Code:
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# *Item-Menu
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# created by strich
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module CONFIG_ITEM # Configurations
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#-> Durchsichtigkeit der Fenster
OPACITY = 160
#-> Das Windowskin für die Fenster
#-> Bitte ein neues Skin erstellen was die 4 Pfeile (die oben rechts in der mitte,
#-> einen nach oben, einen nach unten, einen nach rechts und einen nach links)
#-> nicht hat, weil diese sonst im menu erscheinen.
WINDOWSKIN = "menu"
#-> Beim Beenden des fensters kommt man auf die map/ins menü (true/false)
MAP_TRANSFER = true
#-> Beschreibungen der beiden Fenster und die schriftfarbe
ITEM_TEXT = "Items"
EQUIP_TEXT = "Equip"
INFO_COLOR = [255, 255, 255] #[RED, GREEN, BLUE]<- Farbmischung
#Hinweis: Die farbmischungen sind die gleichen wie bei dem Event-Befehl: Change Screen Color Tone
#-> Equipment fenster anzeigen/nicht anzeigen (true/false)
EQUIPMENT = true
#Hinweis: Es wird immer die Aurüstung von dem in der Party obersten angezeigt.
#--->UPDATE<---
###############
#-> Setze hinter die items die gestapelt werden sollen eine 1 und hinter die die
#-> nebeneinander gesetzt werden sollen ein "nil" (ohne "")
#-> !Nicht vergessen hinter jede zeile nen komma
ITEM_STAPEL = {
1=>1, # Item-ID=>nil/1
2=>nil,
3=>1,
#usw...
#du kannst die die nicht gestapelt werden sollen auch einfach garnicht eintragen
}
SHOW_NUMBERS = true #<- true: alle items die NICHT gestapelt werden sind mit
#<- 1 versehen, false: nur GESTAPELTE items über 1 haben zahlen
#-> Die farben der nummern
NUM_COLOR = [255, 255, 255] #[RED, GREEN, BLUE]<- Farbmischung
################################################################################
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end # Configurations end
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# Here we go!
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#==============================================================================
# ** Window_Help
#------------------------------------------------------------------------------
# This window shows skill and item explanations along with actor status.
#==============================================================================
class Window_Help_Item < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
if CONFIG_ITEM::EQUIPMENT == true
super(32 * 8 / 4, 480 - 64 - 64, 640 - 32 * 8 / 2 - 96, 64)
else
super(32 * 8 / 4, 480 - 64 - 64, 640 - 32 * 8 / 2, 64)
end
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin(CONFIG_ITEM::WINDOWSKIN)
self.back_opacity = CONFIG_ITEM::OPACITY
end
#--------------------------------------------------------------------------
# * Set Text
# text : text string displayed in window
# align : alignment (0..flush left, 1..center, 2..flush right)
#--------------------------------------------------------------------------
def set_text(text, align = 0)
# If at least one part of text and alignment differ from last time
if text != @text or align != @align
# Redraw text
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
@text = text
@align = align
@actor = nil
end
self.visible = true
end
#--------------------------------------------------------------------------
# * Set Actor
# actor : status displaying actor
#--------------------------------------------------------------------------
def set_actor(actor)
if actor != @actor
self.contents.clear
draw_actor_name(actor, 4, 0)
draw_actor_state(actor, 140, 0)
draw_actor_hp(actor, 284, 0)
draw_actor_sp(actor, 460, 0)
@actor = actor
@text = nil
self.visible = true
end
end
#--------------------------------------------------------------------------
# * Set Enemy
# enemy : name and status displaying enemy
#--------------------------------------------------------------------------
def set_enemy(enemy)
text = enemy.name
state_text = make_battler_state_text(enemy, 112, false)
if state_text != ""
text += " " + state_text
end
set_text(text, 1)
end
end
#==============================================================================
# ** Window_EquipRight
#------------------------------------------------------------------------------
# This window displays items the actor is currently equipped with on the
# equipment screen.
#==============================================================================
class Window_EquipRight_Item < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(488, 352, 88, 120)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = CONFIG_ITEM::OPACITY
self.windowskin = RPG::Cache.windowskin(CONFIG_ITEM::WINDOWSKIN)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@data = []
@data.push($data_weapons[@actor.weapon_id])
@data.push($data_armors[@actor.armor1_id])
@data.push($data_armors[@actor.armor2_id])
@data.push($data_armors[@actor.armor3_id])
@data.push($data_armors[@actor.armor4_id])
draw_equip(@data[0], 0 , 0 ) #<-- Weapon
draw_equip(@data[1], 32, 0 ) #<-- Shield
draw_equip(@data[2], 0 , 32) #<-- Helmet
draw_equip(@data[3], 32, 32) #<-- Armor
draw_equip(@data[4], 16, 64) #<-- Accesoir
end
def draw_equip(item, x, y)
if item == nil
return
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24))
