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best7hacker

Ankömmling

  • »best7hacker« ist der Autor dieses Themas

Motto: Das Leben wird Erst zu dass zu was du es Machst

  • Nachricht senden

1

Mittwoch, 23. März 2011, 15:59

Item Lager Script aber für VX

Also ich habe schon gesucht und gesucht aber ich habe Einfach Nichs gefunden und diese art von Script kann ich wirklich gebrauchen versteht ihr und deswegen bitte ich euch sehr um Hilfe :rolleyes:

2

Mittwoch, 23. März 2011, 16:31

Ich habe hier das ´Deriru's Simple Storage System v1.2´ anzubieten :
Spoiler

Ruby Quellcode

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#===============================================================================
# Deriru's Simple Storage System v1.2
# by Deriru
#
# What does this do?:
# -It creates an storage system where you can store your items and gold, like
# in a warehouse.
#
# How to use:
# -Customize the script according to the options below.
# -Call the storage system with:
# $scene = Scene_StorageSystem.new
# -To unlock more spaces for your storage, use the following script:
# $game_system.unlock_storages(amount)
# Where amount is the max amount of slots that will be unlocked.
# -To make an item non-storable, insert the NonStorageTag(see SETUP OPTIONS
# BELOW), enclosed in [].
# Example: [NoStore]
# -To get the curreny name (for text display), add #{gVocab} inside.
# Example:
# Withdraw #{gVocab}
# If the currency name is Yen then the result would be: Withdraw Yen
# Version History:
# v1.0:
# -Initial Release
#
# Credits for this script:
# cmpsr2000 for his Shopoholic Script and the Storage_Slot class
#
# Please credit me if used. Enjoy!
#===============================================================================
# SETUP OPTIONS
#===============================================================================
# SlotsAmount: Maximum amounts of storage slots.
# InitialFree: Initial amount of unlocked storage slots.
# NonStorageTag: Tag used for items that cannot be stored to the warehouse.
# DepositText: Menu text for depositing items.
# WithdrawText: Menu text for withdrawing items.
# EmptyText: Text for empty slots.
# LockedText: Text for locked slots.
# AmountText: Text when inputting amount of items.
# The others are self explanatory when you read them by name. If you don't get
# it, please look at the demo.
#===============================================================================
# SETUP BEGIN
#===============================================================================
$data_system = load_data("Data/System.rvdata")# DON'T TOUCH THIS!!!
gVocab = Vocab::gold # DON'T TOUCH THIS TOO!
SlotsAmount = 30
InitialFree = 10
NonStorageTag = "NoStore"
DepositText = "Deposit Item"
WithdrawText = "Withdraw Item"
GoldDepositText = "Deposit #{gVocab}"
GoldWithdrawText = "Withdraw #{gVocab}"
GoldInParty = "Gold in party: "
GoldInWarehouse = "Gold in storage: "
EmptyText = "Empty"
LockedText = "Locked"
AmountText = "Amount:"
MenuDepositHelp = "Deposit items."
MenuWithdrawHelp = "Withdraw deposited items."
StorageSelectHelp = "Select storage slot."
InventorySelectHelp = "Choose the item to be deposited."
AmountSelectHelp = "Left(-1), Right(+1), Up(+10), Down(-10)"
GoldDepositHelp = "Deposit #{gVocab}."
GoldWithdrawHelp = "Withdraw #{gVocab}."
GoldAmountHelp = "Insert amount of #{gVocab}."
ExitHelp = "Exit warehouse."
#===============================================================================
# SETUP END [DO NOT TOUCH THE PARTS BELOW IF YOU DON'T KNOW WHAT YOU'RE DOING!]
#===============================================================================
 
#===============================================================================
# ItemStorageSlot: Basic Item Slot for Storage System (thanks to cmpsr2000!)
#===============================================================================
class ItemStorageSlot
 
attr_reader :locked
attr_reader :amount
attr_reader :item
 
def initialize
@item = nil
@amount = 0
@locked = true
end
 
def storeItem(item, amount)
$game_party.lose_item(item, amount)
@item = item
@amount = amount
end
 
def takeItem(amt)
$game_party.gain_item(@item, amt)
@amount -= amt
if @amount <= 0
@item = nil
end
end
 
def lock
@locked = true
end
 
def unlock
@locked = false
end
 
end
 
#===============================================================================
# Game_System Modification: Adds the storage variables.
#===============================================================================
class Game_System
 
