Ergebnis 1 bis 2 von 2

Thema: Titelmenü Fehler VX Ace

  1. #1

    Titelmenü Fehler VX Ace

    Hallo ,
    ich versuche das HK animated Title Screen Script mit einem von MOG Scripts zu verbinden. Allerdings kommt folgende Fehlermeldung:

    Script "Titlemenü" line 70:NoMethodError occured.
    undefined Method "update" for nil:Nil class

    Im script lande ich dann auf die stelle im ersten code:
    def update
    super
    if $STILL_BG == false
    @wave.update


    folgende Scripte (seperat) habe ich:
    Code:
    #==============================================================================
    #  Hanzo Kimura's Animated Title Screen    (Translated by BlueTyphlosion)
    #  Scripted Date: 02/24/09
    #  PLEASE CREDIT: Hanzo Kimura
    #  if Your going to use this script for your title
    #
    #  IMAGES USED(All in Graphics/System) Folder:
    #     "TitleBGLoop.jpg" - For Scrolling Upward Effect
    #     "TitleBGSprite.jpg" - For Horizantally Endless Scrolling 
    #     "TitleCursor.png" - For the title cursor
    #     "TitleMenu01.png" - For the title Menu (First Menu Active)
    #     "TitleMenu02.png" - For the title Menu (Second Menu Active)
    #     "TitleMenu03.png" - For the title Menu (Third Menu Active)
    #     "TitleLogo.png" - For the Title Logo
    #     "TitleSpark01.png" - For the Title Spark
    #     "TitleSpark02.png" - For the Title Spark
    #     "TitleSymbol.png" - For the Title Symbol
    #     "TitleCursorStrike01.png" - For Title Cursor Strike Effect(Left)
    #     "TitleCursorStrike02.png" - For Title Cursor Strike Effect(Right)
    #   **"TitleBG.jpg" - For Still Version Title Background
    #
    #  UPDATE #1
    #  ***New Function Added '$STILL_BG' Let's you control the Background behavior
    #     Set it to True if you want the Animated Waving Effect,
    #     Set it to False if you want a Still Background
    #  ***640x480 Version Added 
    #
    #  IF YOU FIND ANY BUGS REPORT HERE:
    #  http://www.rpgmakervx.net/index.php?showtopic=16133&st=60 
    #
    #==============================================================================
    #NEW FUNCTION
    $STILL_BG = false       # true=Still Background false=Animated Background
                            #'TitleBG' is the filename that will be used for Still BG
    
    $TITLE_MENU_X = 184     # Your Title Menu X Position
    $TITLE_MENU_Y = 260     # Your Title Menu Y Position
    $LOGO_X = 50             # Your Logo X Position
    $LOGO_Y = 0             # Your Logo Y Position
    $SPARK_COUNT = 350      # SPARK COUNT: Frames Before the Spark Appears again
    $SPARK_SPEED = 10       # The Speed of the Sparks
    $MENU_NEW = 260         # THE Y Position of the Cursor if NEW GAME
    $MENU_CONTINUE = 305    # THE Y Position of the Cursor if CONTINUE
    $MENU_EXIT = 345           # THE Y Position of the Cursor if EXIT
    $SYMBOL_SPEED = 1
    
    #DONT EDIT BELOW
    $titleloop = 1
    $SYMBOL_RESET = false
    #------------------------------------------------------------------------------
    #  This class performs the title screen processing.
    #==============================================================================
    class Scene_Title < Scene_Base
      def start
        super
        SceneManager.clear
        Graphics.freeze
        create_command_window
        create_title_background
        play_title_music
      end
      alias create_command_window_hk create_command_window
      def create_command_window
        create_command_window_hk
        @command_window.visible = false
      end
      def update
        super
        if $STILL_BG == false
         @wave.update
        if @sprite.oy != 0
          @sprite.oy -= 1
        elsif @sprite.oy == 0
          @sprite.ox += 1
        end
        if @wave.oy != 0
          @wave.oy -= 1
        elsif @wave.oy == 0
          if $TITLE_LOOP == 1 && @wave.ox != 1289
            @wave.ox += 1
          else
            $TITLE_LOOP == 2
          end
          if $TITLE_LOOP == 2 && @wave.ox != -1189
            @wave.ox -= 1
          else
            $TITLE_LOOP == 1
          end
        end
       end
         @symbol.ox -= $SYMBOL_SPEED
         if $SYMBOL_RESET == true && @symbol.opacity == 0
              $SYMBOL_RESET = false
            elsif @symbol.opacity != 255
              @symbol.opacity += 3
            end
            
