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1

Dienstag, 13. Dezember 2011, 18:18

Kann das zweiten Truhenscript nicht finden

Hallo,

ich glaube, dass ich irgendwann ein Foreneintrag gelesen hatte der davon handelt das jemand zu diesem Script ein zweites geschrieben hat, welches ermöglicht eine zweite Truhe zu benutzen, aber ich bin gerade nicht in der Lage das ding zu finden, ich hoffe mir kann jemand helfen!


Ich bin dankbar für jede Antwort!

Gits


Ps. Ich meine nicht das Script von Gamer Guy!
...und so

2

Dienstag, 13. Dezember 2011, 20:45

Mir fällt da noch das Itemkiste Script von thunderbolt256 ein.
Script:
Spoiler

Ruby Quellcode

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#==============================================================================
#
#                             	Itemkiste
#
#==============================================================================
#                                               	scripted by thunderbolt256
#------------------------------------------------------------------------------
#
class Scene_Box
  #--------------------------------------------------------------------------
  def main
	@info_window = Window_Help.new
	@help_window = Window_Help.new
	@help_window.y = @info_window.height
	@item_window = Window_Box.new(0)
	@item_window.active = false
	@item_window.y = @help_window.y + @help_window.height
	@item_window.height = 480 - @item_window.y - @help_window.height
	@box_window = Window_Box.new(1)
	@box_window.active = false
	@box_window.visible = false
	@box_window.y = @item_window.y
	@box_window.height = @item_window.height
	@item_window.refresh
	@box_window.refresh
	@ort_window = Window_Help.new
	@ort_window.x = @item_window.x
	@ort_window.y = @item_window.y + @item_window.height
	@ort_window.width = @item_window.width
	@ort_window.height = 480 - @ort_window.y
	@ort_window.bitmap_adapt
	s1 = "Ablegen"
	s2 = "Aufnehmen"
	s3 = "Wegwerfen (Tasche)"
	s4 = "Wegwerfen (Box)"
	s5 = "Gehen"
	@command_window = Window_Command.new(320, [s1, s2, s3, s4, s5])
	@command_window.x = 0
	@command_window.y = @help_window.y + @help_window.height
	@command_window.set_align(1)
	@command_window.refresh
	@command_window.index = 0
	@command_window.active = true
	@layout_window = Window_Help.new
	@layout_window.y = @command_window.y + @command_window.height
	@layout_window.width = 640 - @item_window.x
	@layout_window.height = 480 - @layout_window.y
	@layout_window.bitmap_adapt
	s1 = "Ja"
	s2 = "Nein"
	s3 = "Abbruch"
	@command2_window = Window_Command.new(@layout_window.width, [s1, s2, s3])
	@command2_window.y = @layout_window.y
	@command2_window.height = @layout_window.height
	@command2_window.width = @layout_window.width
	@command2_window.set_align(1)
	@command2_window.refresh
	@command2_window.visible = false
	@command2_window.active = false
	@number_input = Window_InputNumber.new(1)
	@number_input.active = false
	@number_input.visible = false
	@number_input.x = 160
	@number_input.y = @layout_window.y + 48
	@item_window.ort_window = @ort_window
	@box_window.ort_window = @ort_window
	@item_window.help_window = @help_window
	@box_window.help_window = @help_window
	@item_window.update_help
	@anzahl = 1
	Graphics.transition
	loop do
  	Graphics.update
  	Input.update
  	update
  	if $scene != self
    	break
  	end
	end
	Graphics.freeze
	@help_window.dispose
	@ort_window.dispose
	@info_window.dispose
	@item_window.dispose
	@box_window.dispose
	@command_window.dispose
	@layout_window.dispose
	@number_input.dispose
	@command2_window.dispose
  end
  #--------------------------------------------------------------------------
  def update
	@help_window.update
	@ort_window.update
	@info_window.update
	@item_window.update
	@box_window.update
	if !@item_window.eof
  	@command_window.disable_item(0)
  	@command_window.disable_item(2)
	else
  	@command_window.enable_item(0)
  	@command_window.enable_item(2)
	end
	if !@box_window.eof
  	@command_window.disable_item(1)
  	@command_window.disable_item(3)
