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Samstag, 3. Dezember 2005, 22:57

Ich bin ein Rm XP Anfänger und check rgss fast gar nicht. aber ich brauche:

1.) Ein Skript womit ich das neue battle command "Overdrive" habe, indem bestimmte Techniken sind.
2.) Eine abänderung des Ring Menüs das ich benutze. Da soll dann noch ein Menüpunkt für die Overdrivefähigkeiten des
jeweiligen Characters.

Hier dass Ring-Menü Skript:

#==============================================================================
# �¡ Window_RingMenu
#==============================================================================
#==============================================================================
# Edited by MakirouAru
#==============================================================================
class Window_RingMenu < Window_Base
#--------------------------------------------------------------------------
# &#65533;&#8250; &#402;N&#402;&#8240;&#402;X&#8217;è&#65533;&#8221;
#--------------------------------------------------------------------------
STARTUP_FRAMES = 20 # &#65533;&#8240;&#352;ú&#402;A&#402;j&#402;&#65533;&#65533;[&#402;V&#402;&#8225;&#402;&#8220;&#8218;Ì&#402;t&#402;&#338;&#65533;[&#402;&#8364;&#65533;&#8221;
MOVING_FRAMES = 5 # &#402;&#352;&#402;&#8220;&#402;O&#8218;ð&#8240;ñ&#8218;µ&#8218;½&#381;&#382;&#8218;Ì&#402;t&#402;&#338;&#65533;[&#402;&#8364;&#65533;&#8221;
RING_R = 64 # &#402;&#352;&#402;&#8220;&#402;O&#8218;Ì&#8221;¼&#338;a
ICON_ITEM = RPG::Cache.icon("032-Item01") # &#65533;u&#402;A&#402;C&#402;e&#402;&#8364;&#65533;v&#402;&#65533;&#402;j&#402;&#8230;&#65533;[&#8218;Ì&#402;A&#402;C&#402;R&#402;&#8220;
ICON_SKILL = RPG::Cache.icon("044-Skill01") # &#65533;u&#402;X&#402;L&#402;&#8249;&#65533;v&#402;&#65533;&#402;j&#402;&#8230;&#65533;[&#8218;Ì&#402;A&#402;C&#402;R&#402;&#8220;
ICON_EQUIP = RPG::Cache.icon("013-Body01") # &#65533;u&#8216;&#8226;&#8221;õ&#65533;v&#402;&#65533;&#402;j&#402;&#8230;&#65533;[&#8218;Ì&#402;A&#402;C&#402;R&#402;&#8220;
ICON_STATUS = RPG::Cache.icon("050-Skill07") # &#65533;u&#402;X&#402;e&#65533;[&#402;^&#402;X&#65533;v&#402;&#65533;&#402;j&#402;&#8230;&#65533;[&#8218;Ì&#402;A&#402;C&#402;R&#402;&#8220;
ICON_SAVE = RPG::Cache.icon("038-Item07") # &#65533;u&#402;Z&#65533;[&#402;u&#65533;v&#402;&#65533;&#402;j&#402;&#8230;&#65533;[&#8218;Ì&#402;A&#402;C&#402;R&#402;&#8220;
ICON_EXIT = RPG::Cache.icon("031-Key03") # &#65533;u&#65533;I&#8212;¹&#65533;v&#402;&#65533;&#402;j&#402;&#8230;&#65533;[&#8218;Ì&#402;A&#402;C&#402;R&#402;&#8220;
ICON_DISABLE= RPG::Cache.icon("") # &#381;g&#8212;p&#8249;Ö&#381;~&#65533;&#8364;&#8211;Ú&#8218;É&#8226;t&#8218;­&#402;A&#402;C&#402;R&#402;&#8220;
SE_STARTUP = "087-Action02" # &#402;&#65533;&#402;j&#402;&#8230;&#65533;[&#8218;ð&#352;J&#8218;¢&#8218;½&#8218;Æ&#8218;«&#8218;É&#8211;Â&#8218;ç&#8218;·SE
MODE_START = 1 # &#402;X&#402;^&#65533;[&#402;g&#402;A&#402;b&#402;v&#402;A&#402;j&#402;&#65533;&#65533;[&#402;V&#402;&#8225;&#402;&#8220;
MODE_WAIT = 2 # &#8216;Ò&#8249;@
MODE_MOVER = 3 # &#381;&#382;&#338;v&#8240;ñ&#8218;è&#8240;ñ&#8220;]&#402;A&#402;j&#402;&#65533;&#65533;[&#402;V&#402;&#8225;&#402;&#8220;