             
         #=======Spark Animation========
         @spark01.x += $SPARK_SPEED
         @spark02.x -= $SPARK_SPEED
         if $SPARK_COUNT != 0
           $SPARK_COUNT -= 1
         else
           $SPARK_COUNT = 350
           @spark01.x = -172
           @spark02.x = 544
         end
         if @spark01.opacity != 255
           @spark01.opacity += 20
           @spark02.opacity += 20
         end
    
     
        #=======Menu Animation=========
        case @command_window.index
          when 0
            @spark01.y = $MENU_NEW - 20
            @spark02.y = $MENU_NEW
            @symbol.oy = $MENU_NEW + 183
            @strike1.y = $MENU_NEW
            @strike2.y = $MENU_NEW
            if @menu01.opacity != 255
              @menu01.opacity += 20
              @menu02.opacity -= 20
              @menu03.opacity -= 20
            end
            if @cursor.y != $TITLE_MENU_Y
              @cursor.y -= 5
              end
          when 1
            @spark01.y = $MENU_CONTINUE - 20
            @spark02.y = $MENU_CONTINUE
            @symbol.oy = $MENU_CONTINUE + 93
            @strike1.y = $MENU_CONTINUE
            @strike2.y = $MENU_CONTINUE
            if @menu02.opacity != 255
              @menu02.opacity += 20
              @menu01.opacity -= 20
              @menu03.opacity -= 20
            end
            if @cursor.y != $MENU_CONTINUE && @cursor.y < $MENU_CONTINUE
              @cursor.y += 5
              elsif @cursor.y != $MENU_CONTINUE && @cursor.y > $MENU_CONTINUE
              @cursor.y -= 5
              end
          when 2
            @spark01.y = $MENU_EXIT - 20
            @spark02.y = $MENU_EXIT
            @symbol.oy = $MENU_EXIT + 13
            @strike1.y = $MENU_EXIT
            @strike2.y = $MENU_EXIT
            if @menu03.opacity != 255
              @menu03.opacity += 20
              @menu02.opacity -= 20
              @menu01.opacity -= 20
            end
            if @cursor.y != $MENU_EXIT
              @cursor.y += 5
            end
          end
      if @strike1.x != 0
        @strike1.x += 11
      end
      if @strike2.x != 212
        @strike2.x -= 12
      end
          check_menu
        if Input.trigger?(Input::C)
          case @command_window.index
          when 0    #New game
            command_new_game
          when 1    # Continue
            command_continue
          when 2    # Shutdown
            command_shutdown
          end
        end
      end
      #--------------------------------------------------------------------------
      # * Checking Current Menu
      #--------------------------------------------------------------------------
      def check_menu
        if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
          $SPARK_COUNT = 350
          @spark01.x = -172
          @spark02.x = 544
          @spark01.opacity -= 255
          @spark02.opacity -= 255
          @symbol.opacity -= 255
          $SYMBOL_RESET = true
        case @command_window.index
          when 0
            @spark01.y = 280
            @spark02.y = 300
            @symbol.oy = 403
            @strike1.y = 300
            @strike2.y = 300
            @strike1.x = -330
            @strike2.x = 584
          when 1
            @spark01.y = 325
            @spark02.y = 345
            @symbol.oy = 358
            @strike1.y = 345
            @strike2.y = 345
            @strike1.x = -330
            @strike2.x = 584
          when 2
            @spark01.y = 365
            @spark02.y = 385
            @symbol.oy = 317
            @strike1.y = 385
            @strike2.y = 385
            @strike1.x = -330
            @strike2.x = 584
          end
        end
      end
      def create_title_background
        @viewport1 = Viewport.new(0, 0, 1288, 891)
        @viewport2 = Viewport.new(0, 0, 824, 480)
        @viewport2.z = 10
        if $STILL_BG == false
        @sprite = Plane.new(@viewport1)
        @sprite.bitmap = Cache.system("TitleBGLoop")
        @sprite.oy = 371
        @sprite.ox = 100
        @sprite.z = -100
        @wave = Sprite.new(@viewport1)
        @wave.bitmap = Cache.system("TitleBGSprite")
        @wave.oy = 371
        @wave.ox = 100
        @wave.wave_amp = 50
        @wave.wave_length = 440
        @wave.wave_speed = 1250   
        @wave.opacity = 125
        @wave.z = 5
    
