Ich habe ein ATB Skript eingefügt, nur steht dann immer folgende Fehlermeldung: Script ´ATB KS´ line 22: TypeError occured. undefined superclass ´Scene_Base´ Script: Code: #============================================================================== # ** ActiveTimeBattles V1.0 # von hellMinor (24.12.2008) #------------------------------------------------------------------------------ # http://www.rpg-studio.de/http://www.rpg-studio.de/itzamna/node/238 # http://rpgvx.net/index.php?show=wrapper&ID=7&sourceID=22 #============================================================================== #============================================================================== # hellMinor's Active-Time-Battles # # Version : 1.0 - 02.04.08 # Created by : hellMinor # Do NOT redistribute without my permission # Description : This script changes the standard Battle-System to an # Active-Time-Battle-System based on the agility of the # character # Notes : This script uses my CustomBattleScreen with some changes # #============================================================================== #============================================================================== class Scene_Battle < Scene_Base #============================================================================== def start super $game_temp.in_battle = true @actor_wait = [0,0,0,0,0,0,0,0,0,0,0,0] @bar_add = [0,0,0,0,0,0,0,0,0,0,0,0] $bar_values = [0,0,0,0,0,0,0,0,0,0,0,0] @spriteset = Spriteset_Battle.new @message_window = Window_BattleMessage.new @action_battlers = [] create_info_viewport @info_viewport.visible = true end #------------------------------------------------------------------------------ def next_actor # zurücksetzen for enemy in $game_troop.members enemy.action.clear end @wert = 300 @index = 0 if @actor_index == $game_party.members.size-1 start_main return end # player_wait_max = Frameausgleich*(MaxSekunden*(Skalierung-(Player_AGI/Max_AGI))) # player_bar_add = GaugeGröße / player_wait_max for i in 0..$game_party.members.size-1 if @actor_wait[i] == 0 or @actor_wait[i] == nil @actor_wait[i] = 60*(3.0*(1.0-($game_party.members[i].agi/1000.0))) @bar_add[i] = 120.0/@actor_wait[i] end end for i in 0..$game_troop.members.size-1 if @actor_wait[i+4] == 0 or @actor_wait[i+4] == nil @actor_wait[i+4] = 60*(5.0*(1.0-($game_troop.members[i].agi/1000.0))) @bar_add[i+4] = 120.0/@actor_wait[i+4] end end #kleinsten agi wert raussuchen und den nächsten actor festlegen for i in 0..@actor_wait.length-1 if @actor_wait[i] < @wert && @actor_wait[i] > 0 @wert = @actor_wait[i] if i < $game_party.members.size @active_battler = $game_party.members[i] @index = i else @active_battler = $game_troop.members[i-4] @index = i end end end # redrawschleife bis actor an der reihe for i in 0..@wert wait(1) for j in 0..$game_party.members.size-1 $bar_values[j] += @bar_add[j] end @status_window.refresh end # neue werte berechnen + korrekturwert bei gleicher zahl for i in 0..@actor_wait.size-1 if i == @index @actor_wait[i] -= @wert else @actor_wait[i] -= @wert-0.001 end end if @active_battler.inputable? if @active_battler.actor? @status_window.index = @index $bar_values[@index] = 0 if @autobattle || @active_battler.auto_battle @active_battler.make_action start_main else start_actor_command_selection end else @active_battler.make_action start_main end else if @active_battler.actor? $bar_values[@index] = 0 end next_actor end end #------------------------------------------------------------------------------ def update_actor_command_selection if Input.trigger?(Input::B) Sound.play_cancel elsif Input.trigger?(Input::C) case @actor_command_window.index when 0 # 攻撃 Sound.play_decision @active_battler.action.set_attack start_target_enemy_selection when 1 # スキル Sound.play_decision start_skill_selection when 2 # 防御 Sound.play_decision @active_battler.action.set_guard start_main when 3 # アイテム Sound.play_decision start_item_selection end end end #------------------------------------------------------------------------------ def start_target_enemy_selection @target_enemy_window = Window_TargetEnemy.new @target_enemy_window.y = 193 @info_viewport.rect.x += @target_enemy_window.width @info_viewport.ox += @target_enemy_window.width @actor_command_window.active = false end #------------------------------------------------------------------------------ def update_target_enemy_selection @target_enemy_window.update if Input.trigger?(Input::B) Sound.play_cancel end_target_enemy_selection elsif Input.trigger?(Input::C) Sound.play_decision @active_battler.action.target_index = @target_enemy_window.enemy.index end_target_enemy_selection end_skill_selection end_item_selection start_main end end #------------------------------------------------------------------------------ def update_target_actor_selection @target_actor_window.update if Input.trigger?