[Fragethread]Für RPG Maker XP!^^

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      Wenn ja, sag mir bitte deinen Namen, dann kann ich dir alle deine Fragen beantworten (=

      Zu deiner Frage.

      F11 > Das Skript " Scene Title suchen"

      #==============================================================================
      # ** Scene_Title
      #------------------------------------------------------------------------------
      # This class performs title screen processing.
      #==============================================================================

      class Scene_Title
      #--------------------------------------------------------------------------
      # * Main Processing
      #--------------------------------------------------------------------------
      def main
      # If battle test
      if $BTEST
      battle_test
      return
      end
      # Load database
      $data_actors = load_data("Data/Actors.rxdata")
      $data_classes = load_data("Data/Classes.rxdata")
      $data_skills = load_data("Data/Skills.rxdata")
      $data_items = load_data("Data/Items.rxdata")
      $data_weapons = load_data("Data/Weapons.rxdata")
      $data_armors = load_data("Data/Armors.rxdata")
      $data_enemies = load_data("Data/Enemies.rxdata")
      $data_troops = load_data("Data/Troops.rxdata")
      $data_states = load_data("Data/States.rxdata")
      $data_animations = load_data("Data/Animations.rxdata")
      $data_tilesets = load_data("Data/Tilesets.rxdata")
      $data_common_events = load_data("Data/CommonEvents.rxdata")
      $data_system = load_data("Data/System.rxdata")
      # Make system object
      $game_system = Game_System.new
      # Make title graphic
      @sprite = Sprite.new
      @sprite.bitmap = RPG::Cache.title($data_system.title_name)
      # Make command window
      [COLOR="DarkOrange"] s1 = "New Game"
      s2 = "Continue"
      s3 = "Shutdown"[/COLOR]
      @command_window = Window_Command.new(192, [s1, s2, s3])
      @command_window.back_opacity = 160
      @command_window.x = 320 - @command_window.width / 2
      @command_window.y = 288
      # Continue enabled determinant
      # Check if at least one save file exists
      # If enabled, make @continue_enabled true; if disabled, make it false
      @continue_enabled = false
      for i in 0..3
      if FileTest.exist?("Save#{i+1}.rxdata")
      @continue_enabled = true
      end
      end
      # If continue is enabled, move cursor to "Continue"
      # If disabled, display "Continue" text in gray
      if @continue_enabled
      @command_window.index = 1
      else
      @command_window.disable_item(1)
      end
      # Play title BGM
      $game_system.bgm_play($data_system.title_bgm)
      # Stop playing ME and BGS
      Audio.me_stop
      Audio.bgs_stop
      # Execute transition
      Graphics.transition
      # Main loop
      loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
      break
      end
      end
      # Prepare for transition
      Graphics.freeze
      # Dispose of command window
      @command_window.dispose
      # Dispose of title graphic
      @sprite.bitmap.dispose
      @sprite.dispose
      end
      #--------------------------------------------------------------------------
      # * Frame Update
      #--------------------------------------------------------------------------
      def update
      # Update command window
      @command_window.update
      # If C button was pressed
      if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 0 # New game
      command_new_game
      when 1 # Continue
      command_continue
      when 2 # Shutdown
      command_shutdown
      end
      end
      end
      #--------------------------------------------------------------------------
      # * Command: New Game
      #--------------------------------------------------------------------------
      def command_new_game
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Stop BGM
      Audio.bgm_stop
      # Reset frame count for measuring play time
      Graphics.frame_count = 0
      # Make each type of game object
      $game_temp = Game_Temp.new
      $game_system = Game_System.new
      $game_switches = Game_Switches.new
      $game_variables = Game_Variables.new
      $game_self_switches = Game_SelfSwitches.new
      $game_screen = Game_Screen.new
      $game_actors = Game_Actors.new
      $game_party = Game_Party.new
      $game_troop = Game_Troop.new
      $game_map = Game_Map.new
      $game_player = Game_Player.new
      # Set up initial party
      $game_party.setup_starting_members
      # Set up initial map position
      $game_map.setup($data_system.start_map_id)
      # Move player to initial position
      $game_player.moveto($data_system.start_x, $data_system.start_y)
      # Refresh player
      $game_player.refresh
      # Run automatic change for BGM and BGS set with map
      $game_map.autoplay
      # Update map (run parallel process event)
      $game_map.update
      # Switch to map screen
      $scene = Scene_Map.new
      end
      #--------------------------------------------------------------------------
      # * Command: Continue
      #--------------------------------------------------------------------------
      def command_continue
      # If continue is disabled
      unless @continue_enabled
      # Play buzzer SE
      $game_system.se_play($data_system.buzzer_se)
      return
      end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Switch to load screen
      $scene = Scene_Load.new
      end
      #--------------------------------------------------------------------------
      # * Command: Shutdown
      #--------------------------------------------------------------------------
      def command_shutdown
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Fade out BGM, BGS, and ME
      Audio.bgm_fade(800)
      Audio.bgs_fade(800)
      Audio.me_fade(800)
      # Shutdown
      $scene = nil
      end
      #--------------------------------------------------------------------------
      # * Battle Test
      #--------------------------------------------------------------------------
      def battle_test
      # Load database (for battle test)
      $data_actors = load_data("Data/BT_Actors.rxdata")
      $data_classes = load_data("Data/BT_Classes.rxdata")
      $data_skills = load_data("Data/BT_Skills.rxdata")
      $data_items = load_data("Data/BT_Items.rxdata")
      $data_weapons = load_data("Data/BT_Weapons.rxdata")
      $data_armors = load_data("Data/BT_Armors.rxdata")
      $data_enemies = load_data("Data/BT_Enemies.rxdata")
      $data_troops = load_data("Data/BT_Troops.rxdata")
      $data_states = load_data("Data/BT_States.rxdata")
      $data_animations = load_data("Data/BT_Animations.rxdata")
      $data_tilesets = load_data("Data/BT_Tilesets.rxdata")
      $data_common_events = load_data("Data/BT_CommonEvents.rxdata")
      $data_system = load_data("Data/BT_System.rxdata")
      # Reset frame count for measuring play time
      Graphics.frame_count = 0
      # Make each game object
      $game_temp = Game_Temp.new
      $game_system = Game_System.new
      $game_switches = Game_Switches.new
      $game_variables = Game_Variables.new
      $game_self_switches = Game_SelfSwitches.new
      $game_screen = Game_Screen.new
      $game_actors = Game_Actors.new
      $game_party = Game_Party.new
      $game_troop = Game_Troop.new
      $game_map = Game_Map.new
      $game_player = Game_Player.new
      # Set up party for battle test
      $game_party.setup_battle_test_members
      # Set troop ID, can escape flag, and battleback
      $game_temp.battle_troop_id = $data_system.test_troop_id
      $game_temp.battle_can_escape = true
      $game_map.battleback_name = $data_system.battleback_name
      # Play battle start SE
      $game_system.se_play($data_system.battle_start_se)
      # Play battle BGM
      $game_system.bgm_play($game_system.battle_bgm)
      # Switch to battle screen
      $scene = Scene_Battle.new
      end
      end

      Das orange markierte sind die Befehle. Diese kannst du ändern.