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Autor Thema: Mein Fragen Threat...  (Gelesen 3015 mal)

Offline TheBoy

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Mein Fragen Threat...
« am: September 17, 2011, 23:39:38 »
Daher ich viele Fragen habe poste ich alle mal hier rein :D
nun die aktuellste frage ist:
wie kann ich die Auswählen funktion vergrössern???
BSP.:
Momentan kann ich es so machen (Kochsystem)
Spoiler for Hiden:
->Willst du kochen?
>Ja
>>Fisch
...
>>Fleisch
...
>>Tränke
...
>>Mehr
>>>Kuchen
...
>>>Sonstiges
...
>>>Quest items
...
>>>Mehr
>>>>u.s.w

>Nein
->Ende
Wie man unschwer erkennen kann werde da noch viele Mehr's folgen...
kann man nun nicht endern das in der mitte des Bildes ein Menü aufgeht wo
alle drinne stehen (Hauptbegriffe wie Fleisch,Fisch,Torten,Quest items...)
und wenn man da das dann anklickt kommen die Unterbegriffe bsp bei Fleisch, Steak,Rinds filet u.s.w...

Beispiel in einem Bild...
hoffe ihr kommt nach was ich meine :)



MFG TheBoy

EDIT...
Alles zusammen gefasst will ich ein Koch Menu machen... ^^
wie das normale spieler menu nur ohne auswahl vom spieler...
wäre auch gut als Umzugs menü wo mann die gewollte kleidung sieht^^
Ansonsten würde es schon reichen wenn ich mehr varianten als 4 hinzufügen könnte
MFG TheBoy
« Letzte Änderung: September 18, 2011, 11:10:19 von theboy »

Re: Mein Fragen Threat...

Offline TheBoy

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Re: Mein Fragen Threat...
« Antwort #1 am: September 19, 2011, 14:06:49 »
Keiner ne antwort???

Re: Mein Fragen Threat...

Offline Boogatie Roll

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Re: Mein Fragen Threat...
« Antwort #2 am: September 19, 2011, 21:11:52 »
such mal im tutorial bereich nach dem thema: event-menüs.
da findest du alles was du brauchst.

Re: Mein Fragen Threat...

Offline TheBoy

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Re: Mein Fragen Threat...
« Antwort #3 am: September 19, 2011, 22:34:42 »
ich find nix...

Re: Mein Fragen Threat...

Offline Boogatie Roll

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Re: Mein Fragen Threat...
« Antwort #4 am: September 20, 2011, 16:36:33 »

Re: Mein Fragen Threat...

Offline TheBoy

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Re: Mein Fragen Threat...
« Antwort #5 am: September 20, 2011, 17:46:48 »
Das ist super :D
aber das findet men net mit Event-Menüs suche

Re: Mein Fragen Threat...

Offline TheBoy

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Re: Mein Fragen Threat...
« Antwort #6 am: September 20, 2011, 18:39:35 »
Wie kann ich aus diesem Menu script das Save entnehmen???
Spoiler for Hiden:
=begin
Script Criado por DouglasMF das comunidades VilaMakers Online e RPG Maker Brasil
Com base no script Ring Menu feito por XRXS, Dubealex e Hypershadow180

-- Instru??es --
Para instalar este script coloque ele entre os scripts Main e Scene_Cameover

=end
#==============================================================================
# Scene_Menu
#------------------------------------------------------------------------------
# Esta classe controla o conjunto de objetos que forma o RingMenu
#==============================================================================

class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # Inicializa
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # Inicia os objetos do menu
  #--------------------------------------------------------------------------
  def start
    super
    @spriteset = Spriteset_Map.new
    @gold_window = Window_Gold.new(0, 360)
    @win_local = Window_Local.new(0,0)
    @status_window = Window_MenuStatus.new(160, 0)
    px = $game_player.screen_x - 16
    py = $game_player.screen_y - 28
    @ring_menu = Window_RingMenu_Comando.new(px,py)
    @status_window.z = @ring_menu.z + 20
    @status_window.visible = false
  end
  #--------------------------------------------------------------------------
  # Fexa os objetos do menu
  #--------------------------------------------------------------------------
  def terminate
    super
    @spriteset.dispose
    @ring_menu.dispose
    @gold_window.dispose
    @win_local.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # Atualiza os objetos do menu
  #--------------------------------------------------------------------------
  def update
    super
    @ring_menu.update
    @gold_window.update
    @win_local.update
    @spriteset.update
    @status_window.update
    if @ring_menu.active
      update_command_selection
    elsif @status_window.active
      update_actor_selection
    end
  end
  #--------------------------------------------------------------------------
  # Atualiza o comando e a sele??o do menu
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @ring_menu.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @ring_menu.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @ring_menu.indice
      when 0
        $scene = Scene_Item.new
      when 1,2,3
        start_actor_selection
      when 4
        $scene = Scene_File.new(true, false, false)
      when 5
        $scene = Scene_End.new
      end
    end
    if Input.trigger?(Input::UP) or  Input.trigger?(Input::LEFT)
      Sound.play_cursor
      @ring_menu.girar(3)
      return
    end
    if Input.trigger?(Input::DOWN) or  Input.trigger?(Input::RIGHT)
      Sound.play_cursor
      @ring_menu.girar(4)
      return
    end
  end
  #--------------------------------------------------------------------------
  # Inicia a sele??o de personagem
  #--------------------------------------------------------------------------
  def start_actor_selection
    @ring_menu.active = false
    @status_window.visible = true
    @status_window.active = true
    if $game_party.last_actor_index < @status_window.item_max
      @status_window.index = $game_party.last_actor_index
    else
      @status_window.index = 0
    end
  end
  #--------------------------------------------------------------------------
  # Finaliza a sele??o de personagens
  #--------------------------------------------------------------------------
  def end_actor_selection
    @ring_menu.active = true
    @status_window.active = false
    @status_window.visible = false
    @status_window.index = -1
  end
  #--------------------------------------------------------------------------
  # Atualiza a sele??o de personagens
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case @ring_menu.indice
      when 1
        $scene = Scene_Skill.new(@status_window.index)
      when 2
        $scene = Scene_Equip.new(@status_window.index)
      when 3
        $scene = Scene_Status.new(@status_window.index)
      end
    end
  end
end

