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  RPGVX.net => RPGVX.net Service => Archiv => Thema gestartet von: Dainreth am August 04, 2008, 20:36:13

Titel: Titel
Beitrag von: Dainreth am August 04, 2008, 20:36:13
Hallo Communtiy,
mal wieder technische Fragen, diesmal eher bezügliche RGSS. Zunächst eine simple Sache: Ich möchte im Titel keinen Windowskin verwenden ohne dafür aber gleich Titelüberspringen Skripts oder ähnliches zu benutzen. Kann man da nicht irgendwo einfach die Transparenz runterschalten (hab schon gesucht, aber nichts gefunden). Die zweite Frage wäre, ob man den Lade Befehl rausnehmen kann, sprich das dann beim Titel lediglich Neues Spiel und Beenden existieren. Danke im Voraus!

Dainreth
Titel: Re: Titel
Beitrag von: Evil95 am August 04, 2008, 20:49:48
Hier die verännderte Scene_Title (für New Game und Shutdown)
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
#  This class performs the title screen processing.
#==============================================================================

class Scene_Title < Scene_Base
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    if $BTEST                         # If battle test
      battle_test                     # Start battle test
    else                              # If normal play
      super                           # Usual main processing
    end
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    load_database                     # Load database
    create_game_objects               # Create game objects
    check_continue                    # Determine if continue is enabled
    create_title_graphic              # Create title graphic
    create_command_window             # Create command window
    play_title_music                  # Play title screen music
  end
  #--------------------------------------------------------------------------
  # * Execute Transition
  #--------------------------------------------------------------------------
  def perform_transition
    Graphics.transition(20)
  end
  #--------------------------------------------------------------------------
  # * Post-Start Processing
  #--------------------------------------------------------------------------
  def post_start
    super
    open_command_window
  end
  #--------------------------------------------------------------------------
  # * Pre-termination Processing
  #--------------------------------------------------------------------------
  def pre_terminate
    super
    close_command_window
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_command_window
    snapshot_for_background
    dispose_title_graphic
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    @command_window.update
    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
  #--------------------------------------------------------------------------
  # * Load Database
  #--------------------------------------------------------------------------
  def load_database
    $data_actors        = load_data("Data/Actors.rvdata")
    $data_classes       = load_data("Data/Classes.rvdata")
    $data_skills        = load_data("Data/Skills.rvdata")
    $data_items         = load_data("Data/Items.rvdata")
    $data_weapons       = load_data("Data/Weapons.rvdata")
    $data_armors        = load_data("Data/Armors.rvdata")
    $data_enemies       = load_data("Data/Enemies.rvdata")
    $data_troops        = load_data("Data/Troops.rvdata")
    $data_states        = load_data("Data/States.rvdata")
    $data_animations    = load_data("Data/Animations.rvdata")
    $data_common_events = load_data("Data/CommonEvents.rvdata")
    $data_system        = load_data("Data/System.rvdata")
    $data_areas         = load_data("Data/Areas.rvdata")
  end
  #--------------------------------------------------------------------------
  # * Load Battle Test Database
  #--------------------------------------------------------------------------
  def load_bt_database
    $data_actors        = load_data("Data/BT_Actors.rvdata")
    $data_classes       = load_data("Data/BT_Classes.rvdata")
    $data_skills        = load_data("Data/BT_Skills.rvdata")
    $data_items         = load_data("Data/BT_Items.rvdata")
    $data_weapons       = load_data("Data/BT_Weapons.rvdata")
    $data_armors        = load_data("Data/BT_Armors.rvdata")
    $data_enemies       = load_data("Data/BT_Enemies.rvdata")
    $data_troops        = load_data("Data/BT_Troops.rvdata")
    $data_states        = load_data("Data/BT_States.rvdata")
    $data_animations    = load_data("Data/BT_Animations.rvdata")
    $data_common_events = load_data("Data/BT_CommonEvents.rvdata")
    $data_system        = load_data("Data/BT_System.rvdata")
  end
  #--------------------------------------------------------------------------
  # * Create Game Objects
  #--------------------------------------------------------------------------
  def create_game_objects
    $game_temp          = Game_Temp.new
