Tut mir leid, wenn es lange lädt, aber sonst wird das Script nicht richtig angezeigt.
Ich habe folgendes Problem:
Für mein Zelda Spiel habe ich dieses Script im Internet gefunden:
Alles anzeigen
Allerdings werden die Herzen nicht in diesem Menü angezeigt:
[Blockierte Grafik: http://img256.imageshack.us/img256/6640/problemxy.png]
Normalerweise müssten ja neben dem Namen die Anzahl der Herzen angezeigt werden, soweit ich das Script verstanden habe.
Ich hoffe jemand kennt sich etwas damit aus und kann mir den Fehler sagen, warum die Herzen bzw. die Bilder nicht angezeigt werden.
MFG Tehpiecemaker
Ich habe folgendes Problem:
Für mein Zelda Spiel habe ich dieses Script im Internet gefunden:
Quellcode
- SAVES_MAX = 3
- SAVE_PICTURE = ""
- STARTING_HEARTS = 3
- class Game_Temp
- attr_accessor :name_fileproc
- alias new_initialize initialize
- def initialize
- new_initialize
- @name_fileproc = ""
- end
- end
- class Game_System
- attr_accessor :newgame_switch
- attr_accessor :played_bgm
- attr_accessor :played_bgs
- attr_accessor :save_slot
- alias new_initialize initialize
- def initialize
- new_initialize
- @newgame_switch = false
- @played_bgm = ""
- played_bgs = ""
- @save_slot = ""
- end
- end
- #==============================================================================
- # ¦ Window_NameEdit
- #------------------------------------------------------------------------------
- # ???????????????????????
- #==============================================================================
- class Window_NameEdit < Window_Base
- def refresh
- self.contents.clear
- @charset_index = 0 if @charset_index == nil
- # ?????
- name_array = @name.split(//)
- for i in 0...@max_char
- c = name_array[i]
- if c == nil
- c = "_"
- end
- x = 840 - @max_char * 14 + i * 28
- self.contents.draw_text_outline(x, 32, 28, 32, c, 1)
- end
- # ?????????
- bitmap = RPG::Cache.character(@actor.character_name, @actor.character_hue)
- cw = bitmap.rect.width / 9.3
- ch = bitmap.rect.height / 4
- src_rect = Rect.new(@charset_index*120, 0, cw, ch)
- self.contents.blt(840 - @max_char * 14 - 40 - (cw/2), 68 - ch, bitmap, src_rect)
- end
- def charset_index(index)
- @charset_index = index
- refresh
- end
- end
- #==============================================================================
- # ¦ Scene_Name
- #------------------------------------------------------------------------------
- # ??????????????????
- #==============================================================================
- class Scene_Name
- #--------------------------------------------------------------------------
- # ? ?????
- #--------------------------------------------------------------------------
- def main
- #-------------------------------
- # Animated Background Setup
- #-------------------------------
- @back = Sprite.new
- #@sprite.bitmap = RPG::Cache.title($data_system.title_name)
- @backgroundList = ["Titlescreen1"]
- @backgroundGameFrameCount = 0
- # Number of game frames per background frame.
- @backgroundG_BFrameCount = 3.4
- @back.bitmap = RPG::Cache.title(@backgroundList[0])
- @sprite = Sprite.new
- @sprite.bitmap = RPG::Cache.title($data_system.title_name)
- # ???????
- @actor = $game_actors[$game_temp.name_actor_id]
- # ????????
- @edit_window = Window_NameEdit.new(@actor, $game_temp.name_max_char)
- @input_window = Window_NameInput.new
- # ?????????
- Graphics.transition
- # ??????
- loop do
- # ????????
- Graphics.update
- # ???????
- Input.update
- # ??????
- update
- # ????????????????
- if $scene != self
- break
- end
- end
- # ?????????
- Graphics.freeze
- # ????????
- @sprite.dispose
- @back.dispose
- @edit_window.dispose
- @input_window.dispose
- end
- #--------------------------------------------------------------------------
- # ? ??????
- #--------------------------------------------------------------------------
- def update
- # ????????
- @edit_window.update
- @input_window.update
- @backgroundGameFrameCount = @backgroundGameFrameCount + 1
- if @backgroundGameFrameCount >= @backgroundG_BFrameCount
- @backgroundGameFrameCount = 0
- # Add current background frame to the end
- @backgroundList = @backgroundList << @backgroundList[0]
- # and drop it from the first position
- @backgroundList.delete_at(0)
- @sprite.bitmap = RPG::Cache.title(@backgroundList[0])
- end
- # B ??????????