      else
        @sprite = Sprite.new
        @sprite.bitmap = Cache.system("TitleBG")
        @sprite.y = 0
        @sprite.x = 0
        @sprite.z = -100
      end
        @logo = Sprite.new
        @logo.bitmap = Cache.system("Layout")
        @logo.x = $LOGO_X
        @logo.y = $LOGO_Y
        @logo.z = 10
        @menu01 = Sprite.new
        @menu01.bitmap = Cache.system("TitleMenu01")
        @menu01.x = $TITLE_MENU_X
        @menu01.y = $TITLE_MENU_Y
        @menu02 = Sprite.new
        @menu02.bitmap = Cache.system("TitleMenu02")
        @menu02.x = $TITLE_MENU_X
        @menu02.y = $TITLE_MENU_Y
        @menu02.opacity = 0
        @menu03 = Sprite.new
        @menu03.bitmap = Cache.system("TitleMenu03")
        @menu03.x = $TITLE_MENU_X
        @menu03.y = $TITLE_MENU_Y
        @menu03.opacity = 0
        @cursor = Sprite.new
        @cursor.bitmap = Cache.system("TitleCursor")
        @cursor.x = $TITLE_MENU_X
        @cursor.y = $TITLE_MENU_Y
        @cursor.z = 12
        @strike1 = Sprite.new
        @strike1.bitmap = Cache.system("TitleCursorStrike01")
        @strike1.x = 0
        @strike1.y = 260
        @strike1.z = 9
        @strike2 = Sprite.new
        @strike2.bitmap = Cache.system("TitleCursorStrike02")
        @strike2.x = 212
        @strike2.y = 260
        @strike2.z = 9
        @symbol = Plane.new(@viewport2)
        @symbol.bitmap = Cache.system("TitleSymbol")
        @symbol.oy = 443
        @symbol.ox = 100
        @spark01 = Sprite.new
        @spark01.bitmap = Cache.system("TitleSpark01")
        @spark01.y = 280
        @spark01.x = -172
        @spark01.z = 12
        @spark02 = Sprite.new
        @spark02.bitmap = Cache.system("TitleSpark02")
        @spark02.y = 300
        @spark02.x = 544
        @spark02.z = 12
        @menu01.z = @menu02.z = @menu03.z = 13
        if @continue_enabled  
          @menu01.opacity = 0
          @menu02.opacity = 255
          @cursor.y = 305
          @strike1.y = 305
          @strike2.y = 305
          @symbol.oy = 398
        end
      end
      
     
      #--------------------------------------------------------------------------
      # * Dispose of Title Graphic
      #--------------------------------------------------------------------------
      def dispose_title_background
        if $STILL_BG == false
        @wave.dispose
        @wave.bitmap.dispose
      end
        @sprite.dispose
        @logo.dispose
        @menu01.dispose
        @menu02.dispose
        @menu03.dispose
        @cursor.dispose
        @strike1.dispose
        @strike2.dispose
        @symbol.dispose
        @spark01.dispose
        @spark02.dispose
        @logo.bitmap.dispose
        @menu01.bitmap.dispose
        @menu02.bitmap.dispose
        @menu03.bitmap.dispose
        @cursor.bitmap.dispose
        @strike1.bitmap.dispose
        @strike2.bitmap.dispose
        @spark01.bitmap.dispose
        @spark02.bitmap.dispose
      end
      def terminate
        super
        SceneManager.snapshot_for_background
        dispose_title_background
      end
    end
    das andere
    Code:
    #==============================================================================
    # +++ MOG - Mokou Title Screen (v1.0) +++
    #==============================================================================
    # By Moghunter 
    # http://www.atelier-rgss.com/
    #==============================================================================
    # Tela de título animada com o tema da Fujiwara no Mokou, para os fans de Touhou.
    # Naturalmente é possível customizar qualquer tipo de personagem.
    #==============================================================================
    module MOG_MOKOU_TITLE_SCRREN
      #Definição da quantidade de partículas.
      NUMBER_OF_PARTICLES = 10
      #Definição do tipo de blend da partícula.
      PARTICLES_BLEND_TYPE  = 1
      #Definição da força do efeito wave na névoa.
      AURA_POSITION = [50,20]
      #Ativar efeito aura na imagem do personagem.
      CHARACTER_AURA_EFFECT = true
        LOGO = true
      #Definição da duração do logo.
      LOGO_DURATION = 2
      #Definição do tempo de transição.
      TRASITION_DURATION = 0
    end
    