attr_accessor :storage
attr_accessor :stored_gold
 
alias :initialize_deriru initialize
 
def initialize
initialize_deriru
@stored_gold = Integer(0)
@storage = []
for i in 0..SlotsAmount - 1
@storage.push(ItemStorageSlot.new)
end
for i in 0..InitialFree - 1
@storage[i].unlock
end
end
 
def unlock_storages(max_amt)
for i in 0..max_amt - 1
$game_system.storage[i].unlock
end
end
 
def withdraw_money(amt)
$game_party.gain_gold(amt)
@stored_gold -= amt
@stored_gold = 9999999 if @stored_gold > 9999999
end
 
def store_money(amt)
$game_party.lose_gold(amt)
@stored_gold += amt
@stored_gold = 0 if @stored_gold < 0
end
 
end
 
#===============================================================================
# Window_Storage: For the Storage Window in the Storage Scene.
#===============================================================================
class Window_Storage < Window_Selectable
 
def initialize
super(0,56,544,360)
@column_max = 2
self.index = 0
update
refresh
end
 
def refresh
@data = []
@data = $game_system.storage
@item_max = @data.size
create_contents
for i in 0..@item_max - 1
draw_storage(i)
end
end
 
def draw_storage(index)
slot = @data[index]
disabled = @data[index].locked
rect = item_rect(index)
self.contents.clear_rect(rect)
unless disabled
unless slot.item == nil
draw_item(index)
else
self.contents.font.color.alpha = 255
self.contents.draw_text(rect.x,rect.y,rect.width,WLH,EmptyText)
end
else
self.contents.font.color.alpha = 128
self.contents.draw_text(rect.x,rect.y,rect.width,WLH,LockedText)
end
end
 
def draw_item(index)
rect = item_rect(index)
slot = @data[index]
if slot != nil
number = $game_system.storage[index].amount
rect.width -= 4
draw_item_name(slot.item, rect.x, rect.y, true)
self.contents.font.size = 12
self.contents.draw_text(rect.x + 12,rect.y + 12, 15, 15, number, 1)
self.contents.font.size = 20
rect.width += 4
end
end
 
 
end
 
#===============================================================================
# Window_ItemForStage: For the Item Window in the Storage Scene.
#===============================================================================
class Window_ItemForStorage < Window_Selectable
 
def initialize(x, y, width, height)
super(x, y, width, height)
@column_max = 2
self.index = 0
refresh
end
 
def item
return @data[self.index]
end
 
def include?(item)
return false if item == nil
return true
end
 
def enable?(item)
return false if item.note.include?("[#{NonStorageTag}]")
return true
end
 
def refresh
@data = []
for item in $game_party.items
next unless include?(item)
@data.push(item)
if item.is_a?(RPG::Item) and item.id == $game_party.last_item_id
self.index = @data.size - 1
end
end
@data.push(nil) if include?(nil)
@item_max = @data.size
create_contents
for i in 0...@item_max
draw_item(i)
end
end
 
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
item = @data[index]
if item != nil
number = $game_party.item_number(item)
enabled = enable?(item)
rect.width -= 4
draw_item_name(item, rect.x, rect.y, enabled)
self.contents.font.size = 12
self.contents.draw_text(rect.x + 12,rect.y + 12, 15, 15, number, 1)
self.contents.font.size = 20
end
end
 
def update_help
@help_window.set_text(item == nil ? "" : item.description)
end
end
 
#===============================================================================
# Window_ItemNumInput: Item Number Input Window
#===============================================================================
class Window_ItemNumInput < Window_Base
 
attr_reader :qn
 
def initialize
@maxQn = 99
@qn = 1
super(200,60,100,100)
refresh
self.x = (Graphics.width - 100) / 2
self.y = (Graphics.height - 100) / 2
end
 
def refresh
self.contents.clear
self.contents.draw_text(0,0,self.width - 32,WLH,AmountText, 1)
self.contents.draw_text(0,WLH, self.width - 32, WLH, @qn.to_s, 1)
end
 
def set_max(number)
@maxQn = number
@maxQn = 99 if @maxQn > 99
@maxQn = 1 if @maxQn < 1
@qn = 1
end
 
def update
refresh
if Input.repeat?(Input::UP)
Sound.play_cursor
@qn += 10
@qn = @maxQn if @qn > @maxQn
elsif Input.repeat?(Input::DOWN)
Sound.play_cursor
@qn -= 10
@qn = 0 if @qn < 0
elsif Input.repeat?(Input::LEFT)
Sound.play_cursor
@qn -= 1
@qn = 0 if @qn < 0
elsif Input.repeat?(Input::RIGHT)
Sound.play_cursor
@qn += 1
@qn = @maxQn if @qn > @maxQn
end
end
 
end
#===============================================================================
# Window_HelpStorage: A modified version of Window_Help
#===============================================================================
class Window_HelpStorage < Window_Base
 
def initialize
super(0, 0, Graphics.width - 140, WLH + 32)
end
 
def set_text(text, align = 0)
if text != @text or align != @align
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, WLH, text, align)
@text = text
@align = align
end
end
end
 