MODE_MOVEL = 4 # &#8221;½&#381;&#382;&#338;v&#8240;ñ&#8218;è&#8240;ñ&#8220;]&#402;A&#402;j&#402;&#65533;&#65533;[&#402;V&#402;&#8225;&#402;&#8220;
#--------------------------------------------------------------------------
# &#65533;&#8250; &#402;A&#402;N&#402;Z&#402;T
#--------------------------------------------------------------------------
attr_accessor :index
#--------------------------------------------------------------------------
# &#65533;&#339; &#402;I&#402;u&#402;W&#402;F&#402;N&#402;g&#65533;&#8240;&#352;ú&#8240;»
#--------------------------------------------------------------------------
def initialize( center_x, center_y )
super(0, 0, 640, 480)
self.contents = Bitmap.new(width-35, height-35)
self.contents.font.name = "Arial"
self.opacity = 0
self.back_opacity = 0
s1 = "Items"
s2 = "Skills"
s3 = "Equip"
s4 = "Stats"
s5 = "Save"
s6 = "Quit"
@commands = [ s1, s2, s3, s4, s5, s6 ]
@item_max = 6
@index = 0
@items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]
@disabled = [ false, false, false, false, false, false ]
@cx = center_x - 16
@cy = center_y - 16
setup_move_start
refresh
end
#--------------------------------------------------------------------------
# &#65533;&#339; &#402;t&#402;&#338;&#65533;[&#402;&#8364;&#65533;X&#65533;V
#--------------------------------------------------------------------------
def update
super
refresh
end
#--------------------------------------------------------------------------
# &#65533;&#339; &#8240;æ&#8211;Ê&#65533;Ä&#8226;`&#8240;æ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# &#402;A&#402;C&#402;R&#402;&#8220;&#8218;ð&#8226;`&#8240;æ
case @mode
when MODE_START
refresh_start
when MODE_WAIT
refresh_wait
when MODE_MOVER
refresh_move(1)
when MODE_MOVEL
refresh_move(0)
end
# &#402;A&#402;N&#402;e&#402;B&#402;u&#8218;È&#402;R&#402;}&#402;&#8220;&#402;h&#8211;¼&#8226;\&#381;¦
rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
self.contents.draw_text(rect, @commands[@index],1)
end
#--------------------------------------------------------------------------
# &#65533;&#8250; &#8240;æ&#8211;Ê&#65533;Ä&#8226;`&#8240;æ(&#65533;&#8240;&#352;ú&#8240;»&#381;&#382;)
#--------------------------------------------------------------------------
def refresh_start
d1 = 2.0 * Math::PI / @item_max
d2 = 1.0 * Math::PI / STARTUP_FRAMES
r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( r * Math.sin( d ) ).to_i
y = @cy - ( r * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#--------------------------------------------------------------------------
# &#65533;&#8250; &#8240;æ&#8211;Ê&#65533;Ä&#8226;`&#8240;æ(&#8216;Ò&#8249;@&#381;&#382;)
#--------------------------------------------------------------------------
def refresh_wait
d = 2.0 * Math::PI / @item_max
for i in 0...@item_max
j = i - @index
x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
draw_item(x, y, i)
end
end
#--------------------------------------------------------------------------
# &#65533;&#8250; &#8240;æ&#8211;Ê&#65533;Ä&#8226;`&#8240;æ(&#8240;ñ&#8220;]&#381;&#382;)
# mode : 0=&#8221;½&#381;&#382;&#338;v&#8240;ñ&#8218;è 1=&#381;&#382;&#338;v&#8240;ñ&#8218;è
#--------------------------------------------------------------------------