    $game_message       = Game_Message.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.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
  end
  #--------------------------------------------------------------------------
  # * Determine if Continue is Enabled
  #--------------------------------------------------------------------------
  def check_continue
    @continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
  end
  #--------------------------------------------------------------------------
  # * Create Title Graphic
  #--------------------------------------------------------------------------
  def create_title_graphic
    @sprite = Sprite.new
    @sprite.bitmap = Cache.system("Title")
  end
  #--------------------------------------------------------------------------
  # * Dispose of Title Graphic
  #--------------------------------------------------------------------------
  def dispose_title_graphic
    @sprite.bitmap.dispose
    @sprite.dispose
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::new_game
    s3 = Vocab::shutdown
    @command_window = Window_Command.new(172, [s1, s3])
    @command_window.x = (544 - @command_window.width) / 2
    @command_window.y = 288
    if @continue_enabled                    # If continue is enabled
      @command_window.index = 1             # Move cursor over command
    else                                    # If disabled
      @command_window.draw_item(1, false)   # Make command semi-transparent
    end
    @command_window.openness = 0
    @command_window.open
  end
  #--------------------------------------------------------------------------
  # * Dispose of Command Window
  #--------------------------------------------------------------------------
  def dispose_command_window
    @command_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Open Command Window
  #--------------------------------------------------------------------------
  def open_command_window
    @command_window.open
    begin
      @command_window.update
      Graphics.update
    end until @command_window.openness == 255
  end
  #--------------------------------------------------------------------------
  # * Close Command Window
  #--------------------------------------------------------------------------
  def close_command_window
    @command_window.close
    begin
      @command_window.update
      Graphics.update
    end until @command_window.openness == 0
  end
  #--------------------------------------------------------------------------
  # * Play Title Screen Music
  #--------------------------------------------------------------------------
  def play_title_music
    $data_system.title_bgm.play
    RPG::BGS.stop
    RPG::ME.stop
  end
  #--------------------------------------------------------------------------
  # * Check Player Start Location Existence
  #--------------------------------------------------------------------------
  def confirm_player_location
    if $data_system.start_map_id == 0
      print "Player start location not set."
      exit
    end
  end
  #--------------------------------------------------------------------------
  # * Command: New Game
  #--------------------------------------------------------------------------
  def command_new_game
    confirm_player_location
    Sound.play_decision
    $game_party.setup_starting_members            # Initial party
    $game_map.setup($data_system.start_map_id)    # Initial map position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    $game_player.refresh
    $scene = Scene_Map.new
    RPG::BGM.fade(1500)
    close_command_window
    Graphics.fadeout(60)
    Graphics.wait(40)
    Graphics.frame_count = 0
    RPG::BGM.stop
    $game_map.autoplay
  end
  #--------------------------------------------------------------------------
  # * Command: Continue
  #--------------------------------------------------------------------------
  def command_continue
    if @continue_enabled
      Sound.play_decision
      $scene = Scene_File.new(false, true, false)
    else
      Sound.play_buzzer
    end
  end
  #--------------------------------------------------------------------------
  # * Command: Shutdown
  #--------------------------------------------------------------------------
  def command_shutdown
    Sound.play_decision
    RPG::BGM.fade(800)
    RPG::BGS.fade(800)
    RPG::ME.fade(800)
    $scene = nil
  end
  #--------------------------------------------------------------------------
  # * Battle Test
  #--------------------------------------------------------------------------
  def battle_test
    load_bt_database                  # Load battle test database
    create_game_objects               # Create game objects
    Graphics.frame_count = 0          # Initialize play time
    $game_party.setup_battle_test_members
    $game_troop.setup($data_system.test_troop_id)
    $game_troop.can_escape = true
    $game_system.battle_bgm.play
    snapshot_for_background
    $scene = Scene_Battle.new
  end
end

