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MGP
30.11.2007, 16:42
Guten Tag zusammen, :D
ich hab, (mal wieder) mit Problemen bei meinem Maker zu kämpfen, und zwar ganze 3 Probleme xD...
Nun fangen wir mal an:

1. Ich hab, dass Vormenü und das Animiertetitelscript verwendet, schön und
gut, aber erst kommt, der Titelscreen, und wenn ich auf Neues Spiel gehe,
dann kommt erst das Vormenü... Was tun? Ich kann sowieso nichts in
sachen Scripten ausser einbauen... :\

2. So nachdem, dem Vormenü, habe ich eingestellt, dass der Held nach einer
neuen Map teleportiert werden soll, aber nein dann kommt immer "diese" (http://npshare.de/files/36/9750/fehler.png)
Fehlermeldung an.

3. Das ist eigentlich nur, eine Frage:
Ist es möglich, wenn ich bei Main einen anderen Font eingestellt hab, dass
ich diesen wiederum nach dem Titelbild, verändern kann? Wenn ja wie,
bitte dann für Dumme-Scripter erklären. :rolleyes:

Wenn ihr mir, (wieder) helft, wäre ich euch alle, sehr Dankbar. http://www.multimediaxis.de/images/smilies/old/sm_12.gif

Gruß,
~MGP~

-KD-
01.12.2007, 15:44
Kommt alles drauf an, was für ein Animiertes-Titelbild-Script du verwendest. Im einfachsten Fall:

module Game_Start
class << self
#--------------------------------------------------------------------------
# * Öffne alle Dateien aus der Database und speichere ihren Inhalt
#--------------------------------------------------------------------------
def load_database(battle_test=false)
b = if battle_test then 'BT_' else '' end
$data_actors = load_data("Data/"<<b<<"Actors.rxdata")
$data_classes = load_data("Data/"<<b<<"Classes.rxdata")
$data_skills = load_data("Data/"<<b<<"Skills.rxdata")
$data_items = load_data("Data/"<<b<<"Items.rxdata")
$data_weapons = load_data("Data/"<<b<<"Weapons.rxdata")
$data_armors = load_data("Data/"<<b<<"Armors.rxdata")
$data_enemies = load_data("Data/"<<b<<"Enemies.rxdata")
$data_troops = load_data("Data/"<<b<<"Troops.rxdata")
$data_states = load_data("Data/"<<b<<"States.rxdata")
$data_animations = load_data("Data/"<<b<<"Animations.rxdata")
$data_tilesets = load_data("Data/"<<b<<"Tilesets.rxdata")
$data_common_events = load_data("Data/"<<b<<"CommonEvents.rxdata")
$data_system = load_data("Data/"<<b<<"System.rxdata")
end
#--------------------------------------------------------------------------
# * Initialisiere die Elemente des Spiels
#--------------------------------------------------------------------------
def initialize_global_variables()
Graphics.frame_count = 0 #Resete Spielzeit
# Erstelle die globalen Variablen
$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
end
#--------------------------------------------------------------------------
# * Initialisiere die Heldentruppe und starte das Spiel
#--------------------------------------------------------------------------
def start_game
# Initialisiere die Heldentruppe
$game_party.setup_starting_members
# Starte die Anfangsmap
$game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
# Starte Spiel
$game_player.refresh
$game_map.autoplay
$game_map.update
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Wenn per Testkampf gestartet wird, starte Kampf
#--------------------------------------------------------------------------
def start_battle
#Initialisiere Heldentruppe des Testkampfes
$game_party.setup_battle_test_members
# Einstellungen des Testkampfes
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
# Musik abspielen
$game_system.se_play($data_system.battle_start_se)
$game_system.bgm_play($game_system.battle_bgm)
# Starte Kampf
$scene = Scene_Battle.new
end

def start
self.load_database($BTEST)
self.initialize_global_variables
if $BTEST then self.start_battle else self.start_game end
end
end
end
class Scene_Load
def on_cancel
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
end
end

Das Script einfügen und beim Main-Script, wo

$scene = Scene_Title.new
steht diese Zeile entfernen und stattdessen

Game_Start.start
schreiben.

