Guten Abend,

ich habe ein Problem bei meinem Spiel, ich habe 2 Scripts eingefügt, einmal ein
Skill-Book sowie ein AUfzähler der EXP nach einem Kampf!

Beide Scripts funktionieren wunderbar, nur wird der Text nicht angezeigt, habe dafür 2 Bilder gemacht

Einmal das Skillbook:
(WIe man sieht, wird keine Fertigkeit angezeigt, obwohl erstellt!



Einmal der Aufzähler nach einem Kampf:
( Bilder und EXP Bild wird angezeigt TEXT aber nicht )



Hier sind die SCripts:

Skill-Book

Code:
fontface = "Arial"
  # Change the $fontsize variable to change the font size
  $fontsize = 24
module Skill_Book_Config
  SHOW_COMPLETE_TYPE = 3         #図鑑完æˆçއã®è¡¨ç¤ºæ–¹æ³•
                                 #0:表示ãªã— 1:ç¾åœ¨æ•°/最大数 2:%表示 3:両方
  DRAW_POW_ZERO = false          #å¨åŠ›0ã®ã¨ããã®ã¾ã¾è¡¨ç¤ºã™ã‚‹ã‹ã©ã†ã‹
                                 #true:ã™ã‚‹ false:ã—ãªã„
  ZERO_POW_TEXT = "Arial"           #å¨åŠ›0ã®æ™‚表示ã—ãªã„å ´åˆã®ä»£ã‚りã«è¡¨ç¤ºã™ã‚‹è¨€è‘‰
end

class Window_SkillBook_Info < Window_Selectable
  include Skill_Book_Config
end

class Data_SkillBook
  attr_reader :skill_kind_name
  attr_reader :kind_row
  attr_reader :skill_id_data
  attr_reader :skill_kind_element_name
  #--------------------------------------------------------------------------
  # â— ã‚ªãƒ–ã‚¸ã‚§ã‚¯ãƒˆåˆæœŸåŒ–
  #--------------------------------------------------------------------------
  def initialize
    
    # ↓以下ã€è¨•定用ã®ã„ã‚ã„ã‚
    @skill_kind_name = ["Angriff", "Verteidigung", "Heilen"]
    @kind_row = ["Angriff",
                 "Verteidigung",
                 "Heilen"]
    @skill_kind_element_name = ["Angriff", "Verteidigung", "Heilen"]
    # ↑ココã¾ã§
    
    @skill_id_data = skill_book_id_set
  end
  #--------------------------------------------------------------------------
  # ◠指定ã•れãŸç¨®é¡žè¡¨ç¤ºåã®æƒ…å ±ã‚’è¿”ã™
  #--------------------------------------------------------------------------
  def kind_search(name)
    if @skill_kind_name.include?(name)
      return [0, @skill_kind_name.index(name)]
    end
  end
  #--------------------------------------------------------------------------
  # ◠図鑑用登録無視属性å–å¾—
  #--------------------------------------------------------------------------
  def no_add_element
    no_add = 0
    # 登録無視ã®å±žæ€§IDã‚’å–å¾—
    for i in 1...$data_system.elements.size
      if $data_system.elements[i] =~ /図鑑登録無効/
        no_add = i
        break
      end
    end
    return no_add
  end
  
  #--------------------------------------------------------------------------
  # ◠指定ã•れãŸå±žæ€§åã®IDã‚’è¿”ã™
  #--------------------------------------------------------------------------
  def element_search(element_name)
    return nil if element_name == nil
    for i in 1...$data_system.elements.size
      if $data_system.elements[i] =~ /^#{element_name}/
        return i
      end
    end
  end
  
  #--------------------------------------------------------------------------
  # ◠図鑑用スゕルID訕定
  #--------------------------------------------------------------------------
  def skill_book_id_set
    data = []
    no_add = no_add_element
    if @skill_kind_element_name.size == 0
      data[0] = [0]
      for i in 1...$data_skills.size
        skill = $data_skills[i]
        next if skill.name == ""
        next if skill.element_set.include?(no_add)
        data[0].push(skill.id)
      end
    else
      for i in 0...@skill_kind_element_name.size
        data[i] = [0]
        element_id = element_search(@skill_kind_element_name[i])
        for j in 1...$data_skills.size
          skill = $data_skills[j]
          next if skill.name == ""
          next if skill.element_set.include?(no_add)
          if skill.element_set.include?(element_id)
            data[i].push(skill.id)
          end
        end
      end
    end
    return data
  end
end

