Kreditkarte zu Izzy's Bank
Hey leute,
wieder einmal nerve ich euch mit meinen blöden fragen^^. Also vllt kennt ja einer von euch Izzy's Geld- und Itembank. Ich habe mir überlegt, das es doch
auch mal geschickt wäre, wenn man mit Kreditkarte zahlen könnte. Denn mal angenommen man hat kein Geld bei sich und weit und breit ist keine Bank
und nun will man sich nen Trank kaufen. Also wäre nett, wenn einer mir sagen könnte wie es geht und/oder das Skript umschreibt. Ein Crediteintrag ist
verständlicherweise auch für die person drinne^^
PS: Wenn man im Shop skript ändern muss sollte ich noch dazu sagen, dass ich das standart-skript benutze.
Hier noch das Skript von Izzy, wer es nicht hat.
wieder einmal nerve ich euch mit meinen blöden fragen^^. Also vllt kennt ja einer von euch Izzy's Geld- und Itembank. Ich habe mir überlegt, das es doch
auch mal geschickt wäre, wenn man mit Kreditkarte zahlen könnte. Denn mal angenommen man hat kein Geld bei sich und weit und breit ist keine Bank
und nun will man sich nen Trank kaufen. Also wäre nett, wenn einer mir sagen könnte wie es geht und/oder das Skript umschreibt. Ein Crediteintrag ist
verständlicherweise auch für die person drinne^^
PS: Wenn man im Shop skript ändern muss sollte ich noch dazu sagen, dass ich das standart-skript benutze.
Hier noch das Skript von Izzy, wer es nicht hat.
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Quellcode |
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#==============================================================================
#Izzy's Geld und Itembank script
#==============================================================================
module KGC
DEPOSITORY_COMMAND = [
"Geld Anlegen",
"Geld Abheben",
"Item Ablegen",
"Item Mitnehmen"
]
DEPOSITORY_HELP = [
"Hier kannst du dein Geld ablegen und sparen !",
"Hier kannst du dein gespartes Geld abheben !",
"Hier kannst du Gegenstände aufbewaren !",
"Hier kannst du aufbewarte Gegestände wieder mitnehmen !"
]
DEPOSITORY_GOLD_DIGITS = 7
DEPOSIT_GOLD = "Ablegen"
WDEPOSIT_GOLD = "Mitnehmen"
DEPOSIT_ITEM = "Ablegen"
WDEPOSIT_ITEM = "Mitnehmen"
end
$imported = {} if $imported == nil
$imported["Aufbewahrungsort"] = true
def call_depository(type = 0)
$game_player.straighten
$scene = Scene_Depository.new(type)
end
class Game_Party
alias initialize_KGC_Depository initialize
def initialize
initialize_KGC_Depository
@deposit_gold = 0
@deposit_item, @deposit_weapon, @deposit_armor = [], [], []
end
def deposit_gold
@deposit_gold = 0 if @deposit_gold == nil
return @deposit_gold
end
def gain_deposit_gold(number)
@deposit_gold = 0 if @deposit_gold == nil
@deposit_gold += number
end
def lose_deposit_gold(number)
self.gain_deposit_gold(-number)
end
def deposit_item_number(id)
@deposit_item = [] if @deposit_item == nil
return @deposit_item[id] != nil ? @deposit_item[id] : 0
end
def gain_deposit_item(id, number)
@deposit_item = [] if @deposit_item == nil
@deposit_item[id] = 0 if @deposit_item[id] == nil
@deposit_item[id] += number
end
def lose_deposit_item(id, number)
self.gain_deposit_item(id, -number)
end
def deposit_weapon_number(id)
@deposit_weapon = [] if @deposit_weapon == nil
return @deposit_weapon[id] != nil ? @deposit_weapon[id] : 0
end
def gain_deposit_weapon(id, number)
@deposit_weapon = [] if @deposit_weapon == nil
@deposit_weapon[id] = 0 if @deposit_weapon[id] == nil
@deposit_weapon[id] += number
end
def lose_deposit_weapon(id, number)
self.gain_deposit_weapon(id, -number)
end
def deposit_armor_number(id)
@deposit_armor = [] if @deposit_armor == nil
return @deposit_armor[id] != nil ? @deposit_armor[id] : 0
end
def gain_deposit_armor(id, number)
@deposit_armor = [] if @deposit_armor == nil
@deposit_armor[id] = 0 if @deposit_armor[id] == nil
@deposit_armor[id] += number
end
def lose_deposit_armor(id, number)
self.gain_deposit_armor(id, -number)
end
end
class Window_DepositoryCommand < Window_Selectable
def initialize(type)
super(0, 64, 640, 64)
self.y = 128 if $imported["Hilfe"]
self.contents = Bitmap.new(width - 32, height - 32)
case type
when 1
@commands = KGC::DEPOSITORY_COMMAND[0, 2]
@help_text = KGC::DEPOSITORY_HELP[0, 2]
when 2
@commands = KGC::DEPOSITORY_COMMAND[2, 2]
@help_text = KGC::DEPOSITORY_HELP[2, 2]
else
@commands = KGC::DEPOSITORY_COMMAND
@help_text = KGC::DEPOSITORY_HELP
end
@item_max = @commands.size
@column_max = @commands.size
@item_width = (width - 32) / @commands.size
self.back_opacity = 160
self.index = 0
refresh
end
def refresh
for i in 0...@commands.size
rect = Rect.new(@item_width * i, 0, @item_width, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.font.color = system_color