zu der anderen sache mit der transparenz:
stell einfach als standard-windowskin einen durchsichtigen ein und sobald das spiel startet, stellst du per event den anderen skin ein. (ich hoffe du weißt wie ichs meine^^)
Titel: Re: Titel
Beitrag von: Eplayer am August 04, 2008, 20:55:55
Ihr habt auch alle zu jeder frage ne Antwort oder :D?
Was genau wurde denn jetzt an Scene_Title verändert?
Titel: Re: Titel
Beitrag von: Evil95 am August 04, 2008, 20:58:04
ich habe die Scene_Title so verändert, dass bei Spielstart nicht mehr
New Game
Load Game
Shutdown
steht, sondern nur noch
New Game
Shutdown
Titel: Re: Titel
Beitrag von: Eplayer am August 04, 2008, 20:59:52
Achso, deswegen war es so schwer zu erkennen...Jetzt könnte ich mein Mini-Game noch ändern und wieder hochladen und ChaosBlender per PM schicken, aber weiss nicht ob das geht...^^
Titel: Re: Titel
Beitrag von: Dainreth am August 04, 2008, 21:00:57
Hervorragend, danke für die schnelle und funktionierende Antwort Evil95!
OK, das mit dem Skin hätte ich gleich so machen können, dachte nur es gibt da im Skript 'ne Möglichkeit dafür, die schnell geht. Aber herzlichen Danke, damit wär das Problem gelöst.
Titel: Re: Titel
Beitrag von: Evil95 am August 04, 2008, 21:02:34
es währe sicher möglich das auch per script zu lösen, aber soweit reichen meine (kaum vorhandenen) RGSS2 kenntnisse nicht *lach*
Titel: Re: Titel
Beitrag von: Dainreth am August 05, 2008, 17:55:48
Neues Problem, mit dem Skript ist der Beenden Tag nicht mehr auswählbar (so wie Laden, wenn man noch keinen Spielstand hat). Könnte man das irgendwie ändern? Theoretisch würde es auch nicht stören, sollte der Beenden Tag ganz wegfallen, also nur noch Neues Spiel existieren. (Wenn das gelöst ist, ist mein Minispiel abschickbereit :P)
Titel: Re: Titel
Beitrag von: Evil95 am August 05, 2008, 18:04:00
Habe das Script nochmals überarbeitet. Schau mal nach ob es jetzt funzt. Wenn ja, dann is alles ok, wenn nein, sag mir mal wann genau das auftaucht und ob du noch andere Scripts drin hast die die Scene_Title benutzen.
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
#  This class performs the title screen processing.
#==============================================================================