    #==============================================================================
    # ■ Scene Title
    #==============================================================================
    class Scene_Title
      include MOG_MOKOU_TITLE_SCRREN
      
      #--------------------------------------------------------------------------
      # ● Main
      #--------------------------------------------------------------------------        
      def main
          execute_logo if LOGO
          Graphics.update
          Graphics.freeze
          execute_setup
          execute_loop
          dispose
      end  
      
      #--------------------------------------------------------------------------
      # ● Execute Setup
      #--------------------------------------------------------------------------        
      def execute_setup
          @phase = 0
          @active = false
          @continue_enabled = DataManager.save_file_exists?
          @com_index = @continue_enabled ? 1 : 0
          @com_index_old = @com_index
          @com_index_max = 2
          create_sprites
      end
      
      #--------------------------------------------------------------------------
      # ● Execute Lopp
      #--------------------------------------------------------------------------        
      def execute_loop
          Graphics.transition(TRASITION_DURATION)
          play_title_music
          loop do
             Input.update
             update
             Graphics.update
             break if SceneManager.scene != self
          end
       end
          
    end
     
    #==============================================================================
    # ■ Scene Title
    #==============================================================================
    class Scene_Title
      include MOG_MOKOU_TITLE_SCRREN
      
      #--------------------------------------------------------------------------
      # ● Execute Logo
      #--------------------------------------------------------------------------    
      def execute_logo
          Graphics.transition
          create_logo 
          loop do
             Input.update
             update_logo
             Graphics.update
             break if !@logo_phase
          end
          dispose_logo
      end
       
      #--------------------------------------------------------------------------
      # ● Create Logo
      #--------------------------------------------------------------------------      
      def create_logo
          @logo = Sprite.new
          @logo.z = 100
          @logo.opacity = 0
          @logo_duration = [0,60 * LOGO_DURATION]
          @logo.bitmap = Cache.title1("Logo") rescue nil
          @logo_phase = @logo.bitmap != nil ? true : false      
      end
      
      #--------------------------------------------------------------------------
      # ● Dispose Logo
      #--------------------------------------------------------------------------       
      def dispose_logo      
          Graphics.freeze
          @logo.bitmap.dispose if @logo.bitmap != nil
          @logo.dispose
      end
      
      #--------------------------------------------------------------------------
      # ● Update Logo
      #--------------------------------------------------------------------------      
      def update_logo  
          return if !@logo_phase
          update_logo_command
          if @logo_duration[0] == 0
             @logo.opacity += 5
             @logo_duration[0] = 1 if @logo.opacity >= 255
           elsif @logo_duration[0] == 1
             @logo_duration[1] -= 1
             @logo_duration[0] = 2 if @logo_duration[1] <= 0
           else  
             @logo.opacity -= 5
             @logo_phase = false if @logo.opacity <= 0
           end
      end
      
      #--------------------------------------------------------------------------
      # ● Update Logo Command
      #--------------------------------------------------------------------------      
      def update_logo_command
          return if @logo_duration[0] == 2
          if Input.trigger?(:C) or Input.trigger?(:B)
             @logo_duration = [2,0]
          end
      end
      
    end
    
    #==============================================================================
    # ■ Scene Title
    #==============================================================================
    class Scene_Title
      
      #--------------------------------------------------------------------------
      # ● Create Sprites
      #--------------------------------------------------------------------------          
      def create_sprites
          create_particles
          create_particles2
          create_particles3
          create_aura
      end
        