self.contents.draw_text(rect, @commands[i], 1)
end
end
def update_cursor_rect
if index != -1
self.cursor_rect.set(@item_width * index, 0, @item_width, 32)
end
end
def update_help
@help_window.set_text(@help_text[self.index])
end
end
class Window_DepositoryGold < Window_Base
def initialize
super(0, 128, 640, 352)
if $imported["Hilfe"]
self.y = 192
self.height = 288
end
@digits_max = KGC::DEPOSITORY_GOLD_DIGITS
dummy_bitmap = Bitmap.new(32, 32)
@cursor_width = dummy_bitmap.text_size("0").width + 8
dummy_bitmap.dispose
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 160
self.active = false
self.visible = false
@cursor_position = 0
@max = 0
@price = 0
@index = 0
end
def price
return @price
end
def price=(np)
@price = [[np, 0].max, @max].min
redraw_price
end
def reset(type)
@price = 0
@index = @digits_max - 1
refresh(type)
end
def refresh(type)
self.contents.clear
domination = $data_system.words.gold
cx = contents.text_size(domination).width
@cursor_position = 332 - cx - @cursor_width * @digits_max
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 608, 32, "Geld im Rucksack")
self.contents.draw_text(0, 64, 608, 32, "Geld auf Bank")
if type == 0
self.contents.draw_text(0, 128, 608, 32, "Geld ablegen")
@max = $game_party.gold
else
self.contents.draw_text(0, 128, 608, 32, "Geld mitnehmen")
@max = [10 ** @digits_max - $game_party.gold - 1, $game_party.deposit_gold].min
end
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 326 - cx, 32, $game_party.gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(332 - cx, 32, cx, 32, domination, 2)
self.contents.font.color = normal_color
self.contents.draw_text(4, 96, 326 - cx, 32, $game_party.deposit_gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(332 - cx, 96, cx, 32, domination, 2)
redraw_price
end
def redraw_price
domination = $data_system.words.gold
cx = contents.text_size(domination).width
self.contents.fill_rect(0, 160, 608, 32, Color.new(0, 0, 0, 0))
self.contents.font.color = normal_color
text = sprintf("%0#{@digits_max}d", self.price)
for i in 0...text.length
x = @cursor_position + (i - 1) * @cursor_width
self.contents.draw_text(x, 160, 32, 32, text[i, 1], 2)
end
self.contents.font.color = system_color
self.contents.draw_text(332 - cx, 160, cx, 32, domination, 2)
end
def update_cursor_rect
x = @cursor_position + @index * @cursor_width
self.cursor_rect.set(x, 160, @cursor_width, 32)
end
def update
super
return unless self.active
if Input.repeat?(Input::UP) || Input.repeat?(Input::DOWN)
$game_system.se_play($data_system.cursor_se)
place = 10 ** (@digits_max - 1 - @index)
n = self.price / place % 10
self.price -= n * place
n = (n + 1) % 10 if Input.repeat?(Input::UP)
n = (n + 9) % 10 if Input.repeat?(Input::DOWN)
self.price += n * place
end
if Input.repeat?(Input::RIGHT)
if @digits_max >= 2
$game_system.se_play($data_system.cursor_se)
@index = (@index + 1) % @digits_max
end
end
if Input.repeat?(Input::LEFT)
if @digits_max >= 2
$game_system.se_play($data_system.cursor_se)
@index = (@index + @digits_max - 1) % @digits_max
end
end
update_cursor_rect
end
end
class Window_DepositoryItem < Window_Selectable
def initialize
super(0, 128, 640, 352)
if $imported["Hilfe"]
self.y = 192
self.height = 288
end
self.back_opacity = 160
self.active = false
self.visible = false
@column_max = 2
self.index = 0
end
def item
return @data[self.index]
end
def refresh(type, reset = false)
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
last_index = self.index
case type
when 0
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
when 1
for i in 1...$data_items.size
if $game_party.deposit_item_number(i) > 0
@data.push($data_items[i])
end
end
for i in 1...$data_weapons.size
if $game_party.deposit_weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $game_party.deposit_armor_number(i) > 0
@data.push($data_armors[i])
end
end
end
if reset
self.index = 0
else
self.index = @data[last_index] != nil ? last_index :
[last_index - 1, 0].max
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i, type)
end
end
end
def draw_item(index, type)
item = @data[index]
case item
when RPG::Item
number = type == 0 ? $game_party.item_number(item.id) :
$game_party.deposit_item_number(item.id)
when RPG::Weapon
number = type == 0 ? $game_party.weapon_number(item.id) :
$game_party.deposit_weapon_number(item.id)
when RPG::Armor
number = type == 0 ? $game_party.armor_number(item.id) :
$game_party.deposit_armor_number(item.id)
end
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
