sollte das "ein- bzw auszahlen" nur für Geld oder auch für Items möglich sein?
hier is das Bank script aus monsta's skript explorer
geld u. item bank rufst du mit auf
nur die geldbank mit
und nur die itembank mit
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Ruby Quellcode |
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# Geld und Itembank Skript module KGC DEPOSITORY_COMMAND = [ "Geld einzahlen", "Geld abheben", "Item lagern", "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 |
zum Lesen den Text mit der Maus markieren
geld u. item bank rufst du mit auf
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Ruby Quellcode |
1 |
call_depository |
nur die geldbank mit
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Ruby Quellcode |
1 |
call_depository(1) |
und nur die itembank mit
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Ruby Quellcode |
1 |
call_depository(2) |
Zitat
und seit wann ist das ein allgemeines thema?
*schieb* Sven
Wer früher stirbt, ist länger tot
*´¨ )
¸.•´¸.•´¨) ¸.•*¨)
(¸.•´ (¸.•´ (¸.•*´¯`*•> WusAaA
