@cornix
ja gleich nachdem ich "neues spiel" ausgewählt habe ! danach kommt nur noch n blackscreen und das wars...
ich komme nichmal zur auswahl des intro's oder auf irgendeine map...

@shisu
Code:
#==============================================================================
# ** Item Popup
#------------------------------------------------------------------------------
# Tibuda
# Version 1.12
# 02.23.07
#------------------------------------------------------------------------------
# * Version History :
# 01.11.07 - Version 1.00
# 01.13.07 - Version 1.01
#     - Bug fix: Bug while tryin' to unequip an item in the equipment scene
#     - Added: Item number font customization
# 01.19.07 - Version 1.10
#     - Added: Fading icons when losing items (optional)
#     - Added: Background image (optional)
#     - Added: Custom colors for each item
#     - Added: You can show a icon in events
#     - Added: Custom colors when calling the popup_icon
# 01.23.07 - Version 1.11
#     - Bug fix: Bug while changin'g class or changin' equip in the map
# 02.23.07 - Version 1.12 (one month)
#     - Bug fix: Showing icon with 0 items/gold
#------------------------------------------------------------------------------
# * Instructions
# - To show an icon call the following script:
#    $game_player.popup_icon(icon_name[, number, color])
#        for the player
#    self.event.popup_icon(icon_name[, number, color])
#        for the current event
#    $game_map.events[id].popup_icon(icon_name[, number, color])
#        for the the event id
# - Customizing the duration
#   ICON_TIME holds the time a icon is shown
#   ICON_DELAY is time a icon will wait to appear when there's a icon showing
# - Customizing the item number colors
#   The NUMBER_COLOR constant is the default color for all the item types
#   The GOLD_NUMBER_COLOR holds the color for the gold
#   The ITEM_NUMBER_COLOR hahs hold the color for specific items.
#   You can add a custom color for a item this way:
#    ITEM_NUMBER_COLOR = {item_id => item_color, item_id => item_color....}
#   If you want a default color for all items you can use the item_id 0
#   Use WEAPON_NUMBER_COLOR for weapons and ARMOR_NUMBER_COLOR for armors
#==============================================================================

#--------------------------------------------------------------------------
# module Popup_Item
#--------------------------------------------------------------------------
module Popup_Item
  # Fading icons
  FADE_LOSE    = false
  # The time we show the icon
  ICON_TIME    = 40
  # The time before show a new item
  ICON_DELAY   = 24
  # Icon to show when the player gets money
  GOLD_ICON    = "032-Item01"
  # A 32x32 background image
  BACKGROUND   = ""
  # Font for the item number
  NUMBER_FONT  = "Tahoma"
  NUMBER_SIZE  = 12
  NUMBER_COLOR = Color.new(255, 255, 255)
  # Custom font color for specific items
  GOLD_NUMBER_COLOR   = Color.new(255, 255, 0)
  ITEM_NUMBER_COLOR   = {}
  ARMOR_NUMBER_COLOR  = {}
  WEAPON_NUMBER_COLOR = {}
  # True if using Trickster's Method & Class Library
  TRICK_MACL = false
end