class Window_DepositoryNumber < Window_Base
def initialize
@digits_max = 2
@number = 0
dummy_bitmap = Bitmap.new(32, 32)
@cursor_width = dummy_bitmap.text_size("0").width + 8
dummy_bitmap.dispose
@default_size = @cursor_width * @digits_max + 32
super(0, 0, @default_size, 128)
self.contents = Bitmap.new(width - 32, height - 32)
self.z = 1000
self.back_opacity = 160
self.active = false
self.visible = false
@index = 0
@item = nil
refresh
update_cursor_rect
end
def item=(item)
@item = item
end
def number
return @number
end
def number=(number)
@number = [[number, 0].max, @max].min
refresh
end
def update_cursor_rect
self.cursor_rect.set(@index * @cursor_width, 32, @cursor_width, 32)
end
def reset(type)
@number = 0
@index = @digits_max - 1
if type == 0
case @item
when RPG::Item
@max = $game_party.item_number(@item.id)
dep = $game_party.deposit_item_number(@item.id)
when RPG::Weapon
@max = $game_party.weapon_number(@item.id)
dep = $game_party.deposit_weapon_number(@item.id)
when RPG::Armor
@max = $game_party.armor_number(@item.id)
dep = $game_party.deposit_armor_number(@item.id)
end
self.contents.fill_rect(0, 64, width - 32, 32, Color.new(0, 0, 0, 0))
self.contents.font.color = system_color
self.contents.draw_text(0, 64, width - 32, 32, "Bank#{dep}")
else
case @item
when RPG::Item
@max = [$game_party.deposit_item_number(@item.id),
10 ** @digits_max - $game_party.item_number(@item.id) - 1].min
having = $game_party.item_number(@item.id)
when RPG::Weapon
@max = [$game_party.deposit_weapon_number(@item.id),
10 ** @digits_max - $game_party.weapon_number(@item.id) - 1].min
having = $game_party.weapon_number(@item.id)
when RPG::Armor
@max = [$game_party.deposit_armor_number(@item.id),
10 ** @digits_max - $game_party.armor_number(@item.id) - 1].min
having = $game_party.armor_number(@item.id)
end
# 所持数を描画
self.contents.fill_rect(0, 64, width - 32, 32, Color.new(0, 0, 0, 0))
self.contents.font.color = system_color
self.contents.draw_text(0, 64, width - 32, 32, "Rucksack#{having}")
end
refresh
end
def refresh
self.contents.fill_rect(0, 32, width - 32, 32, Color.new(0, 0, 0, 0))
self.contents.font.color = normal_color
s = sprintf("%0*d", @digits_max, @number)
for i in 0...@digits_max
self.contents.draw_text(i * @cursor_width + 4, 32, 32, 32, s[i,1])
end
end
def set_text(string = " ")
self.resize(self.contents.text_size(string).width + 40)
self.contents.fill_rect(0, 0, width - 32, 32, Color.new(0, 0, 0, 0))
self.contents.font.color = normal_color
self.contents.draw_text(0, 0, width - 32, 32, string, 1)
refresh
centering
end
def resize(nw)
self.width = nw
buf = self.contents.dup
self.contents.dispose
self.contents = Bitmap.new(nw - 32, 96)
self.contents.blt(0, 0, buf, buf.rect)
buf.dispose
end
def centering
self.x = 320 - self.width / 2
self.y = 240 - self.height / 2
end
def update
super
return unless self.active
if Input.repeat?(Input::UP) || Input.repeat?(Input::DOWN)
$game_system.se_play($data_system.cursor_se)
place = 10 ** (@digits_max - 1 - @index)
n = self.number / place % 10
self.number -= n * place
n = (n + 1) % 10 if Input.repeat?(Input::UP)
n = (n + 9) % 10 if Input.repeat?(Input::DOWN)
self.number += n * place
refresh
end
if Input.repeat?(Input::RIGHT)
if @digits_max >= 2
$game_system.se_play($data_system.cursor_se)
@index = (@index + 1) % @digits_max
end
end
if Input.repeat?(Input::LEFT)
if @digits_max >= 2
$game_system.se_play($data_system.cursor_se)
@index = (@index + @digits_max - 1) % @digits_max
end
end
update_cursor_rect
end
end
class Scene_Depository
def initialize(type)
@type = type
case type
when 1
@command_money = 0
@command_item = 100
when 2
@command_money = 100
@command_item = 0
else
@command_money = 0
@command_item = 2
end
end
def main
@spriteset = Spriteset_Map.new
if $imported["Hilfe"]
@dummy_window = Window_Base.new(0, 192, 640, 288)
@help_window = Window_HelpExtension.new
else
@dummy_window = Window_Base.new(0, 128, 640, 352)
@help_window = Window_Help.new
end
@dummy_window.back_opacity = 160
@help_window.back_opacity = 160
@command_window = Window_DepositoryCommand.new(@type)
@gold_window = Window_DepositoryGold.new
@item_window = Window_DepositoryItem.new
@number_window = Window_DepositoryNumber.new
@command_window.help_window = @help_window
@item_window.help_window = @help_window
Graphics.transition
loop {
Graphics.update
Input.update
update
break if $scene != self
}
Graphics.freeze
@spriteset.dispose
@dummy_window.dispose
@help_window.dispose
@command_window.dispose
@gold_window.dispose
@item_window.dispose
@number_window.dispose
end
def update
@dummy_window.update