#==============================================================================
# Window_RingMenu_Comando
#------------------------------------------------------------------------------
# Esta classe cria o ring menu.
#==============================================================================

class Window_RingMenu_Comando < Window_Base
 
  DurIni = 30
  DurMov = 15
  RaioAnel = 64
  ModoIni = 1
  ModoEsp = 2
  ModoMD = 3
  ModoME = 4
  SE_Inicio = ""
 
  attr_accessor :indice
  #--------------------------------------------------------------------------
  # Inicia o objeto
  #--------------------------------------------------------------------------
  def initialize(centro_x,centro_y)
    super(0, 0, 544, 416)
    self.opacity = 0
    self.contents.font.size = 16
    s1 = Vocab::item
    s2 = Vocab::skill
    s3 = Vocab::equip
    s4 = Vocab::status
    s5 = Vocab::save
    s6 = Vocab::game_end
    @item_name = [s1,s2,s3,s4,s5,s6]
    @item_max = 6
    @item_icon = [144,128,40,137,149,112]
    @item_hab = [true,true,true,true,true,true]
    @indice = 0
    @cx = centro_x - 12
    @cy = centro_y - 12
    inicia_menu
    refresh
  end
  #--------------------------------------------------------------------------
  # Atualiza o objeto
  #--------------------------------------------------------------------------
  def update
    super
    refresh
  end
  #--------------------------------------------------------------------------
  # Atualiza o objeto
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    case @modo
    when ModoIni
      refresh_inicio
    when ModoEsp
      refresh_espera
    when ModoMD
      refresh_mover(1)
    when ModoME
      refresh_mover(0)
    end
    sw = self.contents.width
    rect = Rect.new((@cx - ((sw-32)/2))+12, @cy - 40, sw-32, 32)
    self.contents.draw_text(rect, @item_name[@indice],1)
  end
  #--------------------------------------------------------------------------
  # Abre o menu
  #--------------------------------------------------------------------------
  def refresh_inicio
    d1 = 2.0 * Math::PI / @item_max
    d2 = 1.0 * Math::PI / DurIni
    r = RaioAnel - 1.0 * RaioAnel * @passos / DurIni
    for i in 0...@item_max
      j = i - @indice
      d = d1 * j + d2 * @passos
      x = @cx + ( r * Math.sin( d ) ).to_i
      y = @cy - ( r * Math.cos( d ) ).to_i
      desenha_item(x, y, i)
    end
    @passos -= 1
    if @passos < 1
      @modo = ModoEsp
    end
  end
  #--------------------------------------------------------------------------
  # Atualiza o menu
  #--------------------------------------------------------------------------
  def refresh_espera
    d = 2.0 * Math::PI / @item_max
    for i in 0...@item_max
      j = i - @indice
      x = @cx + ( RaioAnel * Math.sin( d * j ) ).to_i
      y = @cy - ( RaioAnel * Math.cos( d * j ) ).to_i
      desenha_item(x, y, i)
    end
  end
  #--------------------------------------------------------------------------
  # Movimenta o menu
  #--------------------------------------------------------------------------
  def refresh_mover(modo)
    d1 = 2.0 * Math::PI / @item_max
    d2 = d1 / DurMov
    d2 *= -1 if modo != 0
    for i in 0...@item_max
      j = i - @indice
      d = d1 * j + d2 * @passos
      x = @cx + ( RaioAnel * Math.sin( d ) ).to_i
      y = @cy - ( RaioAnel * Math.cos( d ) ).to_i
      desenha_item(x, y, i)
    end
    @passos -= 1
    if @passos < 1
      @modo = ModoEsp
    end
  end
  #--------------------------------------------------------------------------
  # Desenha o icone
  #--------------------------------------------------------------------------
  def desenha_item(x, y, i)
    if @indice == i
      self.cursor_rect.set(x-4, y-4, 32, 32)
      draw_icon(@item_icon, x, y, @item_hab)
    else
      draw_icon(@item_icon, x, y, @item_hab)
    end
  end
  #--------------------------------------------------------------------------
  # Inicia o menu
  #--------------------------------------------------------------------------
  def inicia_menu
    @modo = ModoIni
    @passos = DurIni
    if  SE_Inicio != nil and SE_Inicio != ""
      Audio.se_play("Audio/SE/" + SE_Inicio, 80, 100)
    end
  end
  #--------------------------------------------------------------------------
  # Gira o menu
  #--------------------------------------------------------------------------
  def girar(modo)
    if modo == ModoMD
      @indice -= 1
      @indice = @item_hab.size - 1 if @indice < 0
    elsif modo == ModoME
      @indice += 1
      @indice = 0 if @indice >= @item_hab.size
    else
      return
    end
    @modo = modo
    @passos = DurMov
  end
 