    
      #--------------------------------------------------------------------------
      # ● Create Particles
      #--------------------------------------------------------------------------  
      def create_particles
          @particles_sprite =[]
          for i in 0...NUMBER_OF_PARTICLES
              @particles_sprite.push(Particles_Title.new(nil))
          end
      end   
      
      #--------------------------------------------------------------------------
      # ● Create Particles
      #--------------------------------------------------------------------------  
      def create_particles2
          @particles_sprite2 =[]
          for i in 0...NUMBER_OF_PARTICLES
              @particles_sprite2.push(Particles_Title2.new(nil))
          end
      end    
      
      #--------------------------------------------------------------------------
      # ● Create Particles
      #--------------------------------------------------------------------------  
      def create_particles3
          @particles_sprite3 =[]
          for i in 0...NUMBER_OF_PARTICLES
              @particles_sprite3.push(Particles_Title3.new(nil))
          end
      end    
      
    
     
      #--------------------------------------------------------------------------
      # ● Create Aura
      #--------------------------------------------------------------------------      
      def create_aura
          @aura = Sprite.new
          @aura.bitmap = Cache.title1("Aura")
    
          @aura.x = AURA_POSITION[0] + @aura.ox
          @aura.y = AURA_POSITION[1] + @aura.oy
          @aura.z = 2      
          @aura.blend_type = 1
          @aura.opacity = 255
          @aura_zoom_phase = [0,0]
      end
      
    end
    
    #==============================================================================
    # ■ Particles Title
    #==============================================================================
    class Particles_Title2 < Sprite
      
      include MOG_MOKOU_TITLE_SCRREN
      
     #--------------------------------------------------------------------------
     # ● Initialize
     #--------------------------------------------------------------------------             
      def initialize(viewport = nil)
          super(viewport)
          @speed_x = 0
          @speed_y = 0
          @speed_a = 0
          @next_pos = [440,190]
          self.bitmap = Cache.title1("Particles2")
          self.blend_type = PARTICLES_BLEND_TYPE 
          self.z = 4
          @cy_size = self.bitmap.height + (self.bitmap.height / 2)
          @cy_limit = Graphics.height + @cy_size
          @rg = [Graphics.width - self.bitmap.width ,0]
          @phase = 0
          reset_setting(true)
      end  
      
     #--------------------------------------------------------------------------
     # ● Reset Setting
     #--------------------------------------------------------------------------               
      def reset_setting(initial = false)
          zoom = (50 + rand(100)) / 100.1
          self.zoom_x = zoom
          self.zoom_y = zoom
          self.x = rand(576) - 160
          self.y = initial == true ? rand(480) : -@cy_size
          @speed_y = (1 + rand(3))
          @speed_x = (1 + rand(2))
          @speed_a = (1 + rand(2))    
          @rg[1] = (Graphics.height / 2) + rand(128)     
          @phase = 0      
      end
      
     #--------------------------------------------------------------------------
     # ● Dispose
     #--------------------------------------------------------------------------               
      def dispose
          super
          self.bitmap.dispose if self.bitmap != nil
      end  
      
     #--------------------------------------------------------------------------
     # ● Update
     #--------------------------------------------------------------------------               
      def update
          super
          if @phase == 0 and self.y < @rg[1] and self.x < @rg[0]
             self.x += @speed_x
             self.y += @speed_y
          else
            @phase = 1
            update_slide(0,@next_pos[0])
            update_slide(1,@next_pos[1])
          end
          self.opacity += 5
          reset_setting if can_reset_setting?
      end  
      
     #--------------------------------------------------------------------------
     # ● Can Reset Setting
     #--------------------------------------------------------------------------                 
      def can_reset_setting?
          return true if self.x == @next_pos[0] and self.y == @next_pos[1]
    #      return true if self.opacity <= 1
          return false
      end  
    