def refresh_move( mode )
d1 = 2.0 * Math::PI / @item_max
d2 = d1 / MOVING_FRAMES
d2 *= -1 if mode != 0
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( RING_R * Math.sin( d ) ).to_i
y = @cy - ( RING_R * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#--------------------------------------------------------------------------
# &#65533;&#339; &#65533;&#8364;&#8211;Ú&#8218;Ì&#8226;`&#8240;æ
# x :
# y :
# i : &#65533;&#8364;&#8211;Ú&#8221;Ô&#65533;&#8224;
#--------------------------------------------------------------------------
def draw_item(x, y, i)
#p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items.to_s
rect = Rect.new(0, 0, @items[i].width, @items[i].height)
if @index == i
self.contents.blt( x, y, @items[i], rect )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect )
end
else
self.contents.blt( x, y, @items[i], rect, 128 )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
end
end
end
#--------------------------------------------------------------------------
# &#65533;&#339; &#65533;&#8364;&#8211;Ú&#8218;ð&#8211;³&#338;ø&#8218;É&#8218;·&#8218;é
# index : &#65533;&#8364;&#8211;Ú&#8221;Ô&#65533;&#8224;
#--------------------------------------------------------------------------
def disable_item(index)
@disabled[index] = true
end
#--------------------------------------------------------------------------
# &#65533;&#8250; &#65533;&#8240;&#352;ú&#8240;»&#402;A&#402;j&#402;&#65533;&#65533;[&#402;V&#402;&#8225;&#402;&#8220;&#8218;Ì&#65533;&#8364;&#8221;õ
#--------------------------------------------------------------------------
def setup_move_start
@mode = MODE_START
@steps = STARTUP_FRAMES
if SE_STARTUP != nil and SE_STARTUP != ""
Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
end
end
#--------------------------------------------------------------------------
# &#65533;&#8250; &#8240;ñ&#8220;]&#402;A&#402;j&#402;&#65533;&#65533;[&#402;V&#402;&#8225;&#402;&#8220;&#8218;Ì&#65533;&#8364;&#8221;õ
#--------------------------------------------------------------------------
def setup_move_move(mode)
if mode == MODE_MOVER
@index -= 1
@index = @items.size - 1 if @index < 0
elsif mode == MODE_MOVEL
@index += 1
@index = 0 if @index >= @items.size
else
return
end
@mode = mode
@steps = MOVING_FRAMES
end
#--------------------------------------------------------------------------
# &#65533;&#8250; &#402;A&#402;j&#402;&#65533;&#65533;[&#402;V&#402;&#8225;&#402;&#8220;&#8217;&#8224;&#8218;©&#8218;Ç&#8218;¤&#8218;©
#--------------------------------------------------------------------------
def animation?
return @mode != MODE_WAIT
end
end
#==============================================================================
# &#65533;¡ Window_MenuStatus
#------------------------------------------------------------------------------
# &#65533;@&#402;&#65533;&#402;j&#402;&#8230;&#65533;[&#8240;æ&#8211;Ê&#8218;Å&#402;p&#65533;[&#402;e&#402;B&#402;&#65533;&#402;&#8220;&#402;o&#65533;[&#8218;Ì&#402;X&#402;e&#65533;[&#402;^&#402;X&#8218;ð&#8226;\&#381;¦&#8218;·&#8218;é&#402;E&#402;B&#402;&#8220;&#402;h&#402;E&#8218;Å&#8218;·&#65533;B
#==============================================================================

