Hallo Ken,
Als erstes fügst du folgenden Code unter LDT_SKILL ein:
Code:
LDT_SKILL_MES1 = {
1=>["",""],
2=>["",""],
4=>["benutzt Doppelter Hieb!","uses Double Attack!!!"]
}
LDT_SKILL_MES2 = {
1=>["",""],
2=>["",""],
4=>["Irgendein Text der als Info drunter erscheint.","Insert something useful here..."]
}
LDT_ENEMY = {
1=>["Geist","Ghost"],
2=>["Ratte","Rat"],
3=>["",""],
4=>["",""]}
Hier kannst du die Angriffstexte, equivlanet zur Database, pflegen. Ist vom Aufbau her genauso wie LDT_SKILL.
LDT_SKILL_MES1 ist der Text, der hinter dem ausführenden Charakter steht.
LDT_SKILL_MES2 ist der zweite Text, der komplett angezeigt wird (ohne Anwender).
In dem Beispiel, was ich dort eingetragen habe, erscheint folgender Text, wenn der "Peter" den Skill 4 benutzt:
Peter benutzt Doppelter Hieb!
Irgendein Text der als Info drunter erscheint.
In LDT_ENEMY kannst du die Gegnernamen pflegen.
Ab der Zeile "def self.basic(basic_id)" das komplette Coding durch folgendes ersetzen:
Code:
# Basis-Status
def self.basic(basic_id)
return LDT_BASIC[basic_id][$game_switches[LDT_SWITCH] ? 1 : 0]
end
# Befehle
def self.command(command_id)
return LDT_COMMAND[command_id][$game_switches[LDT_SWITCH] ? 1 : 0]
end
def self.get_item_text(item)
if(item.is_a?(RPG::Skill))
return get_skill_name(item)
elsif(item.is_a?(RPG::Item))
return get_item_name(item)
else
return item.name
end
end
def self.get_skill_name(item)
if(LDT_SKILL.has_key?(item.id))
return LDT_SKILL[item.id][$game_switches[LDT_SWITCH] ? 1 : 0]
else
return item.name
end
end
def self.get_item_name(item)
if(LDT_ITEM.has_key?(item.id))
return LDT_ITEM[item.id][$game_switches[LDT_SWITCH] ? 1 : 0]
else
return item.name
end
end
def self.get_message1(item)
if(LDT_SKILL_MES1.has_key?(item.id))
return LDT_SKILL_MES1[item.id][$game_switches[LDT_SWITCH] ? 1 : 0]
else
return item.message1
end
end
def self.get_message2(item)
if(LDT_SKILL_MES2.has_key?(item.id))
return LDT_SKILL_MES2[item.id][$game_switches[LDT_SWITCH] ? 1 : 0]
else
return item.message2
end
end
def self.get_subject(subject)
if(subject.is_a?(Game_Enemy))
if(LDT_ENEMY.has_key?(subject.enemy_id))
return LDT_ENEMY[subject.enemy_id][$game_switches[LDT_SWITCH] ? 1 : 0]
else
return subject.name
end
elsif(subject.is_a?(RPG::Enemy))
if(LDT_ENEMY.has_key?(subject.id))
return LDT_ENEMY[subject.id][$game_switches[LDT_SWITCH] ? 1 : 0]
else
return subject.name
end
else
return subject.name
end
end
end
class Window_Base
def draw_item_name(item, x, y, enabled = true, width = 172)
return unless item
draw_icon(item.icon_index, x, y, enabled)
change_color(normal_color, enabled)
draw_text(x + 24, y, width, line_height, Vocab.get_item_text(item))
end
end
class Window_BattleLog
def display_use_item(subject, item)
tsub = Vocab.get_subject(subject)
if item.is_a?(RPG::Skill)
add_text(tsub + Vocab.get_message1(item))
tmes2 = Vocab.get_message2(item)
unless tmes2.empty?
wait
add_text(tmes2)
end
else
add_text(sprintf(Vocab::UseItem, tsub, Vocab.get_item_text(item)))
end
end
end
## Scene Title changes + new window
class Window_LanguageCommand < Window_Command
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0)
update_placement
self.openness = 0
open
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
return 160
end
#--------------------------------------------------------------------------
# * Update Window Position
#--------------------------------------------------------------------------
def update_placement
self.x = (Graphics.width - width) / 2
self.y = (Graphics.height * 1.6 - height) / 2
end
#--------------------------------------------------------------------------
# * Create Command List
#--------------------------------------------------------------------------
def make_command_list
add_command(Vocab::LDT_LANG[0], :lang1)
add_command(Vocab::LDT_LANG[1], :lang2)
end
#--------------------------------------------------------------------------
# * Get Activation State of Continue
#--------------------------------------------------------------------------
def continue_enabled
DataManager.save_file_exists?
end
end
class Scene_Title < Scene_Base
def start
super
SceneManager.clear
Graphics.freeze
create_background
create_foreground
create_command_window
create_language_window
unless($ldt_lang_selected)
@command_window.visible = false
@command_window.active = false
else
@language_window.visible = false
@language_window.active = false
end
play_title_music
end
def create_language_window
@language_window = Window_LanguageCommand.new
@language_window.set_handler(:lang1, method(:command_lang1))
@language_window.set_handler(:lang2, method(:command_lang2))
@language_window.visible = true
@language_window.active = true
end
def command_lang1()
$game_switches[Vocab::LDT_SWITCH] = false
language_selected()
end
def command_lang2()
$game_switches[Vocab::LDT_SWITCH] = true
language_selected()
end
def language_selected()
$ldt_lang_selected = true
@language_window.visible = false
@language_window.active = false
Vocab.change_vocab()
create_command_window
end
alias ldt_create_command_window create_command_window
def create_command_window
ldt_create_command_window
@command_window.set_handler(:cancel, method(:command_cancel))
end
def command_cancel
@command_window.visible = false
@command_window.active = false
@language_window.visible = true
@language_window.active = true
end
end
class Game_Enemy < Game_Battler
alias ldt_initialize initialize
def initialize(index, enemy_id)
ldt_initialize(index, enemy_id)
@original_name = Vocab.get_subject(enemy)
end
end
module DataManager
class <<self; alias ldt_vocab_load_game load_game end
def self.load_game(index)
tlang = $game_switches[Vocab::LDT_SWITCH]
treturn = ldt_vocab_load_game(index)
$game_switches[Vocab::LDT_SWITCH] = tlang
Vocab.change_vocab()
return treturn
end
class <<self; alias ldt_vocab_new_game setup_new_game end
def self.setup_new_game
tlang = $game_switches[Vocab::LDT_SWITCH]
treturn = ldt_vocab_new_game
$game_switches[Vocab::LDT_SWITCH] = tlang
Vocab.change_vocab()
return treturn
end
end