class Scene_Title < Scene_Base
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    if $BTEST                         # If battle test
      battle_test                     # Start battle test
    else                              # If normal play
      super                           # Usual main processing
    end
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    load_database                     # Load database
    create_game_objects               # Create game objects
    create_title_graphic              # Create title graphic
    create_command_window             # Create command window
    play_title_music                  # Play title screen music
  end
  #--------------------------------------------------------------------------
  # * Execute Transition
  #--------------------------------------------------------------------------
  def perform_transition
    Graphics.transition(20)
  end
  #--------------------------------------------------------------------------
  # * Post-Start Processing
  #--------------------------------------------------------------------------
  def post_start
    super
    open_command_window
  end
  #--------------------------------------------------------------------------
  # * Pre-termination Processing
  #--------------------------------------------------------------------------
  def pre_terminate
    super
    close_command_window
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_command_window
    snapshot_for_background
    dispose_title_graphic
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    @command_window.update
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0    #New game
        command_new_game
      when 1    # Shutdown
        command_shutdown
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Load Database
  #--------------------------------------------------------------------------
  def load_database
    $data_actors        = load_data("Data/Actors.rvdata")
    $data_classes       = load_data("Data/Classes.rvdata")
    $data_skills        = load_data("Data/Skills.rvdata")
    $data_items         = load_data("Data/Items.rvdata")
    $data_weapons       = load_data("Data/Weapons.rvdata")
    $data_armors        = load_data("Data/Armors.rvdata")
    $data_enemies       = load_data("Data/Enemies.rvdata")
    $data_troops        = load_data("Data/Troops.rvdata")
    $data_states        = load_data("Data/States.rvdata")
    $data_animations    = load_data("Data/Animations.rvdata")
    $data_common_events = load_data("Data/CommonEvents.rvdata")
    $data_system        = load_data("Data/System.rvdata")
    $data_areas         = load_data("Data/Areas.rvdata")
  end
  #--------------------------------------------------------------------------
  # * Load Battle Test Database
  #--------------------------------------------------------------------------
  def load_bt_database
    $data_actors        = load_data("Data/BT_Actors.rvdata")
    $data_classes       = load_data("Data/BT_Classes.rvdata")
    $data_skills        = load_data("Data/BT_Skills.rvdata")
    $data_items         = load_data("Data/BT_Items.rvdata")
    $data_weapons       = load_data("Data/BT_Weapons.rvdata")
    $data_armors        = load_data("Data/BT_Armors.rvdata")
    $data_enemies       = load_data("Data/BT_Enemies.rvdata")
    $data_troops        = load_data("Data/BT_Troops.rvdata")
    $data_states        = load_data("Data/BT_States.rvdata")
    $data_animations    = load_data("Data/BT_Animations.rvdata")
    $data_common_events = load_data("Data/BT_CommonEvents.rvdata")
    $data_system        = load_data("Data/BT_System.rvdata")
  end
  #--------------------------------------------------------------------------
  # * Create Game Objects
  #--------------------------------------------------------------------------
  def create_game_objects
    $game_temp          = Game_Temp.new
    $game_message       = Game_Message.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.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
  end
  #--------------------------------------------------------------------------
  # * Determine if Continue is Enabled
  #--------------------------------------------------------------------------
  #--------------------------------------------------------------------------
  # * Create Title Graphic
  #--------------------------------------------------------------------------
  def create_title_graphic
    @sprite = Sprite.new
    @sprite.bitmap = Cache.system("Title")
  end
  #--------------------------------------------------------------------------
  # * Dispose of Title Graphic
  #--------------------------------------------------------------------------
  def dispose_title_graphic
    @sprite.bitmap.dispose
    @sprite.dispose
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::new_game
    s2 = Vocab::shutdown
    @command_window = Window_Command.new(172, [s1, s2])
    @command_window.x = (544 - @command_window.width) / 2
    @command_window.y = 288
    @command_window.openness = 0
    @command_window.open
  end
  #--------------------------------------------------------------------------
  # * Dispose of Command Window
  #--------------------------------------------------------------------------
  def dispose_command_window
    @command_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Open Command Window
  #--------------------------------------------------------------------------
  def open_command_window
    @command_window.open
    begin
      @command_window.update
      Graphics.update
    end until @command_window.openness == 255
  end
  #--------------------------------------------------------------------------
  # * Close Command Window
  #--------------------------------------------------------------------------
  def close_command_window
    @command_window.close
    begin
      @command_window.update
      Graphics.update
    end until @command_window.openness == 0
  end
  #--------------------------------------------------------------------------
  # * Play Title Screen Music
  #--------------------------------------------------------------------------
  def play_title_music
    $data_system.title_bgm.play
    RPG::BGS.stop
    RPG::ME.stop
  end
  #--------------------------------------------------------------------------
  # * Check Player Start Location Existence
  #--------------------------------------------------------------------------
  def confirm_player_location
    if $data_system.start_map_id == 0
      print "Player start location not set."
      exit
    end
  end
  #--------------------------------------------------------------------------
  # * Command: New Game
  #--------------------------------------------------------------------------
  def command_new_game
    confirm_player_location
    Sound.play_decision
    $game_party.setup_starting_members            # Initial party
    $game_map.setup($data_system.start_map_id)    # Initial map position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    $game_player.refresh
    $scene = Scene_Map.new
    RPG::BGM.fade(1500)
    close_command_window
    Graphics.fadeout(60)
    Graphics.wait(40)
    Graphics.frame_count = 0
    RPG::BGM.stop
    $game_map.autoplay
  end
  #--------------------------------------------------------------------------
  # * Command: Shutdown
  #--------------------------------------------------------------------------
  def command_shutdown
    Sound.play_decision
    RPG::BGM.fade(800)
    RPG::BGS.fade(800)
    RPG::ME.fade(800)
    $scene = nil
  end
  #--------------------------------------------------------------------------
  # * Battle Test
  #--------------------------------------------------------------------------
  def battle_test
    load_bt_database                  # Load battle test database
    create_game_objects               # Create game objects
    Graphics.frame_count = 0          # Initialize play time
    $game_party.setup_battle_test_members
    $game_troop.setup($data_system.test_troop_id)
    $game_troop.can_escape = true
    $game_system.battle_bgm.play
    snapshot_for_background
    $scene = Scene_Battle.new
  end
end
Titel: Re: Titel
Beitrag von: eugene222 am August 05, 2008, 18:16:00
Wegen der Transparentz:
 Das macht der Befehlt self.back_opacity bei Window_Base. Du musst das auf 0 stellen, dann isses durchsichtig. Wenn du es wieder zurück stellst isses nicht mehr tranzparent.. Also normal...
Titel: Re: Titel
Beitrag von: Evil95 am August 05, 2008, 18:18:06
Ich habs. also das wegen der transparenz:
Script folgt gleich
Titel: Re: Titel
Beitrag von: Dainreth am August 05, 2008, 18:19:26
Perfekt, jetzt ist der Beenden Tag auch auswählbar, danke dir!
Würd mich mal interessieren, was du da jetzt verändert hast.
Titel: Re: Titel
Beitrag von: eugene222 am August 05, 2008, 18:19:56
Ich weiß, deswegen mach ich grad ein Script, in durch den man es im Spiel verändern kann... Kan man nicht einfach self.back_opacity im Spiel so zurück stellen?
Titel: Re: Titel
Beitrag von: Evil95 am August 05, 2008, 18:30:44
Was ich bei Scene_Title verädnert habe: ich habe vorher nur das continue aus dem auswahlfenster entfernt, aber aber nicht den rest (also alles was sont in Scene_Title mit Continue steht). in dem überarbeiteten Scene_Title ist alles was mit Continue zu tun hat weg. ich habe auch die "def create_command_window" angepasst.