- if Input.repeat?(Input::B)
- # ??????? 0 ???
- if @edit_window.index == 0
- return
- end
- # ????? SE ???
- $game_system.se_play($data_system.cancel_se)
- # ?????
- @edit_window.back
- return
- end
- # C ??????????
- if Input.trigger?(Input::C)
- # ??????? [??] ???
- if @input_window.character == nil
- # ???????
- if @edit_window.name == ""
- # ???????????
- @edit_window.restore_default
- # ???????
- if @edit_window.name == ""
- # ??? SE ???
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # ?? SE ???
- $game_system.se_play($data_system.decision_se)
- return
- end
- # ??????????
- @actor.name = @edit_window.name
- # ?? SE ???
- $game_system.se_play($data_system.decision_se)
- # ??????????
- #--------------------------------------------------------
- # Things After this has been edited to fit the new system
- #--------------------------------------------------------
- $game_party.setup_starting_members
- $game_map.setup($data_system.start_map_id)
- $game_player.moveto($data_system.start_x, $data_system.start_y)
- $game_player.refresh
- $game_map.autoplay
- $game_map.update
- $game_variables[8] = STARTING_HEARTS*2
- $game_variables[41] = STARTING_HEARTS
- $game_variables[42] = 0
- $game_variables[50] = 0
- file = $game_temp.name_fileproc
- characters = []
- for i in 0...$game_party.actors.size
- actor = $game_party.actors[i]
- characters.push([actor.character_name, actor.character_hue])
- end
- Marshal.dump(Time.new, file)
- Marshal.dump(characters, file)
- Marshal.dump(Graphics.frame_count, file)
- $game_system.magic_number = $data_system.magic_number
- Marshal.dump($game_system, file)
- Marshal.dump($game_switches, file)
- Marshal.dump($game_variables, file)
- Marshal.dump($game_party, file)
- Marshal.dump($game_self_switches, file)
- Marshal.dump($game_screen, file)
- Marshal.dump($game_actors, file)
- Marshal.dump($game_troop, file)
- Marshal.dump($game_map, file)
- Marshal.dump($game_player, file)
- file.close
- $game_party.remove_actor(1)
- $scene = Scene_Map.new
- $game_temp.name_calling = false
- #--------------------------------------------------------
- # Edits ends here
- #--------------------------------------------------------
- return
- end
- # ????????????
- if @edit_window.index == $game_temp.name_max_char
- # ??? SE ???
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # ???????
- if @input_window.character == ""
- # ??? SE ???
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # ?? SE ???
- $game_system.se_play($data_system.decision_se)
- # ?????
- @edit_window.add(@input_window.character)
- return
- end
- @wait = 3 if @wait == nil or @wait == 0
- @charset_index = 0 if @charset_index == nil or @charset_index == 6
- @wait -= 1
- return if @wait > 0
- @charset_index += 1
- @edit_window.charset_index(@charset_index)
- end
- end
- #==============================================================================
- # ¦ Window_SaveFile
- #------------------------------------------------------------------------------
- # ???????????????????????????????????
- #==============================================================================
- class Window_NewLoadFile < Window_Base
- #--------------------------------------------------------------------------
- # ? ??????????
- #--------------------------------------------------------------------------
- attr_reader :filename # ?????
- attr_reader :selected # ????
- #--------------------------------------------------------------------------
- # ? ?????????
- # file_index : ?????????????? (0~3)
- # filename : ?????
- #--------------------------------------------------------------------------
- def initialize(file_index, filename)
- super(50, 64 + file_index % 4 * 104 + (12*file_index) + 12, 540, 104)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.contents.font.name = $defaultfonttype # "File" (File #) window font
- self.contents.font.size = $defaultfontsize
- @charset_index = 0
- @file_index = file_index
- @filename = "Save#{@file_index + 1}.sav"
- @time_stamp = Time.at(0)
- @file_exist = FileTest.exist?(@filename)
- @yp = 12
- if @file_exist
- File.delete(@filename) if File.stat(@filename).size == 0
- @file_exist = FileTest.exist?(@filename)
- if @file_exist
- file = File.open(@filename, "rb")
- @time_stamp = Marshal.load(file)
- @characters = Marshal.load(file)
- @frame_count = Marshal.load(file)
- @game_system = Marshal.load(file)
- @game_switches = Marshal.load(file)
- @game_variables = Marshal.load(file)
- @game_party = Marshal.load(file)
- @total_sec = @frame_count / Graphics.frame_rate
- file.close
- end
- end
- refresh
- @selected = false
- end
- #--------------------------------------------------------------------------
- # ? ??????