@help_window.update
@command_window.update
@gold_window.update
@item_window.update
@number_window.update
if @command_window.active
update_command
return
end
if @gold_window.active
update_gold
return
end
if @item_window.active
update_item
return
end
if @number_window.active
update_number
return
end
end
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
case @command_window.index
when @command_money
@gold_window.active = true
@gold_window.visible = true
@gold_window.reset(0)
@help_window.set_text(KGC::DEPOSIT_GOLD)
when @command_money + 1
@gold_window.active = true
@gold_window.visible = true
@gold_window.reset(1)
@help_window.set_text(KGC::WDEPOSIT_GOLD)
when @command_item
@item_window.refresh(0, true)
@item_window.active = true
@item_window.visible = true
when @command_item + 1
@item_window.refresh(1, true)
@item_window.active = true
@item_window.visible = true
end
@command_window.active = false
@dummy_window.visible = false
return
end
end
def update_gold
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@gold_window.active = false
@gold_window.visible = false
@dummy_window.visible = true
return
end
if Input.trigger?(Input::C)
price = @gold_window.price
if price == 0
$game_system.se_play($data_system.decision_se)
@command_window.active = true
@gold_window.active = false
@gold_window.visible = false
@dummy_window.visible = true
return
end
$game_system.se_play($data_system.shop_se)
case @command_window.index
when @command_money
$game_party.lose_gold(price)
$game_party.gain_deposit_gold(price)
when @command_money + 1
$game_party.gain_gold(price)
$game_party.lose_deposit_gold(price)
end
@gold_window.reset(@command_window.index)
return
end
end
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@item_window.active = false
@item_window.visible = false
@dummy_window.visible = true
return
end
if Input.trigger?(Input::C)
@item = @item_window.item
if @item == nil
$game_system.se_play($data_system.buzzer_se)
return
end
@number_window.item = @item
$game_system.se_play($data_system.decision_se)
case @command_window.index
when @command_item
@number_window.set_text(KGC::DEPOSIT_ITEM)
when @command_item + 1
@number_window.set_text(KGC::WDEPOSIT_ITEM)
end
@number_window.reset(@command_window.index - @command_item)
@item_window.active = false
@number_window.active = true
@number_window.visible = true
return
end
end
def update_number
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@item_window.active = true
@number_window.active = false
@number_window.visible = false
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
number = @number_window.number
case @command_window.index
when @command_item
case @item
when RPG::Item
$game_party.lose_item(@item.id, number)
$game_party.gain_deposit_item(@item.id, number)
when RPG::Weapon
$game_party.lose_weapon(@item.id, number)
$game_party.gain_deposit_weapon(@item.id, number)
when RPG::Armor
$game_party.lose_armor(@item.id, number)
$game_party.gain_deposit_armor(@item.id, number)
end
when @command_item + 1
case @item
when RPG::Item
$game_party.gain_item(@item.id, number)
$game_party.lose_deposit_item(@item.id, number)
when RPG::Weapon
$game_party.gain_weapon(@item.id, number)
$game_party.lose_deposit_weapon(@item.id, number)
when RPG::Armor
$game_party.gain_armor(@item.id, number)
$game_party.lose_deposit_armor(@item.id, number)
end
end
@item_window.refresh(@command_window.index - @command_item)
@item_window.active = true
@number_window.active = false
@number_window.visible = false
return
end
end
end
#Fertig xD 2h. 35min. 27sek. |
zum Lesen den Text mit der Maus markieren
Ich findes es ehh nicht so ne gute Idee wenn mann sein Konto überziehen kann. So oder so verliert man kein Geld beim Kämpfen, also nicht so wichtig sein Geld auf zu bewahren. Danach hätte es den selben Effekt wenn du jemandem direkt 10000gm gibst( das was er überziehen kann). Außerdem würde es ja sonst wenig Spaß machen wenn mann alle Waffen hat oder zuviel Tränke.
Das ist meine Meinung. Dazu ist es nicht einfach das in den "Change Gold"-Befehl einzubauen.
Das ist meine Meinung. Dazu ist es nicht einfach das in den "Change Gold"-Befehl einzubauen.
Tikrass
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Tutorials
Aso, ok. Hmm das wird schwierig. Es gibt keine Variable "Abgelegtes Gold"(oder wie auch immer) welche sich auslesen und verändern lässt. Dazu müsst ich erst das Script verändern. Und erlich, das ist nicht leicht wenn es garkeine Kommentare gibt. Naja kannst du Izzly nicht mal fragen? Sonst würde ich es gern machen. Naja such erst mal weiter, vll find ich ja was.