#--------------------------------------------------------------------------
# Game_Character
#--------------------------------------------------------------------------
class Game_Character
  attr_accessor :popup_icons
  alias popup_gm_party_init initialize
  def initialize
    popup_gm_party_init
    @popup_icons = []
  end
  def popup_icon(icon_name, number = 1, color = Popup_Item::NUMBER_COLOR)
    @popup_icons.push([icon_name, number, color])
  end
  def fade_icon(icon_name, number = 1, color = Popup_Item::NUMBER_COLOR)
    popup_icon(icon_name, -number, color) if Popup_Item::FADE_LOSE
  end
end
#--------------------------------------------------------------------------
# Game_Party
#--------------------------------------------------------------------------
class Game_Party
  attr_accessor :ignore_icon
  alias popup_gm_party_init initialize
  def initialize
    popup_gm_party_init
    @ignore_icon = false
  end
  def popup_icon(icon_name, number = 1, color = Popup_Item::NUMBER_COLOR)
    $game_player.popup_icon(icon_name, number, color)
  end
  def fade_icon(icon_name, number = 1, color = Popup_Item::NUMBER_COLOR)
    $game_player.fade_icon(icon_name, number, color)
  end
  alias popup_gm_party_gain_gold gain_gold
  def gain_gold(n)
    popup_gm_party_gain_gold(n)
    return if @ignore_icon || n < 1
    if Popup_Item::GOLD_ICON != "" and $scene.is_a?(Scene_Map)
      if Popup_Item::GOLD_NUMBER_COLOR.is_a?(Color)
        color = Popup_Item::GOLD_NUMBER_COLOR
      else
        color = Popup_Item::NUMBER_COLOR
      end
      popup_icon(Popup_Item::GOLD_ICON, n, color)
    end
  end
  alias popup_gm_party_gain_item gain_item
  def gain_item(id, n)
    popup_gm_party_gain_item(id, n)
    return if id < 1 or id >= $data_items.size or @ignore_icon || n < 1
    if $scene.is_a?(Scene_Map)
      if Popup_Item::ITEM_NUMBER_COLOR[id].is_a?(Color)
        color = Popup_Item::ITEM_NUMBER_COLOR[id]
      elsif Popup_Item::ITEM_NUMBER_COLOR[0].is_a?(Color)
        color = Popup_Item::ITEM_NUMBER_COLOR[0]
      else
        color = Popup_Item::NUMBER_COLOR
      end
      popup_icon($data_items[id].icon_name, n, color)
    end
  end
  alias popup_gm_party_gain_weapon gain_weapon
  def gain_weapon(id, n)
    popup_gm_party_gain_weapon(id, n)
    return if id < 1 or id >= $data_weapons.size or @ignore_icon || n < 1
    if $scene.is_a?(Scene_Map)
      if Popup_Item::WEAPON_NUMBER_COLOR[id].is_a?(Color)
        color = Popup_Item::WEAPON_NUMBER_COLOR[id]
      elsif Popup_Item::WEAPON_NUMBER_COLOR[0].is_a?(Color)
        color = Popup_Item::WEAPON_NUMBER_COLOR[0]
      else
        color = Popup_Item::NUMBER_COLOR
      end
      popup_icon($data_weapons[id].icon_name, n, color)
    end
  end
  alias popup_gm_party_gain_armor gain_armor
  def gain_armor(id, n)
    popup_gm_party_gain_armor(id, n)
    return if id < 1 or id >= $data_armors.size or @ignore_icon || n < 1
    if $scene.is_a?(Scene_Map)
      if Popup_Item::ARMOR_NUMBER_COLOR[id].is_a?(Color)
        color = Popup_Item::ARMOR_NUMBER_COLOR[id]
      elsif Popup_Item::ARMOR_NUMBER_COLOR[0].is_a?(Color)
        color = Popup_Item::ARMOR_NUMBER_COLOR[0]
      else
        color = Popup_Item::NUMBER_COLOR
      end
      popup_icon($data_armors[id].icon_name, n, color)
    end
  end
end
#--------------------------------------------------------------------------
# Game_Actor
#--------------------------------------------------------------------------
class Game_Actor
  alias popup_gm_actor_equip equip
  def equip(equip_type, id)
    $game_party.ignore_icon = true
    popup_gm_actor_equip(equip_type, id)
    $game_party.ignore_icon = false
  end
end
#--------------------------------------------------------------------------
# module RPG
#--------------------------------------------------------------------------
module RPG
  #--------------------------------------------------------------------------
  # RPG::Sprite
  #--------------------------------------------------------------------------
  class Sprite
    def popup_icon(name, number = 1, color = Popup_Item::NUMBER_COLOR)
      return if name == "" or name == nil
      return if number.is_a?(Numeric) and number < 0 and !Popup_Item::FADE_LOSE
      @icons = [] if !@icons.is_a?(Array)
      icon = {}
      icon["time"]   = 0 - @icons.size * Popup_Item::ICON_DELAY
      if number.is_a?(Numeric) and number < 0
        icon["fade"] = true
        number       = - number
      else
        icon["fade"] = false
      end
      icon["sprite"] = RPG::Sprite.new(self.viewport)
      if Popup_Item::BACKGROUND != ""
        bitmap = RPG::Cache.picture(Popup_Item::BACKGROUND)
        icon["sprite"].bitmap = Bitmap.new(bitmap.width, bitmap.height)
        icon["sprite"].bitmap.blt(0, 0, bitmap, Rect.new(0,0,bitmap.width,bitmap.width))
      else
        icon["sprite"].bitmap = Bitmap.new(32,32)
        