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ◠スゕルを覚ãˆã‚‹
  #     skill_id : スゕル ID
  #--------------------------------------------------------------------------
  alias game_actor_skill_book_learn_skill learn_skill
  def learn_skill(skill_id)
    game_actor_skill_book_learn_skill(skill_id)
    $game_system.add_skill_count(skill_id)
  end
end

class Window_Base < Window
  #--------------------------------------------------------------------------
  # ◠基本属性表示
  #--------------------------------------------------------------------------
  def draw_attack_element(x, y, element_set)
    elem_temp = []
    for i in element_set
      elem = $data_system.elements[i]
      elem_temp.push("Feuer") if elem == "Feuer"
      elem_temp.push("Eis") if elem == "Eis"
      elem_temp.push("Blitz") if elem == "Blitz"
      elem_temp.push("Wasser") if elem == "Wasser"
      elem_temp.push("Erde") if elem == "Erde"
      elem_temp.push("Wind") if elem == "Wind"
      elem_temp.push("Licht") if elem == "Licht"
      elem_temp.push("Dunkel") if elem == "Dunkel"
    end
    if elem_temp.size == 0
      self.contents.draw_text(x, y, 64, 32, "Nichts")
      return
    end
    ox = 0
    for name in elem_temp
      cx = self.contents.text_size(name).width
      self.contents.draw_text(x+ox, y, cx, 32, name)
      ox += cx+8
    end
  end
  #--------------------------------------------------------------------------
  # ◠敦器属性表示
  #--------------------------------------------------------------------------
  def draw_attack_wp_element(x, y, element_set)
    elem_temp = []
    for i in element_set
      elem = $data_system.elements[i]
      elem_temp.push("Feuer") if elem == "Feuer"
      elem_temp.push("Eis") if elem == "Eis"
      elem_temp.push("Blitz") if elem == "Blitz"
      elem_temp.push("Wasser") if elem == "Wasser"
      elem_temp.push("Erde") if elem == "Erde"
    end
    if elem_temp.size == 0
      self.contents.draw_text(x, y, 64, 32, "Nichts")
      return
    end
    ox = 0
    for name in elem_temp
      cx = self.contents.text_size(name).width
      self.contents.draw_text(x+ox, y, cx, 32, name)
      ox += cx+8
    end
  end
  #--------------------------------------------------------------------------
  # ◠特攻属性表示
  #--------------------------------------------------------------------------
  def draw_attack_weak_element(x, y, element_set)
    elem_temp = []
    for i in element_set
      elem = $data_system.elements[i]
        elem_temp.push("Untot") if elem == "Untot"
      elem_temp.push("Reptil") if elem == "Reptil"
      elem_temp.push("Aqua") if elem == "Aqua"
      elem_temp.push("Bestie") if elem == "Bestie"
      elem_temp.push("Ork") if elem == "Ork"
      elem_temp.push("Avian") if elem == "Avian"
      elem_temp.push("Dämon") if elem == "Dämon"
      elem_temp.push("Engel") if elem == "Engel"
    end
    if elem_temp.size == 0
      self.contents.draw_text(x, y, 64, 32, "Nichts")
      return
    end
    ox = 0
    for name in elem_temp
      cx = self.contents.text_size(name).width
      self.contents.draw_text(x+ox, y, cx, 32, name)
      ox += cx+8
    end
  end
  #--------------------------------------------------------------------------
  # ◠ステート付与表示
  #--------------------------------------------------------------------------
  def draw_attack_add_state(x, y, plus_state_set)
    state_temp = []
    for i in plus_state_set
      state = $data_states[i]
      state_temp.push(state.name) if state.name != ""
    end
    if state_temp.size == 0
      self.contents.draw_text(x, y, 64, 32, "Nichts")
      return
    end
    ox = 0
    oy = 0
    for name in state_temp
      cx = self.contents.text_size(name).width
      if ox + cx + 4 >= self.contents.width - 128
        ox = 0
        oy += 1
      end
      self.contents.draw_text(x+ox, y+oy*32, cx, 32, name)
      ox += cx+8
    end
  end
  #--------------------------------------------------------------------------
  # ◠効果範囲を返ã™
  #--------------------------------------------------------------------------
  def draw_scope(scope)
    case scope
    when 0
      return "kein"
    when 1
      return "1 Gegner"
    when 2
      return "Alle Gegner"
    when 3
      return "1 Teammitglied"
    when 4
      return "Alle Teammitglieder"
    when 5
      return "1 totes Mitglied"
    when 6
      return "Alle toten Mitglieder"
    when 7
      return "Zauberer"
    end
  end
end

class Game_Temp
  attr_accessor :skill_book_data
  alias temp_skill_book_data_initialize initialize
  def initialize
    temp_skill_book_data_initialize
    @skill_book_data = Data_SkillBook.new
  end
end