	else
  	@command_window.enable_item(1)
  	@command_window.enable_item(3)
	end
	@command_window.update
	if @command_window.active
  	case @command_window.index
  	when 0
    	@item_window.visible = true
    	@box_window.visible = false
    	@item_window.update_help
    	@info_window.set_text("Willst etwas aus der Tasche in die Box tun?")
  	when 1
    	@item_window.visible = false
    	@box_window.visible = true
    	@box_window.update_help
    	@info_window.set_text("Willst du etwas aus der Box in die Tasche tun?")
  	when 2
    	@item_window.visible = true
    	@box_window.visible = false
    	@item_window.update_help
    	@info_window.set_text("Willst du etwas aus der Tasche wegwerfen?")
  	when 3
    	@item_window.visible = false
    	@box_window.visible = true
    	@box_window.update_help
    	@info_window.set_text("Willst du etwas aus der Box wegwerfen?")
  	when 4
    	@item_window.visible = true
    	@box_window.visible = false
    	@item_window.update_help
    	@info_window.set_text("Willst du gehen?")
  	end
  	update_command
  	return
	end
	@layout_window.update
	@number_input.update
	@command2_window.update
	if @item_window.active
  	update_item
  	return
	end
	if @box_window.active
  	update_box
  	return
	end
	if @number_input.active
  	update_input
  	return
	end
	if @command2_window.active
  	update_c2
  	return
	end
  end
  #--------------------------------------------------------------------------
  def zehn(hoch)
	if hoch == 0 
  	return 0  	# nur speziell hierfür. Normal return 1
	end
	temp=1
	for i in 1..hoch
  	temp = temp*10
	end
	return temp
  end
  #--------------------------------------------------------------------------
  def digits_number(n)
	n=n.abs
	for i in 0..5
  	if n>= zehn(i) and n<zehn(i+1)
    	return i+1
  	end
	end
  end
  #--------------------------------------------------------------------------
  def update_item
	if Input.trigger?(Input::B)
  	$game_system.se_play($data_system.cancel_se)
  	@item_window.index = 0
  	@item_window.update_help
  	@item_window.active = false
  	@command_window.active = true
  	return
	end
	if Input.trigger?(Input::C)
  	@item = @item_window.item
  	case @item
  	when RPG::Item
    	@number = $game_party.item_number(@item.id)
    	@cnumber = $game_party.item_box_number(@item.id)
    	@maxnumber = $game_party.maxitemb
  	when RPG::Weapon
    	@number = $game_party.weapon_number(@item.id)
    	@cnumber = $game_party.weapon_box_number(@item.id)
    	@maxnumber = $game_party.maxweaponb
  	when RPG::Armor
    	@number = $game_party.armor_number(@item.id)
    	@cnumber = $game_party.armor_box_number(@item.id)
    	@maxnumber = $game_party.maxarmorb
  	end 
  	if @number == 1
    	case @command_window.index
    	when 0
      	@info_window.set_text("Willst du "+@item.name+" ablegen?")
    	when 2
      	@info_window.set_text("Willst du "+@item.name+" wegwerfen?")
    	end
    	@anzahl = 1
    	@command2_window.visible = true
    	@command2_window.active = true
    	@item_window.active = false
    	return
  	elsif @number > 1
    	@number_input = Window_InputNumber.new(digits_number(@number))
    	@number_input.x = 160 - @number_input.width
    	@number_input.y = @layout_window.y + 48
    	@item_window.active = false
    	case @command_window.index
    	when 0
      	@info_window.set_text("Wie viel von "+@item.name+" willst du aus der Tasche ablegen?")
      	@layout_window.set_text("Wie viele ablegen?")
    	when 2
      	@info_window.set_text("Viel von "+@item.name+" willst du aus der Tasche wegwerfen?")
      	@layout_window.set_text("Wie viele wegwerfen?")
    	end
  	else
    	$game_system.se_play($data_system.buzzer_se)
  	end
	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)
  	case @command_window.index
  	when 0
    	if @item_window.eof
      	$game_system.se_play($data_system.decision_se)
      	@item_window.active = true
      	@command_window.active = false
      	@info_window.set_text("Was möchtest du ablegen?")
    	else