(Input::B) Sound.play_cancel end_target_actor_selection elsif Input.trigger?(Input::C) Sound.play_decision @active_battler.action.target_index = @target_actor_window.index end_target_actor_selection end_skill_selection end_item_selection start_main end end #------------------------------------------------------------------------------ def determine_skill @active_battler.action.set_skill(@skill.id) @skill_window.active = false if @skill.need_selection? if @skill.for_opponent? start_target_enemy_selection else start_target_actor_selection end else end_skill_selection start_main end end #------------------------------------------------------------------------------ def determine_item @active_battler.action.set_item(@item.id) @item_window.active = false if @item.need_selection? if @item.for_opponent? start_target_enemy_selection else start_target_actor_selection end else end_item_selection start_main end end #------------------------------------------------------------------------------ def start_main $game_troop.increase_turn @info_viewport.visible = true @info_viewport.ox = 0 @message_window.visible = true @actor_command_window.visible = false @party_command_window.active = false @actor_command_window.active = false @status_window.index = @actor_index = -1 @active_battler = nil @message_window.clear make_action_orders wait(20) end #------------------------------------------------------------------------------ def create_info_viewport @info_viewport = Viewport.new(0, 0, 544, 480) @info_viewport.z = 100 @status_window = Window_BattleStatus.new @party_command_window = Window_PartyCommand.new @actor_command_window = Window_ActorCommand.new @status_window.viewport = @info_viewport @party_command_window.viewport = @info_viewport @actor_command_window.viewport = @info_viewport @party_command_window.x = 159 @party_command_window.y = 360 @status_window.x = 0 @actor_command_window.x = 159 @actor_command_window.y = 360 @actor_command_window.visible = false @info_viewport.visible = false end #------------------------------------------------------------------------------ def update_info_viewport @party_command_window.update @actor_command_window.update @status_window.update if @party_command_window.active @party_command_window.visible = true @actor_command_window.visible = false elsif @actor_command_window.active @actor_command_window.visible = true @party_command_window.visible = false end end #------------------------------------------------------------------------------ def start_party_command_selection if $game_temp.in_battle @status_window.refresh @status_window.index = @actor_index = -1 @active_battler = nil @info_viewport.visible = true @message_window.visible = false @party_command_window.active = true @party_command_window.index = 0 @actor_command_window.active = false $game_party.clear_actions if $game_troop.surprise or not $game_party.inputable? start_main end if @autobattle next_actor end end end #------------------------------------------------------------------------------ def update_party_command_selection if Input.trigger?(Input::C) case @party_command_window.index when 0 # 戦う @party_command_window.visible = false Sound.play_decision @status_window.index = @actor_index = -1 next_actor when 1 # 戦う Sound.play_decision @status_window.index = @actor_index = -1 @party_command_window.active = false @party_command_window.visible = false @autobattle = true next_actor when 2 # 逃げる if $game_troop.can_escape == false Sound.play_buzzer return end Sound.play_decision process_escape end end end #------------------------------------------------------------------------------ def start_skill_selection @help_window = Window_Help.new @skill_window = Window_Skill.new(0, 55, 544, 306, @active_battler) @skill_window.help_window = @help_window @actor_command_window.active = false end #------------------------------------------------------------------------------ def start_item_selection @help_window = Window_Help.new @item_window = Window_Item.new(0, 55, 544, 306) @item_window.help_window = @help_window @actor_command_window.active = false end #------------------------------------------------------------------------------ def process_victory @info_viewport.visible = true @message_window.visible = true RPG::BGM.stop $game_system.battle_end_me.play unless $BTEST $game_temp.map_bgm.play $game_temp.map_bgs.play end display_exp_and_gold display_drop_items display_level_up battle_end(0) end #------------------------------------------------------------------------------ def process_defeat @info_viewport.visible = true @message_window.visible = true text = sprintf(Vocab::Defeat, $game_party.name) $game_message.texts.push(text) wait_for_message battle_end(2) end end #============================================================================== # CustomBattleScreen # Version : 0.2 - Customized # Created by : hellMinor #============================================================================== #============================================================================== class Window_BattleStatus < Window_Selectable #============================================================================== def initialize super(0, 0, 160, 416) refresh self.active = false end #------------------------------------------------------------------------------ def item_rect(index) rect = Rect.new(0, 0, 0, 0) rect.width = 126 rect.height = 96 rect.y = index / @column_max * 96 return rect end #------------------------------------------------------------------------------ def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) self.contents.font.color = normal_color actor = $game_party.members[index] draw_atb_gauge(index, 3, rect.y+10) draw_actor_name(actor, 3, rect.y) draw_actor_state(actor, 35, rect.y+20, 48) draw_actor_graphic(actor,18,rect.y+55) draw_actor_mp(actor, 35, rect.y+45, 88) draw_actor_hp(actor, 3, rect.y+65, 120) end #------------------------------------------------------------------------------ def draw_actor_name(actor, x, y) self.contents.font.color = hp_color(actor) self.contents.draw_text(x, y, 120, WLH, actor.name, 1) end #------------------------------------------------------------------------------ def draw_atb_gauge(index,x, y, width = 120) if $bar_values[index] == nil $bar_values[index] = 0 end if $bar_values[index] >= 120 gc1 = hp_gauge_color1 gc2 = hp_gauge_color2 else gc1 = mp_gauge_color1 gc2 = mp_gauge_color2 end self.contents.fill_rect(x, y, 120, 5, gauge_back_color) self.contents.gradient_fill_rect(x, y, $bar_values[index], 5, gc1, gc2) end end #============================================================================== class Window_PartyCommand < Window_Command #============================================================================== def initialize s1 = Vocab::fight s2 = "Auto-Fight" s3 = Vocab::hehe:scape super(385, [s1, s2, s3], 3, 1) draw_item(0, true) draw_item(1, true) draw_item(2, $game_troop.can_escape) self.active = false end #------------------------------------------------------------------------------ def draw_item(index, enabled = true) rect = item_rect(index) rect.x += 4 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 self.contents.draw_text(rect, @commands[index], 1) end end #============================================================================== class Window_ActorCommand < Window_Command #============================================================================== def initialize super(385, [], 4, 1) self.active = false end #------------------------------------------------------------------------------ def setup(actor) s1 = Vocab::attack s2 = Vocab::skill s3 = Vocab::guard s4 = Vocab::item if actor.class.skill_name_valid s2 = actor.class.skill_name end @commands = [s1,s2, s3, s4] @item_max = 4 refresh self.index = 0 end #------------------------------------------------------------------------------ def draw_item(index, enabled = true) rect = item_rect(index) rect.x += 4 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 self.contents.draw_text(rect, @commands[index], 1) end end #============================================================================== class Window_TargetEnemy < Window_Command #============================================================================== def initialize commands = [] @enemies = [] for enemy in $game_troop.members next unless enemy.exist? commands.push(enemy.name) @enemies.push(enemy) end super(160, commands, 1, 8) end #------------------------------------------------------------------------------ def draw_item(index, enabled = true) rect = item_rect(index) rect.x += 4 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 self.contents.draw_text(rect, @commands[index], 1) end end #============================================================================== class Window_BattleMessage < Window_Message #============================================================================== def initialize super(159,288,385,128) self.openness = 255 @lines = [] refresh end end #============================================================================== class Window_Message < Window_Selectable #============================================================================== def initialize(x = 0,y = 288,w = 544,h = 128) super(x,y,w,h) self.z = 200 self.active = false self.index = -1 self.openness = 0 @opening = false # ウィンドウのオープン中フラグ @closing = false # ウィンドウのクローズ中フラグ @text = nil # 表示すべき残りの文章 @contents_x = 0 # 次の文字を描画する X 座標 @contents_y = 0 # 次の文字を描画する Y 座標 @line_count = 0 # 現在までに描画した行数 @wait_count = 0 # ウェイトカウント @background = 0 # 背景タイプ @position = 2 # 表示位置 @show_fast = false # 早送りフラグ @line_show_fast = false # 行単位早送りフラグ @pause_skip = false # 入力待ち省略フラグ create_gold_window create_number_input_window create_back_sprite end end