class Window_RingMenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# &#65533;&#339; &#402;I&#402;u&#402;W&#402;F&#402;N&#402;g&#65533;&#8240;&#352;ú&#8240;»
#--------------------------------------------------------------------------
def initialize
super(204, 64, 232, 352)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# &#65533;&#339; &#402;&#352;&#402;t&#402;&#338;&#402;b&#402;V&#402;&#8230;
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.name = "Arial"
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 80
y = 80 * i
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 40, y + 80)
draw_actor_name(actor, x, y + 24)
end
end
#--------------------------------------------------------------------------
# &#65533;&#339; &#402;J&#65533;[&#402;\&#402;&#8249;&#8218;Ì&#8249;é&#338;`&#65533;X&#65533;V
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
end
end
end
#==============================================================================
# #&#65533;¡ Scene_RingMenu
# &#65533;¡ Scene_Menu
#------------------------------------------------------------------------------
# &#65533;@&#402;&#65533;&#402;j&#402;&#8230;&#65533;[&#8240;æ&#8211;Ê&#8218;Ì&#65533;&#710;&#8212;&#65533;&#8218;ð&#65533;s&#8218;¤&#402;N&#402;&#8240;&#402;X&#8218;Å&#8218;·&#65533;B
#==============================================================================

#class Scene_RingMenu
class Scene_Menu
#--------------------------------------------------------------------------
# &#65533;&#339; &#402;I&#402;u&#402;W&#402;F&#402;N&#402;g&#65533;&#8240;&#352;ú&#8240;»
# menu_index : &#402;R&#402;}&#402;&#8220;&#402;h&#8218;Ì&#402;J&#65533;[&#402;\&#402;&#8249;&#65533;&#8240;&#352;ú&#710;Ê&#8217;u
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# &#65533;&#339; &#402;&#65533;&#402;C&#402;&#8220;&#65533;&#710;&#8212;&#65533;
#--------------------------------------------------------------------------
def main
# &#402;X&#402;v&#402;&#8240;&#402;C&#402;g&#402;Z&#402;b&#402;g&#8218;ð&#65533;ì&#65533;¬
@spriteset = Spriteset_Map.new
# &#402;R&#402;}&#402;&#8220;&#402;h&#402;E&#402;B&#402;&#8220;&#402;h&#402;E&#8218;ð&#65533;ì&#65533;¬
px = $game_player.screen_x - 15
py = $game_player.screen_y - 24
@command_window = Window_RingMenu.new(px,py)
@command_window.index = @menu_index
# &#402;p&#65533;[&#402;e&#402;B&#65533;l&#65533;&#8221;&#8218;ª 0 &#65533;l&#8218;Ì&#65533;ê&#65533;&#8225;
if $game_party.actors.size == 0
# &#402;A&#402;C&#402;e&#402;&#8364;&#65533;A&#402;X&#402;L&#402;&#8249;&#65533;A&#8216;&#8226;&#8221;õ&#65533;A&#402;X&#402;e&#65533;[&#402;^&#402;X&#8218;ð&#8211;³&#338;ø&#8240;»
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
@command_window.z = 100
# &#402;Z&#65533;[&#402;u&#8249;Ö&#381;~&#8218;Ì&#65533;ê&#65533;&#8225;
if $game_system.save_disabled
# &#402;Z&#65533;[&#402;u&#8218;ð&#8211;³&#338;ø&#8218;É&#8218;·&#8218;é
@command_window.disable_item(4)
end
# &#402;X&#402;e&#65533;[&#402;^&#402;X&#402;E&#402;B&#402;&#8220;&#402;h&#402;E&#8218;ð&#65533;ì&#65533;¬
@status_window = Window_RingMenuStatus.new
@status_window.x = 160
@status_window.y = 0
@status_window.z = 200
@status_window.visible = false