end
end
#==============================================================================
# ** Window_Selectable
#------------------------------------------------------------------------------
# This window class contains cursor movement and scroll functions.
# Ich weis, verbraucht viel platz aber muss leider sein.
#==============================================================================
class Window_Selectable_Item < Window_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :index # cursor position
attr_reader :help_window # help window
#--------------------------------------------------------------------------
# * Object Initialization
# x : window x-coordinate
# y : window y-coordinate
# width : window width
# height : window height
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
@item_max = 1
@column_max = 1
@index = -1
end
#--------------------------------------------------------------------------
# * Set Cursor Position
# index : new cursor position
#--------------------------------------------------------------------------
def index=(index)
@index = index
# Update Help Text (update_help is defined by the subclasses)
if self.active and @help_window != nil
update_help
end
# Update cursor rectangle
update_cursor_rect
end
#--------------------------------------------------------------------------
# * Get Row Count
#--------------------------------------------------------------------------
def row_max
# Compute rows from number of items and columns
return (@item_max * 2 + @column_max - 1) / @column_max
end
#--------------------------------------------------------------------------
# * Get Top Row
#--------------------------------------------------------------------------
def top_row
# Divide y-coordinate of window contents transfer origin by 1 row
# height of 32
return self.oy / 32
end
#--------------------------------------------------------------------------
# * Set Top Row
# row : row shown on top
#--------------------------------------------------------------------------
def top_row=(row)
# If row is less than 0, change it to 0
if row < 0
row = 0
end
# If row exceeds row_max - 1, change it to row_max - 1
if row > row_max - 1
row = row_max - 1
end
# Multiply 1 row height by 32 for y-coordinate of window contents
# transfer origin
self.oy = row * 32
end
#--------------------------------------------------------------------------
# * Get Number of Rows Displayable on 1 Page
#--------------------------------------------------------------------------
def page_row_max
# Subtract a frame height of 32 from the window height, and divide it by
# 1 row height of 32
return (self.height - 32) / 32
end
#--------------------------------------------------------------------------
# * Get Number of Items Displayable on 1 Page
#--------------------------------------------------------------------------
def page_item_max
# Multiply row count (page_row_max) times column count (@column_max)
return page_row_max * @column_max
end
#--------------------------------------------------------------------------
# * Set Help Window
# help_window : new help window
#--------------------------------------------------------------------------
def help_window=(help_window)
@help_window = help_window
# Update help text (update_help is defined by the subclasses)
if self.active and @help_window != nil
update_help
end
end
#--------------------------------------------------------------------------
# * Update Cursor Rectangle
#--------------------------------------------------------------------------
def update_cursor_rect
# If cursor position is less than 0
if @index < 0
self.cursor_rect.empty
return
end
# Get current row
row = @index / @column_max
# If current row is before top row
if row < self.top_row
# Scroll so that current row becomes top row
#self.top_row = row
end
# If current row is more to back than back row
if row > self.top_row + (self.page_row_max - 1)
# Scroll so that current row becomes back row
#self.top_row = row - (self.page_row_max - 1)
end
# Calculate cursor width
cursor_width = self.width / @column_max - 32
# Calculate cursor coordinates
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * (192/3) - self.oy
# Update cursor rectangle
self.cursor_rect.set(x, y, cursor_width, 32)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
# If cursor is movable
if self.active and @item_max > 0 and @index >= 0
# If pressing down on the directional buttons
if Input.repeat?(Input::DOWN)
# If column count is 1 and directional button was pressed down with no
# repeat, or if cursor position is more to the front than
# (item count - column count)
if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
@index <= ($currentpage * 32 - @column_max) - 1
# Move cursor down
$game_system.se_play($data_system.cursor_se)
@index = (@index + @column_max)# % @item_max
end
end
# If the up directional button was pressed
if Input.repeat?(Input::UP)
# If column count is 1 and directional button was pressed up with no
# repeat, or if cursor position is more to the back than column count
if (@column_max == 1 and Input.trigger?(Input::UP)) or
@index >= ($currentpage * 32 + @column_max) -32#@column_max
# Move cursor up
$game_system.se_play($data_system.cursor_se)
@index = (@index - @column_max)
end
end
# If the right directional button was pressed
if Input.repeat?(Input::RIGHT)
# If column count is 2 or more, and cursor position is closer to front
# than (item count -1)
if @column_max >= 2 and @index <= ($currentpage * 32)-2
# Move cursor right
$game_system.se_play($data_system.cursor_se)
@index += 1
end
end
# If the left directional button was pressed
if Input.repeat?(Input::LEFT)
# If column count is 2 or more, and cursor position is more back than 0
if @column_max >= 2 and @index >= ($currentpage * 32) - 32 + 1