Tikrass
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Skripts
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Tutorials
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Ruby Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 |
#============================================================================== # ** Scene_Shop #------------------------------------------------------------------------------ # This class performs shop screen processing. #============================================================================== class Scene_Shop #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make help window @help_window = Window_Help.new # Make command window @command_window = Window_ShopCommand.new # Make gold window @gold_window = Window_Gold.new @gold_window.x = 480 @gold_window.y = 64 # Make dummy window @dummy_window = Window_Base.new(0, 128, 640, 352) # Make buy window @buy_window = Window_ShopBuy.new($game_temp.shop_goods) @buy_window.active = false @buy_window.visible = false @buy_window.help_window = @help_window # Make sell window @sell_window = Window_ShopSell.new @sell_window.active = false @sell_window.visible = false @sell_window.help_window = @help_window # Make quantity input window @number_window = Window_ShopNumber.new @number_window.active = false @number_window.visible = false # Make status window @status_window = Window_ShopStatus.new @status_window.visible = false # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @help_window.dispose @command_window.dispose @gold_window.dispose @dummy_window.dispose @buy_window.dispose @sell_window.dispose @number_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @help_window.update @command_window.update @gold_window.update @dummy_window.update @buy_window.update @sell_window.update @number_window.update @status_window.update # If command window is active: call update_command if @command_window.active update_command return end # If buy window is active: call update_buy if @buy_window.active update_buy return end # If sell window is active: call update_sell if @sell_window.active update_sell return end # If quantity input window is active: call update_number if @number_window.active update_number return end end #-------------------------------------------------------------------------- # * Frame Update (when command window is active) #-------------------------------------------------------------------------- def update_command # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to map screen $scene = Scene_Map.new return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 0 # buy # Play decision SE $game_system.se_play($data_system.decision_se) # Change windows to buy mode @command_window.active = false @dummy_window.visible = false @buy_window.active = true @buy_window.visible = true @buy_window.refresh @status_window.visible = true when 1 # sell # Play decision SE $game_system.se_play($data_system.decision_se) # Change windows to sell mode @command_window.active = false @dummy_window.visible = false @sell_window.active = true @sell_window.visible = true @sell_window.refresh when 2 # quit # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to map screen $scene = Scene_Map.new end return end end #-------------------------------------------------------------------------- # * Frame Update (when buy window is active) #-------------------------------------------------------------------------- def update_buy # Set status window item @status_window.item = @buy_window.item # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Change windows to initial mode @command_window.active = true @dummy_window.visible = true @buy_window.active = false @buy_window.visible = false @status_window.visible = false @status_window.item = nil # Erase help text @help_window.set_text("") return end # If C button was pressed if Input.trigger?(Input::C) # Get item @item = @buy_window.item # If item is invalid, or price is higher than money possessed if @item == nil or @item.price > $game_party.gold and @item.price > $game_party.deposit_gold -$game_party.gold # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return # Get items in possession count case @item when RPG::Item number = $game_party.item_number(@item.id) when RPG::Weapon number = $game_party.weapon_number(@item.id) when RPG::Armor number = $game_party.armor_number(@item.id) end # If 99 items are already in possession if number == 99 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Calculate maximum amount possible to buy max = @item.price == 0 ? 99 : $game_party.gold / @item.price max = [max, 99 - number].min if $game_party.gold < 0 $game_party.gain_deposit_gold($game_party.gold) $game_party.gold = 0 end # Change windows to quantity input mode @buy_window.active = false @buy_window.visible = false @number_window.set(@item, max, @item.price) @number_window.active = true @number_window.visible = true end end #-------------------------------------------------------------------------- # * Frame Update (when sell window is active) #-------------------------------------------------------------------------- def update_sell # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Change windows to initial mode @command_window.active = true @dummy_window.visible = true @sell_window.active = false @sell_window.visible = false @status_window.item = nil # Erase help text @help_window.set_text("") return end # If C button was pressed if Input.trigger?(Input::C) # Get item @item = @sell_window.item # Set status window item @status_window.item = @item # If item is invalid, or item price is 0 (unable to sell) if @item == nil or @item.price == 0 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Get items in possession count case @item when RPG::Item number = $game_party.item_number(@item.id) when RPG::Weapon number = $game_party.weapon_number(@item.id) when RPG::Armor number = $game_party.armor_number(@item.id) end # Maximum quanitity to sell = number of items in possession max = number # Change windows to quantity input mode @sell_window.active = false @sell_window.visible = false @number_window.set(@item, max, @item.price / 2) @number_window.active = true @number_window.visible = true @status_window.visible = true end end #-------------------------------------------------------------------------- # * Frame Update (when quantity input window is active) #-------------------------------------------------------------------------- def update_number # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Set quantity input window to inactive / invisible @number_window.active = false @number_window.visible = false # Branch by command window cursor position case @command_window.index when 0 # buy # Change windows to buy mode @buy_window.active = true @buy_window.visible = true when 1 # sell # Change windows to sell mode @sell_window.active = true @sell_window.visible = true @status_window.visible = false end return end # If C button was pressed if Input.trigger?(Input::C) # Play shop SE $game_system.se_play($data_system.shop_se) # Set quantity input window to inactive / invisible @number_window.active = false @number_window.visible = false # Branch by command window cursor position case @command_window.index when 0 # buy # Buy process $game_party.lose_gold(@number_window.number * @item.price) case @item when RPG::Item $game_party.gain_item(@item.id, @number_window.number) when RPG::Weapon $game_party.gain_weapon(@item.id, @number_window.number) when RPG::Armor $game_party.gain_armor(@item.id, @number_window.number) end # Refresh each window @gold_window.refresh @buy_window.refresh @status_window.refresh # Change windows to buy mode @buy_window.active = true @buy_window.visible = true when 1 # sell # Sell process $game_party.gain_gold(@number_window.number * (@item.price / 2)) case @item when RPG::Item $game_party.lose_item(@item.id, @number_window.number) when RPG::Weapon $game_party.lose_weapon(@item.id, @number_window.number) when RPG::Armor $game_party.lose_armor(@item.id, @number_window.number) end # Refresh each window @gold_window.refresh @sell_window.refresh @status_window.refresh # Change windows to sell mode @sell_window.active = true @sell_window.visible = true @status_window.visible = false end return end end end |
Ersetzte dein SceneShop damit.