end

#==============================================================================
# Scene_Title
#------------------------------------------------------------------------------
# Faz modifica??es nescessarias para a exibi??o do nome do mapa
#==============================================================================

class Scene_Title
  alias load_database_old load_database
  def load_database
    load_database_old
    $data_mapinfo = load_data("Data/MapInfos.rvdata")
  end
end

#==============================================================================
# Window_Local
#------------------------------------------------------------------------------
# Cria a janela responsavel pela exibi??o do nome do mapa
#==============================================================================

class Window_Local < Window_Base
  #--------------------------------------------------------------------------
  # Inicia o objeto
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, 160, 96)
    refresh
  end
  #--------------------------------------------------------------------------
  # Atualiza o objeto
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 120, 32, "Local:")
    self.contents.font.color = system_color
    self.contents.draw_text(4, 32, 120, 32, $data_mapinfo[$game_map.map_id].name, 2)
  end
end
MFG TheBoy

Edit...
Das andere funktioniert super :D
Nur noch eine frage... Wie kann ich andere tasten als bedingung nehmen...
BSP... die taste S soll das fenster öffnen wie mache ich das nun?
es gibt ja keine konfiguration dafür
« Letzte Änderung: September 20, 2011, 21:29:51 von theboy »

Re: Mein Fragen Threat...

Offline Boogatie Roll

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Re: Mein Fragen Threat...
« Antwort #7 am: September 21, 2011, 15:34:44 »
Brauchst du die taste s für dein event menü oder für das scipt menü?

Re: Mein Fragen Threat...

Offline TheBoy

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Re: Mein Fragen Threat...
« Antwort #8 am: September 21, 2011, 20:11:16 »
Shift = Z
Enter = C
CTRL = L
NUM 5 = B
Alt = R
....
Ich möchte das mein Cheatsystem mit "§/°" aufegeht...

« Letzte Änderung: September 24, 2011, 22:58:34 von theboy »

Re: Mein Fragen Threat...

Offline TheBoy

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Re: Mein Fragen Threat...
« Antwort #9 am: September 24, 2011, 23:02:09 »
Keine Antworten mehr???
Zu den Ungeklärten fragen
1. Wie entnehme ich da die Speichern option
Spoiler for Hiden:
=begin
Script Criado por DouglasMF das comunidades VilaMakers Online e RPG Maker Brasil
Com base no script Ring Menu feito por XRXS, Dubealex e Hypershadow180

-- Instru??es --
Para instalar este script coloque ele entre os scripts Main e Scene_Cameover

=end
#==============================================================================
# Scene_Menu
#------------------------------------------------------------------------------
# Esta classe controla o conjunto de objetos que forma o RingMenu
#==============================================================================

class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # Inicializa
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # Inicia os objetos do menu
  #--------------------------------------------------------------------------
  def start
    super
    @spriteset = Spriteset_Map.new
    @gold_window = Window_Gold.new(0, 360)
    @win_local = Window_Local.new(0,0)
    @status_window = Window_MenuStatus.new(160, 0)
    px = $game_player.screen_x - 16
    py = $game_player.screen_y - 28
    @ring_menu = Window_RingMenu_Comando.new(px,py)
    @status_window.z = @ring_menu.z + 20
    @status_window.visible = false
  end
  #--------------------------------------------------------------------------
  # Fexa os objetos do menu
  #--------------------------------------------------------------------------
  def terminate
    super
    @spriteset.dispose
    @ring_menu.dispose
    @gold_window.dispose
    @win_local.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # Atualiza os objetos do menu
  #--------------------------------------------------------------------------
  def update
    super
    @ring_menu.update
    @gold_window.update
    @win_local.update
    @spriteset.update
    @status_window.update
    if @ring_menu.active
      update_command_selection
    elsif @status_window.active
      update_actor_selection
    end
  end
  #--------------------------------------------------------------------------
  # Atualiza o comando e a sele??o do menu
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @ring_menu.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @ring_menu.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @ring_menu.indice
      when 0
        $scene = Scene_Item.new
      when 1,2,3
        start_actor_selection
      when 4
        $scene = Scene_File.new(true, false, false)
      when 5
        $scene = Scene_End.new
      end
    end
    if Input.trigger?(Input::UP) or  Input.trigger?(Input::LEFT)
      Sound.play_cursor
      @ring_menu.girar(3)
      return
    end
    if Input.trigger?(Input::DOWN) or  Input.trigger?(Input::RIGHT)
      Sound.play_cursor
      @ring_menu.girar(4)
      return
    end
  end
  #--------------------------------------------------------------------------
  # Inicia a sele??o de personagem
  #--------------------------------------------------------------------------
  def start_actor_selection
    @ring_menu.active = false
    @status_window.visible = true
    @status_window.active = true
    if $game_party.last_actor_index < @status_window.item_max
      @status_window.index = $game_party.last_actor_index
    else
      @status_window.index = 0
    end
  end
  #--------------------------------------------------------------------------
  # Finaliza a sele??o de personagens
  #--------------------------------------------------------------------------
  def end_actor_selection
    @ring_menu.active = true
    @status_window.active = false
    @status_window.visible = false
    @status_window.index = -1
  end
  #--------------------------------------------------------------------------
  # Atualiza a sele??o de personagens
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case @ring_menu.indice
      when 1
        $scene = Scene_Skill.new(@status_window.index)
      when 2
        $scene = Scene_Equip.new(@status_window.index)
      when 3
        $scene = Scene_Status.new(@status_window.index)
      end
    end
  end
end