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- # ?????????
- self.contents.font.color = normal_color
- if @file_index == SAVES_MAX
- @exit = RPG::Cache.picture("nicht")
- self.z = 0
- self.y = 390
- src_rect = Rect.new(0, 0, @exit.rect.width, @exit.rect.height)
- self.contents.blt(self.x + 8, 64 - @exit.rect.height, @exit, src_rect)
- self.opacity = 0
- end
- name = ""
- name = @game_party.actors[0].name if @file_exist
- self.contents.draw_text_outline(4, 0, 600, 32, name)
- @name_width = contents.text_size(name).width
- # ??????????????
- if @file_exist
- for i in 0...@characters.size
- bitmap = RPG::Cache.character(@characters[i][0], @characters[i][1])
- cw = bitmap.rect.width / 9.3
- ch = bitmap.rect.height / 4
- src_rect = Rect.new(@charset_index*120, 0, cw, ch)
- x = 105 - @characters.size * 120 + i * 64 - cw / 2
- self.contents.blt(x+35, 63 - ch, bitmap, src_rect)
- heart_display(x+78, 83-ch)
- end
- # ????????
- hour = @total_sec / 60 / 60
- min = @total_sec / 60 % 60
- sec = @total_sec % 60
- time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
- self.contents.font.color = normal_color
- self.contents.draw_text_outline(4, 8, 600, 32, time_string, 2)
- # ??????????
- self.contents.font.color = normal_color
- time_string = @time_stamp.strftime("%Y / %m/ %d %H:%M")
- self.contents.draw_text_outline(self.width-self.contents.text_size(time_string).width-32, 40, self.contents.text_size(time_string).width, 32, time_string, 0)
- else
- @name_width = contents.text_size("Das Schicksal in die Hand nehmen").width
- self.contents.draw_text_outline(4, 0, 600, 32, "Das Schicksal in die Hand nehmen") if self.opacity != 0
- end
- end
- def heart_display(x, y)
- @x = x
- @y = y
- @link_heart = @game_variables[8]
- @link_maxheart = @game_variables[41]
- if @link_heart == 1
- insert_halfheart
- elsif @link_heart >= 2
- insert_fullheart
- end
- if @link_heart <= 2
- insert_emptyheart
- elsif @link_heart == 3
- insert_halfheart
- elsif @link_heart >= 4
- insert_fullheart
- end
- if @link_maxheart >= 3
- if @link_heart <= 4
- insert_emptyheart
- elsif @link_heart == 5
- insert_halfheart
- elsif @link_heart >= 6
- insert_fullheart
- end
- end
- if @link_maxheart >= 4
- if @link_heart <= 6
- insert_emptyheart
- elsif @link_heart == 7
- insert_halfheart
- elsif @link_heart >= 8
- insert_fullheart
- end
- end
- if @link_maxheart >= 5
- if @link_heart <= 8
- insert_emptyheart
- elsif @link_heart == 9
- insert_halfheart
- elsif @link_heart >= 10
- insert_fullheart
- end
- end
- if @link_maxheart >= 6
- if @link_heart <= 10
- insert_emptyheart
- elsif @link_heart == 11
- insert_halfheart
- elsif @link_heart >= 12
- insert_fullheart
- end
- end
- if @link_maxheart >= 7
- if @link_heart <= 12
- insert_emptyheart
- elsif @link_heart == 13
- insert_halfheart
- elsif @link_heart >= 14
- insert_fullheart
- end
- end
- if @link_maxheart >= 8
- if @link_heart <= 14
- insert_emptyheart
- elsif @link_heart == 15
- insert_halfheart
- elsif @link_heart >= 16
- insert_fullheart
- end
- end
- if @link_maxheart >= 9
- if @link_heart <= 16
- insert_emptyheart
- elsif @link_heart == 17
- insert_halfheart
- elsif @link_heart >= 18
- insert_fullheart
- end
- end
- if @link_maxheart >= 10
- if @link_heart <= 18
- insert_emptyheart
- elsif @link_heart == 19
- insert_halfheart
- elsif @link_heart >= 20
- insert_fullheart
- end
- end
- if @link_maxheart >= 11
- @y += 16
- @x = x
- if @link_heart <= 20
- insert_emptyheart
- elsif @link_heart == 21
- insert_halfheart
- elsif @link_heart >= 22
- insert_fullheart
- end
- end
- if @link_maxheart >= 12
- if @link_heart <= 22