class Game_System
  attr_accessor :skill_count              # å…¥æ‰‹ã‚¹ã‚•ãƒ«æƒ…å ±(図鑑用)
  #--------------------------------------------------------------------------
  # â— ã‚ªãƒ–ã‚¸ã‚§ã‚¯ãƒˆåˆæœŸåŒ–
  #--------------------------------------------------------------------------
  alias game_system_skill_book_initialize initialize
  def initialize
    game_system_skill_book_initialize
    @skill_count = {}
  end
  #--------------------------------------------------------------------------
  # ◠スゕルã®ç²å¾—æƒ…å ±ã®è¿½åŠ (図鑑用)
  #     0:ç„¡ç²å¾— 1:ç²å¾—済
  #--------------------------------------------------------------------------
  def add_skill_count(skill_id, type=0)
    if type == -1
      @skill_count[skill_id] = 0
    else
      @skill_count[skill_id] = 1
    end
  end
  #--------------------------------------------------------------------------
  # â— ã‚¹ã‚•ãƒ«å›³é‘‘ã®æœ€å¤§ç™»éŒ²æ•°ã‚’å–å¾—
  #--------------------------------------------------------------------------
  def skill_book_max
    kind_data = $game_temp.skill_book_data.skill_kind_name
    size = 0
    for kind in kind_data
      size += skill_book_category_max(kind)
    end
    return size
  end
  #--------------------------------------------------------------------------
  # ◠スゕル図鑑ã®ç¾åœ¨ç™»éŒ²æ•°ã‚’å–å¾—
  #--------------------------------------------------------------------------
  def skill_book_now
    kind_data = $game_temp.skill_book_data.skill_kind_name
    size = 0
    for kind in kind_data
      size += skill_book_category_now(kind)
    end
    return size
  end
  #--------------------------------------------------------------------------
  # ◠スゕル図鑑ã®å®ŒæˆçŽ‡ã‚’å–å¾—
  #--------------------------------------------------------------------------
  def skill_book_complete_percentage
    s_max = skill_book_max.to_f
    s_now = skill_book_now.to_f
    comp = s_now / s_max * 100
  return comp.truncate
  end
  end
  #--------------------------------------------------------------------------
  # ◠スゕル図鑑ã®ã‚«ãƒ†ã‚´ãƒªãƒ¼åˆ¥æœ€å¤§ç™»éŒ²æ•°ã‚’å–å¾—
  # category:カテゴリーå
  #--------------------------------------------------------------------------
  def skill_book_category_max(category)
    id_data = $game_temp.skill_book_data.skill_id_data.dup
    index = $game_temp.skill_book_data.kind_search(category)[1]
    size = id_data[index].size - 1
    return size
  end
  #--------------------------------------------------------------------------
  # ◠スゕル図鑑ã®ã‚«ãƒ†ã‚´ãƒªãƒ¼åˆ¥ç¾åœ¨ç™»éŒ²æ•°ã‚’å–å¾—
  # category:カテゴリーå
  #--------------------------------------------------------------------------
  def skill_book_category_now(category)
    now_skill_info = @skill_count.keys
    index = $game_temp.skill_book_data.kind_search(category)[1]
    # 登録無視ã®å±žæ€§IDã‚’å–å¾—
    no_add = $game_temp.skill_book_data.no_add_element
    elename = $game_temp.skill_book_data.skill_kind_element_name[index]
    element_id = $game_temp.skill_book_data.element_search(elename)
    new_skill_info = []
    for i in now_skill_info
      skill = $data_skills[i]
      next if skill == nil
      next if skill.name == ""
      next if skill.element_set.include?(no_add)
      if element_id == nil or skill.element_set.include?(element_id)
        new_skill_info.push(skill.id)
      end
    end
    return new_skill_info.size
  end
  #--------------------------------------------------------------------------
  # ◠スゕル図鑑ã®ã‚«ãƒ†ã‚´ãƒªãƒ¼åˆ¥å®ŒæˆçŽ‡ã‚’å–å¾—
  # category:カテゴリーå
  #--------------------------------------------------------------------------
  def skill_book_category_complete_percentage(category)
    s_max = skill_book_category_max(category).to_f
    s_now = skill_book_category_now(category).to_f
    comp = s_now / s_max * 100
    return comp.truncate
  end


class Interpreter
  def skill_book_max(category=nil)
    if category == nil
      return $game_system.skill_book_max
    else
      return $game_system.skill_book_category_max(category)
    end
  end
  def skill_book_now(category=nil)
    if category == nil
      return $game_system.skill_book_now
    else
      return $game_system.skill_book_category_now(category)
    end
  end
  def skill_book_comp(category=nil)
    if category == nil
      return $game_system.skill_book_complete_percentage
    else
      return $game_system.skill_book_category_complete_percentage(category)
    end
  end
end