#============================================================================== # ** ActiveTimeBattles V1.0 # von hellMinor (24.12.2008) #------------------------------------------------------------------------------ # http://www.rpg-studio.de/http://www.rpg-studio.de/itzamna/node/238 # http://rpgvx.net/index.php?show=wrapper&ID=7&sourceID=22 #============================================================================== #============================================================================== # hellMinor's Active-Time-Battles # # Version : 1.0 - 02.04.08 # Created by : hellMinor # Do NOT redistribute without my permission # Description : This script changes the standard Battle-System to an # Active-Time-Battle-System based on the agility of the # character # Notes : This script uses my CustomBattleScreen with some changes # #============================================================================== #============================================================================== class Scene_Battle < Scene_Base #============================================================================== def start super $game_temp.in_battle = true @actor_wait = [0,0,0,0,0,0,0,0,0,0,0,0] @bar_add = [0,0,0,0,0,0,0,0,0,0,0,0] $bar_values = [0,0,0,0,0,0,0,0,0,0,0,0] @spriteset = Spriteset_Battle.new @message_window = Window_BattleMessage.new @action_battlers = [] create_info_viewport @info_viewport.visible = true end #------------------------------------------------------------------------------ def next_actor # zurücksetzen for enemy in $game_troop.members enemy.action.clear end @wert = 300 @index = 0 if @actor_index == $game_party.members.size-1 start_main return end # player_wait_max = Frameausgleich*(MaxSekunden*(Skalierung-(Player_AGI/Max_AGI))) # player_bar_add = GaugeGröße / player_wait_max for i in 0..$game_party.members.size-1 if @actor_wait[i] == 0 or @actor_wait[i] == nil @actor_wait[i] = 60*(3.0*(1.0-($game_party.members[i].agi/1000.0))) @bar_add[i] = 120.0/@actor_wait[i] end end for i in 0..$game_troop.members.size-1 if @actor_wait[i+4] == 0 or @actor_wait[i+4] == nil @actor_wait[i+4] = 60*(5.0*(1.0-($game_troop.members[i].agi/1000.0))) @bar_add[i+4] = 120.0/@actor_wait[i+4] end end #kleinsten agi wert raussuchen und den nächsten actor festlegen for i in 0..@actor_wait.length-1 if @actor_wait[i] < @wert && @actor_wait[i] > 0 @wert = @actor_wait[i] if i < $game_party.members.size @active_battler = $game_party.members[i] @index = i else @active_battler = $game_troop.members[i-4] @index = i end end end # redrawschleife bis actor an der reihe for i in 0..@wert wait(1) for j in 0..$game_party.members.size-1 $bar_values[j] += @bar_add[j] end @status_window.refresh end # neue werte berechnen + korrekturwert bei gleicher zahl for i in 0..@actor_wait.size-1 if i == @index @actor_wait[i] -= @wert else @actor_wait[i] -= @wert-0.001 end end if @active_battler.inputable? if @active_battler.actor? @status_window.index = @index $bar_values[@index] = 0 if @autobattle || @active_battler.auto_battle @active_battler.make_action start_main else start_actor_command_selection end else @active_battler.make_action start_main end else if @active_battler.actor? $bar_values[@index] = 0 end next_actor end end #------------------------------------------------------------------------------ def update_actor_command_selection if Input.trigger?(Input::B) Sound.play_cancel elsif Input.trigger?(Input::C) case @actor_command_window.index when 0 # 攻撃 Sound.play_decision @active_battler.action.set_attack start_target_enemy_selection when 1 # スキル Sound.play_decision start_skill_selection when 2 # 防御 Sound.play_decision @active_battler.action.set_guard start_main when 3 # アイテム Sound.play_decision start_item_selection end end end #------------------------------------------------------------------------------ def start_target_enemy_selection @target_enemy_window = Window_TargetEnemy.new @target_enemy_window.y = 193 @info_viewport.rect.x += @target_enemy_window.width @info_viewport.ox += @target_enemy_window.width @actor_command_window.active = false end #------------------------------------------------------------------------------ def update_target_enemy_selection @target_enemy_window.update if Input.trigger?(Input::B) Sound.play_cancel end_target_enemy_selection elsif Input.trigger?(Input::C) Sound.play_decision @active_battler.action.target_index = @target_enemy_window.enemy.index end_target_enemy_selection end_skill_selection end_item_selection start_main end end #------------------------------------------------------------------------------ def update_target_actor_selection @target_actor_window.update if Input.trigger?(Input::B) Sound.play_cancel end_target_actor_selection elsif Input.trigger?