Habs nicht ausprobiert dürfte aber klappen.
Tikrass
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Ruby Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 |
#============================================================================== # ** Scene_Shop #------------------------------------------------------------------------------ # This class performs shop screen processing. #============================================================================== class Scene_Shop #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make help window @help_window = Window_Help.new # Make command window @command_window = Window_ShopCommand.new # Make gold window @gold_window = Window_Gold.new @gold_window.x = 480 @gold_window.y = 64 # Make dummy window @dummy_window = Window_Base.new(0, 128, 640, 352) # Make buy window @buy_window = Window_ShopBuy.new($game_temp.shop_goods) @buy_window.active = false @buy_window.visible = false @buy_window.help_window = @help_window # Make sell window @sell_window = Window_ShopSell.new @sell_window.active = false @sell_window.visible = false @sell_window.help_window = @help_window # Make quantity input window @number_window = Window_ShopNumber.new @number_window.active = false @number_window.visible = false # Make status window @status_window = Window_ShopStatus.new @status_window.visible = false # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @help_window.dispose @command_window.dispose @gold_window.dispose @dummy_window.dispose @buy_window.dispose @sell_window.dispose @number_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @help_window.update @command_window.update @gold_window.update @dummy_window.update @buy_window.update @sell_window.update @number_window.update @status_window.update # If command window is active: call update_command if @command_window.active update_command return end # If buy window is active: call update_buy if @buy_window.active update_buy return end # If sell window is active: call update_sell if @sell_window.active update_sell return end # If quantity input window is active: call update_number if @number_window.active update_number return end end #-------------------------------------------------------------------------- # * Frame Update (when command window is active) #-------------------------------------------------------------------------- def update_command # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to map screen $scene = Scene_Map.new return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 0 # buy # Play decision SE $game_system.se_play($data_system.decision_se) # Change windows to buy mode @command_window.active = false @dummy_window.visible = false @buy_window.active = true @buy_window.visible = true @buy_window.refresh @status_window.visible = true when 1 # sell # Play decision SE $game_system.se_play($data_system.decision_se) # Change windows to sell mode @command_window.active = false @dummy_window.visible = false @sell_window.active = true @sell_window.visible = true @sell_window.refresh when 2 # quit # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to map screen $scene = Scene_Map.new end return end end #-------------------------------------------------------------------------- # * Frame Update (when buy window is active) #-------------------------------------------------------------------------- def update_buy # Set status window item @status_window.item = @buy_window.item # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Change windows to initial mode @command_window.active = true @dummy_window.visible = true @buy_window.active = false @buy_window.visible = false @status_window.visible = false @status_window.item = nil # Erase help text @help_window.set_text("") return end # If C button was pressed if Input.trigger?(Input::C) # Get item @item = @buy_window.item # If item is invalid, or price is higher than money possessed if @item == nil or @item.price > $game_party.gold and @item.price > $game_party.deposit_gold -$game_party.gold # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Get items in possession count case @item when RPG::Item number = $game_party.item_number(@item.id) when RPG::Weapon number = $game_party.weapon_number(@item.id) when RPG::Armor number = $game_party.armor_number(@item.id) end # If 99 items are already in possession if number == 99 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Calculate maximum amount possible to buy max = @item.price == 0 ? 99 : $game_party.gold / @item.price max = [max, 99 - number].min if $game_party.gold < 0 $game_party.gain_deposit_gold($game_party.gold) $game_party.gold = 0 end # Change windows to quantity input mode @buy_window.active = false @buy_window.visible = false @number_window.set(@item, max, @item.price) @number_window.active = true @number_window.visible = true end end #-------------------------------------------------------------------------- # * Frame Update (when sell window is active) #-------------------------------------------------------------------------- def update_sell # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Change windows to initial mode @command_window.active = true @dummy_window.visible = true @sell_window.active = false @sell_window.visible = false @status_window.item = nil # Erase help text @help_window.set_text("") return end # If C button was pressed if Input.trigger?