#==============================================================================
# Window_RingMenu_Comando
#------------------------------------------------------------------------------
# Esta classe cria o ring menu.
#==============================================================================

class Window_RingMenu_Comando < Window_Base
 
  DurIni = 30
  DurMov = 15
  RaioAnel = 64
  ModoIni = 1
  ModoEsp = 2
  ModoMD = 3
  ModoME = 4
  SE_Inicio = ""
 
  attr_accessor :indice
  #--------------------------------------------------------------------------
  # Inicia o objeto
  #--------------------------------------------------------------------------
  def initialize(centro_x,centro_y)
    super(0, 0, 544, 416)
    self.opacity = 0
    self.contents.font.size = 16
    s1 = Vocab::item
    s2 = Vocab::skill
    s3 = Vocab::equip
    s4 = Vocab::status
    s5 = Vocab::save
    s6 = Vocab::game_end
    @item_name = [s1,s2,s3,s4,s5,s6]
    @item_max = 6
    @item_icon = [144,128,40,137,149,112]
    @item_hab = [true,true,true,true,true,true]
    @indice = 0
    @cx = centro_x - 12
    @cy = centro_y - 12
    inicia_menu
    refresh
  end
  #--------------------------------------------------------------------------
  # Atualiza o objeto
  #--------------------------------------------------------------------------
  def update
    super
    refresh
  end
  #--------------------------------------------------------------------------
  # Atualiza o objeto
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    case @modo
    when ModoIni
      refresh_inicio
    when ModoEsp
      refresh_espera
    when ModoMD
      refresh_mover(1)
    when ModoME
      refresh_mover(0)
    end
    sw = self.contents.width
    rect = Rect.new((@cx - ((sw-32)/2))+12, @cy - 40, sw-32, 32)
    self.contents.draw_text(rect, @item_name[@indice],1)
  end
  #--------------------------------------------------------------------------
  # Abre o menu
  #--------------------------------------------------------------------------
  def refresh_inicio
    d1 = 2.0 * Math::PI / @item_max
    d2 = 1.0 * Math::PI / DurIni
    r = RaioAnel - 1.0 * RaioAnel * @passos / DurIni
    for i in 0...@item_max
      j = i - @indice
      d = d1 * j + d2 * @passos
      x = @cx + ( r * Math.sin( d ) ).to_i
      y = @cy - ( r * Math.cos( d ) ).to_i
      desenha_item(x, y, i)
    end
    @passos -= 1
    if @passos < 1
      @modo = ModoEsp
    end
  end
  #--------------------------------------------------------------------------
  # Atualiza o menu
  #--------------------------------------------------------------------------
  def refresh_espera
    d = 2.0 * Math::PI / @item_max
    for i in 0...@item_max
      j = i - @indice
      x = @cx + ( RaioAnel * Math.sin( d * j ) ).to_i
      y = @cy - ( RaioAnel * Math.cos( d * j ) ).to_i
      desenha_item(x, y, i)
    end
  end
  #--------------------------------------------------------------------------
  # Movimenta o menu
  #--------------------------------------------------------------------------
  def refresh_mover(modo)
    d1 = 2.0 * Math::PI / @item_max
    d2 = d1 / DurMov
    d2 *= -1 if modo != 0
    for i in 0...@item_max
      j = i - @indice
      d = d1 * j + d2 * @passos
      x = @cx + ( RaioAnel * Math.sin( d ) ).to_i
      y = @cy - ( RaioAnel * Math.cos( d ) ).to_i
      desenha_item(x, y, i)
    end
    @passos -= 1
    if @passos < 1
      @modo = ModoEsp
    end
  end
  #--------------------------------------------------------------------------
  # Desenha o icone
  #--------------------------------------------------------------------------
  def desenha_item(x, y, i)
    if @indice == i
      self.cursor_rect.set(x-4, y-4, 32, 32)
      draw_icon(@item_icon, x, y, @item_hab)
    else
      draw_icon(@item_icon, x, y, @item_hab)
    end
  end
  #--------------------------------------------------------------------------
  # Inicia o menu
  #--------------------------------------------------------------------------
  def inicia_menu
    @modo = ModoIni
    @passos = DurIni
    if  SE_Inicio != nil and SE_Inicio != ""
      Audio.se_play("Audio/SE/" + SE_Inicio, 80, 100)
    end
  end
  #--------------------------------------------------------------------------
  # Gira o menu
  #--------------------------------------------------------------------------
  def girar(modo)
    if modo == ModoMD
      @indice -= 1
      @indice = @item_hab.size - 1 if @indice < 0
    elsif modo == ModoME
      @indice += 1
      @indice = 0 if @indice >= @item_hab.size
    else
      return
    end
    @modo = modo
    @passos = DurMov
  end
 
end

#==============================================================================
# Scene_Title
#------------------------------------------------------------------------------
# Faz modifica??es nescessarias para a exibi??o do nome do mapa
#==============================================================================

class Scene_Title
  alias load_database_old load_database
  def load_database
    load_database_old
    $data_mapinfo = load_data("Data/MapInfos.rvdata")
  end
end