      	$game_system.se_play($data_system.buzzer_se)
    	end
  	when 1
    	if @box_window.eof
      	$game_system.se_play($data_system.decision_se)
      	@item_window.visible = false
      	@box_window.visible = true
      	@box_window.active = true
      	@command_window.active = false
      	@info_window.set_text("Was möchtest du auflegen?")
    	else
      	$game_system.se_play($data_system.buzzer_se)
    	end
  	when 2
    	if @item_window.eof
      	$game_system.se_play($data_system.decision_se)
      	@item_window.active = true
      	@command_window.active = false
      	@info_window.set_text("Was möchtest du aus der Tasche wegwerfen?")
    	else
      	$game_system.se_play($data_system.buzzer_se)
    	end
  	when 3
    	if @box_window.eof
      	$game_system.se_play($data_system.decision_se)
      	@item_window.visible = false
      	@box_window.visible = true
      	@box_window.active = true
      	@command_window.active = false
      	@info_window.set_text("Was möchtest du aus der Box wegwerfen?")
    	else
      	$game_system.se_play($data_system.buzzer_se)
    	end
  	when 4
    	$scene = Scene_Map.new
  	end
	end
  end
  #--------------------------------------------------------------------------
  def update_c2
	if Input.trigger?(Input::B)
  	$game_system.se_play($data_system.cancel_se)
  	case @command_window.index
  	when 0
    	@item_window.active = true
    	@info_window.set_text("Was willst du ablegen?")
  	when 1
    	@box_window.active = true
    	@info_window.set_text("Was willst du aufnehmen?")
  	when 2
    	@item_window.active = true
    	@info_window.set_text("Was willst du aus der Tasche wegwerfen?")
  	when 3
    	@box_window.active = true
    	@info_window.set_text("Was willst du aus der Box wegwerfen?")
  	end
  	@command2_window.active = false
  	@command2_window.visible = false
  	@command2_window.index = 0
  	return
	end
	if Input.trigger?(Input::C)
  	$game_system.se_play($data_system.decision_se)
  	case @command2_window.index
  	when 0
    	case @command_window.index
    	when 0
      	case @item
      	when RPG::Item
        	$game_party.lose_item(@item.id, (@anzahl>=@number) ? @number : @anzahl)
        	$game_party.gain_item_box(@item.id, (@anzahl>=@number) ? @number : @anzahl)
      	when RPG::Weapon
        	$game_party.lose_weapon(@item.id, (@anzahl>=@number) ? @number : @anzahl)
        	$game_party.gain_weapon_box(@item.id, (@anzahl>=@number) ? @number : @anzahl)
      	when RPG::Armor
        	$game_party.lose_armor(@item.id, (@anzahl>=@number) ? @number : @anzahl)
        	$game_party.gain_armor_box(@item.id, (@anzahl>=@number) ? @number : @anzahl)
      	end
      	@item_window.index = 0
      	@item_window.refresh
      	if @item_window.eof
        	@info_window.set_text("Was willst du ablegen?")
        	@item_window.active = true
      	else
        	@command_window.index = 0
        	@command_window.active = true
      	end
    	when 1
      	case @item
      	when RPG::Item
        	$game_party.lose_item_box(@item.id, (@anzahl>=@number) ? @number : @anzahl)
        	$game_party.gain_item(@item.id, (@anzahl>=@number) ? @number : @anzahl)
      	when RPG::Weapon
        	$game_party.lose_weapon_box(@item.id, (@anzahl>=@number) ? @number : @anzahl)
        	$game_party.gain_weapon(@item.id, (@anzahl>=@number) ? @number : @anzahl)
      	when RPG::Armor
        	$game_party.lose_armor_box(@item.id, (@anzahl>=@number) ? @number : @anzahl)
        	$game_party.gain_armor(@item.id, (@anzahl>=@number) ? @number : @anzahl)
      	end
      	@box_window.index = 0
      	@box_window.refresh
      	if @box_window.eof
        	@info_window.set_text("Was willst du aufnehmen?")
        	@box_window.active = true
      	else
        	@command_window.index = 0
        	@command_window.active = true
      	end
    	when 2
      	case @item
      	when RPG::Item
        	$game_party.lose_item(@item.id, (@anzahl>=@number) ? @number : @anzahl)
      	when RPG::Weapon