class Window_SkillBook < Window_Selectable
  attr_reader   :data
  attr_reader   :item_kind
  attr_reader   :item_index
  #--------------------------------------------------------------------------
  # â— ã‚ªãƒ–ã‚¸ã‚§ã‚¯ãƒˆåˆæœŸåŒ–
  #--------------------------------------------------------------------------
  def initialize(index=0)
    super(0, 64, 640, 416)
    @column_max = 2
    @book_data = $game_temp.skill_book_data
    @data = data_set(index)
    @data.shift
    #@data.sort!
    @item_max = @data.size
    @item_kind = index
    self.index = 0
    #refresh
  end
  def new_data_set(index)
    @data = data_set(index)
    @data.shift
    #@data.sort!
    @item_max = @data.size
  end
  #--------------------------------------------------------------------------
  # ◠入手データをå–å¾—
  #--------------------------------------------------------------------------
  def data_set(index)
    kind_row_data = @book_data.kind_search(@book_data.kind_row[index])
    @item_kind = kind_row_data[0]
    @item_index = kind_row_data[1]
    data = []
    case @item_kind
    when 0
      data = @book_data.skill_id_data[@item_index].dup
    end
    return data
  end
  #--------------------------------------------------------------------------
  # ◠表示許å¯å–å¾—
  #--------------------------------------------------------------------------
  def show?(kind, id)
    case kind
    when 0
      if $game_system.skill_count[id] == 0 or $game_system.skill_count[id] == nil
        return false
      else
        return true
      end
    end
  end
  #--------------------------------------------------------------------------
  # ◠アイテムå–å¾—
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # ◠リフレッシュ
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    #é …ç›®æ•°ãŒ 0 ã§ãªã‘れã°ãƒ“ットマップを作æˆã—ã€å…¨é …目をæç”»
    return if @item_max == 0
    self.contents = Bitmap.new(width - 32, row_max * 32)
    for i in 0...@item_max
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  # â— é …ç›®ã®æç”»
  #     index : é …ç›®ç•ªå·
  #--------------------------------------------------------------------------
  def draw_item(index)
    case @item_kind
    when 0
      item = $data_skills[@data[index]]
      id = @book_data.skill_id_data[@item_index].index(item.id)
    end
    return if item == nil
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.font.color = normal_color
    self.contents.draw_text(x, y, 32, 32, id.to_s)
    if show?(@item_kind, item.id)
      bitmap = RPG::Cache.icon(item.icon_name)
      opacity = 255
      self.contents.blt(x+48, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
      self.contents.draw_text(x+48 + 28, y, 212, 32, item.name, 0)
    else
      self.contents.draw_text(x+48 + 28, y, 212, 32, "Arial", 0)
      return
    end
  end
end

class Window_SkillBook_Info < Window_Selectable
  #--------------------------------------------------------------------------
  # â— ã‚ªãƒ–ã‚¸ã‚§ã‚¯ãƒˆåˆæœŸåŒ–
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0+64+64, 640, 480-64-64)
    @book_data = $game_temp.skill_book_data
    self.contents = Bitmap.new(width - 32, height - 32)
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # ◠リフレッシュ
  #--------------------------------------------------------------------------
  def refresh(item_id, item_kind, item_index)
    self.contents.clear
    self.contents.font.size = 22
    case item_kind
    when 0
      draw_skill_info(item_id, item_index)
    end
  end
  #--------------------------------------------------------------------------
  # ◠スゕルæç”»
  #--------------------------------------------------------------------------
  def draw_skill_info(item_id, item_index)
    item = $data_skills[item_id]
    rect = Rect.new(4, 0, 160, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = 255
    self.contents.blt(4+48, 0 + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.font.color = normal_color
    id = @book_data.skill_id_data[item_index].index(item.id)
    self.contents.draw_text(4, 0, 32, 32, id.to_s)
    self.contents.draw_text(4+48 + 28, 0, 212, 32, item.name, 0)
    
    cost = item.sp_cost.to_s
    self.contents.draw_text(4+48 + 28 + 232, 0, 48, 32, cost.to_s, 2)
    
    #skill_kind = skill_kind_name(item.element_set)
    #self.contents.draw_text(320+96, 0, 160, 32, skill_kind, 0)
    self.contents.font.color = text_color(2)
    self.contents.draw_text(4, 32, 48, 32, "Effekt-Rate", 0)
    self.contents.font.color = normal_color
    if item.power == 0 and DRAW_POW_ZERO == false
      pow = ZERO_POW_TEXT
    else
      pow = item.power.to_s
    end
    self.contents.draw_text(4+48, 32, 48, 32, pow, 2)
    
    self.contents.font.color = system_color
    self.contents.draw_text(4, 64, 48, 32, "Radius", 0)
    self.contents.font.color = normal_color
    self.contents.draw_text(4+96+16, 64, 128, 32, draw_scope(item.scope), 0)
    
    self.contents.font.color = system_color
    self.contents.draw_text(4, 96, 96, 32, "Element:")
    self.contents.draw_text(4, 128, 96, 32, "Gut gegen:")
    self.contents.draw_text(4, 160, 96, 32, "Verursacht:")
    self.contents.font.color = normal_color
    draw_attack_element(4+96+16, 96, item.element_set)
    draw_attack_weak_element(4+96+16, 128, item.element_set)
    draw_attack_add_state(4+96+16, 160, item.plus_state_set)
    