#===============================================================================
# Window_GoldAmt: Inputs the amount of gold
#===============================================================================
class Window_GoldAmt < Window_Command
 
attr_reader :value
attr_reader :commands
 
def initialize
super(176, ["0", "0", "0", "0", "0", "0", "0"], 7, 0, 0)
self.x = (Graphics.width / 2) - 88
self.y = (Graphics.height / 2) - 60
self.height = 60
@index = 6
end
 
def reset
for i in 0...@commands.size
@commands[i] = "0"
end
refresh
end
 
def update
super
value = @commands[@index].to_i
if Input.repeat?(Input::UP)
Sound.play_cursor
@commands[@index] = (value < 9 ? value+1 : 9).to_s
refresh
elsif Input.repeat?(Input::DOWN)
Sound.play_cursor
@commands[@index] = (value > 0 ? value-1 : 0).to_s
refresh
end
end
 
end
 
class Window_GoldOpposite < Window_Base
 
def initialize
super((Graphics.width / 2) - 100,(Graphics.height / 2), 200,60)
end
 
def refresh(i)
self.contents.clear
self.contents.draw_text(0,0,self.width - 32, self.height - 32, i == 2 ? GoldInParty + $game_party.gold.to_s : GoldInWarehouse + $game_system.stored_gold.to_s, 1)
end
 
end
#===============================================================================
# Scene_StorageSystem: The Storage System Scene itself! xD
#===============================================================================
class Scene_StorageSystem < Scene_Base
 
def initialize
@storage_slots = Window_Storage.new
@storage_slots.active = false
@current_inv = Window_ItemForStorage.new(0,56,544,360)
@current_inv.update
@current_inv.refresh
@current_inv.visible = false
@current_inv.active = false
@num_input = Window_ItemNumInput.new
@num_input.visible = false
@storage_help = Window_HelpStorage.new
@storage_menu = Window_Command.new(140,[DepositText,WithdrawText,GoldDepositText,GoldWithdrawText,"Exit"])
@storage_menu.height = 56
@storage_menu.x = @storage_help.width
@gold_amt = Window_GoldAmt.new
@gold_amt.visible = false
@gold_opp = Window_GoldOpposite.new
@gold_opp.visible = false
end
 
def start
create_menu_background
end
 
def terminate
@storage_slots.dispose
@storage_menu.dispose
@current_inv.dispose
@num_input.dispose
@storage_help.dispose
@gold_amt.dispose
@gold_opp.dispose
dispose_menu_background
end
 
def update
if @num_input.visible
num_input_input
elsif @gold_amt.visible
gold_amt_update
elsif @current_inv.active
current_inv_input
elsif @storage_slots.active
storage_slots_input
elsif @storage_menu.active
storage_menu_input
end
help_update
update_menu_background
end
 
def switch_store_inv(store_slots,inv_slots)
@storage_slots.active = store_slots
@storage_slots.visible = store_slots
@current_inv.active = inv_slots
@current_inv.visible = inv_slots
end
 
def storage_menu_input
@storage_menu.update
if Input.trigger?(Input::C)
if @storage_menu.index == 0 or @storage_menu.index == 1
Sound.play_decision
@storage_menu.active = false
@storage_slots.active = true
elsif @storage_menu.index == 2 or @storage_menu.index == 3
Sound.play_decision
@gold_opp.refresh(@storage_menu.index)
@gold_opp.visible = true
@gold_amt.visible = true
elsif @storage_menu.index == 4
Sound.play_cancel
$scene = Scene_Map.new
else
Sound.play_buzzer
end
elsif Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
end
end
 