- insert_emptyheart
- elsif @link_heart == 23
- insert_halfheart
- elsif @link_heart >= 24
- insert_fullheart
- end
- end
- if @link_maxheart >= 13
- if @link_heart <= 24
- insert_emptyheart
- elsif @link_heart == 25
- insert_halfheart
- elsif @link_heart >= 26
- insert_fullheart
- end
- end
- if @link_maxheart >= 14
- if @link_heart <= 26
- insert_emptyheart
- elsif @link_heart == 27
- insert_halfheart
- elsif @link_heart >= 28
- insert_fullheart
- end
- end
- if @link_maxheart >= 15
- if @link_heart <= 28
- insert_emptyheart
- elsif @link_heart == 29
- insert_halfheart
- elsif @link_heart >= 30
- insert_fullheart
- end
- end
- if @link_maxheart >= 16
- if @link_heart <= 30
- insert_emptyheart
- elsif @link_heart == 31
- insert_halfheart
- elsif @link_heart >= 32
- insert_fullheart
- end
- end
- if @link_maxheart >= 17
- if @link_heart <= 32
- insert_emptyheart
- elsif @link_heart == 33
- insert_halfheart
- elsif @link_heart >= 34
- insert_fullheart
- end
- end
- if @link_maxheart >= 18
- if @link_heart <= 34
- insert_emptyheart
- elsif @link_heart == 35
- insert_halfheart
- elsif @link_heart >= 36
- insert_fullheart
- end
- end
- if @link_maxheart >= 19
- if @link_heart <= 36
- insert_emptyheart
- elsif @link_heart == 37
- insert_halfheart
- elsif @link_heart >= 38
- insert_fullheart
- end
- end
- if @link_maxheart >= 20
- if @link_heart <= 38
- insert_emptyheart
- elsif @link_heart == 39
- insert_halfheart
- elsif @link_heart >= 40
- insert_fullheart
- end
- end end
- def insert_fullheart
- bitmap = RPG::Cache.picture("FullHeart")
- cw = bitmap.width
- ch = bitmap.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(@x - cw / 2, @y - ch, bitmap, src_rect)
- @x += cw
- end
- def insert_halfheart
- bitmap = RPG::Cache.picture("halb")
- cw = bitmap.width
- ch = bitmap.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(@x - cw / 2, @y - ch, bitmap, src_rect)
- @x += cw
- end
- def insert_emptyheart
- bitmap = RPG::Cache.picture("EmptyHeart")
- cw = bitmap.width
- ch = bitmap.height
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(@x - cw / 2, @y - ch, bitmap, src_rect)
- @x += cw
- end
- #--------------------------------------------------------------------------
- # ? ???????
- # selected : ??????? (true=?? false=???)
- #--------------------------------------------------------------------------
- def selected=(selected)
- @selected = selected
- update_cursor_rect
- end
- def charset_index(index)
- @charset_index = index
- refresh
- end
- #--------------------------------------------------------------------------
- # ? ?????????
- #--------------------------------------------------------------------------
- def update_cursor_rect
- if @selected
- if @file_index == SAVES_MAX
- self.cursor_rect.set(self.x + 7, 63 - @exit.rect.height, @exit.rect.width+2, @exit.rect.height+2)
- else
- self.cursor_rect.set(0, 0, @name_width + 8, 32)
- end
- else
- self.cursor_rect.empty
- end
- end
- end
- #==============================================================================
- # ¦ Scene_File
- #------------------------------------------------------------------------------
- # ????????????????????????
- #==============================================================================
- class Scene_NewLoadFile
- #--------------------------------------------------------------------------
- # ? ?????????
- # help_text : ????????????????
- #--------------------------------------------------------------------------
- def initialize(help_text)
- @help_text = help_text
- end
- #--------------------------------------------------------------------------
- # ? ?????