    @help_window.set_text(item.description)
  end
  #--------------------------------------------------------------------------
  # ◠ヘルプテゕスト更新
  #--------------------------------------------------------------------------
  def update_help
    #ダミー
  end
end


class Scene_SkillBook
  include Skill_Book_Config
  #--------------------------------------------------------------------------
  # ◠メイン処ç†
  #--------------------------------------------------------------------------
  def main
    # ウィンドウを作æˆ
    @title_window = Window_Base.new(0, 0, 640, 64)
    @title_window.contents = Bitmap.new(640 - 32, 64 - 32)
    @title_window.contents.draw_text(4, 0, 320, 32, "537", 0)
    draw_comp
    @main_window = Window_SkillBook.new
    @main_window.active = false
    @main_window.index = -1
    @help_window = Window_Help.new
    @help_window.z = 110
    @help_window.y = 64
    @help_window.visible = false
    command = $game_temp.skill_book_data.kind_row
    @kind_window = Window_Command.new(160, command)
    @kind_window.z = 110
    @kind_window.x = 320 - @kind_window.width / 2
    @kind_window.y = 240 - @kind_window.height / 2
    @kind_window.active = true
    # ã‚¤ãƒ³ãƒ•ã‚©ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã‚’ä½œæˆ (ä¸å¯è¦–・éžã‚¢ã‚¯ãƒ†ã‚£ãƒ–ã«è¨•定)
    @info_window = Window_SkillBook_Info.new
    @info_window.z = 110
    @info_window.visible = false
    @info_window.active = false
    # ヘルプウィンドウを関連付ã‘
    @info_window.help_window = @help_window
    @visible_index = 0
    @now_kind = nil
    # トランジション実行
    Graphics.transition
    # メインループ
    loop do
      # ゲーム画é¢ã‚’æ›´æ–°
      Graphics.update
      # å…¥åŠ›æƒ…å ±ã‚’æ›´æ–°
      Input.update
      # フレーム更新
      update
      # ç”»é¢ãŒåˆ‡ã‚Šæ›¿ã‚ã£ãŸã‚‰ãƒ«ãƒ¼ãƒ—を丕斕
      if $scene != self
        break
      end
    end
    # トランジション準備
    Graphics.freeze
    # ウィンドウを解放
    @title_window.dispose
    @help_window.dispose
    @main_window.dispose
    @kind_window.dispose
    @info_window.dispose
  end
  #--------------------------------------------------------------------------
  # ◠フレーム更新
  #--------------------------------------------------------------------------
  def update
    # ウィンドウを更新
    #@help_window.update
    @main_window.update
    @kind_window.update
    @info_window.update
    if @info_window.active
      update_info
      return
    end
    # メインウィンドウãŒã‚¢ã‚¯ãƒ†ã‚£ãƒ–ã®å ´åˆ: update_target を呼ã¶
    if @main_window.active
      update_main
      return
    end
    # 種類ウィンドウãŒã‚¢ã‚¯ãƒ†ã‚£ãƒ–ã®å ´åˆ: update_kind を呼ã¶
    if @kind_window.active
      update_kind
      return
    end
  end
  #--------------------------------------------------------------------------
  # ◠フレーム更新 (種類ウィンドウãŒã‚¢ã‚¯ãƒ†ã‚£ãƒ–ã®å ´åˆ)
  #--------------------------------------------------------------------------
  def update_kind
    # C ãƒœã‚¿ãƒ³ãŒæŠ¼ã•れãŸå ´åˆ
    if Input.trigger?(Input::C)
      # 決定 SE ã‚’æ¼”å¥
      $game_system.se_play($data_system.decision_se)
      if @now_kind != @kind_window.index
        @main_window.new_data_set(@kind_window.index)
        @main_window.refresh
        @now_kind = @kind_window.index
      end
      subtitle = $game_temp.skill_book_data.kind_row[@kind_window.index]
      title = "Skill "+subtitle
      @title_window.contents.clear
      @title_window.contents = Bitmap.new(640 - 32, 64 - 32)
      @title_window.contents.draw_text(4, 0, 320, 32, title, 0)
      draw_comp(subtitle)
      @kind_window.active = false
      @kind_window.visible = false
      @main_window.active = true
      @main_window.index = 0
      return
    end
    # B ãƒœã‚¿ãƒ³ãŒæŠ¼ã•れãŸå ´åˆ
    if Input.trigger?(Input::B)
      # ゕャンセル SE ã‚’æ¼”å¥
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
  end
  #--------------------------------------------------------------------------
  # ◠フレーム更新 (メインウィンドウãŒã‚¢ã‚¯ãƒ†ã‚£ãƒ–ã®å ´åˆ)
  #--------------------------------------------------------------------------
  def update_main
    # B ãƒœã‚¿ãƒ³ãŒæŠ¼ã•れãŸå ´åˆ
    if Input.trigger?(Input::B)
      # ゕャンセル SE ã‚’æ¼”å¥
      $game_system.se_play($data_system.cancel_se)
      @main_window.active = false