(Input::C) Sound.play_decision @active_battler.action.target_index = @target_actor_window.index end_target_actor_selection end_skill_selection end_item_selection start_main end end #------------------------------------------------------------------------------ def determine_skill @active_battler.action.set_skill(@skill.id) @skill_window.active = false if @skill.need_selection? if @skill.for_opponent? start_target_enemy_selection else start_target_actor_selection end else end_skill_selection start_main end end #------------------------------------------------------------------------------ def determine_item @active_battler.action.set_item(@item.id) @item_window.active = false if @item.need_selection? if @item.for_opponent? start_target_enemy_selection else start_target_actor_selection end else end_item_selection start_main end end #------------------------------------------------------------------------------ def start_main $game_troop.increase_turn @info_viewport.visible = true @info_viewport.ox = 0 @message_window.visible = true @actor_command_window.visible = false @party_command_window.active = false @actor_command_window.active = false @status_window.index = @actor_index = -1 @active_battler = nil @message_window.clear make_action_orders wait(20) end #------------------------------------------------------------------------------ def create_info_viewport @info_viewport = Viewport.new(0, 0, 544, 480) @info_viewport.z = 100 @status_window = Window_BattleStatus.new @party_command_window = Window_PartyCommand.new @actor_command_window = Window_ActorCommand.new @status_window.viewport = @info_viewport @party_command_window.viewport = @info_viewport @actor_command_window.viewport = @info_viewport @party_command_window.x = 159 @party_command_window.y = 360 @status_window.x = 0 @actor_command_window.x = 159 @actor_command_window.y = 360 @actor_command_window.visible = false @info_viewport.visible = false end #------------------------------------------------------------------------------ def update_info_viewport @party_command_window.update @actor_command_window.update @status_window.update if @party_command_window.active @party_command_window.visible = true @actor_command_window.visible = false elsif @actor_command_window.active @actor_command_window.visible = true @party_command_window.visible = false end end #------------------------------------------------------------------------------ def start_party_command_selection if $game_temp.in_battle @status_window.refresh @status_window.index = @actor_index = -1 @active_battler = nil @info_viewport.visible = true @message_window.visible = false @party_command_window.active = true @party_command_window.index = 0 @actor_command_window.active = false $game_party.clear_actions if $game_troop.surprise or not $game_party.inputable? start_main end if @autobattle next_actor end end end #------------------------------------------------------------------------------ def update_party_command_selection if Input.trigger?(Input::C) case @party_command_window.index when 0 # 戦う @party_command_window.visible = false Sound.play_decision @status_window.index = @actor_index = -1 next_actor when 1 # 戦う Sound.play_decision @status_window.index = @actor_index = -1 @party_command_window.active = false @party_command_window.visible = false @autobattle = true next_actor when 2 # 逃げる if $game_troop.can_escape == false Sound.play_buzzer return end Sound.play_decision process_escape end end end #------------------------------------------------------------------------------ def start_skill_selection @help_window = Window_Help.new @skill_window = Window_Skill.new(0, 55, 544, 306, @active_battler) @skill_window.help_window = @help_window @actor_command_window.active = false end #------------------------------------------------------------------------------ def start_item_selection @help_window = Window_Help.new @item_window = Window_Item.new(0, 55, 544, 306) @item_window.help_window = @help_window @actor_command_window.active = false end #------------------------------------------------------------------------------ def process_victory @info_viewport.visible = true @message_window.visible = true RPG::BGM.stop $game_system.battle_end_me.play unless $BTEST $game_temp.map_bgm.play $game_temp.map_bgs.play end display_exp_and_gold display_drop_items display_level_up battle_end(0) end #------------------------------------------------------------------------------ def process_defeat @info_viewport.visible = true @message_window.visible = true text = sprintf(Vocab::Defeat, $game_party.name) $game_message.texts.push(text) wait_for_message battle_end(2) end end #============================================================================== # CustomBattleScreen # Version : 0.2 - Customized # Created by : hellMinor #============================================================================== #============================================================================== class