#==============================================================================
# Window_Local
#------------------------------------------------------------------------------
# Cria a janela responsavel pela exibi??o do nome do mapa
#==============================================================================

class Window_Local < Window_Base
  #--------------------------------------------------------------------------
  # Inicia o objeto
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, 160, 96)
    refresh
  end
  #--------------------------------------------------------------------------
  # Atualiza o objeto
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 120, 32, "Local:")
    self.contents.font.color = system_color
    self.contents.draw_text(4, 32, 120, 32, $data_mapinfo[$game_map.map_id].name, 2)
  end
end
2.Cheat system öffnen
Spoiler for Hiden:
Ich möchte das mein Cheatsystem mit "§/°" aufegeht...
3. Caterpillar
Spoiler for Hiden:
Gibt es einen funktionierenden Caterpillar für das Requiem ABS 5?
Nicht die neueren Requem versionen... die sind schrott

Re: Mein Fragen Threat...

Offline PDM

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Re: Mein Fragen Threat...
« Antwort #10 am: September 25, 2011, 00:20:49 »
Erstmal wollte ich dich darauf hinweisen, dass es nicht gerne gesehen ist, dass jemand Doppel- bzw. Mehrfachposts schreibt.
Zweitens scheinst du nicht gerne die Suchfunktion bzw. Google zu benutzen, sonst hätte sich dein 2. Problem bereits erledigt: Cheaten mit Tastenkombination
Sollte dies nicht das sein, was du wolltest, hätte ich noch dieses Script für dich:
Spoiler for Hiden:
class << Input 
  # * Alias List
  unless self.method_defined? (:oz_key_press)
    alias oz_key_press press?
    alias oz_key_trigger trigger?
    alias oz_key_repeat repeat?
    alias og_key_update update
  end
end
module Input 
  # Numbers not in the numpad
  Numbers      = []           
  Numbers[0]   = 48
  Numbers[1]   = 49
  Numbers[2]   = 50
  Numbers[3]   = 51
  Numbers[4]   = 52
  Numbers[5]   = 53
  Numbers[6]   = 54
  Numbers[7]   = 55
  Numbers[8]   = 56
  Numbers[9]   = 57 
  # Letters
  Letters         = {}       
  Letters['A']    = 65
  Letters['B']    = 66       
  Letters['C']    = 67
  Letters['D']    = 68       
  Letters['E']    = 69
  Letters['F']    = 70       
  Letters['G']    = 71
  Letters['H']    = 72       
  Letters['I']    = 73
  Letters['J']    = 74       
  Letters['K']    = 75
  Letters['L']    = 76       
  Letters['M']    = 77
  Letters['N']    = 78       
  Letters['O']    = 79
  Letters['P']    = 80       
  Letters['Q']    = 81
  Letters['R']    = 82       
  Letters['S']    = 83
  Letters['T']    = 84       
  Letters['U']    = 85
  Letters['V']    = 86       
  Letters['W']    = 87
  Letters['X']    = 88       
  Letters['Y']    = 89
  Letters['Z']    = 90
  # Other keys
  Back            = 138       
  Tab             = 139
  Enter           = 143       
  Shift           = 146
  Ctrl            = 147       
  Alt             = 148
  Capslock        = 150       
  Esc             = 157
  Space           = 32       
  End             = 35
  Home            = 36       
  Left            = 37
  Right           = 39       
  Del             = 46     
  Collon          = 186       
  Quote           = 222
  Equal           = 187       
  Comma           = 188
  Underscore      = 189       
  Dot             = 190
  Backslash       = 191       
  Tilde           = 192
  Lb              = 219       
  Rb              = 221
  Forwardslash    = 220 
  # Api
  State = Win32API.new("user32", "GetAsyncKeyState", ["i"], "i")
  PressDuration = {} # A hash for pressed keys and their durations
  #=============================================================================
  module_function
  #============================================================================
  # Update
  def update
    og_key_update
    for key in PressDuration.keys
      (State.call(key).abs & 0x8000 == 0x8000) ? PressDuration[key] +=
      1 : PressDuration.delete(key)
    end
  end
  def key_pressed?(key)
    if (State.call(key).abs & 0x8000 == 0x8000)
      PressDuration[key] = 0
      return true
    else
      return false
    end
  end
  def comp_fix(numkey)
    numkey -= 130 if numkey.between?(130, 158)
    return numkey
  end
  def press?(numkey)
    return oz_key_press(numkey) if numkey < 30
    realkey = comp_fix(numkey)
    return true unless PressDuration[realkey].nil?
    return key_pressed?(realkey)
  end
  def trigger?(numkey)
    return oz_key_trigger(numkey) if numkey < 30
    realkey = comp_fix(numkey)
    count = PressDuration[realkey]
    return ((count == 0) or (count.nil? ? key_pressed?(realkey) : false))
  end
  def repeat?(numkey)
    return oz_key_repeat(numkey) if numkey < 30
    realkey = comp_fix(numkey)
    count = PressDuration[realkey]
    return true if count == 0
    return (count.nil? ? key_pressed?(realkey) : (count >= 23 and
      (count - 23) % 6 == 0))
  end
end 
Dieses Script kann alle Tasten der Tastatur auslesen, such nach deiner Taste und verwende sie (auf Wunsch gehe ich näher darauf ein).