      end
      bitmap = RPG::Cache.icon(name)
      icon["sprite"].bitmap.blt(4, 4, bitmap, Rect.new(0,0,24,24))
      if Popup_Item::NUMBER_SIZE > 0 and number != 1 and number != ""
        icon["sprite"].bitmap.font.outline = true if Popup_Item::TRICK_MACL
        icon["sprite"].bitmap.font.name  = Popup_Item::NUMBER_FONT
        icon["sprite"].bitmap.font.size  = Popup_Item::NUMBER_SIZE
        icon["sprite"].bitmap.font.color = color
        icon["sprite"].bitmap.draw_text(5, 28 - Popup_Item::NUMBER_SIZE - 1, 27, Popup_Item::NUMBER_SIZE, number.to_s)
      end
      icon["sprite"].ox = 0
      icon["sprite"].oy = 20
      icon["sprite"].x  = self.x
      icon["sprite"].y  = self.y - self.oy / 2 + 1 - icon["time"]
      icon["sprite"].z  = 3000
      icon["sprite"].visible = false
      @icons.push(icon)
    end
    def update_icons
      return unless @icons.is_a?(Array)
      return if Graphics.frame_count % 2 != 0
      i = 0
      while i < @icons.size
        if @icons[i]["time"] > Popup_Item::ICON_TIME
          @icons[i]["sprite"].bitmap.dispose
          @icons[i]["sprite"].dispose
          @icons.delete_at(i)
        else
          @icons[i]["time"] += 1
          if @icons[i]["fade"]
            op = [255 * (1 - @icons[i]["time"] / Popup_Item::ICON_TIME),0].max
            @icons[i]["sprite"].opacity = op
            @icons[i]["sprite"].update
          else
            @icons[i]["sprite"].y -= 1
          end
          @icons[i]["sprite"].visible = @icons[i]["time"] >= 0
          i += 1
        end
      end
    end
    alias popup_sprite_update update
    def update
      popup_sprite_update
      update_icons
    end
  end
end
#--------------------------------------------------------------------------
# Sprite_Character
#--------------------------------------------------------------------------
class Sprite_Character
  alias popup_spr_char_update update
  def update
    popup_spr_char_update
    if @character.is_a?(Game_Character)
      while @character.popup_icons.size > 0
        popup_icon(@character.popup_icons[0][0], @character.popup_icons[0][1],
                   @character.popup_icons[0][2])
        @character.popup_icons.delete_at(0)
      end
    end
    update_icons
  end
end
hey echt super ... ein "callscript" mach ich doch indem ich ein event setze und dieses dann umbennene, oder?! (zb. $LE_type2_1)(für n lichtkegel am fenster...)
oder ruf ich einen "callscript" über ein event mit einem "eventcomand" und dann seite 3 "script" auf?!

Vielleicht sollt ich mal noch erwähnen was sonst noch für scripte laufen?! =)

SDK 2.4
Slipknot Message System
MOG - Location Name
Mode7 1
Mode7 2
Mode7 3
Kritischer Treffer
Eventtext
LM_Picterlock
LM_main
Weapon Level 0.1 Beta by Jenz
Level Up Box By Akxiv
MiniMap made by squall
After Battle
Item Popup 1.12 by Tibuda

Dann kommt das Main...

Ich hoffe ihr könnt damit was anfangen !?
Vielen Dank für eure geduld und mühe...