Dann kommst du auf die Map, statt ins Startmenü.

3.) Mit Font.default_name = "Fontname" und Font.default_size = 20 kannst du Namen und Font jederzeit ändern.

MGP
01.12.2007, 15:55
Cool 8)
Dankeschön, dann kann hier Geclosed werden, vielen dank nochmal.

Gruß,
~MGP~

MGP
04.12.2007, 17:13
Doch nicht Closen. XD
Hab noch eine Frage, wie komme, ich denn jetzt, zurück zum TB?
Also nachdem, dass Vormenü gelaufen ist. Ich hab es mit Eigeninitiative, versucht per Skirpt, aber dann kam wieder, mein toller Freund, der Syntax Error, nun was muss ich machen. Falls es hilft, ich habe das Animierte TB Script von MarkusMKS, habe mal das Script jetzt beigefügt:

#==============================================================================
# ** Scene_CTS Title Script
#------------------------------------------------------------------------------
#
# =/ ©opyright Markus Lechner -alias markusmks
# =/ Version = 1.00
# | Instructions:
# | Es handelt sich um ein Custom Title Script (Kurz: CTS)
# | Hiermit lassen sich schnell bewegliche, gefüllte Title Screens erstellen.
# | Man braucht sich nur die Daten aus den Optionen umändern und schon hat man
# | so ziemlich alles.
# |
# | Einfügen:
# | Um es recht unkompliziert zu halten, es muss über all
# | Scene_CTS.new statt Scene_Title.new stehen. Also in:
# | Main > line 11
# | Scene_End > line 84
# | Scene_Map > line 84
# | Scene_Gameover > line 56
# | Scene_Battle 1 > line 286
# |
# | - Oder du löscht Scene_Title und benennst Scene_CTS einfach danach um.
# | Einfacher zum Einbauen...
# |
# | $cts_back / Hintergrundbild, wenn nil wird standard verwendet.
# | Wenn ein String eingefügt wird, wird das Bild aus dem
# | Picture Ordner entnommen.
# | $cts_right_back / Rechtes Einblende Bild ( Hinter Command_Window )
# | $cts_moving / Bewegung des Bildes > Richtungen unten gezeigt...
# |
# | $cts_command_y / Höhe von Auswahl Fenster (Command_Window)
# |
# | $cts_layer_x / Man kann 9 Layers einfügen, wovon Layer 8,9 über alles andere
# | ist. Bsp: $cts_layer_8 = "bild.png"
# | _8 ist unter dem Command_Window / _9 ist darüber
# |
# |
# | $cts_cursor / Cursor Grafik
# | $cts_cursor_ani_size / Für bewegliche Cursor > Bilder immer in 32x32 halten.
# | Die einzellnen Grafiken in einer Bild-Datei horizontal einfügen.
# |
# | $cts_cursor_speed / Geschwindigkeit, wie schnell der Cursor die Animationen
# | durchführt. Je höher desto langsamer.
# |
# | $cts_show_transition / Fade out bein Spiel start Aktivieren od. Deaktivieren
# | $cts_transition_speed / Fade out geschwindigkeit > Je niedriger desto langsamer
# |
# | Zusatzfunktionen:
# | Es lassen sich direkt im Title Screen die Variablen sowie Switches ändern.
# | Wenn benötigt kann man auch das Vermögen ändern... (Gold)
# | Switch/Variablen = F5
# | Gold = F6
# |
# | Info:
# | Alle Grafiken müssen sich in [Spiele_Ordner/Graphics/Pictures/]
# | befinden, also im Picture Ordner.
# |
# $
# $ Bemerkung:
# $ Dieses Script baut auf die Community auf und darf somit frei verwendet
# $ werden, solang die Ersteller-Daten nicht verändert werden.
# $ Schreibfehler, Bugs bleiben dem Script überlassen, Sie werden jedoch auf
# $ Anfrage (Beschrängt) gerne verbessert.
# $ Mit diesem Anschreiben stelle ich mir keine Verpflichtungen gegenüber
# $ diesem Script, der Support steht auch der Community zu.
# $ Mit diesen Worten, Viel Spaß mit diesem Script!
# $
# |
# | -©- Markus Lechner alias markusmks
#==============================================================================
# OPTIONEN --------------------------------------------------------------------
$cts_back = "back.png" # nil ( Hintergrund Bild Bsp: "Bild.png" )
$cts_right_back = "back.png" # Anzeige Bild
$cts_moving = 3 # 3 (0=Nichts,1=Rauf,2=Runter,3=Links,4=Rechts)
$cts_command_y = 350 # 350| Command Fenster Y Anzeige
$cts_new_game = "LEIDE..." # "Neues Spiel"
$cts_continue = "LEIDEN FORSETZEN" # "Fortsetzen"
$cts_end_game = "LEIDEN BEENDEN..." # "Beenden"
$cts_layer_1 = "back.png" # Bsp. Layer Grafik 1 (640x480)
$cts_layer_8 = "back.png" # Bsp. Layer Grafik 8
$cts_layer_2 = "back.png" # Bsp. Layer Grafik 2
$cts_layer_7 = "back.png" # Bsp. Layer Grafik 7
# $cts_layer_x || x austauschen mit einer Zahl von 1-9
$cts_cursor = "cursor.png" # Cursor Bild ( 32x32 )
$cts_cursor_ani_size = 4 # 4 | Animations Größe (Ablauf der Bilder)
$cts_cursor_speed = 3 # 3 | Cursor Ablauf Geschwindigkeit
$cts_show_transition = true # true | fadet Screen bei Spiel start ab.
$cts_transition_speed = 6 # 6 | Fadeout Zeit / Je niedriger desto langsamer
# OPTIONEN ####################################################################