def storage_slots_input
@storage_slots.update
if Input.trigger?(Input::C)
if $game_system.storage[@storage_slots.index].locked
Sound.play_buzzer
elsif @storage_menu.index == 1
unless $game_system.storage[@storage_slots.index].item == nil
# CRAPPY CALCULATION STARTZ! AAAAGH!
in_stock = $game_party.item_number($game_system.storage[@storage_slots.index].item)
item_possible = (in_stock + $game_system.storage[@storage_slots.index].amount)
if item_possible > 99
item_possible -= 99
elsif item_possible = 99
item_possible = $game_system.storage[@storage_slots.index].amount
else
item_possible = 99 - item_possible
end
# CRAPPY CALCULATION ENDZ! HURRAH!
if in_stock < 99
@num_input.set_max(item_possible)
@num_input.visible = true
@storage_slots.active = false
else
Sound.play_buzzer
end
else
Sound.play_buzzer
end
elsif @storage_menu.index == 0
if $game_system.storage[@storage_slots.index].item == nil
Sound.play_decision
switch_store_inv(false,true)
else
Sound.play_buzzer
end
end
elsif Input.trigger?(Input::B)
Sound.play_cancel
@storage_slots.active = false
@storage_menu.active = true
end
end
 
def current_inv_input
@current_inv.update
if Input.trigger?(Input::C)
if $game_system.storage[@storage_slots.index].item == nil && @current_inv.item != nil && !@current_inv.item.note.include?("[#{NonStorageTag}]")
@current_inv.active = false
@num_input.visible = true
@num_input.set_max($game_party.item_number(@current_inv.item))
else
Sound.play_buzzer
end
elsif Input.trigger?(Input::B)
Sound.play_cancel
switch_store_inv(true,false)
end
end
 
def num_input_input
@num_input.update
if Input.trigger?(Input::C)
if @storage_menu.index == 0
$game_system.storage[@storage_slots.index].storeItem(@current_inv.item,@num_input.qn)
elsif @storage_menu.index == 1
$game_system.storage[@storage_slots.index].takeItem(@num_input.qn)
end
switch_store_inv(true,false)
@storage_slots.index = 0
@storage_slots.refresh
@current_inv.refresh
@num_input.visible = false
elsif Input.trigger?(Input::B)
if @storage_menu.index == 0
@current_inv.active = true
elsif @storage_menu.index == 1
@storage_slots.active = true
end
@num_input.visible = false
end
end
 
def help_update
if @gold_amt.visible
@storage_help.set_text(GoldAmountHelp)
elsif @num_input.visible
@storage_help.set_text(AmountSelectHelp)
elsif @current_inv.active
@storage_help.set_text(InventorySelectHelp)
elsif @storage_slots.active
@storage_help.set_text(StorageSelectHelp)
elsif @storage_menu.active
case @storage_menu.index
when 0
@storage_help.set_text(MenuDepositHelp)
when 1
@storage_help.set_text(MenuWithdrawHelp)
when 2
@storage_help.set_text(GoldDepositHelp)
when 3
@storage_help.set_text(GoldWithdrawHelp)
when 4
@storage_help.set_text(ExitHelp)
end
end
end
 
def gold_amt_update
@gold_amt.update
@gold_opp.update
if Input.trigger?(Input::C)
money_inp = @gold_amt.commands.to_s.to_i
if @storage_menu.index == 2
unless money_inp + $game_system.stored_gold.to_i > 9999999 and money_inp < $game_party.gold
if money_inp <= $game_party.gold
Sound.play_decision
$game_system.store_money(money_inp)
@gold_amt.reset
@gold_amt.visible = false
@gold_opp.refresh(@storage_menu.index)
@gold_opp.visible = false
@storage_menu.active = true
else
Sound.play_buzzer
end
else
Sound.play_buzzer
end
elsif @storage_menu.index == 3
unless money_inp + $game_party.gold > 9999999
if money_inp <= $game_system.stored_gold
Sound.play_decision
$game_system.withdraw_money(money_inp)
@gold_amt.reset
@gold_amt.visible = false
@gold_opp.refresh(@storage_menu.index)
@gold_opp.visible = false
@storage_menu.active = true
else
Sound.play_buzzer
end
else
Sound.play_buzzer
end
end
elsif Input.trigger?(Input::B)
Sound.play_decision
@gold_amt.reset
@gold_amt.visible = false
@gold_opp.refresh(@storage_menu.index)
@gold_opp.visible = false
@storage_menu.active = true
end
end
 
end
zum Lesen den Text mit der Maus markieren

Aufrufen kannst du es im Event Script mit : $scene = Scene_StorageSystem.new
Weitere erklärungen findest du im Script selbst.

MFG
Realität ist auch nur eine Art von Rollenspiel.

best7hacker

Ankömmling

  • »best7hacker« ist der Autor dieses Themas

Motto: Das Leben wird Erst zu dass zu was du es Machst

  • Nachricht senden

3

Mittwoch, 23. März 2011, 16:37

Einfach Klasse Danke dir :thumbsup:

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