zu der transparenz:
es ist doch möglich per RGSS2 es zu machen.
#==============================================================================
# No Window
# ----------------------------------------------------------------------------
# Version 1.0  (5.8.08)
# Von Evil95
#==============================================================================
class Window_Base < Window
def initialize(x, y, width, height)
    super()
    self.windowskin = Cache.system("Window")
    self.x = x
    self.y = y
    self.width = width
    self.height = height
    self.z = 100

    if $game_switches[1] == true #wenn switch 1 off ist, ist alles transparent, wenn switch 1 on ist, ist alles normal
    self.back_opacity = 200
    else
    self.back_opacity = 0
    self.opacity = 0
    end
 
    self.openness = 255
    create_contents
    @opening = false
    @closing = false
  end
end

EDIT: nun ist es komplett fertig und hoffentlich bugfrei^^
Titel: Re: Titel
Beitrag von: Dainreth am August 06, 2008, 10:34:40
Verstehe, nun habe ich wieder was dazugelernt :)
Herzlichen Dank für deine Mühen, das Transparentskript zeigt Wirkung, allerdings habe ich das Problem, dass im Spiel die Transparenz ebenfalls bleibt, obwohl ich den Schalter anschalte (mit ausschalten passiert das gleiche).
Titel: Re: Titel
Beitrag von: Evil95 am August 06, 2008, 11:34:30
verschiebe das script mal bitte direkt unter "? Materials". so dass es über all deine anderen eingefügten scripte steht.
Titel: Re: Titel
Beitrag von: eugene222 am August 06, 2008, 11:36:43
Warum ist beim zweiten noch self.opacity?  Eig.. sollte es klappen, wie Evil es gemacht hat..
*edit* Machs doch lieber mit Variablen Evil, wenn Variable 1 0 ist, dann ist es Tranzparent, wenn Variable 1 1 ist, dann isses normal..
Das bevorzüge ich irgentwie..
Titel: Re: Titel
Beitrag von: Evil95 am August 06, 2008, 11:38:46
#==============================================================================
# No Window
# ----------------------------------------------------------------------------
# Version 1.0  (5.8.08)
# Von Evil95
#==============================================================================
class Window_Base < Window
def initialize(x, y, width, height)
    super()
    self.windowskin = Cache.system("Window")
    self.x = x
    self.y = y
    self.width = width
    self.height = height
    self.z = 100

