He, leute! ein freund von mir braucht schnell main, scene_menu, scene_map, und game_temp! kann das wer in eine textdatei packen? wär echt nett
-- /Ateria Demo/Halloween nightmare VV/Pokemon-Nightmare VV/Don's Nightmare VV/
Wieso besorgt er sich nicht die Trial vom RMXP? Da sind sie alle drin. o.O
frag ich mich auch grad... ich hab ihn auch gefragt... er wirds wahrscheinlich tun...
Hier sind sie trotzdem mal : Main: Code: #============================================================================== # ** Main #------------------------------------------------------------------------------ # After defining each class, actual processing begins here. #============================================================================== begin # 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 scene_menu: Code: #============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs menu screen processing. #============================================================================== class Scene_Menu #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make command window s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "Status" s5 = "Save" s6 = "End Game" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) @command_window.index = @menu_index # If number of party members is 0 if $game_party.actors.size == 0 # Disable items, skills, equipment, and status @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end # If save is forbidden if $game_system.save_disabled # Disable save @command_window.disable_item(4) end # Make play time window @playtime_window = Window_PlayTime.new @playtime_window.x = 0 @playtime_window.y = 224 # Make steps window @steps_window = Window_Steps.new @steps_window.x = 0 @steps_window.y = 320 # Make gold window @gold_window = Window_Gold.new @gold_window.x = 0 @gold_window.y = 416 # Make status window @status_window = Window_MenuStatus.new @status_window.x = 160 @status_window.y = 0 # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @command_window.dispose @playtime_window.dispose @steps_window.dispose @gold_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @command_window.update @playtime_window.update @steps_window.update @gold_window.update @status_window.update # If command window is active: call update_command if @command_window.active update_command return end # If status window is active: call update_status if @status_window.active update_status return end end #-------------------------------------------------------------------------- # * Frame Update (when command window is active) #-------------------------------------------------------------------------- def update_command # 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 $scene = Scene_Map.new return end # If C button was pressed if Input.trigger?(Input::C) # If command other than save or end game, and party members = 0 if $game_party.actors.size == 0 and @command_window.index < 4 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Branch by command window cursor position case @command_window.index when 0 # item # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to item screen $scene = Scene_Item.new when 1 # skill # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 # save # If saving is forbidden if $game_system.save_disabled # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to save screen $scene = Scene_Save.new when 5 # end game # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to end game screen $scene = Scene_End.new end return end end #-------------------------------------------------------------------------- # * Frame Update (when status window is active) #-------------------------------------------------------------------------- def update_status # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Make command window active @command_window.active = true @status_window.active = false @status_window.index = -1 return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 1 # skill # If this actor's action limit is 2 or more if $game_party.actors[@status_window.index].restriction >= 2 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to skill screen $scene = Scene_Skill.new(@status_window.index) when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to equipment screen $scene = Scene_Equip.new(@status_window.index) when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to status screen $scene = Scene_Status.new(@status_window.index) end return end end end scene_map: Code: #============================================================================== # ** Scene_Map #------------------------------------------------------------------------------ # This class performs map screen processing. #============================================================================== class Scene_Map #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make sprite set @spriteset = Spriteset_Map.new # Make message window @message_window = Window_Message.new # Transition run Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of sprite set @spriteset.dispose # Dispose of message window @message_window.dispose # If switching to title screen if $scene.is_a?