class Scene_CTS
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
if $BTEST
battle_test
return
end
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_party = Game_Party.new
$game_system = Game_System.new
@sprite = Plane.new
if $cts_back == nil
back_picture = RPG::Cache.title($data_system.title_name)
else
back_picture = RPG::Cache.picture($cts_back)
end
@sprite.bitmap = back_picture
@sprite_move_timer = 0
@moving_actions = 0
s1 = $cts_new_game
s2 = $cts_continue
s3 = $cts_end_game
@layer_graphics = []
for i in 1..9
script = "$cts_layer_"+i.to_s+" != nil"
result = eval(script)
@layer_graphics.push(i) if result == true
end
for num in @layer_graphics
graphic = eval("$cts_layer_"+num.to_s)
eval("@cts_sprite_"+num.to_s+' = Sprite.new')
eval("@cts_sprite_"+num.to_s+'.bitmap = RPG::Cache.picture(graphic)')
eval("@cts_sprite_"+num.to_s+'.z = 99') if num == 8
eval("@cts_sprite_"+num.to_s+'.z = 106') if num == 9
end
@command_window = Window_Command.new(192, [s1, s2, s3])
@command_window.back_opacity = 160
@command_window.x = 640 - @command_window.width
@command_window.y = $cts_command_y
@command_window.opacity = 0
@command_window.contents_opacity = 0
@command_window.active = false
@cts_cursor = Sprite.new
@cts_cursor.bitmap = RPG::Cache.picture($cts_cursor.to_s)
@cts_cursor.src_rect.set(0, 0, 32, 32)
@cts_cursor.z = 105
@cts_cursor.x = 600
@cts_cursor.y = $cts_command_y+8
@cts_cursor.opacity = 0
@cts_cursor_movin = 1
@cts_cursor_movin_timer = 0
@continue_enabled = false
@rigth_back_sprite = Sprite.new
@rigth_back_sprite.bitmap = RPG::Cache.picture($cts_right_back.to_s)
@rigth_back_sprite.x = 640
@wait_timer = 0
if $cts_show_transition
@transition_graph = Sprite.new
@transition_graph.bitmap = Bitmap.new(640,480)
@transition_graph.bitmap.fill_rect(0,0,640,480,Color.new(0,0,0))
@transition_graph.opacity = 0
@transition_graph.z = 9999
end
for i in 0..3
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
end
end
if @continue_enabled
@command_window.index = 1
else
@command_window.disable_item(1)
end
if $DEBUG
@left_window = Window_DebugLeft.new
@left_window.opacity = 220
@left_window.z = 500
@right_window = Window_DebugRight.new
@right_window.opacity = 220
@right_window.z = 500
@help_window = Window_Base.new(192, 352, 448, 128)
@help_window.contents = Bitmap.new(406, 96)
@help_window.opacity = 220
@help_window.z = 500
@left_window.active = true
@right_window.active = false
@left_window.visible = false
@right_window.visible = false
@help_window.visible = false
@gold_window = Window_Base.new(170,208,300,128)
@gold_window.contents = Bitmap.new(268,96)
@gold_window.contents.draw_text(0,0,268,32,"Gold:")
@gold_window.contents.draw_text(0,0,268,32,$game_party.gold.to_s,2)
@gold_window.z = 505
@gold_window.opacity = 192
@gold_window.visible = false
@gold_window_trans = Sprite.new
@gold_window_trans.bitmap = Bitmap.new(640,480)
@gold_window_trans.bitmap.fill_rect(0,0,640,480,Color.new(0,0,0,190))
@gold_window_trans.z = 500
@gold_window_trans.visible = false
end
@msc_active = false
@msc_active_gold = false
$game_system.bgm_play($data_system.title_bgm)
Audio.me_stop
Audio.bgs_stop
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@sprite.bitmap.dispose
@sprite.dispose
for num in @layer_graphics
eval("@cts_sprite_"+num.to_s+'.bitmap.dispose')
eval("@cts_sprite_"+num.to_s+'.dispose')
end
if $DEBUG
@left_window.dispose
@right_window.dispose
@help_window.dispose
end
@cts_cursor.bitmap.dispose
@cts_cursor.dispose
@rigth_back_sprite.bitmap.dispose
@rigth_back_sprite.dispose