    if $game_variables[1] == 1 #wenn variable 1 0 ist, ist alles transparent, wenn variable 1 1 ist, ist alles normal
    self.back_opacity = 200
    else
    self.back_opacity = 0
    self.opacity = 0
    end
 
    self.openness = 255
    create_contents
    @opening = false
    @closing = false
  end
end
hier eine variable-version für dich eugene.
Var1 = 0 = Transparent
Var1 = 1 = nicht Transparent
Titel: Re: Titel
Beitrag von: Onkel Hell am August 06, 2008, 12:42:15
hach machts doch net immer so umständlich

nimm das hier wennes unsichtbar haben willst
class Scene_Title < Scene_Base
  alias create_command_window_titel_add create_command_window
  def create_command_window
    create_command_window_titel_add
    @command_window.opacity = 0
  end
end
oder das hier wenn du nen andern windowskin haben , ersetz hier einfach nur Window_Titel mit den namen des gewünschten window skin
class Scene_Title < Scene_Base
  alias create_command_window_titel_add create_command_window
  def create_command_window
    create_command_window_titel_add
    @command_window.windowskin = Cache.system("Window_Titel")
  end
end
Titel: Re: Titel
Beitrag von: Evil95 am August 06, 2008, 13:45:18
hellminor du bist einfach genial xD.
aber dazu habe ich ma ne frage: was bewirkt eigentlich dieses "alias". also was macht es genau?
Titel: Re: Titel
Beitrag von: Onkel Hell am August 06, 2008, 14:09:05
mit alias rufst die ursprüngliche funktion funktion auf , also alles was in der alten create_command_window wird aufgerufen wenn ich den alias aufrufe
Titel: Re: Titel
Beitrag von: ERZENGEL am August 06, 2008, 14:11:02
Es erstellt eine Kopie (create_command_window_titel_add) von der Methode create_command_window.

Und da ist es ausführlicher (teilweise falsch) erklärt => http://www.rmxp.de/scientia/index.php/Alias

Außerdem steht es in der Hilfe:
Zitat
Example:
alias foo bar
alias :foo :bar

Syntax:
alias newmethod oldmethod
Assigns an alias to a method or global variable. Specifies an identifier or a Symbol as the method name (expressions like obj.method are not permitted). alias's argument performs no evaluation of method calls or the like.

An aliased method carries over that method definition, retaining it even if the original method is redefined. This can be used when you want to change the actions of a given method, then use the result of the original method in the redefined method.
# defining method "foo"
def foo
  "foo"
end

# setting alias (retracting method definition)
alias :_orig_foo :foo

# "foo" redefined (using the old definition)
def foo
  _orig_foo * 2
end

p foo  # => "foofoo"

alias returns nil.


Muss man nicht bei ersten mal kapieren, also falls Fragen sind stell sie ruhig.
Titel: Re: Titel
Beitrag von: Evil95 am August 06, 2008, 14:32:15
ich glaube ich hab das mit den alias verstanden :)
ich habe einfach mal dieses test-script geschrieben:
class Scene_Title < Scene_Base
  alias printtest command_new_game
  def command_new_game
    printtest
    print("Test")
  end
end
und es funzt :) danke euch beiden.

PS: dieses alias erspart einem viel schreiberei^^
Titel: Re: Titel
Beitrag von: Dainreth am August 06, 2008, 22:34:42
Danke Evil95 und hellMinor, klappt perfekt :)
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