(Input::C) # Get item @item = @sell_window.item # Set status window item @status_window.item = @item # If item is invalid, or item price is 0 (unable to sell) if @item == nil or @item.price == 0 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Get items in possession count case @item when RPG::Item number = $game_party.item_number(@item.id) when RPG::Weapon number = $game_party.weapon_number(@item.id) when RPG::Armor number = $game_party.armor_number(@item.id) end # Maximum quanitity to sell = number of items in possession max = number # Change windows to quantity input mode @sell_window.active = false @sell_window.visible = false @number_window.set(@item, max, @item.price / 2) @number_window.active = true @number_window.visible = true @status_window.visible = true end end #-------------------------------------------------------------------------- # * Frame Update (when quantity input window is active) #-------------------------------------------------------------------------- def update_number # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Set quantity input window to inactive / invisible @number_window.active = false @number_window.visible = false # Branch by command window cursor position case @command_window.index when 0 # buy # Change windows to buy mode @buy_window.active = true @buy_window.visible = true when 1 # sell # Change windows to sell mode @sell_window.active = true @sell_window.visible = true @status_window.visible = false end return end # If C button was pressed if Input.trigger?(Input::C) # Play shop SE $game_system.se_play($data_system.shop_se) # Set quantity input window to inactive / invisible @number_window.active = false @number_window.visible = false # Branch by command window cursor position case @command_window.index when 0 # buy # Buy process $game_party.lose_gold(@number_window.number * @item.price) case @item when RPG::Item $game_party.gain_item(@item.id, @number_window.number) when RPG::Weapon $game_party.gain_weapon(@item.id, @number_window.number) when RPG::Armor $game_party.gain_armor(@item.id, @number_window.number) end # Refresh each window @gold_window.refresh @buy_window.refresh @status_window.refresh # Change windows to buy mode @buy_window.active = true @buy_window.visible = true when 1 # sell # Sell process $game_party.gain_gold(@number_window.number * (@item.price / 2)) case @item when RPG::Item $game_party.lose_item(@item.id, @number_window.number) when RPG::Weapon $game_party.lose_weapon(@item.id, @number_window.number) when RPG::Armor $game_party.lose_armor(@item.id, @number_window.number) end # Refresh each window @gold_window.refresh @sell_window.refresh @status_window.refresh # Change windows to sell mode @sell_window.active = true @sell_window.visible = true @status_window.visible = false end return end end end |
zum Lesen den Text mit der Maus markieren
Tikrass
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Skripts
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Spiele
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Tutorials
Ok, so dürfte es gehn.
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Ruby Quellcode |
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#============================================================================== # ** Scene_Shop #------------------------------------------------------------------------------ # This class performs shop screen processing. #============================================================================== class Scene_Shop #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make help window @help_window = Window_Help.new # Make command window @command_window = Window_ShopCommand.new # Make gold window @gold_window = Window_Gold.new @gold_window.x = 480 @gold_window.y = 64 # Make dummy window @dummy_window = Window_Base.new(0, 128, 640, 352) # Make buy window @buy_window = Window_ShopBuy.new($game_temp.shop_goods) @buy_window.active = false @buy_window.visible = false @buy_window.help_window = @help_window # Make sell window @sell_window = Window_ShopSell.new @sell_window.active = false @sell_window.visible = false @sell_window.help_window = @help_window # Make quantity input window @number_window = Window_ShopNumber.new @number_window.active = false @number_window.visible = false # Make status window @status_window = Window_ShopStatus.new @status_window.visible = false # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @help_window.dispose @command_window.dispose @gold_window.dispose @dummy_window.dispose @buy_window.dispose @sell_window.dispose @number_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @help_window.update @command_window.update @gold_window.update @dummy_window.update @buy_window.update @sell_window.update @number_window.update @status_window.update # If command window is active: call update_command if @command_window.active update_command return end # If buy window is active: call update_buy if @buy_window.active update_buy return end # If sell window is active: call update_sell if @sell_window.active update_sell return end # If quantity input window is active: call update_number if @number_window.active update_number return end end #-------------------------------------------------------------------------- # * Frame Update (when command window is active) #-------------------------------------------------------------------------- def update_command # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to map screen $scene = Scene_Map.new return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 0 # buy # Play decision SE $game_system.se_play($data_system.decision_se) # Change windows to buy mode @command_window.active = false @dummy_window.visible = false @buy_window.active = true @buy_window.visible = true @buy_window.refresh @status_window.visible = true when 1 # sell # Play decision SE $game_system.se_play($data_system.decision_se) # Change windows to sell mode @command_window.active = false @dummy_window.visible = false @sell_window.active = true @sell_window.visible = true @sell_window.refresh when 2 # quit # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to map screen $scene = Scene_Map.new end return end end #-------------------------------------------------------------------------- # * Frame Update (when buy window is active) #-------------------------------------------------------------------------- def update_buy # Set status window item @status_window.item = @buy_window.item # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Change windows to initial mode @command_window.active = true @dummy_window.visible = true @buy_window.active = false @buy_window.visible = false @status_window.visible = false @status_window.item = nil # Erase help text @help_window.set_text("") return end # If C button was pressed if Input.trigger?