Ergebnis 1 bis 14 von 14

Thema: [XP] Hilfe zum Speichern im Menu.

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  1. #14
    PHP-Code:
    class Window_Steps Window_Base
      def refresh
        self
    .contents.clear
        self
    .contents.font.color system_color
        self
    .contents.draw_text(4012032"Schritte")
        
    self.contents.font.color normal_color
        self
    .contents.draw_text(43212032$game_party.steps.to_s2)
      
    end
    end
    class Window_Gold Window_Base
      def initialize
        super
    (0016064)
        
    self.contents Bitmap.new(width 32height 32)
        
    refresh
      end
      def refresh
        self
    .contents.clear
        cx 
    contents.text_size($data_system.words.gold).width
        self
    .contents.font.color normal_color
        self
    .contents.draw_text(40120-cx-232$game_party.gold.to_s2)
        
    self.contents.font.color system_color
        self
    .contents.draw_text(124-cx0cx32$data_system.words.gold2)
      
    end
    end
    class Window_PlayTime Window_Base
      def initialize
        super
    (0016062)
        
    self.contents Bitmap.new(width 32height 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"hourminsec)
        
    self.contents.font.color normal_color
        self
    .contents.draw_text(4012032text2)
      
    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
    (00480350)
        
    self.contents Bitmap.new(width 32height 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 
    80
          actor 
    $game_party.actors[i]
          
    draw_actor_graphic(actor4080)
          
    draw_actor_name(actorxy)
          
    draw_actor_class(actor144y)
          
    draw_actor_level(actorx32)
          
    draw_actor_state(actor9032)
          
    draw_actor_exp(actorx+50)
          
    draw_actor_hp(actor23632)
          
    draw_actor_sp(actor23650)
        
    end
      end
      def update_cursor_rect
        
    if @index 0
          self
    .cursor_rect.empty
        else
          
    self.cursor_rect.set(0, @index 80self.width 3280)
        
    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, [s1s2s3s4s6])
        @
    command_window.index = @menu_index
        
    @command_window.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.480
        
    @playtime_window.224 32
        
    @playtime_window.opacity 180
        
    @gold_window Window_Gold.new
        @
    gold_window.480 
        
    @gold_window.286 32
        
    @gold_window.opacity 180
        
    @steps_window Window_Steps.new
        @
    steps_window.480 
        
    @steps_window.318
        
    @steps_window.opacity 180
        
    @status_window Window_MenuStatus.new
        @
    status_window.0
        
    @status_window.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
        
    @steps_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
      def update_command
        
    # If B button was pressed
        
    if Input.trigger?(Input::B)
          
    # Play cancel SE
          
    $game_system.se_play($data_system.cancel_se)
          
    # Switch to map screen
          
    $scene Scene_Map.new
          return
        
    end
        
    # If C button was pressed
        
    if Input.trigger?(Input::C)
          
    # If command other than save or end game, and party members = 0
          
    if $game_party.actors.size == and @command_window.index 4
            
    # Play buzzer SE
            
    $game_system.se_play($data_system.buzzer_se)
            return
          
    end
          
    # Branch by command window cursor position
          
    case @command_window.index
          when 0  
    # item
            # Play decision SE
            
    $game_system.se_play($data_system.decision_se)
            
    # Switch to item screen
            
    $scene Scene_Item.new
          
    when 1  # skill
            # Play decision SE
            
    $game_system.se_play($data_system.decision_se)
            
    # Make status window active
            
    @command_window.active false
            
    @status_window.active true
            
    @status_window.index 0
          when 2  
    # equipment
            # Play decision SE
            
    $game_system.se_play($data_system.decision_se)
            
    # Make status window active
            
    @command_window.active false
            
    @status_window.active true
            
    @status_window.index 0
          when 3  
    # status
            # Play decision SE
            
    $game_system.se_play($data_system.decision_se)
            
    # Make status window active
            
    @command_window.active false
            
    @status_window.active true
            
    @status_window.index 0
          when 4  
    # end game
            # Play decision SE
            
    $game_system.se_play($data_system.decision_se)
            
    # Switch to end game screen
            
    $scene Scene_End.new
          
    end
          
    return
        
    end
      end
      def update_status
        
    if Input.trigger?(Input::B)
          
    $game_system.se_play($data_system.cancel_se)
          @
    command_window.active true
          
    @status_window.active false
          
    @status_window.index = -1
          
    return
        
    end
        
    if Input.trigger?(Input::C)
          case @
    command_window.index
          when 1  
            
    if $game_party.actors[@status_window.index].restriction >= 2
              $game_system
    .se_play($data_system.buzzer_se)
              return
            
    end
            $game_system
    .se_play($data_system.decision_se)
            
    $scene Scene_Skill.new(@status_window.index)
          
    when 2  
            $game_system
    .se_play($data_system.decision_se)
            
    $scene Scene_Equip.new(@status_window.index)
          
    when 3  
            $game_system
    .se_play($data_system.decision_se)
            
    $scene Scene_Status.new(@status_window.index)
          
    end
          
    return
        
    end
      end
    end
    class Scene_End
      def update
        
    @command_window.update
        
    if Input.trigger?(Input::B)
          
    $game_system.se_play($data_system.cancel_se)
          
    $scene Scene_Menu.new(4)
          return
        
    end
        
    if Input.trigger?(Input::C)
          case @
    command_window.index
          when 0  
            command_to_title
          when 1  
            command_shutdown
          when 2  
            command_cancel
          end
          
    return
        
    end
      end
      def command_cancel
        $game_system
    .se_play($data_system.decision_se)
        
    $scene Scene_Menu.new(4)
      
    end
    end 
    So, letzter €dit

    Geändert von SMWma (05.04.2010 um 19:52 Uhr)

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