Das Prob war, dass zwar Save disabled war, allerdings noch da. Und wenn wir schon reden, benutzt doch lieber dieses Script(ich bin Stolz auf meine Arbeit xD)
class Window_Gold < Window_Base def initialize super(0, 0, 160, 64) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear cx = contents.text_size($data_system.words.gold).width self.contents.font.color = normal_color self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2) end end class Window_PlayTime < Window_Base def initialize super(0, 0, 160, 62) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear self.contents.font.color = system_color @total_sec = Graphics.frame_count / Graphics.frame_rate hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 text = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text(4, 0, 120, 32, text, 2) end def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end class Window_MenuStatus < Window_Selectable def initialize super(0, 0, 480, 350) self.contents = Bitmap.new(width - 32, height - 32) refresh self.active = false self.index = -1 end def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 64 y = i * 80 actor = $game_party.actors[i] draw_actor_graphic(actor, x - 40, y + 80) draw_actor_name(actor, x, y) draw_actor_class(actor, x + 144, y) draw_actor_level(actor, x, y + 32) draw_actor_state(actor, x + 90, y + 32) draw_actor_exp(actor, x, y +50) draw_actor_hp(actor, x + 236, y + 32) draw_actor_sp(actor, x + 236, y + 50) end end def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(0, @index * 80, self.width - 32, 80) end end end class Scene_Menu def initialize(menu_index = 0) @menu_index = menu_index end def main @map_spriteset = Spriteset_Map.new s1 = "Items" s2 = "Techniken" s3 = "Ausrüstung" s4 = "Status" s5 = "Sichern" s6 = "Aufhören" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s6]) @command_window.index = @menu_index @command_window.x = 480 @command_window.opacity = 180 if $game_party.actors.size == 0 @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end if $game_system.save_disabled @command_window.disable_item(4) end @playtime_window = Window_PlayTime.new @playtime_window.x = 480 @playtime_window.y = 224 - 32 @playtime_window.opacity = 180 @gold_window = Window_Gold.new @gold_window.x = 480 @gold_window.y = 286 - 32 @gold_window.opacity = 180 @status_window = Window_MenuStatus.new @status_window.x = 0 @status_window.y = 0 @status_window.opacity = 180 Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @playtime_window.dispose @gold_window.dispose @status_window.dispose @map_spriteset.dispose end def update @map_spriteset.update @command_window.update @playtime_window.update @gold_window.update @status_window.update if @command_window.active update_command return end if @status_window.active update_status return end end end