(Input::C) # Get item @item = @buy_window.item # If item is invalid, or price is higher than money possessed tempvar = $game_party.deposit_gold - $game_party.gold if @item.price > tempvar and @item == nil or @item.price > $game_party.gold # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Get items in possession count case @item when RPG::Item number = $game_party.item_number(@item.id) when RPG::Weapon number = $game_party.weapon_number(@item.id) when RPG::Armor number = $game_party.armor_number(@item.id) end # If 99 items are already in possession if number == 99 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Calculate maximum amount possible to buy max = @item.price == 0 ? 99 : $game_party.gold / @item.price max = [max, 99 - number].min if $game_party.gold < 0 $game_party.gain_deposit_gold($game_party.gold) $game_party.gold = 0 end # Change windows to quantity input mode @buy_window.active = false @buy_window.visible = false @number_window.set(@item, max, @item.price) @number_window.active = true @number_window.visible = true end end #-------------------------------------------------------------------------- # * Frame Update (when sell window is active) #-------------------------------------------------------------------------- def update_sell # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Change windows to initial mode @command_window.active = true @dummy_window.visible = true @sell_window.active = false @sell_window.visible = false @status_window.item = nil # Erase help text @help_window.set_text("") return end # If C button was pressed if Input.trigger?(Input::C) # Get item @item = @sell_window.item # Set status window item @status_window.item = @item # If item is invalid, or item price is 0 (unable to sell) if @item == nil or @item.price == 0 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Get items in possession count case @item when RPG::Item number = $game_party.item_number(@item.id) when RPG::Weapon number = $game_party.weapon_number(@item.id) when RPG::Armor number = $game_party.armor_number(@item.id) end # Maximum quanitity to sell = number of items in possession max = number # Change windows to quantity input mode @sell_window.active = false @sell_window.visible = false @number_window.set(@item, max, @item.price / 2) @number_window.active = true @number_window.visible = true @status_window.visible = true end end #-------------------------------------------------------------------------- # * Frame Update (when quantity input window is active) #-------------------------------------------------------------------------- def update_number # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Set quantity input window to inactive / invisible @number_window.active = false @number_window.visible = false # Branch by command window cursor position case @command_window.index when 0 # buy # Change windows to buy mode @buy_window.active = true @buy_window.visible = true when 1 # sell # Change windows to sell mode @sell_window.active = true @sell_window.visible = true @status_window.visible = false end return end # If C button was pressed if Input.trigger?(Input::C) # Play shop SE $game_system.se_play($data_system.shop_se) # Set quantity input window to inactive / invisible @number_window.active = false @number_window.visible = false # Branch by command window cursor position case @command_window.index when 0 # buy # Buy process $game_party.lose_gold(@number_window.number * @item.price) case @item when RPG::Item $game_party.gain_item(@item.id, @number_window.number) when RPG::Weapon $game_party.gain_weapon(@item.id, @number_window.number) when RPG::Armor $game_party.gain_armor(@item.id, @number_window.number) end # Refresh each window @gold_window.refresh @buy_window.refresh @status_window.refresh # Change windows to buy mode @buy_window.active = true @buy_window.visible = true when 1 # sell # Sell process $game_party.gain_gold(@number_window.number * (@item.price / 2)) case @item when RPG::Item $game_party.lose_item(@item.id, @number_window.number) when RPG::Weapon $game_party.lose_weapon(@item.id, @number_window.number) when RPG::Armor $game_party.lose_armor(@item.id, @number_window.number) end # Refresh each window @gold_window.refresh @sell_window.refresh @status_window.refresh # Change windows to sell mode @sell_window.active = true @sell_window.visible = true @status_window.visible = false end return end end end |
zum Lesen den Text mit der Maus markieren
Tikrass
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@Tikrass: Da kommt beim Öffnen der Scene_Shop das hier:

Ich hab abder das Zeile 170-Problem so gelöst:
Ersetz mal die Zeile 170 mit dieser. Aber ob der Rest auf funktioniert ist ohne Gewähr.

Ich hab abder das Zeile 170-Problem so gelöst:
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if @item == nil or @item.price >= $game_party.gold and @item.price >= ($game_party.deposit_gold - $game_party.gold) |
Ersetz mal die Zeile 170 mit dieser. Aber ob der Rest auf funktioniert ist ohne Gewähr.
Also ich bin den einkauf nommal übergangen und so sieht es nun aus:
Wenn ich etwas kaufen will steht alles ganz normal da. Wenn ich mir eine sache nicht leisten kann, dann ist sie so grau. Wenn ich sie dann kaufe, was übrigends geht, dann muss ich nichts von meinem baren zahlen. wenn ich dann aber auf die bank gehe um zu gucken, wieviel ich auf dem konto habe, dann habe ich immernoch so viel wie ich eingezahlt habe. also ich bekomme die ware sozusagen kostenlos und das ist ja auch blöd.
greez eledor
Wenn ich etwas kaufen will steht alles ganz normal da. Wenn ich mir eine sache nicht leisten kann, dann ist sie so grau. Wenn ich sie dann kaufe, was übrigends geht, dann muss ich nichts von meinem baren zahlen. wenn ich dann aber auf die bank gehe um zu gucken, wieviel ich auf dem konto habe, dann habe ich immernoch so viel wie ich eingezahlt habe. also ich bekomme die ware sozusagen kostenlos und das ist ja auch blöd.
greez eledor