if $cts_show_transition
@transition_graph.bitmap.dispose
@transition_graph.dispose
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if $DEBUG
if Input.press?(Input::F5) or @msc_active == true
return if @msc_active_gold == true
@left_window.visible = true
@right_window.visible = true
@help_window.visible = true
update_msc
return
else
@left_window.visible = false
@right_window.visible = false
@help_window.visible = false
end
if Input.press?(Input::F6) or @msc_active_gold == true
return if @msc_active == true
update_gold
return
end
end
update_cursor
@sprite_move_timer+=1
if @sprite_move_timer % 2 == 0
case $cts_moving
when 1
@sprite.oy += 1
when 2
@sprite.oy -= 1
when 3
@sprite.ox += 1
when 4
@sprite.ox -= 1
end
end
case @moving_actions
when 0
if @rigth_back_sprite.x > 640 - @rigth_back_sprite.bitmap.width
@rigth_back_sprite.x -= 5
end
if @rigth_back_sprite.x <= 640 - @rigth_back_sprite.bitmap.width
@rigth_back_sprite.x = 640 - @rigth_back_sprite.bitmap.width
@moving_actions += 1
end
when 1
if @command_window.contents_opacity <= 255
@command_window.contents_opacity += 10
@cts_cursor.opacity += 12
@command_window.active = true
else
@command_window.contents_opacity = 255
end
when 2
if @command_window.contents_opacity >= 0
@command_window.contents_opacity -= 10
@cts_cursor.opacity -= 12
@command_window.active = false
@rigth_back_sprite.opacity -= 10
@rigth_back_sprite.x += 1
@wait_timer += 1
if $cts_show_transition
@transition_graph.opacity = @wait_timer*$cts_transition_speed
else
@wait_timer += 1
end
end
if @wait_timer >= 50
if $cts_show_transition and not @transition_graph.opacity >= 255
return
end
case @command_window.index
when 0 # New game
command_new_game
when 1 # Continue
command_continue
when 2 # Shutdown
command_shutdown
end
end
end
# Update command window
@command_window.update
# If C button was pressed
if Input.trigger?(Input::C)
@moving_actions = 2
if @command_window.index != 1
$game_system.se_play($data_system.decision_se)
end
if @command_window.index == 1
unless @continue_enabled
$game_system.se_play($data_system.buzzer_se)
@moving_actions = 1
return
end
$game_system.se_play($data_system.decision_se)
end
# Branch by command window cursor position
end
end
#--------------------------------------------------------------------------
# * Update Main Script Config
#--------------------------------------------------------------------------
def update_msc
@msc_active = true
@right_window.mode = @left_window.mode
@right_window.top_id = @left_window.top_id
@left_window.update
@right_window.update
if @left_window.active
update_left
return
end
if @right_window.active
update_right
return
end
end
#--------------------------------------------------------------------------
# * Update Main Script Config
#--------------------------------------------------------------------------
def update_gold
@msc_active_gold = true
@gold_window_trans.visible = true
@gold_window.visible = true
@gold_window.contents.clear
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
@gold_window.visible = false
@gold_window_trans.visible = false
@msc_active_gold = false
return
end
color = Color.new(100,100,255,100)
if Input.repeat?(Input::UP)
$game_system.se_play($data_system.cursor_se)
@gold_window.contents.fill_rect(0,64,89,32,color)
$game_party.gain_gold(20)
end
if Input.repeat?(Input::DOWN)
$game_system.se_play($data_system.cursor_se)
@gold_window.contents.fill_rect(97,64,101,32,color)
$game_party.lose_gold(20)
end