      @kind_window.active = true
      @kind_window.visible = true
      @main_window.index = -1
      @title_window.contents.clear
      @title_window.contents = Bitmap.new(640 - 32, 64 - 32)
      @title_window.contents.draw_text(4, 0, 320, 32, "681", 0)
      draw_comp
      return
    end
    # C ãƒœã‚¿ãƒ³ãŒæŠ¼ã•れãŸå ´åˆ
    if Input.trigger?(Input::C)
      if @main_window.item == nil or
         @main_window.show?(@main_window.item_kind, @main_window.item) == false
        # ブザー SE ã‚’æ¼”å¥
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # 決定 SE ã‚’æ¼”å¥
      $game_system.se_play($data_system.decision_se)
      @main_window.active = false
      @info_window.active = true
      @info_window.visible = true
      @visible_index = @main_window.index
      @info_window.refresh(@main_window.item, @main_window.item_kind, @main_window.item_index)
      return
    end
  end
  #--------------------------------------------------------------------------
  # ◠フレーム更新 (インフォウィンドウãŒã‚¢ã‚¯ãƒ†ã‚£ãƒ–ã®å ´åˆ)
  #--------------------------------------------------------------------------
  def update_info
    # B ãƒœã‚¿ãƒ³ãŒæŠ¼ã•れãŸå ´åˆ
    if Input.trigger?(Input::B)
      # ゕャンセル SE ã‚’æ¼”å¥
      $game_system.se_play($data_system.cancel_se)
      @main_window.active = true
      @info_window.active = false
      @info_window.visible = false
      @help_window.visible = false
      return
    end
    # C ãƒœã‚¿ãƒ³ãŒæŠ¼ã•れãŸå ´åˆ
    if Input.trigger?(Input::C)
      # 決定 SE ã‚’æ¼”å¥
      $game_system.se_play($data_system.decision_se)
      return
    end
    if Input.trigger?(Input::L)
      # 決定 SE ã‚’æ¼”å¥
      $game_system.se_play($data_system.decision_se)
      loop_end = false
      while loop_end == false
        if @visible_index != 0
          @visible_index -= 1
        else
          @visible_index = @main_window.data.size - 1
        end
        loop_end = true if @main_window.show?(@main_window.item_kind,@main_window.data[@visible_index])
      end
      id = @main_window.data[@visible_index]
      @info_window.refresh(id, @main_window.item_kind, @main_window.item_index)
      return
    end
    if Input.trigger?(Input::R)
      # 決定 SE ã‚’æ¼”å¥
      $game_system.se_play($data_system.decision_se)
      loop_end = false
      while loop_end == false
        if @visible_index != @main_window.data.size - 1
          @visible_index += 1
        else
         @visible_index = 0
        end
        loop_end = true if @main_window.show?(@main_window.item_kind,@main_window.data[@visible_index])
      end
      id = @main_window.data[@visible_index]
      @info_window.refresh(id, @main_window.item_kind, @main_window.item_index)
      return
    end
  end
  def draw_comp(category=nil)
    if SHOW_COMPLETE_TYPE != 0
      if category == nil
        case SHOW_COMPLETE_TYPE
        when 1
          s_now = $game_system.skill_book_now
          s_max = $game_system.skill_book_max
          text = s_now.to_s + "/" + s_max.to_s
        when 2
          comp = $game_system.skill_book_complete_percentage
          text = comp.to_s + "%"
        when 3
          s_now = $game_system.skill_book_now
          s_max = $game_system.skill_book_max
          comp = $game_system.skill_book_complete_percentage
          text = s_now.to_s + "/" + s_max.to_s + " " + comp.to_s + "%"
        end
      else
        case SHOW_COMPLETE_TYPE
        when 1
          s_now = $game_system.skill_book_category_now(category)
          s_max = $game_system.skill_book_category_max(category)
          text = s_now.to_s + "/" + s_max.to_s
        when 2
          comp = $game_system.skill_book_category_complete_percentage(category)
          text = comp.to_s + "%"
        when 3
          s_now = $game_system.skill_book_category_now(category)
          s_max = $game_system.skill_book_category_max(category)
          comp = $game_system.skill_book_category_complete_percentage(category)
          text = s_now.to_s + "/" + s_max.to_s + " " + comp.to_s + "%"
        end
      end
      if text != nil
        @title_window.contents.draw_text(320, 0, 288, 32,  text, 2)
      end
    end
  end
end
Und hier der Zähler:

Code:
class Game_Actor < Game_Battler
  def exp=(exp)
    @exp = [[exp, 9999999].min, 0].max
    while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
      @level += 1
      
      # NEW - David
      $d_new_skill = nil
      
      for j in $data_classes[@class_id].learnings
        if j.level == @level
          learn_skill(j.skill_id)
      
          # NEW - David
          skill = $data_skills[j.skill_id]
          $d_new_skill = skill.name
      
        end
      end
    end
    while @exp < @exp_list[@level]
      @level -= 1
    end
    @hp = [@hp, self.maxhp].min
    @sp = [@sp, self.maxsp].min
  end
  
  #--------------------------------------------------------------------------
  # * Get the current EXP
  #--------------------------------------------------------------------------
  def now_exp
    return @exp - @exp_list[@level]
  end
  #--------------------------------------------------------------------------
  # * Get the next level's EXP
  #--------------------------------------------------------------------------
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end

end

class Window_LevelUp < Window_Base

  #----------------------------------------------------------------
  def initialize(actor, pos)
    #change this to false to show the actor's graphic
    @face = false
    @actor = actor
    y = (pos * 120)
    super(280, y, 360, 120)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 255    
    if $d_dum == false
      refresh
    end
  end

  #----------------------------------------------------------------
  def dispose
    super
  end

  #----------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.size = 18
    if @face == true
    draw_actor_face(@actor, 4, 0)
    else
    draw_actor_graphic(@actor, 50, 80)
    end
    draw_actor_name(@actor, 111, 0)
    draw_actor_level(@actor, 186, 0)
    show_next_exp = @actor.level == 99 ? "---" : "#{@actor.next_exp}"
    min_bar = @actor.level == 99 ? 1 : @actor.now_exp
    max_bar = @actor.level == 99 ? 1 : @actor.next_exp
    draw_slant_bar(115, 80, min_bar, max_bar, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(0, 255, 0, 255))
    self.contents.draw_text(115, 24, 300, 32, "Exp:#{@actor.now_exp}")
    self.contents.draw_text(115, 48, 300, 32, "Level Up:" + show_next_exp)
  end

  
  #----------------------------------------------------------------
  def level_up
    self.contents.font.color = system_color
    self.contents.draw_text(230, 48, 80, 32, "LEVEL UP!")
  end
  
  #----------------------------------------------------------------
  def update
    super
  end
  
end # of Window_LevelUp

#=================================
#Window_EXP
# Written by: David Schooley
#=================================

class Window_EXP < Window_Base

  #----------------------------------------------------------------
  def initialize(exp)
    super(0, 0, 280, 60)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 255
    refresh(exp)
  end

  #----------------------------------------------------------------
  def dispose
    super
  end

  #----------------------------------------------------------------
  def refresh(exp)
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 150, 32, "Exp Earned:")
    self.contents.font.color = normal_color
    self.contents.draw_text(180, 0, 54, 32, exp.to_s, 2)
  end
  
  #----------------------------------------------------------------
  def update
    super
  end
  
end # of Window_EXP

#=================================
#Window_Money_Items
# Written by: David Schooley
#=================================

class Window_Money_Items < Window_Base

  #----------------------------------------------------------------
  def initialize(money, treasures)
    @treasures = treasures
    super(0, 60, 280, 420)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 255
    refresh(money)
  end

  #----------------------------------------------------------------
  def dispose
    super
  end

  #----------------------------------------------------------------
  def refresh(money)
    @money = money
    self.contents.clear
    
    self.contents.font.color = system_color
    self.contents.draw_text(4, 4, 100, 32, "Items Found:")
    self.contents.font.color = normal_color
    
    y = 32
    for item in @treasures
      draw_item_name(item, 4, y)
      y += 32
    end
    
    cx = contents.text_size($data_system.words.gold).width
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 340, 220-cx-2, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 300, 220-cx-2, 32, "+ " + @money.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(124-cx, 340, cx + 100, 32, $data_system.words.gold, 2)
  end

  def update
    super
  end
  
end # of Window_Money_Items


class Scene_Battle
  alias raz_battle_report_main main
  alias raz_battle_report_be battle_end

  def main
    # NEW - David
    #$battle_end = false
    @lvup_window = []
    @show_dummies = true # Show dummy windows or not?
    raz_battle_report_main
    # NEW - David
    @lvup_window = nil
    @level_up = nil
    @ch_stats = nil
    @ch_compare_stats = nil
  end

  def battle_end(result)
    raz_battle_report_be(result)
    # NEW - David
    @status_window.visible = false
    @spriteset.dispose
    Graphics.transition
    if result == 0
      display_lv_up(@exp, @gold, @treasures)
      loop do
        Graphics.update
        Input.update
        if Input.trigger?(Input::C)
          break
        end
      end
      trash_lv_up
    end

  end
    
  def start_phase5
    @phase = 5
    $game_system.me_play($game_system.battle_end_me)
    $game_system.bgm_play($game_temp.map_bgm)
    exp = 0
    gold = 0
    treasures = []
    for enemy in $game_troop.enemies
      unless enemy.hidden
        exp += enemy.exp
        gold += enemy.gold
        if rand(100) < enemy.treasure_prob
          if enemy.item_id > 0
            treasures.push($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
    treasures = treasures[0..5]