# &#402;g&#402;&#8240;&#402;&#8220;&#402;W&#402;V&#402;&#8225;&#402;&#8220;&#381;À&#65533;s
Graphics.transition
# &#402;&#65533;&#402;C&#402;&#8220;&#402;&#8249;&#65533;[&#402;v
loop do
# &#402;Q&#65533;[&#402;&#8364;&#8240;æ&#8211;Ê&#8218;ð&#65533;X&#65533;V
Graphics.update
# &#8220;ü&#8212;Í&#65533;î&#8226;ñ&#8218;ð&#65533;X&#65533;V
Input.update
# &#402;t&#402;&#338;&#65533;[&#402;&#8364;&#65533;X&#65533;V
update
# &#8240;æ&#8211;Ê&#8218;ª&#65533;Ø&#8218;è&#8216;Ö&#8218;í&#8218;Á&#8218;½&#8218;ç&#402;&#8249;&#65533;[&#402;v&#8218;ð&#8217;&#8224;&#8217;f
if $scene != self
break
end
end
# &#402;g&#402;&#8240;&#402;&#8220;&#402;W&#402;V&#402;&#8225;&#402;&#8220;&#65533;&#8364;&#8221;õ
Graphics.freeze
# &#402;X&#402;v&#402;&#8240;&#402;C&#402;g&#402;Z&#402;b&#402;g&#8218;ð&#8240;ð&#8226;ú
@spriteset.dispose
# &#402;E&#402;B&#402;&#8220;&#402;h&#402;E&#8218;ð&#8240;ð&#8226;ú
@command_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# &#65533;&#339; &#402;t&#402;&#338;&#65533;[&#402;&#8364;&#65533;X&#65533;V
#--------------------------------------------------------------------------
def update
# &#402;E&#402;B&#402;&#8220;&#402;h&#402;E&#8218;ð&#65533;X&#65533;V
@command_window.update
@status_window.update
# &#402;R&#402;}&#402;&#8220;&#402;h&#402;E&#402;B&#402;&#8220;&#402;h&#402;E&#8218;ª&#402;A&#402;N&#402;e&#402;B&#402;u&#8218;Ì&#65533;ê&#65533;&#8225;: update_command &#8218;ð&#338;Ä&#8218;Ô
if @command_window.active
update_command
return
end
# &#402;X&#402;e&#65533;[&#402;^&#402;X&#402;E&#402;B&#402;&#8220;&#402;h&#402;E&#8218;ª&#402;A&#402;N&#402;e&#402;B&#402;u&#8218;Ì&#65533;ê&#65533;&#8225;: update_status &#8218;ð&#338;Ä&#8218;Ô
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# &#65533;&#339; &#402;t&#402;&#338;&#65533;[&#402;&#8364;&#65533;X&#65533;V (&#402;R&#402;}&#402;&#8220;&#402;h&#402;E&#402;B&#402;&#8220;&#402;h&#402;E&#8218;ª&#402;A&#402;N&#402;e&#402;B&#402;u&#8218;Ì&#65533;ê&#65533;&#8225;)
#--------------------------------------------------------------------------
def update_command
# B &#402;{&#402;^&#402;&#8220;&#8218;ª&#8240;&#376;&#8218;³&#8218;ê&#8218;½&#65533;ê&#65533;&#8225;
if Input.trigger?(Input::B)
# &#402;L&#402;&#402;&#402;&#8220;&#402;Z&#402;&#8249; SE &#8218;ð&#8240;&#8240;&#8216;t
$game_system.se_play($data_system.cancel_se)
# &#402;}&#402;b&#402;v&#8240;æ&#8211;Ê&#8218;É&#65533;Ø&#8218;è&#8216;Ö&#8218;¦
$scene = Scene_Map.new
return
end
# C &#402;{&#402;^&#402;&#8220;&#8218;ª&#8240;&#376;&#8218;³&#8218;ê&#8218;½&#65533;ê&#65533;&#8225;
if Input.trigger?(Input::C)
# &#402;p&#65533;[&#402;e&#402;B&#65533;l&#65533;&#8221;&#8218;ª 0 &#65533;l&#8218;Å&#65533;A&#402;Z&#65533;[&#402;u&#65533;A&#402;Q&#65533;[&#402;&#8364;&#65533;I&#8212;¹&#710;È&#352;O&#8218;Ì&#402;R&#402;}&#402;&#8220;&#402;h&#8218;Ì&#65533;ê&#65533;&#8225;
if $game_party.actors.size == 0 and @command_window.index < 4
# &#402;u&#402;U&#65533;[ SE &#8218;ð&#8240;&#8240;&#8216;t
$game_system.se_play($data_system.buzzer_se)
return
end
# &#402;R&#402;}&#402;&#8220;&#402;h&#402;E&#402;B&#402;&#8220;&#402;h&#402;E&#8218;Ì&#402;J&#65533;[&#402;\&#402;&#8249;&#710;Ê&#8217;u&#8218;Å&#8226;ª&#352;ò
case @command_window.index