if Input.repeat?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@gold_window.contents.fill_rect(90,32,101,32,color)
$game_party.gain_gold(5)
end
if Input.repeat?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@gold_window.contents.fill_rect(0,32,77,32,color)
$game_party.lose_gold(5)
end
@gold_window.contents.draw_text(0,0,268,32,"Gold:")
@gold_window.contents.draw_text(0,0,268,32,$game_party.gold.to_s,2)
@gold_window.contents.fill_rect(0,30,268,3,Color.new(0,0,0))
@gold_window.contents.draw_text(0,32,268,32,"Links : -5 Rechts : +5")
@gold_window.contents.draw_text(0,64,268,32,"Rauf : +20 Runter : -20")
end
#--------------------------------------------------------------------------
# * Frame Update (when left window is active)
#--------------------------------------------------------------------------
def update_left
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
@msc_active = false
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Display help
if @left_window.mode == 0
text1 = "C (Enter) : Ein / Aus"
@help_window.contents.draw_text(4, 0, 406, 32, text1)
else
text1 = "Links : -1 Rechts : +1"
text2 = "L (RildRauf) : -10"
text3 = "R (BildRunter) : +10"
@help_window.contents.draw_text(4, 0, 406, 32, text1)
@help_window.contents.draw_text(4, 32, 406, 32, text2)
@help_window.contents.draw_text(4, 64, 406, 32, text3)
end
# Activate right window
@left_window.active = false
@right_window.active = true
@right_window.index = 0
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when right window is active)
#--------------------------------------------------------------------------
def update_right
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Activate left window
@left_window.active = true
@right_window.active = false
@right_window.index = -1
# Erase help
@help_window.contents.clear
return
end
# Get selected switch / variable ID
current_id = @right_window.top_id + @right_window.index
# If switch
if @right_window.mode == 0
# If C button was pressed
if Input.trigger?(Input::C)
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Reverse ON / OFF
$game_switches[current_id] = (not $game_switches[current_id])
@right_window.refresh
return
end
end
# If variable
if @right_window.mode == 1
# If right button was pressed
if Input.repeat?(Input::RIGHT)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# Increase variables by 1
$game_variables[current_id] += 1
# Maximum limit check
if $game_variables[current_id] > 99999999
$game_variables[current_id] = 99999999
end
@right_window.refresh
return
end
# If left button was pressed
if Input.repeat?(Input::LEFT)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# Decrease variables by 1
$game_variables[current_id] -= 1
# Minimum limit check
if $game_variables[current_id] < -99999999
$game_variables[current_id] = -99999999
end
@right_window.refresh
return
end
# If R button was pressed
if Input.repeat?(Input::R)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# Increase variables by 10
$game_variables[current_id] += 10
# Maximum limit check
if $game_variables[current_id] > 99999999
$game_variables[current_id] = 99999999
end
@right_window.refresh
return
end
# If L button was pressed
if Input.repeat?(Input::L)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# Decrease variables by 10
$game_variables[current_id] -= 10
# Minimum limit check
if $game_variables[current_id] < -99999999
$game_variables[current_id] = -99999999
end
@right_window.refresh
return
end
end
end
#--------------------------------------------------------------------------
