$scene = Scene_Gameover.new
  	end
	end
	# If returning to title screen
	if $game_temp.to_title
  	# Switch to title screen
  	$scene = Scene_Title.new
  	return
	end
	# If battle is aborted
	if $game_temp.battle_abort
  	# Return to BGM used before battle started
  	$game_system.bgm_play($game_temp.map_bgm)
  	# Battle ends
  	battle_end(1)
  	return
	end
	# If waiting
	if @wait_count > 0
  	# Decrease wait count
  	@wait_count -= 1
  	return
	end
	# If battler forcing an action doesn't exist,
	# and battle event is running
	if $game_temp.forcing_battler == nil and
   	$game_system.battle_interpreter.running?
  	return
	end
	# Branch according to phase
	case @phase
	when 1  # pre-battle phase
  	update_phase1
	when 2  # party command phase
  	update_phase2
	when 3  # actor command phase
  	update_phase3
	when 4  # main phase
  	update_phase4
	when 5  # after battle phase
  	update_phase5
	end
  end  
  #--------------------------------------------------------------------------
  # * Start After Battle Phase
  #--------------------------------------------------------------------------
  def start_phase5
	# Shift to phase 5
	@phase = 5
	# Play battle end ME
	$game_system.me_play($game_system.battle_end_me)
	# Return to BGM before battle started
	$game_system.bgm_play($game_temp.map_bgm)
	# Initialize EXP, amount of gold, and treasure
	exp = 0
	gold = 0
	treasures = []
	# Loop
	for enemy in $game_troop.enemies
  	# If enemy is not hidden
  	unless enemy.hidden
    	unless $game_temp.beastairy_return
      	# Add EXP and amount of gold obtained
      	exp += enemy.exp
      	gold += enemy.gold
      	# Determine if treasure appears
      	if rand(100) < enemy.treasure_prob
        	if enemy.item_id > 0
          	treasures.push($data_items[enemy.item_id])
        	end
        	if enemy.weapon_id > 0
          	treasures.push($data_weapons[enemy.weapon_id])
        	end
        	if enemy.armor_id > 0
          	treasures.push($data_armors[enemy.armor_id])
        	end
      	end
    	end
  	end
	end
	# Treasure is limited to a maximum of 6 items
	treasures = treasures[0..5]
	# Obtaining EXP
	for i in 0...$game_party.actors.size
  	actor = $game_party.actors[i]
  	if actor.cant_get_exp? == false
    	last_level = actor.level
    	actor.exp += exp
    	if actor.level > last_level
      	@status_window.level_up(i)
    	end
  	end
	end
	# Obtaining gold
	$game_party.gain_gold(gold)
	# Obtaining treasure
	for item in treasures
  	case item
  	when RPG::Item
    	$game_party.gain_item(item.id, 1)
  	when RPG::Weapon
    	$game_party.gain_weapon(item.id, 1)
  	when RPG::Armor
    	$game_party.gain_armor(item.id, 1)
  	end
	end
	# Make battle result window
	@result_window = Window_BattleResult.new(exp, gold, treasures)
	# Set wait count
	@phase5_wait_count = 100
  end
end
zum Lesen den Text mit der Maus markieren


So rufst du es auf per call script:

Quellcode

1
$scene = Scene_Beastairy.new


Tschuldigung wegen doppelpost


Dieser Beitrag wurde bereits so oft editiert, dass der Zähler sich in die Luft gesprengt hat.

Social Bookmarks