     #--------------------------------------------------------------------------
     # ● Update Slide
     #--------------------------------------------------------------------------                       
      def update_slide(type,np)
          cp = type == 0 ? self.x : self.y
          sp = 2 + ((cp - np).abs / 20)
          if cp > np 
             cp -= sp
             cp = np if cp < np
          elsif cp < np 
             cp += sp
             cp = np if cp > np
          end     
          self.x = cp if type == 0
          self.y = cp if type == 1
      end    
      
    end
    
    #==============================================================================
    # ■ Particles Title
    #==============================================================================
    class Particles_Title3 < Sprite
      
      include MOG_MOKOU_TITLE_SCRREN
      
     #--------------------------------------------------------------------------
     # ● Initialize
     #--------------------------------------------------------------------------             
      def initialize(viewport = nil)
          super(viewport)
          @speed_x = 0
          @speed_y = 0
          @speed_a = 0
          @next_pos = [440,190]
          self.bitmap = Cache.title1("Particles3")
          self.blend_type = PARTICLES_BLEND_TYPE 
          self.z = 4
          @cy_size = self.bitmap.height + (self.bitmap.height / 2)
          @cy_limit = Graphics.height + @cy_size
          @rg = [Graphics.width - self.bitmap.width ,0]
          @phase = 0
          reset_setting(true)
      end  
      
     #--------------------------------------------------------------------------
     # ● Reset Setting
     #--------------------------------------------------------------------------               
      def reset_setting(initial = false)
          zoom = (50 + rand(100)) / 100.1
          self.zoom_x = zoom
          self.zoom_y = zoom
          self.x = 440 + rand(self.bitmap.width) # - 160
          self.y = 190 + rand(self.bitmap.height) #initial == true ? rand(480) : -@cy_size
          self.opacity = 255
          @speed_y = (1 + rand(3))
          @speed_x = (1 + rand(2))
          @speed_a = (1 + rand(2))    
          @rg[1] = (Graphics.height / 2) + rand(128)     
          @phase = 0      
      end
      
     #--------------------------------------------------------------------------
     # ● Dispose
     #--------------------------------------------------------------------------               
      def dispose
          super
          self.bitmap.dispose if self.bitmap != nil
      end  
      
     #--------------------------------------------------------------------------
     # ● Update
     #--------------------------------------------------------------------------               
      def update
          super
         # self.x += @speed_x
          self.y -= @speed_y
          self.opacity -= 3
          reset_setting if can_reset_setting?
      end  
      
     #--------------------------------------------------------------------------
     # ● Can Reset Setting
     #--------------------------------------------------------------------------                 
      def can_reset_setting?
          return true if self.y < 0
          return false
      end  
      
    end
    
    #==============================================================================
    # ■ Particles Title
    #==============================================================================
    class Particles_Title < Sprite
      
      include MOG_MOKOU_TITLE_SCRREN
      
     #--------------------------------------------------------------------------
     # ● Initialize
     #--------------------------------------------------------------------------             
      def initialize(viewport = nil)
          super(viewport)
          @speed_x = 0
          @speed_y = 0
          @speed_a = 0
          @speed_o = 0
          self.bitmap = Cache.title1("Particles")
          self.blend_type = PARTICLES_BLEND_TYPE 
          self.z = 4
          @cy_size = self.bitmap.height + (self.bitmap.height / 2)
          @cy_limit = Graphics.height - (@cy_size * 3)
          reset_setting(true)
      end  
      
     #--------------------------------------------------------------------------
     # ● Reset Setting
     #--------------------------------------------------------------------------               
      def reset_setting(initial = false)
          zoom = (50 + rand(100)) / 100.1
          self.zoom_x = zoom
          self.zoom_y = zoom
          self.x = rand(Graphics.width)
          self.y = initial == true ? rand(480) : (Graphics.height + @cy_size)
          self.opacity = 255
          z = rand(2)
          if z == 1
             self.z = 40
          else
             self.z = 20
          end
          @speed_y = -(1 + rand(3))
          @speed_x = (1 + rand(2))
          @speed_a = (1 + rand(2))
          @speed_o = (2 + rand(8))
      end
      
     #--------------------------------------------------------------------------
     # ● Dispose
     #--------------------------------------------------------------------------               
      def dispose
          super
          self.bitmap.dispose if self.bitmap != nil
      end  
      
     #--------------------------------------------------------------------------
     # ● Update
     #--------------------------------------------------------------------------               
      def update
          super
          self.y += @speed_y
          self.opacity -= @speed_o
          reset_setting if can_reset_setting?
      end  
      