# * Cursor Move Update
#--------------------------------------------------------------------------
def update_cursor
y = ($cts_command_y+8) + (@command_window.index*32)
if @cts_cursor.y < y
@cts_cursor.y = y - (y-@cts_cursor.y) / 2
elsif @cts_cursor.y > y
@cts_cursor.y = y + (@cts_cursor.y-y) / 2
end
@cts_cursor_movin_timer += 1
if @cts_cursor_movin_timer % $cts_cursor_speed == 0
if $cts_cursor_ani_size > 1
x = (@cts_cursor_movin-1)*32
@cts_cursor.src_rect.set(x, 0, 32, 32)
@cts_cursor_movin += 1
end
if @cts_cursor_movin >= $cts_cursor_ani_size+1
@cts_cursor_movin = 1
end
end
end
#--------------------------------------------------------------------------
# * Command: New Game
#--------------------------------------------------------------------------
def command_new_game
# Stop BGM
Audio.bgm_stop
# Reset frame count for measuring play time
Graphics.frame_count = 0
# Make each type of game object
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
# Set up initial party
$game_party.setup_starting_members
# Set up initial map position
$game_map.setup($data_system.start_map_id)
# Move player to initial position
$game_player.moveto($data_system.start_x, $data_system.start_y)
# Refresh player
$game_player.refresh
# Run automatic change for BGM and BGS set with map
$game_map.autoplay
# Update map (run parallel process event)
$game_map.update
# Switch to map screen
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Command: Continue
#--------------------------------------------------------------------------
def command_continue
# Switch to load screen
$scene = Scene_Load.new
end
#--------------------------------------------------------------------------
# * Command: Shutdown
#--------------------------------------------------------------------------
def command_shutdown
# Fade out BGM, BGS, and ME
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# Shutdown
$scene = nil
end
#--------------------------------------------------------------------------
# * Battle Test
#--------------------------------------------------------------------------
def battle_test
# Load database (for 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")
# Reset frame count for measuring play time
Graphics.frame_count = 0
# Make each game object
$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
# Set up party for battle test
$game_party.setup_battle_test_members
# Set troop ID, can escape flag, and battleback
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
# Play battle start SE
$game_system.se_play($data_system.battle_start_se)
# Play battle BGM
$game_system.bgm_play($game_system.battle_bgm)
# Switch to battle screen
$scene = Scene_Battle.new
end
end

-KD-
04.12.2007, 21:25
Warum machst du das animierte Titelmenü nicht mit Pictures und EventCommands oO? Ist doch viele einfacher als so ein Skript zu nutzen.

MGP
05.12.2007, 15:02
Warum machst du das animierte Titelmenü nicht mit Pictures und EventCommands oO? Ist doch viele einfacher als so ein Skript zu nutzen.
Stimmt! Darauf, hätte ich auch selbst kommen können... XD
Aber, wie will ich dann, dass Spiel laden, wenn ich gespeichert habe?
Also, ich habe bis jetzt, nur Speichermenü aufrufen gefunden... :\

Ascare
05.12.2007, 15:21
per call script:

$scene = Scene_Load.new
;)

MGP
05.12.2007, 15:24
per call script:

$scene = Scene_Load.new
;)
Boah, dankeschön. Danke an euch allen, dass ihr mir dabei geholfen habt, ich sollte wenn ich mal Zeit hab, wirklich Ruby lernen. Danke trotzdem :D

Gruß,
~MGP~