Dein erstes Problem werde ich mir morgen einmal genauer anschauen, auf den ersten Blick finde ich nämlich kein enthaltenes Save-Menü (wahrscheinlich bin ich nur zu müde).

Dein drittes Problem sollte dir möglicherweise Google beantworten, ich werde mich ebenfalls morgen darum erkündigen.

MfG PDM
PDM's Gameplays
Skype-Name: lordpdm

Re: Mein Fragen Threat...

Offline TheBoy

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  • Beiträge: 21
Re: Mein Fragen Threat...
« Antwort #11 am: September 25, 2011, 10:04:06 »
o.O Ist es net ein BUMP nach 24H ???...
Sorry...
Währe schön wenn du noch näher drauf ein gehen kannst denn... ich hab keine ahnung wie ich nun die taste § als öffnungs taste nehmen kann im Common Event...
Hab schon n Input Script
Spoiler for Hiden:
#==============================================================================
# Input Module
#==============================================================================
module Input
 
  Mouse_Left = 1
  Mouse_Right = 2
  Mouse_Middle = 4
 
  Back = 8
  Tab = 9
  Enter = 13
  Shift = 16
  Ctrl = 17
  Alt = 18
  CapsLock = 20
  Esc = 27
  Space = 32
  PGUP = 33
  PGDN = 34
  End = 35
  Home = 36
  Left = 37
  Up = 38
  Right = 39
  Down = 40
  PrintScreen = 44
  Insert = 45
  Delete = 46
 
  Numberkeys = {}
  Numberkeys[0] = 48
  Numberkeys[1] = 49
  Numberkeys[2] = 50
  Numberkeys[3] = 51
  Numberkeys[4] = 52
  Numberkeys[5] = 53
  Numberkeys[6] = 54
  Numberkeys[7] = 55
  Numberkeys[8] = 56
  Numberkeys[9] = 57
 
  Letters = {}
  Letters["A"] = 65
  Letters["B"] = 66
  Letters["C"] = 67
  Letters["D"] = 68
  Letters["E"] = 69
  Letters["F"] = 70
  Letters["G"] = 71
  Letters["H"] = 72
  Letters["I"] = 73
  Letters["J"] = 74
  Letters["K"] = 75
  Letters["L"] = 76
  Letters["M"] = 77
  Letters["N"] = 78
  Letters["O"] = 79
  Letters["P"] = 80
  Letters["Q"] = 81
  Letters["R"] = 82
  Letters["S"] = 83
  Letters["T"] = 84
  Letters["U"] = 85
  Letters["V"] = 86
  Letters["W"] = 87
  Letters["X"] = 88
  Letters["Y"] = 89
  Letters["Z"] = 90
 
  LWin = 91
  RWin = 92
  Apps = 93
 
  Numberpad = {}
  Numberpad[0] = 96
  Numberpad[1] = 97
  Numberpad[2] = 98
  Numberpad[3] = 99
  Numberpad[4] = 100
  Numberpad[5] = 101
  Numberpad[6] = 102
  Numberpad[7] = 103
  Numberpad[8] = 104
  Numberpad[9] = 105
  Multiply = 106
  Add = 107
  Subtract = 109
  Decimal = 110
  Divide = 111
 
  Fkeys = {}
  Fkeys[1] = 112
  Fkeys[2] = 113
  Fkeys[3] = 114
  Fkeys[4] = 115
  Fkeys[5] = 116
  Fkeys[6] = 117
  Fkeys[7] = 118
  Fkeys[8] = 119
  Fkeys[9] = 120
  Fkeys[10] = 121
  Fkeys[11] = 122
  Fkeys[12] = 123
 
  NumLock = 144
  ScrollLock = 145
  LShift = 160
  RShift = 161
  LControl = 162
  RControl = 163
  LAlt = 164
  RAlt = 165
 
  Collon = 186
  Equal = 187
  Comma = 188
  Underscore = 189
  Dot = 190
  Backslash = 191
  Uncle = 192
  LB = 219
  Bar = 220
  RB = 221
  Quote = 222
 
  @time = Array.new(256, 0)
  @press = Array.new(256, false)
  @trigger = Array.new(256, false)
  @repeat = Array.new(256, false)
  @release = Array.new(256, false)
  @dirs = [0, 0]
 
  InputInitialize = Win32API.new("Input", 'InputInitialize', 'LLLLLL', '')
  InputUpdate = Win32API.new("Input", 'InputUpdate', '', '')
 