(Scene_Title) # Fade out screen Graphics.transition Graphics.freeze end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Loop loop do # Update map, interpreter, and player order # (this update order is important for when conditions are fulfilled # to run any event, and the player isn't provided the opportunity to # move in an instant) $game_map.update $game_system.map_interpreter.update $game_player.update # Update system (timer), screen $game_system.update $game_screen.update # Abort loop if player isn't place moving unless $game_temp.player_transferring break end # Run place move transfer_player # Abort loop if transition processing if $game_temp.transition_processing break end end # Update sprite set @spriteset.update # Update message window @message_window.update # If game over if $game_temp.gameover # Switch to game over screen $scene = Scene_Gameover.new return end # If returning to title screen if $game_temp.to_title # Change to title screen $scene = Scene_Title.new return end # If transition 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 showing message window if $game_temp.message_window_showing return end # If encounter list isn't empty, and encounter count is 0 if $game_player.encounter_count == 0 and $game_map.encounter_list != [] # If event is running or encounter is not forbidden unless $game_system.map_interpreter.running? or $game_system.encounter_disabled # Confirm troop n = rand($game_map.encounter_list.size) troop_id = $game_map.encounter_list[n] # If troop is valid if $data_troops[troop_id] != nil # Set battle calling flag $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 B button was pressed if Input.trigger?(Input::B) # If event is running, or menu is not forbidden unless $game_system.map_interpreter.running? or $game_system.menu_disabled # Set menu calling flag or beep flag $game_temp.menu_calling = true $game_temp.menu_beep = true end end # If debug mode is ON and F9 key was pressed if $DEBUG and Input.press?(Input::F9) # Set debug calling flag $game_temp.debug_calling = true end # If player is not moving unless $game_player.moving? # Run calling of each screen 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 end end end #-------------------------------------------------------------------------- # * Battle Call #-------------------------------------------------------------------------- def call_battle # Clear battle calling flag $game_temp.battle_calling = false # Clear menu calling flag $game_temp.menu_calling = false $game_temp.menu_beep = false # Make encounter count $game_player.make_encounter_count # 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 #-------------------------------------------------------------------------- # * Shop Call #-------------------------------------------------------------------------- def call_shop # Clear shop call flag $game_temp.shop_calling = false # Straighten player position $game_player.straighten # Switch to shop screen $scene = Scene_Shop.new end #-------------------------------------------------------------------------- # * Name Input Call #-------------------------------------------------------------------------- def call_name # Clear name input call flag $game_temp.name_calling = false # Straighten player position $game_player.straighten # Switch to name input screen $scene = Scene_Name.new end #-------------------------------------------------------------------------- # * Menu Call #-------------------------------------------------------------------------- def call_menu # Clear menu call flag $game_temp.menu_calling = false # If menu beep flag is set if $game_temp.menu_beep # Play decision SE $game_system.se_play($data_system.decision_se) # Clear menu beep flag $game_temp.menu_beep = false end # Straighten player position $game_player.straighten # Switch to menu screen $scene = Scene_Menu.new end #-------------------------------------------------------------------------- # * Save Call #-------------------------------------------------------------------------- def call_save # Straighten player position $game_player.straighten # Switch to save screen $scene = Scene_Save.new end #-------------------------------------------------------------------------- # * Debug Call #-------------------------------------------------------------------------- def call_debug # Clear debug call flag $game_temp.debug_calling = false # Play decision SE $game_system.se_play($data_system.decision_se) # Straighten player position $game_player.straighten # Switch to debug screen $scene = Scene_Debug.new end #-------------------------------------------------------------------------- # * Player Place Move #-------------------------------------------------------------------------- def transfer_player # Clear player place move call flag $game_temp.player_transferring = false # If move destination is different than current map if $game_map.map_id != $game_temp.player_new_map_id # Set up a new map $game_map.setup($game_temp.player_new_map_id) end # Set up player position $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y) # Set player direction case $game_temp.player_new_direction when 2 # down $game_player.turn_down when 4 # left $game_player.turn_left when 6 # right $game_player.turn_right when 8 # up $game_player.turn_up end # Straighten player position $game_player.straighten # Update map (run parallel process event) $game_map.update # Remake sprite set @spriteset.dispose @spriteset = Spriteset_Map.new # If processing transition if $game_temp.transition_processing # Clear transition processing flag $game_temp.transition_processing = false # Execute transition Graphics.transition(20) end # Run automatic change for BGM and BGS set on the map $game_map.autoplay # Frame reset Graphics.frame_reset # Update input information Input.update end end game_temp: Code: #============================================================================== # ** Game_Temp #------------------------------------------------------------------------------ # This class handles temporary data that is not included with save data. # Refer to "$game_temp" for the instance of this class. #============================================================================== class Game_Temp #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :map_bgm # map music (for battle memory) attr_accessor :message_text # message text attr_accessor :message_proc # message callback (Proc) attr_accessor :choice_start # show choices: opening line attr_accessor :choice_max # show choices: number of items attr_accessor :choice_cancel_type # show choices: cancel attr_accessor :choice_proc # show choices: callback (Proc) attr_accessor :num_input_start # input number: opening line attr_accessor :num_input_variable_id # input number: variable ID attr_accessor :num_input_digits_max # input number: digit amount attr_accessor :message_window_showing # message window showing attr_accessor :common_event_id # common event ID attr_accessor :in_battle # in-battle flag attr_accessor :battle_calling # battle calling flag attr_accessor :battle_troop_id # battle troop ID attr_accessor :battle_can_escape # battle flag: escape possible attr_accessor :battle_can_lose # battle flag: losing possible attr_accessor :battle_proc # battle callback (Proc) attr_accessor :battle_turn # number of battle turns attr_accessor :battle_event_flags # battle event flags: completed attr_accessor :battle_abort # battle flag: interrupt attr_accessor :battle_main_phase # battle flag: main phase attr_accessor :battleback_name # battleback file name attr_accessor :forcing_battler # battler being forced into action attr_accessor :shop_calling # shop calling flag attr_accessor :shop_goods # list of shop goods attr_accessor :name_calling # name input: calling flag attr_accessor :name_actor_id # name input: actor ID attr_accessor :name_max_char # name input: max character count attr_accessor :menu_calling # menu calling flag attr_accessor :menu_beep # menu: play sound effect flag attr_accessor :save_calling # save calling flag attr_accessor :debug_calling # debug calling flag attr_accessor :player_transferring # player place movement flag attr_accessor :player_new_map_id # player destination: map ID attr_accessor :player_new_x # player destination: x-coordinate attr_accessor :player_new_y # player destination: y-coordinate attr_accessor :player_new_direction # player destination: direction attr_accessor :transition_processing # transition processing flag attr_accessor :transition_name # transition file name attr_accessor :gameover # game over flag attr_accessor :to_title # return to title screen flag attr_accessor :last_file_index # last save file no. attr_accessor :debug_top_row # debug screen: for saving conditions attr_accessor :debug_index # debug screen: for saving conditions #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize @map_bgm = nil @message_text = nil @message_proc = nil @choice_start = 99 @choice_max = 0 @choice_cancel_type = 0 @choice_proc = nil @num_input_start = 99 @num_input_variable_id = 0 @num_input_digits_max = 0 @message_window_showing = false @common_event_id = 0 @in_battle = false @battle_calling = false @battle_troop_id = 0 @battle_can_escape = false @battle_can_lose = false @battle_proc = nil @battle_turn = 0 @battle_event_flags = {} @battle_abort = false @battle_main_phase = false @battleback_name = '' @forcing_battler = nil @shop_calling = false @shop_id = 0 @name_calling = false @name_actor_id = 0 @name_max_char = 0 @menu_calling = false @menu_beep = false @save_calling = false @debug_calling = false @player_transferring = false @player_new_map_id = 0 @player_new_x = 0 @player_new_y = 0 @player_new_direction = 0 @transition_processing = false @transition_name = "" @gameover = false @to_title = false @last_file_index = 0 @debug_top_row = 0 @debug_index = 0 end end
#============================================================================== # ** Main #------------------------------------------------------------------------------ # After defining each class, actual processing begins here. #============================================================================== begin # 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
#============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs menu screen processing. #============================================================================== class Scene_Menu #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make command window s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "Status" s5 = "Save" s6 = "End Game" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) @command_window.index = @menu_index # If number of party members is 0 if $game_party.actors.size == 0 # Disable items, skills, equipment, and status @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end # If save is forbidden if $game_system.save_disabled # Disable save @command_window.disable_item(4) end # Make play time window @playtime_window = Window_PlayTime.new @playtime_window.x = 0 @playtime_window.y = 224 # Make steps window @steps_window = Window_Steps.new @steps_window.x = 0 @steps_window.y = 320 # Make gold window @gold_window = Window_Gold.new @gold_window.x = 0 @gold_window.y = 416 # Make status window @status_window = Window_MenuStatus.new @status_window.x = 160 @status_window.y = 0 # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @command_window.dispose @playtime_window.dispose @steps_window.dispose @gold_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @command_window.update @playtime_window.update @steps_window.update @gold_window.update @status_window.update # If command window is active: call update_command if @command_window.active update_command return end # If status window is active: call update_status if @status_window.active update_status return end end #-------------------------------------------------------------------------- # * Frame Update (when command window is active) #-------------------------------------------------------------------------- def update_command # 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 $scene = Scene_Map.new return end # If C button was pressed if Input.trigger?