Hier dreht sich alles um die RPG-Maker-Reihe von ASCII/Enterbrain. Der RPG-Maker ist ein Tool, mit dem du dir dein eigenes kleines Rollenspiel erstellen kannst. Du findest hier alles, was du dazu brauchst. Aber natürlich umfasst die Community noch mehr!
Hiho, ich hab mal 'n Script erstellt, das Automatisch das Titelmenü überspringt, und sofort ein neues Spiel beginnt.
Im Skripteditor geht ihr auf "Scene_Title" , und ersetzt den beinhaltenden Code mit diesem.
Code:
#============================================================================== # ** 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 #s2 = Vocab::continue #s3 = Vocab::shutdown # @command_window = Window_Command.new(172, [s1, s2, 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 confirm_player_location
$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 #-------------------------------------------------------------------------- # * 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
Ich hoffe, es funktioniert bei euch genau so gut wie bei mir
Ich muss sagen, dass das ein wirklich schlechter Edit ist. - Du kommentierst nicht die Methoden-Aufrufe sondern dessen Inhalt aus. - Es werden noch zahlreiche nutzlose Dinge aufgerufen. - Du hast sehr viel unbenutzen Code drin. Für ein Release sehr unschön.
Du hättest auch lediglich die Methode start editieren müssen. Testen kann ich es jetzt nicht, also weiß ich nicht ob es geht, aber so wie es aussieht, sollte die Titelmusik weiter gespielt werden. Auch wenn du gerade erst angefangen hast Ruby zu lernen, solltest du dir demnächst mehr Mühe geben, wenn du deine Skripte veröffentlichen willst. Ich hoffe das schreckt dich nicht ab weiter zu machen. Nur Übung macht den Meister.
Nebenbei gibt es so etwas bereits, da bin ich mir sicher.
Du darfst keine neuen Themen in diesem Forum erstellen. Du darfst keine Antworten zu Themen in diesem Forum erstellen. Du darfst deine Beiträge in diesem Forum nicht ändern. Du darfst deine Beiträge in diesem Forum nicht löschen. Du darfst keine Dateianhänge in diesem Forum erstellen.