     #--------------------------------------------------------------------------
     # ● Can Reset Setting
     #--------------------------------------------------------------------------                 
      def can_reset_setting?
          return true if self.opacity == 0
          return true if self.y < -@cy_size
          return false
      end  
    
    end
    
    
    #==============================================================================
    # ■ Scene Title
    #==============================================================================
    class Scene_Title
      
      #--------------------------------------------------------------------------
      # ● Dispose
      #--------------------------------------------------------------------------          
      def dispose
          Graphics.freeze
          dispose_particles
          dispose_particles2
          dispose_particles3
          dispose_aura
      end
        
    
      
     #--------------------------------------------------------------------------
     # ● Dispose Particles
     #--------------------------------------------------------------------------    
     def dispose_particles
         @particles_sprite.each {|sprite| sprite.dispose }
     end    
      
     #--------------------------------------------------------------------------
     # ● Dispose Particles 2
     #--------------------------------------------------------------------------    
     def dispose_particles2
         @particles_sprite2.each {|sprite| sprite.dispose }
     end   
     
     #--------------------------------------------------------------------------
     # ● Dispose Particles 3
     #--------------------------------------------------------------------------    
     def dispose_particles3
         @particles_sprite3.each {|sprite| sprite.dispose }
     end   
     
     
      #--------------------------------------------------------------------------
      # ● Dispose Aura
      #--------------------------------------------------------------------------    
      def dispose_aura
          @aura.bitmap.dispose
          @aura.dispose
     end      
      
    end
    
    #==============================================================================
    # ■ Scene Title
    #==============================================================================
    class Scene_Title
      
      #--------------------------------------------------------------------------
      # ● Update Sprites
      #--------------------------------------------------------------------------          
      def update_sprites
          update_particles
          update_particles2
          update_particles3
          update_aura
      end
        
    
      
      #--------------------------------------------------------------------------
      # ● Update Particles
      #--------------------------------------------------------------------------  
      def update_particles
          @particles_sprite.each {|sprite| sprite.update }
      end  
      
      #--------------------------------------------------------------------------
      # ● Update Particles 2
      #--------------------------------------------------------------------------  
      def update_particles2
          @particles_sprite2.each {|sprite| sprite.update }
      end    
      
      #--------------------------------------------------------------------------
      # ● Update Particles 3
      #--------------------------------------------------------------------------  
      def update_particles3
          @particles_sprite3.each {|sprite| sprite.update }
      end   
      
      #--------------------------------------------------------------------------
      # ● Update Aura
      #--------------------------------------------------------------------------    
      def update_aura
          if @aura_zoom_phase[0] == 0
             @aura.zoom_x += 0.001
             if @aura.zoom_x > 1.10
                @aura_zoom_phase[0] = 1
                @aura.zoom_x = 1.10
             end
          else
             @aura.zoom_x -= 0.001
             if @aura.zoom_x < 1.00
                @aura_zoom_phase[0] = 0
                @aura.zoom_x = 1.00
             end         
             
          end  
          @aura.zoom_y = @aura.zoom_x
      end
    
    #==============================================================================
    # ■ Scene Title
    #==============================================================================
    class Scene_Title
      
      #--------------------------------------------------------------------------
      # ● Update
      #--------------------------------------------------------------------------          
      def update
          update_sprites
      end
        
    end
    
    
      end
    
    $mog_rgss3_mokou_title_screen = true
    Weiß jemand wie ich evtl. beides in einem Script verpacken kann oder was genau falsch ist? Vielen dank im vorraus

  2. #2
    Hey KonanVanDark,

    ohne jetzt zu prüfen, ob die Scripts kompatibel sind - solltest du sie zum Laufen bekommen, wenn du im zweiten Script die rote Zeile hinzufügst:

    Code:
    #--------------------------------------------------------------------------   # ● Main
      #--------------------------------------------------------------------------        
      def main
          start
          execute_logo if LOGO
          Graphics.update
          Graphics.freeze
          execute_setup
          execute_loop
          dispose
      end
    Das zweite Script überschreibt die main Methode, der Title-Scene. Normalerweise wird in dieser die Methode "start" aufgerufen. Wird diese nicht aufgerufen, so werden die ganzen Objekte nicht erstellt (daher die Fehlermeldung, dass @wave nil ist).

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