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1

Sonntag, 16. März 2008, 20:49

postet mal bitte ne Bank Script

Servus... :hi:

Postet mal bitte einen Bank-Script in diesen thread. Danke im vorraus.

MfG,

Domzyiux

P.S. Welches Tileset passt am besten zu einer Bank?

2

Sonntag, 16. März 2008, 22:46

was sollte das event den alle können?

.einzahlen
.auszahlen
.kredit geben?
.
.

GUMPi

Landsknecht

Motto: Ich finde den "Like-Button" so ziemlich uncool, echt mal.

  • Nachricht senden

3

Sonntag, 16. März 2008, 23:00

sollte das "ein- bzw auszahlen" nur für Geld oder auch für Items möglich sein?
Bild

4

Sonntag, 16. März 2008, 23:45

hier is das Bank script aus monsta's skript explorer

Spoiler

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

Ruby Quellcode

1
call_depository


nur die geldbank mit

Ruby Quellcode

1
call_depository(1)


und nur die itembank mit

Ruby Quellcode

1
call_depository(2)


Zitat

und seit wann ist das ein allgemeines thema?
*schieb* Sven

Wer früher stirbt, ist länger tot
*´¨ )
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(¸.•´ (¸.•´ (¸.•*´¯`*•> WusAaA

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