- #--------------------------------------------------------------------------
- def main
- $game_party.setup_starting_members
- #-------------------------------
- # Animated Background Setup
- #-------------------------------
- @back = Sprite.new
- #@sprite.bitmap = RPG::Cache.title($data_system.title_name)
- @backgroundList = ["SaveScreen1","SaveScreen1","SaveScreen1",
- "SaveScreen1","SaveScreen1","SaveScreen1","SaveScreen1","SaveScreen1",
- "SaveScreen1","SaveScreen1","SaveScreen1","SaveScreen1","SaveScreen1",
- "SaveScreen2","SaveScreen3","SaveScreen4","SaveScreen5","SaveScreen6",
- "SaveScreen6","SaveScreen5","SaveScreen4","SaveScreen3","SaveScreen2",
- "SaveScreen1","SaveScreen1","SaveScreen1","SaveScreen1","SaveScreen1",
- "SaveScreen1","SaveScreen1","SaveScreen1","SaveScreen1","SaveScreen1",]
- @backgroundGameFrameCount = 0
- # Number of game frames per background frame.
- @backgroundG_BFrameCount = 3.4
- @back.bitmap = RPG::Cache.title(@backgroundList[0])
- @sprite = Sprite.new
- @sprite.bitmap = RPG::Cache.title($data_system.title_name)
- # ???????????
- @save_sprite = Sprite.new
- @save_sprite.bitmap = RPG::Cache.title(SAVE_PICTURE)
- @save_sprite.x = 0
- @save_sprite.y = 0
- # ???????????????
- @savefile_windows = []
- for i in 0..SAVES_MAX
- @savefile_windows.push(Window_NewLoadFile.new(i, make_filename(i)))
- end
- # ??????????????
- @file_index = $game_temp.last_file_index
- @savefile_windows[@file_index].selected = true
- # ?????????
- Graphics.transition
- # ??????
- loop do
- # ????????
- Graphics.update
- # ???????
- Input.update
- # ??????
- update
- # ????????????????
- if $scene != self
- break
- end
- end
- # ?????????
- Graphics.freeze
- # ????????
- @sprite.dispose
- @back.dispose
- @save_sprite.dispose
- for i in @savefile_windows
- i.dispose
- end
- end
- #--------------------------------------------------------------------------
- # ? ??????
- #--------------------------------------------------------------------------
- def update
- @backgroundGameFrameCount = @backgroundGameFrameCount + 1
- if @backgroundGameFrameCount >= @backgroundG_BFrameCount
- @backgroundGameFrameCount = 0
- # Add current background frame to the end
- @backgroundList = @backgroundList << @backgroundList[0]
- # and drop it from the first position
- @backgroundList.delete_at(0)
- @sprite.bitmap = RPG::Cache.title(@backgroundList[0])
- end
- for i in @savefile_windows
- i.update
- end
- # ????????
- @save_sprite.update
- # C ??????????
- if Input.trigger?(Input::C)
- if @file_index == SAVES_MAX
- $scene = nil
- else
- $game_system.se_play($data_system.decision_se)
- if FileTest.exist?(make_filename(@file_index))
- on_decision(make_filename(@file_index))
- $game_temp.last_file_index = @file_index
- else
- $game_system.save_slot = make_filename(@file_index)
- file = File.new(make_filename(@file_index), "wb")
- on_new(file)
- $game_temp.last_file_index = @file_index
- end
- end
- end
- # B ??????????
- if Input.trigger?(Input::B)
- # ???? on_cancel (??????) ???
- on_cancel
- return
- end
- # ??????????????
- if Input.repeat?(Input::DOWN)
- # ????????????????????????
- # ?????????? 3 ??????
- if Input.trigger?(Input::DOWN) or @file_index < 3
- # ???? SE ???
- $game_system.se_play($data_system.cursor_se)
- # ?????????
- @savefile_windows[@file_index].selected = false
- @file_index = (@file_index + 1) % 4
- @savefile_windows[@file_index].selected = true
- return
- end
- end
- # ??????????????
- if Input.repeat?(Input::UP)
- # ????????????????????????
- # ?????????? 0 ???????
- if Input.trigger?(Input::UP) or @file_index > 0
- # ???? SE ???
- $game_system.se_play($data_system.cursor_se)
- # ?????????
- @savefile_windows[@file_index].selected = false
- @file_index = (@file_index + 3) % 4
- @savefile_windows[@file_index].selected = true
- return
- end
- end
- @wait = 3 if @wait == nil or @wait == 0
- @charset_index = 0 if @charset_index == nil or @charset_index == 6
- @wait -= 1
- return if @wait > 0
- @charset_index += 1
- for i in 0..@savefile_windows.size-1
- @savefile_windows[i].charset_index(@charset_index)
- next
- end
- end
- #--------------------------------------------------------------------------
- # ? ????????