Window_BattleStatus < Window_Selectable #============================================================================== def initialize super(0, 0, 160, 416) refresh self.active = false end #------------------------------------------------------------------------------ def item_rect(index) rect = Rect.new(0, 0, 0, 0) rect.width = 126 rect.height = 96 rect.y = index / @column_max * 96 return rect end #------------------------------------------------------------------------------ def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) self.contents.font.color = normal_color actor = $game_party.members[index] draw_atb_gauge(index, 3, rect.y+10) draw_actor_name(actor, 3, rect.y) draw_actor_state(actor, 35, rect.y+20, 48) draw_actor_graphic(actor,18,rect.y+55) draw_actor_mp(actor, 35, rect.y+45, 88) draw_actor_hp(actor, 3, rect.y+65, 120) end #------------------------------------------------------------------------------ def draw_actor_name(actor, x, y) self.contents.font.color = hp_color(actor) self.contents.draw_text(x, y, 120, WLH, actor.name, 1) end #------------------------------------------------------------------------------ def draw_atb_gauge(index,x, y, width = 120) if $bar_values[index] == nil $bar_values[index] = 0 end if $bar_values[index] >= 120 gc1 = hp_gauge_color1 gc2 = hp_gauge_color2 else gc1 = mp_gauge_color1 gc2 = mp_gauge_color2 end self.contents.fill_rect(x, y, 120, 5, gauge_back_color) self.contents.gradient_fill_rect(x, y, $bar_values[index], 5, gc1, gc2) end end #============================================================================== class Window_PartyCommand < Window_Command #============================================================================== def initialize s1 = Vocab::fight s2 = "Auto-Fight" s3 = Vocab::hehe:scape super(385, [s1, s2, s3], 3, 1) draw_item(0, true) draw_item(1, true) draw_item(2, $game_troop.can_escape) self.active = false end #------------------------------------------------------------------------------ def draw_item(index, enabled = true) rect = item_rect(index) rect.x += 4 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 self.contents.draw_text(rect, @commands[index], 1) end end #============================================================================== class Window_ActorCommand < Window_Command #============================================================================== def initialize super(385, [], 4, 1) self.active = false end #------------------------------------------------------------------------------ def setup(actor) s1 = Vocab::attack s2 = Vocab::skill s3 = Vocab::guard s4 = Vocab::item if actor.class.skill_name_valid s2 = actor.class.skill_name end @commands = [s1,s2, s3, s4] @item_max = 4 refresh self.index = 0 end #------------------------------------------------------------------------------ def draw_item(index, enabled = true) rect = item_rect(index) rect.x += 4 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 self.contents.draw_text(rect, @commands[index], 1) end end #============================================================================== class Window_TargetEnemy < Window_Command #============================================================================== def initialize commands = [] @enemies = [] for enemy in $game_troop.members next unless enemy.exist? commands.push(enemy.name) @enemies.push(enemy) end super(160, commands, 1, 8) end #------------------------------------------------------------------------------ def draw_item(index, enabled = true) rect = item_rect(index) rect.x += 4 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 self.contents.draw_text(rect, @commands[index], 1) end end #============================================================================== class Window_BattleMessage < Window_Message #============================================================================== def initialize super(159,288,385,128) self.openness = 255 @lines = [] refresh end end #============================================================================== class Window_Message < Window_Selectable #============================================================================== def initialize(x = 0,y = 288,w = 544,h = 128) super(x,y,w,h) self.z = 200 self.active = false self.index = -1 self.openness = 0 @opening = false # ウィンドウのオープン中フラグ @closing = false # ウィンドウのクローズ中フラグ @text = nil # 表示すべき残りの文章 @contents_x = 0 # 次の文字を描画する X 座標 @contents_y = 0 # 次の文字を描画する Y 座標 @line_count = 0 # 現在までに描画した行数 @wait_count = 0 # ウェイトカウント @background = 0 # 背景タイプ @position = 2 # 表示位置 @show_fast = false # 早送りフラグ @line_show_fast = false # 行単位早送りフラグ @pause_skip = false # 入力待ち省略フラグ create_gold_window create_number_input_window create_back_sprite end end
Geändert von Zeythier (03.06.2009 um 19:38 Uhr)
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