  REG_KVALUES = {0=>32,1=>13,2=>27,3=>96,4=>16,5=>90,6=>88,7=>67,8=>86,9=>66,
                 10=>65,11=>83,12=>68,13=>81,14=>87}
                 
  DEFAULT_KEYS = {11=>[16,90],12=>[27,88,96],13=>[13,32],14=>[65],15=>[83],
                  16=>[68],17=>[81],18=>[87]}
 
  def convert_keys(key)
    begin
      keys = []
      rkey = 'HKEY_CURRENT_USER\\Software\\Enterbrain\\RGSS'
      data = Registry.read_entry(rkey, 'ButtonAssign')[10, 25].scan(/./)
      15.times {|i| keys.push(REG_KVALUES[i]) if key == data[i].unpack('C')[0]}
      keys
    rescue
      DEFAULT_KEYS[key] rescue []
    end
  end   
 
  module_function :convert_keys
 
  LEFT = 37
  UP = 38
  RIGHT = 39
  DOWN = 40
  A = convert_keys(11)
  B = [45] + convert_keys(12)
  C = convert_keys(13)
  X = convert_keys(14)
  Y = convert_keys(15)
  Z = convert_keys(16)
  L = [33] + convert_keys(17)
  R = [34] + convert_keys(18)
  SHIFT = 16
  CTRL = 17
  ALT = 18
  F5 = 116
  F6 = 117
  F7 = 118
  F8 = 119
  F9 = 120
 
  InputInitialize.call(@time.object_id, @press.object_id, @trigger.object_id,
  @repeat.object_id,  @release.object_id, @dirs.object_id)
 
  def self.update
    InputUpdate.call
  end
 
  def self.trigger?(id)
    @trigger.indexes(*id.to_a).include?(true)
  end
 
  def self.press?(id)
    @press.indexes(*id.to_a).include?(true)
  end
 
  def self.triggerd?(what)
    if triggered.include?(what)
      return true
    end
  end
 
  def self.triggered
    array = Array.new
    @trigger.each_index {|i| array.push(i) if @trigger[i]}
    array
  end
 
  def self.pressed?(what)
    if pressed.include?(what)
      return true
    end
  end
 
  def self.pressed
    array = Array.new
    @press.each_index {|i| array.push(i) if @press[i]}
    array
  end
 
  def self.repeat?(id)
    @repeat.indexes(*id.to_a).include?(true)
  end
 
  def self.repeated
    array = Array.new
    @repeat.each_index {|i| array.push(i) if @repeat[i]}
    array
  end
 
  def self.release?(id)
    @release.indexes(*id.to_a).include?(true)
  end
 
  def self.released
    array = Array.new
    @release.each_index {|i| array.push(i) if @release[i]}
    array
  end
 
  def self.dir4
    @dirs[0]
  end
 
  def self.dir8
    @dirs[1]
  end

  KEYS_NAMES = {1=>'Mouse Left',2=>'Mouse Right',3=>'Cancel',
  4=>'Mouse Middle',5=>'Mouse 4th',6=>'Mouse 5th',8=>'Backspace',9=>'Tab',
  12=>'Clear',13=>'Enter',16=>'Shift',17=>'Control',18=>'Alt',19=>'Pause',
  20=>'Capitals Lock',21=>'Kana',23=>'Junja',24=>'Final',25=>'Kanji',
  27=>'Escape',28=>'Convert',29=>'Non Convert',30=>'Accept',31=>'Mode Change',
  32=>'Space',33=>'Page Up',34=>'Page Down',35=>'End',36=>'Home',37=>'Left',
  38=>'Up',39=>'Right',40=>'Down',41=>'Select',42=>'Print',43=>'Execute',
  44=>'PrintScreen',45=>'Insert',46=>'Delete',47=>'Help',48=>'0',49=>'1',50=>'2',
  51=>'3',52=>'4',53=>'5',54=>'6',55=>'7',56=>'8',57=>'9',65=>'A',66=>'B',
  67=>'C',68=>'D',69=>'E',70=>'F',71=>'G',72=>'H',73=>'I',74=>'J',75=>'K',
  76=>'L',77=>'M',78=>'N',79=>'O',80=>'P',81=>'Q',82=>'R',83=>'S',84=>'T',
  85=>'U',86=>'V',87=>'W',88=>'X',89=>'Y',90=>'Z',91=>'Left Windows',
  92=>'Right Windows',93=>'Application',95=>'Sleep',96=>'PAD 0',97=>'PAD 1',
  98=>'PAD 2',99=>'PAD 3',100=>'PAD 4',101=>'PAD 5',102=>'PAD 6',103=>'PAD 7',
  104=>'PAD 8',105=>'PAD 9',106=>'*',107=>'+',108=>'Separator',109=>'-',110=>'.',
  111=>'/',112=>'F1',113=>'F2',114=>'F3',115=>'F4',116=>'F5',117=>'F6',118=>'F7',
  119=>'F8',120=>'F9',121=>'F10',122=>'F11',123=>'F12',124=>'F13',125=>'F14',
  126=>'F15',127=>'F16',128=>'F17',129=>'F18',130=>'F19',131=>'F20',132=>'F21',
  133=>'F22',134=>'F23',135=>'F24',144=>'Number Lock',145=>'Scroll Lock',
  146=>'OEM 15',147=>'OEM 16',148=>'OEM 17',149=>'OEM 18',150=>'OEM 19',
  160=>'Left Shift',161=>'Right Shift',162=>' Left Control',163=>'Right Control',
  164=>' Left Alt',165=>'Right Alt',166=>'Browser Back',167=>'Browser Forward',
  168=>'Browser Refresh',169=>'Browser Stop',170=>'Browser Search',
  171=>'Browser Favorites',172=>'Browser Home',173=>'Volume Mute',
  174=>'Volume Down',175=>'Volume Up',176=>'Media Next Track',
  177=>'Media Previous Track',178=>'Media Stop',179=>'Media Play Pause',
  180=>'Launch Mail',181=>'Launch Media Select',182=>'Launch Application',
  183=>'Launch Application',186=>'OEM 1',187=>'OEM 2',188=>'OEM 3',189=>'OEM 4',
  190=>'OEM 5',191=>'OEM 6',192=>'OEM 7',219=>'OEM 8',220=>'OEM 9',221=>'OEM 10',
  222=>'OEM 11',223=>'OEM 13',225=>'OEM 20',226=>'OEM 14',227=>'OEM 21',
  228=>'OEM 22',229=>'Proccess',230=>'OEM 23',232=>'OEM 24',240=>'OEM 25',
  241=>'OEM 26',242=>'OEM 27',243=>'OEM 28',244=>'OEM 29',245=>'OEM 30',
  246=>'ATTN',247=>'CRSEL',248=>'EXSEL',249=>'EREOF',250=>'Play',251=>'Zoom',
  253=>'PA1',254=>'OEM Clear'}
 