- # file_index : ?????????????? (0~3)
- #--------------------------------------------------------------------------
- def make_filename(file_index)
- return "Save#{file_index + 1}.sav"
- end
- end
- class Scene_NewLoad < Scene_NewLoadFile
- def initialize
- $game_temp.last_file_index = 0
- latest_time = Time.at(0)
- for i in 0..3
- filename = make_filename(i)
- if FileTest.exist?(filename)
- file = File.open(filename, "rb")
- if file.mtime > latest_time
- latest_time = file.mtime
- $game_temp.last_file_index = i
- end
- file.close
- end
- end
- super("Welche Daten sollen geladen werden?")
- end
- def on_new(file)
- $game_map.setup($data_system.start_map_id)
- $game_system.newgame_switch = true
- $game_temp.name_fileproc = file
- $game_temp.name_calling = true
- $game_temp.name_actor_id = 1
- $game_temp.name_max_char = 8
- $scene = Scene_Name.new
- end
- #--------------------------------------------------------------------------
- # ? ??????
- #--------------------------------------------------------------------------
- def on_decision(filename)
- unless FileTest.exist?(filename)
- # ??? SE ???
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # ??? SE ???
- $game_system.se_play($data_system.load_se)
- # ???????????
- file = File.open(filename, "rb")
- read_save_data(file, $game_system.newgame_switch)
- file.close
- Audio.bgm_stop
- $game_system.bgm_play($game_system.playing_bgm) if !$game_system.newgame_switch
- $game_system.bgs_play($game_system.playing_bgs) if !$game_system.newgame_switch
- $game_map.autoplay
- # ?????? (????????)
- $game_map.update
- $game_party.remove_actor(1) if $game_system.newgame_switch
- # ?????????
- $scene = Scene_Map.new
- end
- #--------------------------------------------------------------------------
- # ? ?????????
- #--------------------------------------------------------------------------
- def on_cancel
- # ????? SE ???
- $game_system.se_play($data_system.cancel_se)
- # ???????????
- $scene = Scene_Title.new
- end
- #--------------------------------------------------------------------------
- # ? ???????????
- # file : ??????????????? (??????)
- #--------------------------------------------------------------------------
- def read_save_data(file, newgame)
- if !newgame
- Audio.bgm_stop
- # ?????????????????????????
- time = Marshal.load(file)
- characters = Marshal.load(file)
- # ??????????????????????
- Graphics.frame_count = Marshal.load(file)
- # ????????????????
- $game_system = Marshal.load(file)
- $game_switches = Marshal.load(file)
- $game_variables = Marshal.load(file)
- $game_party = Marshal.load(file)
- $game_self_switches = Marshal.load(file)
- $game_screen = Marshal.load(file)
- $game_actors = Marshal.load(file)
- $game_troop = Marshal.load(file)
- $game_map = Marshal.load(file)
- $game_player = Marshal.load(file)
- if $game_system.magic_number != $data_system.magic_number
- $game_map.setup($game_map.map_id)
- $game_player.center($game_player.x, $game_player.y)
- $game_player.refresh
- end
- else
- characters = []
- for i in 0...$game_party.actors.size
- actor = $game_party.actors[i]
- characters.push([actor.character_name, actor.character_hue])
- end
- time = Time.new
- # ??????????????????????
- Graphics.frame_count = 0
- # ????????????????
- $game_system = Game_System.new
- $game_switches = Game_Switches.new
- $game_variables = Game_Variables.new
- $game_party = Game_Party.new
- $game_self_switches = Game_SelfSwitches.new
- $game_screen = Game_Screen.new
- $game_actors = Game_Actors.new
- $game_troop = Game_Troop.new
- $game_map = Game_Map.new
- $game_player = Game_Player.new
- #$game_party.setup_starting_members
- $game_map.setup($data_system.start_map_id)
- $game_player.moveto($data_system.start_x, $data_system.start_y)
- $game_player.refresh
- end
- # ???????????????????
- # (?????????????????)
- # ???????????????
- $game_party.refresh
- end
- end
Allerdings werden die Herzen nicht in diesem Menü angezeigt:
[Blockierte Grafik: http://img256.imageshack.us/img256/6640/problemxy.png]
Normalerweise müssten ja neben dem Namen die Anzahl der Herzen angezeigt werden, soweit ich das Script verstanden habe.
Ich hoffe jemand kennt sich etwas damit aus und kann mir den Fehler sagen, warum die Herzen bzw. die Bilder nicht angezeigt werden.
MFG Tehpiecemaker
Hört gerade: A Day To Remember - All Signs Point To Lauderdale