    # NEW - David
    @treasures = treasures
    @exp  = exp
    @gold = gold

    
    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
    @phase5_wait_count = 10
  end

  def update_phase5
    if @phase5_wait_count > 0
      @phase5_wait_count -= 1
      if @phase5_wait_count == 0
        
        # NEW - David
        $game_temp.battle_main_phase = false        
      end
      return
    end

    # NEW - David
      battle_end(0)

  end

  def display_lv_up(exp, gold, treasures)
    
    $d_dum = false
    d_extra = 0
    i = 0
    for actor in $game_party.actors
        # Fill up the Lv up windows
        @lvup_window[i] = Window_LevelUp.new($game_party.actors[i], i)
        i += 1
    end

    # Make Dummies
    if @show_dummies == true
      $d_dum = true
      for m in i..3
        @lvup_window[m] = Window_LevelUp.new(m, m)
      end
    end
    
    @exp_window = Window_EXP.new(exp)
    @m_i_window = Window_Money_Items.new(gold, treasures)
    @press_enter = nil
    gainedexp = exp
    @level_up = [0, 0, 0, 0]
    @d_new_skill = ["", "", "", ""]
    @d_breakout = false
    @m_i_window.refresh(gold)
    wait_for_OK

    @d_remember = $game_system.bgs_memorize
    Audio.bgs_play("Audio/SE/032-Switch01", 100, 300)
    
    # NEW - David
    max_exp = exp
    value = 28
    if exp < value
      value = exp
    end
    if value == 0
      value = 1
    end
    for n in 0..gainedexp - (max_exp / value)
      exp -= (max_exp / value)
      if @d_breakout == false
        Input.update
      end
      
      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 += (max_exp / value)
          # Fill up the Lv up windows
          if @d_breakout == false
            @lvup_window[i].refresh
            @exp_window.refresh(exp)
          end
          
          if actor.level > last_level
            @level_up[i] = 5
            Audio.se_play("Audio/SE/056-Right02.ogg", 70, 150)
            if $d_new_skill
              @d_new_skill[i] = $d_new_skill
            end
          end
          
          if @level_up[i] == 0
            @d_new_skill[i] = ""
          end
          
          if @level_up[i] > 0
            @lvup_window[i].level_up
          end
          
          if Input.trigger?(Input::C) or exp <= 0
            @d_breakout = true
          end
        end
        
        if @d_breakout == false
          if @level_up[i] >0
            @level_up[i] -= 1
          end
          Graphics.update
        end
      end
      
      if @d_breakout == true
        for i in 0...$game_party.actors.size
          actor = $game_party.actors[i]
          if actor.cant_get_exp? == false
            actor.exp += exp
          end
        end
        exp = 0
        break
      end
    end
    Audio.bgs_stop
    @d_remember = $game_system.bgs_restore
    
    for i in 0...$game_party.actors.size
      @lvup_window[i].refresh
    end
    @exp_window.refresh(exp)
    Audio.se_play("Audio/SE/006-System06.ogg", 70, 150)
    $game_party.gain_gold(gold)
    @m_i_window.refresh(0)
    Graphics.update
  end
  
  def trash_lv_up
    # NEW - David
    i=0
    
    for i in 0 ... 4
      @lvup_window[i].visible = false
    end
    @exp_window.visible = false
    @m_i_window.visible = false
    @lvup_window = nil
    @exp_window = nil
    @m_i_window = nil
  end

  # Wait until OK key is pressed
  def wait_for_OK
    loop do
      Input.update
      Graphics.update
      if Input.trigger?(Input::C)
        break
      end
    end
  end

end

class Window_Base < Window
  def draw_actor_face(actor, x, y)
    bitmap = RPG::Cache.picture("Faces/" + actor.character_name)
    self.contents.blt(x, y, bitmap, Rect.new(0,0,96,96))
  end
  
  #--------------------------------------------------------------------------
  # * Draw Slant Bar(by SephirothSpawn)
  #--------------------------------------------------------------------------
  def draw_slant_bar(x, y, min, max, width = 152, height = 6,
      bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
    # Draw Border
    for i in 0..height
      self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
    end
    # Draw Background
    for i in 1..(height - 1)
      r = 100 * (height - i) / height + 0 * i / height
      g = 100 * (height - i) / height + 0 * i / height
      b = 100 * (height - i) / height + 0 * i / height
      a = 255 * (height - i) / height + 255 * i / height
      self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
    end
    # Draws Bar
    for i in 1..( (min / max.to_f) * width - 1)
      for j in 1..(height - 1)
        r = bar_color.red * (width - i) / width + end_color.red * i / width
        g = bar_color.green * (width - i) / width + end_color.green * i / width
        b = bar_color.blue * (width - i) / width + end_color.blue * i / width
        a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
        self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
      end
    end
  end

end
Bitte um Hilfe!

mFg Funky