# Move cursor left
$game_system.se_play($data_system.cursor_se)
@index -= 1
end
end
# If R button was pressed
if Input.repeat?(Input::R)
# If bottom row being displayed is more to front than bottom data row
#if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
# Move cursor 1 page back#
$currentpage += 1
$game_system.se_play($data_system.cursor_se)
@index += 32#[@index + self.page_item_max, @item_max - 1].min
self.top_row += 8
#end
end
# If L button was pressed
if Input.repeat?(Input::L)
# If top row being displayed is more to back than 0
#if self.top_row > 0
# Move cursor 1 page forward
$currentpage -= 1
$game_system.se_play($data_system.cursor_se)
@index -= 32#[@index - self.page_item_max, 0].max
self.top_row -= 8
#end
end
if $currentpage > $maxpage
$currentpage = 1
self.top_row = 0
@index -= $maxpage*32
end
if $currentpage < 1
$currentpage = $maxpage
self.top_row += ($maxpage - 1) * 8
@index += $maxpage*32
end
end
# Update help text (update_help is defined by the subclasses)
if self.active and @help_window != nil
update_help
end
# Update cursor rectangle
update_cursor_rect
end
end
#==============================================================================
# ** Window_Item
#------------------------------------------------------------------------------
# This window displays items in possession on the item and battle screens.
#==============================================================================
class Window_Item < Window_Selectable_Item
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(32 * 8 / 4, 64, 640 - 32 * 8 / 2, 32 * 8)#640, 416)
@column_max = 8
refresh
self.index = 0
self.windowskin = RPG::Cache.windowskin(CONFIG_ITEM::WINDOWSKIN)
self.back_opacity = CONFIG_ITEM::OPACITY
# If in battle, move window to center of screen
# and make it semi-transparent
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
#--------------------------------------------------------------------------
# * Get Item
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# Add item
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
item = $data_items[i]
#--->UPDATE
abc = CONFIG_ITEM::ITEM_STAPEL[item.id]
if abc == nil
number = $game_party.item_number(item.id)
else
number = 1
end
#########################
number.times do
@data.push($data_items[i])
end
end
end
# If item count is not 0, make a bit map and draw all items
@item_max = @data.size
$maxpage = (@item_max-1) / 32 + 1
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * (192 / 3))
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
number = $game_party.item_number(item.id)
x = 4 + index % 8 * 64
y = index / 8 * (192 / 3)
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), 255)
#--->UPDATE
abc = CONFIG_ITEM::ITEM_STAPEL[item.id]
cba = CONFIG_ITEM::NUM_COLOR
self.contents.font.color.set(cba[0], cba[1], cba[2])
if abc != nil
if CONFIG_ITEM::SHOW_NUMBERS == false and number > 1
self.contents.draw_text(x, y, 24, 32, number.to_s, 2)
elsif CONFIG_ITEM::SHOW_NUMBERS == true
self.contents.draw_text(x, y, 24, 32, number.to_s, 2)
end
elsif CONFIG_ITEM::SHOW_NUMBERS == true
self.contents.draw_text(x, y, 24, 32, 1.to_s, 2)
end
#########################
end
#--------------------------------------------------------------------------
# * Help Text Update
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#==============================================================================
# ** Window_Target
#------------------------------------------------------------------------------
# This window selects a use target for the actor on item and skill screens.
#==============================================================================
class Window_Target_Item < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 336, 480)
self.contents = Bitmap.new(width - 32, height - 32)
self.z += 10
self.windowskin = RPG::Cache.windowskin(CONFIG_ITEM::WINDOWSKIN)
self.back_opacity = CONFIG_ITEM::OPACITY
@item_max = $game_party.actors.size
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
x = 4
y = i * 116
actor = $game_party.actors[i]
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 144, y)
draw_actor_level(actor, x + 8, y + 32)
draw_actor_state(actor, x + 8, y + 64)
draw_actor_hp(actor, x + 152, y + 32)
draw_actor_sp(actor, x + 152, y + 64)
end
end
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
def update_cursor_rect
# Cursor position -1 = all choices, -2 or lower = independent choice
# (meaning the user's own choice)
if @index <= -2
self.cursor_rect.set(0, (@index + 10) * 116, self.width - 32, 96)
elsif @index == -1
self.cursor_rect.set(0, 0, self.width - 32, @item_max * 116 - 20)
else
self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
end
end
end
#==============================================================================
# ** Window_Info
#------------------------------------------------------------------------------
# Zeigt einige infos an
#==============================================================================
class Window_Info < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 480)
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin("")
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
color = CONFIG_ITEM::INFO_COLOR
text1 = CONFIG_ITEM::ITEM_TEXT
text2 = CONFIG_ITEM::EQUIP_TEXT
if $currentpage == nil or $currentpage == 0
$currentpage = 1
end
if $maxpage == nil or $maxpage == 0
$maxpage = 1
end
text3 = $currentpage.to_s + " / " + $maxpage.to_s
self.contents.font.color.set(255, 255, 255)
self.contents.draw_text(448, 352 - 96 + 4, 100, 64, text3, 2)
self.contents.font.color.set(color[0], color[1], color[2])
self.contents.draw_text(32 * 8 / 4 - 16, 0, 200, 64, text1)
if CONFIG_ITEM::EQUIPMENT == true
self.contents.draw_text(488 - 16, 352 - 64, 200, 64, text2)