(Input::C) # If command other than save or end game, and party members = 0 if $game_party.actors.size == 0 and @command_window.index < 4 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Branch by command window cursor position case @command_window.index when 0 # item # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to item screen $scene = Scene_Item.new when 1 # skill # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 # save # If saving is forbidden if $game_system.save_disabled # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to save screen $scene = Scene_Save.new when 5 # end game # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to end game screen $scene = Scene_End.new end return end end #-------------------------------------------------------------------------- # * Frame Update (when status window is active) #-------------------------------------------------------------------------- def update_status # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Make command window active @command_window.active = true @status_window.active = false @status_window.index = -1 return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 1 # skill # If this actor's action limit is 2 or more if $game_party.actors[@status_window.index].restriction >= 2 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to skill screen $scene = Scene_Skill.new(@status_window.index) when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to equipment screen $scene = Scene_Equip.new(@status_window.index) when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to status screen $scene = Scene_Status.new(@status_window.index) end return end end end
#============================================================================== # ** Scene_Map #------------------------------------------------------------------------------ # This class performs map screen processing. #============================================================================== class Scene_Map #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make sprite set @spriteset = Spriteset_Map.new # Make message window @message_window = Window_Message.new # Transition run Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of sprite set @spriteset.dispose # Dispose of message window @message_window.dispose # If switching to title screen if $scene.is_a?(Scene_Title) # Fade out screen Graphics.transition Graphics.freeze end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Loop loop do # Update map, interpreter, and player order # (this update order is important for when conditions are fulfilled # to run any event, and the player isn't provided the opportunity to # move in an instant) $game_map.update $game_system.map_interpreter.update $game_player.update # Update system (timer), screen $game_system.update $game_screen.update # Abort loop if player isn't place moving unless $game_temp.player_transferring break end # Run place move transfer_player # Abort loop if transition processing if $game_temp.transition_processing break end end # Update sprite set @spriteset.update # Update message window @message_window.update # If game over if $game_temp.gameover # Switch to game over screen $scene = Scene_Gameover.new return end # If returning to title screen if $game_temp.to_title # Change to title screen $scene = Scene_Title.new return end # If transition 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 showing message window if $game_temp.message_window_showing return end # If encounter list isn't empty, and encounter count is 0 if $game_player.encounter_count == 0 and $game_map.encounter_list != [] # If event is running or encounter is not forbidden unless $game_system.map_interpreter.running? or $game_system.encounter_disabled # Confirm troop n = rand($game_map.encounter_list.size) troop_id = $game_map.encounter_list[n] # If troop is valid if $data_troops[troop_id] != nil # Set battle calling flag $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 B button was pressed if Input.trigger?(Input::B) # If event is running, or menu is not forbidden unless $game_system.map_interpreter.running? or $game_system.menu_disabled # Set menu calling flag or beep flag $game_temp.menu_calling = true $game_temp.menu_beep = true end end # If debug mode is ON and F9 key was pressed if $DEBUG and Input.press?(Input::F9) # Set debug calling flag $game_temp.debug_calling = true end # If player is not moving unless $game_player.moving? # Run calling of each screen 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 end end end #-------------------------------------------------------------------------- # * Battle Call #-------------------------------------------------------------------------- def call_battle # Clear battle calling flag $game_temp.battle_calling = false # Clear menu calling flag $game_temp.menu_calling = false $game_temp.menu_beep = false # Make encounter count $game_player.make_encounter_count # 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 #-------------------------------------------------------------------------- # * Shop Call #-------------------------------------------------------------------------- def call_shop # Clear shop call flag $game_temp.shop_calling = false # Straighten player position $game_player.straighten # Switch to shop screen $scene = Scene_Shop.new end #-------------------------------------------------------------------------- # * Name Input Call #-------------------------------------------------------------------------- def call_name # Clear name input call flag $game_temp.name_calling = false # Straighten player position $game_player.straighten # Switch to name input screen $scene = Scene_Name.new end #-------------------------------------------------------------------------- # * Menu Call #-------------------------------------------------------------------------- def call_menu # Clear menu call flag $game_temp.menu_calling = false # If menu beep flag is set if $game_temp.menu_beep # Play decision SE $game_system.se_play($data_system.decision_se) # Clear menu beep flag $game_temp.menu_beep = false end # Straighten player position $game_player.straighten # Switch to menu screen $scene = Scene_Menu.new end #-------------------------------------------------------------------------- # * Save Call #-------------------------------------------------------------------------- def call_save # Straighten player position $game_player.straighten # Switch to save screen $scene = Scene_Save.new end #-------------------------------------------------------------------------- # * Debug Call #-------------------------------------------------------------------------- def call_debug # Clear debug call flag $game_temp.debug_calling = false # Play decision SE $game_system.se_play($data_system.decision_se) # Straighten player position $game_player.straighten # Switch to debug screen $scene = Scene_Debug.new end #-------------------------------------------------------------------------- # * Player Place Move #-------------------------------------------------------------------------- def transfer_player # Clear player place move call flag $game_temp.player_transferring = false # If move destination is different than current map if $game_map.map_id != $game_temp.player_new_map_id # Set up a new map $game_map.setup($game_temp.player_new_map_id) end # Set up player position $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y) # Set player direction case $game_temp.player_new_direction when 2 # down $game_player.turn_down when 4 # left $game_player.turn_left when 6 # right $game_player.turn_right when 8 # up $game_player.turn_up end # Straighten player position $game_player.straighten # Update map (run parallel process event) $game_map.update # Remake sprite set @spriteset.dispose @spriteset = Spriteset_Map.new # If processing transition if $game_temp.transition_processing # Clear transition processing flag $game_temp.transition_processing = false # Execute transition Graphics.transition(20) end # Run automatic change for BGM and BGS set on the map $game_map.autoplay # Frame reset Graphics.frame_reset # Update input information Input.update end end
#============================================================================== # ** Game_Temp #------------------------------------------------------------------------------ # This class handles temporary data that is not included with save data. # Refer to "$game_temp" for the instance of this class. #============================================================================== class Game_Temp #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :map_bgm # map music (for battle memory) attr_accessor :message_text # message text attr_accessor :message_proc # message callback (Proc) attr_accessor :choice_start # show choices: opening line attr_accessor :choice_max # show choices: number of items attr_accessor :choice_cancel_type # show choices: cancel attr_accessor :choice_proc # show choices: callback (Proc) attr_accessor :num_input_start # input number: opening line attr_accessor :num_input_variable_id # input number: variable ID attr_accessor :num_input_digits_max # input number: digit amount attr_accessor :message_window_showing # message window showing attr_accessor :common_event_id # common event ID attr_accessor :in_battle # in-battle flag attr_accessor :battle_calling # battle calling flag attr_accessor :battle_troop_id # battle troop ID attr_accessor :battle_can_escape # battle flag: escape possible attr_accessor :battle_can_lose # battle flag: losing possible attr_accessor :battle_proc # battle callback (Proc) attr_accessor :battle_turn # number of battle turns attr_accessor :battle_event_flags # battle event flags: completed attr_accessor :battle_abort # battle flag: interrupt attr_accessor :battle_main_phase # battle flag: main phase attr_accessor :battleback_name # battleback file name attr_accessor :forcing_battler # battler being forced into action attr_accessor :shop_calling # shop calling flag attr_accessor :shop_goods # list of shop goods attr_accessor :name_calling # name input: calling flag attr_accessor :name_actor_id # name input: actor ID attr_accessor :name_max_char # name input: max character count attr_accessor :menu_calling # menu calling flag attr_accessor :menu_beep # menu: play sound effect flag attr_accessor :save_calling # save calling flag attr_accessor :debug_calling # debug calling flag attr_accessor :player_transferring # player place movement flag attr_accessor :player_new_map_id # player destination: map ID attr_accessor :player_new_x # player destination: x-coordinate attr_accessor :player_new_y # player destination: y-coordinate attr_accessor :player_new_direction # player destination: direction attr_accessor :transition_processing # transition processing flag attr_accessor :transition_name # transition file name attr_accessor :gameover # game over flag attr_accessor :to_title # return to title screen flag attr_accessor :last_file_index # last save file no. attr_accessor :debug_top_row # debug screen: for saving conditions attr_accessor :debug_index # debug screen: for saving conditions #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize @map_bgm = nil @message_text = nil @message_proc = nil @choice_start = 99 @choice_max = 0 @choice_cancel_type = 0 @choice_proc = nil @num_input_start = 99 @num_input_variable_id = 0 @num_input_digits_max = 0 @message_window_showing = false @common_event_id = 0 @in_battle = false @battle_calling = false @battle_troop_id = 0 @battle_can_escape = false @battle_can_lose = false @battle_proc = nil @battle_turn = 0 @battle_event_flags = {} @battle_abort = false @battle_main_phase = false @battleback_name = '' @forcing_battler = nil @shop_calling = false @shop_id = 0 @name_calling = false @name_actor_id = 0 @name_max_char = 0 @menu_calling = false @menu_beep = false @save_calling = false @debug_calling = false @player_transferring = false @player_new_map_id = 0 @player_new_x = 0 @player_new_y = 0 @player_new_direction = 0 @transition_processing = false @transition_name = "" @gameover = false @to_title = false @last_file_index = 0 @debug_top_row = 0 @debug_index = 0 end end
hui vielen dank!
Foren-Regeln