when 0 # &#402;A&#402;C&#402;e&#402;&#8364;
# &#338;&#710;&#8217;è SE &#8218;ð&#8240;&#8240;&#8216;t
$game_system.se_play($data_system.decision_se)
# &#402;A&#402;C&#402;e&#402;&#8364;&#8240;æ&#8211;Ê&#8218;É&#65533;Ø&#8218;è&#8216;Ö&#8218;¦
$scene = Scene_Item.new
when 1 # &#402;X&#402;L&#402;&#8249;
# &#338;&#710;&#8217;è SE &#8218;ð&#8240;&#8240;&#8216;t
$game_system.se_play($data_system.decision_se)
# &#402;X&#402;e&#65533;[&#402;^&#402;X&#402;E&#402;B&#402;&#8220;&#402;h&#402;E&#8218;ð&#402;A&#402;N&#402;e&#402;B&#402;u&#8218;É&#8218;·&#8218;é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 2 # &#8216;&#8226;&#8221;õ
# &#338;&#710;&#8217;è SE &#8218;ð&#8240;&#8240;&#8216;t
$game_system.se_play($data_system.decision_se)
# &#402;X&#402;e&#65533;[&#402;^&#402;X&#402;E&#402;B&#402;&#8220;&#402;h&#402;E&#8218;ð&#402;A&#402;N&#402;e&#402;B&#402;u&#8218;É&#8218;·&#8218;é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 3 # &#402;X&#402;e&#65533;[&#402;^&#402;X
# &#338;&#710;&#8217;è SE &#8218;ð&#8240;&#8240;&#8216;t
$game_system.se_play($data_system.decision_se)
# &#402;X&#402;e&#65533;[&#402;^&#402;X&#402;E&#402;B&#402;&#8220;&#402;h&#402;E&#8218;ð&#402;A&#402;N&#402;e&#402;B&#402;u&#8218;É&#8218;·&#8218;é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 4 # &#402;Z&#65533;[&#402;u
# &#402;Z&#65533;[&#402;u&#8249;Ö&#381;~&#8218;Ì&#65533;ê&#65533;&#8225;
if $game_system.save_disabled
# &#402;u&#402;U&#65533;[ SE &#8218;ð&#8240;&#8240;&#8216;t
$game_system.se_play($data_system.buzzer_se)
return
end
# &#338;&#710;&#8217;è SE &#8218;ð&#8240;&#8240;&#8216;t
$game_system.se_play($data_system.decision_se)
# &#402;Z&#65533;[&#402;u&#8240;æ&#8211;Ê&#8218;É&#65533;Ø&#8218;è&#8216;Ö&#8218;¦
$scene = Scene_Save.new
when 5 # &#402;Q&#65533;[&#402;&#8364;&#65533;I&#8212;¹
# &#338;&#710;&#8217;è SE &#8218;ð&#8240;&#8240;&#8216;t
$game_system.se_play($data_system.decision_se)
# &#402;Q&#65533;[&#402;&#8364;&#65533;I&#8212;¹&#8240;æ&#8211;Ê&#8218;É&#65533;Ø&#8218;è&#8216;Ö&#8218;¦
$scene = Scene_End.new
end
return
end
# &#402;A&#402;j&#402;&#65533;&#65533;[&#402;V&#402;&#8225;&#402;&#8220;&#8217;&#8224;&#8218;È&#8218;ç&#402;J&#65533;[&#402;\&#402;&#8249;&#8218;Ì&#65533;&#710;&#8212;&#65533;&#8218;ð&#65533;s&#8218;í&#8218;È&#8218;¢
return if @command_window.animation?
# &#65533;ªor&#65533;© &#402;{&#402;^&#402;&#8220;&#8218;ª&#8240;&#376;&#8218;³&#8218;ê&#8218;½&#65533;ê&#65533;&#8225;
if Input.press?(Input::UP) or Input.press?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
return
end
# &#65533;«or&#65533;¨ &#402;{&#402;^&#402;&#8220;&#8218;ª&#8240;&#376;&#8218;³&#8218;ê&#8218;½&#65533;ê&#65533;&#8225;
if Input.press?(Input::DOWN) or Input.press?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
return
end
end
#--------------------------------------------------------------------------
# &#65533;&#339; &#402;t&#402;&#338;&#65533;[&#402;&#8364;&#65533;X&#65533;V (&#402;X&#402;e&#65533;[&#402;^&#402;X&#402;E&#402;B&#402;&#8220;&#402;h&#402;E&#8218;ª&#402;A&#402;N&#402;e&#402;B&#402;u&#8218;Ì&#65533;ê&#65533;&#8225;)
#--------------------------------------------------------------------------
def update_status