end
end
end
#==============================================================================
# ** Scene_Item
#------------------------------------------------------------------------------
# This class performs item screen processing.
#==============================================================================
class Scene_Item
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
$currentpage = 1
@spriteset = Spriteset_Map.new #<-------- Map wird als hintergrund angezeigt
# Make help window, item window
@help_window = Window_Help_Item.new
@item_window = Window_Item.new
if CONFIG_ITEM::EQUIPMENT == true
@actor = $game_party.actors[0]
@equip_window = Window_EquipRight_Item.new(@actor)#<-Equip window wird angezeigt
end
# Associate help window
@item_window.help_window = @help_window
# Make target window (set to invisible / inactive)
@target_window = Window_Target_Item.new
@info_window = Window_Info.new
@target_window.visible = false
@target_window.active = false
# 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
@help_window.dispose
@item_window.dispose
@target_window.dispose
if CONFIG_ITEM::EQUIPMENT == true
@equip_window.dispose
end
@info_window.dispose
@spriteset.dispose #<------- Hintergrund wird gelöscht
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@help_window.update
@item_window.update
@target_window.update
if CONFIG_ITEM::EQUIPMENT == true
@equip_window
end
@info_window.update
# If item window is active: call update_item
if @item_window.active
update_item
return
end
# If target window is active: call update_target
if @target_window.active
update_target
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when item window is active)
#--------------------------------------------------------------------------
def update_item
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen oder zur map^^
if CONFIG_ITEM::MAP_TRANSFER == true
$scene = Scene_Map.new
else
$scene = Scene_Menu.new(0)
end
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Get currently selected data on the item window
@item = @item_window.item
# If not a use item
unless @item.is_a?(RPG::Item)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# If it can't be used
unless $game_party.item_can_use?(@item.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# If effect scope is an ally
if @item.scope >= 3
# Activate target window
@item_window.active = false
@target_window.x = (480 - 336+8)#(@item_window.index + 1) % 8 * 64# * 304
@target_window.visible = true
@target_window.active = true
# Set cursor position to effect scope (single / all)
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
# If effect scope is other than an ally
else
# If command event ID is valid
if @item.common_event_id > 0
# Command event call reservation
$game_temp.common_event_id = @item.common_event_id
# Play item use SE
$game_system.se_play(@item.menu_se)
# If consumable
if @item.consumable
# Decrease used items by 1
$game_party.lose_item(@item.id, 1)
# Draw item window item
#@item_window.draw_item(@item_window.index)
end
# Switch to map screen
$scene = Scene_Map.new
return
end
end
return
end
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
@info_window.refresh
@item_window.refresh
end
#--------------------------------------------------------------------------
# * Frame Update (when target window is active)
#--------------------------------------------------------------------------
def update_target
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# If unable to use because items ran out
unless $game_party.item_can_use?(@item.id)
# Remake item window contents
@item_window.refresh
end
# Erase target window
@item_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If items are used up
if $game_party.item_number(@item.id) == 0
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# If target is all
if @target_window.index == -1
# Apply item effects to entire party
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
# If single target
if @target_window.index >= 0
# Apply item use effects to target actor
target = $game_party.actors[@target_window.index]
used = target.item_effect(@item)
end
# If an item was used
if used
# Play item use SE
$game_system.se_play(@item.menu_se)
# If consumable
if @item.consumable
# Decrease used items by 1
$game_party.lose_item(@item.id, 1)
# Redraw item window item
# Erase target window
#@item_window.draw_item(@item_window.index)
end
# Remake target window contents
@target_window.refresh
# If all party members are dead
if $game_party.all_dead?
# Switch to game over screen
$scene = Scene_Gameover.new
return
end
# If common event ID is valid
if @item.common_event_id > 0
# Common event call reservation
$game_temp.common_event_id = @item.common_event_id
# Switch to map screen
$scene = Scene_Map.new
return
end
if @item.consumable
@item_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
end
# If item wasn't used
unless used
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
end # Fertig :)
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=