  def self.name?(id)
    return (KEYS_NAMES[id].nil? ? '???' : KEYS_NAMES[id])
  end
 
end

#-----------------------------------------------------------------------------
module Registry
 
  module_function
 
  RegCloseKey = Win32API.new('advapi32', 'RegCloseKey', 'L', 'L')
  RegOpenKeyExA = Win32API.new('advapi32', 'RegOpenKeyExA', 'LPLLP', 'L')
  RegQueryValueExA = Win32API.new('advapi32', 'RegQueryValueExA','LPLPPP','L')
  HKEYS = {'HKEY_CLASSES_ROOT' => 0x80000000,'HKEY_CURRENT_USER' =>0x80000001,
  'HKEY_LOCAL_MACHINE' => 0x80000002, 'HKEY_USERS' => 0x80000003,
  'HKEY_CURRENT_CONFIG' => 0x80000005}
 
  def read_entry(key, entry)
    key.sub!(/(.*?)\\/, '')
    if HKEYS[$1] != nil
      hkey = HKEYS[$1]
    else
      return nil
    end
    opened, type, size = [0].pack('V'), [0].pack('V'), [0].pack('V')
    RegOpenKeyExA.call(hkey, key, 0, 131097, opened)
    opened = (opened + [0].pack('V')).unpack('V')[0]
    RegQueryValueExA.call(opened, entry, 0, type, 0, size)
    data = ' ' * (size + [0].pack('V')).unpack('V')[0]
    RegQueryValueExA.call(opened, entry, 0, type, data, size)
    RegCloseKey.call(opened)
    data = data[0, (size + [0].pack('V')).unpack('V')[0]]
    type = (type += [0].pack('V')).unpack('V')[0]
    case type
    when 1
      data.chop
    when 2
      data.chop.gsub(/%([^%]+)%/) { ENV[$1] || $& }
    when 3
      data
    when 4
      (data += [0].pack('V')).unpack('V')[0]
    when 5
      data.unpack('N')[0]
    when 7
      data.split(/\0/)
    when 11
      (data.unpack('VV')[1] << 32) | data[0]
    else
      nil
    end
  end
 
end
MFG TheBoy
« Letzte Änderung: September 25, 2011, 10:13:56 von theboy »

Re: Mein Fragen Threat...

Offline PDM

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Re: Mein Fragen Threat...
« Antwort #12 am: September 25, 2011, 10:24:43 »


So müsste dein Common-Event aussehen (du musst dann Shift und 3 drücken, da § ja so auch in den Textverarbeitungsprogrammen getippt werden muss). Wenn du diese Tasten drückst, dann wird ein anderes Common-Event aufgerufen, welches dann den Cheat-Code beinhaltet.
Möchtest du andere Tasten nutzen, so kannst du im Script die Zahlen, die hinter dem = stehen, einsetzen.
PDM's Gameplays
Skype-Name: lordpdm

Re: Mein Fragen Threat...

Offline TheBoy

  • ~*~Map Creator~*~
  • RTP-Mapper
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  • Beiträge: 21
Re: Mein Fragen Threat...
« Antwort #13 am: September 25, 2011, 14:08:13 »
Danke viel mals :D
Haste auch noch ne lösung für die anderen 2 sachen?
« Letzte Änderung: September 25, 2011, 16:24:55 von theboy »

Re: Mein Fragen Threat...

Offline Boogatie Roll

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    • BRolls Game Website
Re: Mein Fragen Threat...
« Antwort #14 am: September 25, 2011, 19:42:52 »
Also in dem Script steht Speichern nicht mit drin. Hast du damit das alte Menü skript ersetzt oder gibt es jetzt bei dir noch die alte scene_menu?

 


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