# B &#402;{&#402;^&#402;&#8220;&#8218;ª&#8240;&#376;&#8218;³&#8218;ê&#8218;½&#65533;ê&#65533;&#8225;
if Input.trigger?(Input::B)
# &#402;L&#402;&#402;&#402;&#8220;&#402;Z&#402;&#8249; SE &#8218;ð&#8240;&#8240;&#8216;t
$game_system.se_play($data_system.cancel_se)
# &#402;R&#402;}&#402;&#8220;&#402;h&#402;E&#402;B&#402;&#8220;&#402;h&#402;E&#8218;ð&#402;A&#402;N&#402;e&#402;B&#402;u&#8218;É&#8218;·&#8218;é
@command_window.active = true
@status_window.active = false
@status_window.visible = false
@status_window.index = -1
return
end
# C &#402;{&#402;^&#402;&#8220;&#8218;ª&#8240;&#376;&#8218;³&#8218;ê&#8218;½&#65533;ê&#65533;&#8225;
if Input.trigger?(Input::C)
# &#402;R&#402;}&#402;&#8220;&#402;h&#402;E&#402;B&#402;&#8220;&#402;h&#402;E&#8218;Ì&#402;J&#65533;[&#402;\&#402;&#8249;&#710;Ê&#8217;u&#8218;Å&#8226;ª&#352;ò
case @command_window.index
when 1 # &#402;X&#402;L&#402;&#8249;
# &#8218;±&#8218;Ì&#402;A&#402;N&#402;^&#65533;[&#8218;Ì&#65533;s&#8220;®&#65533;§&#338;À&#8218;ª 2 &#710;È&#65533;ã&#8218;Ì&#65533;ê&#65533;&#8225;
if $game_party.actors[@status_window.index].restriction >= 2
# &#402;u&#402;U&#65533;[ SE &#8218;ð&#8240;&#8240;&#8216;t
$game_system.se_play($data_system.buzzer_se)
return
end
# &#338;&#710;&#8217;è SE &#8218;ð&#8240;&#8240;&#8216;t
$game_system.se_play($data_system.decision_se)
# &#402;X&#402;L&#402;&#8249;&#8240;æ&#8211;Ê&#8218;É&#65533;Ø&#8218;è&#8216;Ö&#8218;¦
$scene = Scene_Skill.new(@status_window.index)
when 2 # &#8216;&#8226;&#8221;õ
# &#338;&#710;&#8217;è SE &#8218;ð&#8240;&#8240;&#8216;t
$game_system.se_play($data_system.decision_se)
# &#8216;&#8226;&#8221;õ&#8240;æ&#8211;Ê&#8218;É&#65533;Ø&#8218;è&#8216;Ö&#8218;¦
$scene = Scene_Equip.new(@status_window.index)
when 3 # &#402;X&#402;e&#65533;[&#402;^&#402;X
# &#338;&#710;&#8217;è SE &#8218;ð&#8240;&#8240;&#8216;t
$game_system.se_play($data_system.decision_se)
# &#402;X&#402;e&#65533;[&#402;^&#402;X&#8240;æ&#8211;Ê&#8218;É&#65533;Ø&#8218;è&#8216;Ö&#8218;¦
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end

Ich hoffe um schnelle antwort und danke im vorraus.


(Gut wäre es auch wenn bei den overdrivemoves dann das 0 für die MP weg währen. Is aber nich unbedingt nötig)
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Das ist mein kleiner Hausdrache. Beeindruckend was^^

Ps: eigentlich gehört da noch so ein schild dazu "Mein Atem hat 1000°C hältst du das aus" aber das hat er gefressen.

2

Sonntag, 4. Dezember 2005, 07:02

Quid?

Also um es fr mich zu kapitulieren. du wilst neben den techniken noch für jeden helden einen overdrive haben, der eig. auch nur eine technik ist?

Aber wozu brauchst du dann ein eigenes Menü dazu?

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3

Sonntag, 4. Dezember 2005, 21:52

Damit die overdrivetechnik nicht im technikmenü steht. Das sollte dann so wie bei FFX sein. zumindest so ähnlich. Das overdrive Menü sollte dann auch erst sichtbar werden wenn die Overdrive-Leiste voll ist.
Bild
Das ist mein kleiner Hausdrache. Beeindruckend was^^

Ps: eigentlich gehört da noch so ein schild dazu "Mein Atem hat 1000°C hältst du das aus" aber das hat er gefressen.

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