        	$game_party.lose_weapon(@item.id, (@anzahl>=@number) ? @number : @anzahl)
      	when RPG::Armor
        	$game_party.lose_armor(@item.id, (@anzahl>=@number) ? @number : @anzahl)
      	end
      	@item_window.index = 0
      	@item_window.refresh
      	if @item_window.eof
        	@info_window.set_text("Was willst du aus der Tasche wegwerfen?")
        	@item_window.active = true
      	else
        	@command_window.index = 0
        	@command_window.active = true
      	end
    	when 3
      	case @item
      	when RPG::Item
        	$game_party.lose_item_box(@item.id, (@anzahl>=@number) ? @number : @anzahl)
      	when RPG::Weapon
        	$game_party.lose_weapon_box(@item.id, (@anzahl>=@number) ? @number : @anzahl)
      	when RPG::Armor
        	$game_party.lose_armor_box(@item.id, (@anzahl>=@number) ? @number : @anzahl)
      	end
      	@box_window.index = 0
      	@box_window.refresh
      	if @box_window.eof
        	@info_window.set_text("Was willst du aus der Box wegwerfen?")
        	@box_window.active = true
      	else
        	@command_window.index = 0
        	@command_window.active = true
      	end
    	end
    	@command2_window.active = false
    	@command2_window.visible = false
    	@command2_window.index = 0
    	@item_window.refresh
    	@box_window.refresh
  	when 1
    	case @command_window.index
    	when 0
      	@item_window.active = true
      	@info_window.set_text("Was willst du ablegen?")
    	when 1
      	@box_window.active = true
      	@info_window.set_text("Was willst du aufnehmen?")
    	when 2
      	@item_window.active = true
      	@info_window.set_text("Was willst du aus der Tasche wegwerfen?")
    	when 3
      	@box_window.active = true
      	@info_window.set_text("Was willst du aus der Box wegwerfen?")
    	end
    	@command2_window.active = false
    	@command2_window.visible = false
    	@command2_window.index = 0
  	when 2
    	@command2_window.active = false
    	@command2_window.visible = false
    	@command2_window.index = 0
    	@command_window.index = 0
    	@command_window.active = true
    	@item_window.visible = true
    	@box_window.visible = false
    	@item_window.index = 0
    	@item_window.update_help
    	@box_window.index = 0
  	end
	end
  end
  #--------------------------------------------------------------------------
  def update_input
	if Input.trigger?(Input::B)
  	$game_system.se_play($data_system.cancel_se)
  	@layout_window.set_text(" ")
  	case @command_window.index
  	when 0
    	@item_window.active = true
    	@info_window.set_text("Was willst du ablegen?")
  	when 1
    	@box_window.active = true
    	@info_window.set_text("Was willst du aufnehmen?")
  	when 2
    	@item_window.active = true
    	@info_window.set_text("Was willst du aus der Tasche wegwerfen?")
  	when 3
    	@box_window.active = true
    	@info_window.set_text("Was willst du aus der Box wegwerfen?")
  	end
  	@number_input.active = false
  	@number_input.visible = false
  	@number_input.number = 0
  	return
	end
	if Input.trigger?(Input::C)
  	@anzahl = @number_input.number
  	if @anzahl > 0
    	@anzahl = (@anzahl > @number) ? @number : @anzahl
    	case @command_window.index
    	when 0
      	if (@anzahl + @cnumber) > @maxnumber
        	@info_window.set_text("Von "+@item.name+" kannst nur noch höchstens "+(@maxnumber - @cnumber).to_s+" ablegen.")
        	@number_input.number = 0
        	return
      	elsif @anzahl >= @number
        	@info_window.set_text("Willst du alles von "+@item.name+" ablegen?")
      	else
        	@info_window.set_text("Willst du "+@anzahl.to_s+" von "+@item.name+" ablegen?")
      	end
    	when 1
      	if (@anzahl + @cnumber) > @maxnumber
        	@info_window.set_text("Von "+@item.name+" kannst nur noch höchstens "+(@maxnumber - @cnumber).to_s+" ablegen.")
        	@number_input.number = 0
        	return
      	elsif @anzahl >= @number
        	@info_window.set_text("Willst du alles von "+@item.name+" aufnehmen?")
      	else
        	@info_window.set_text("Willst du "+@anzahl.to_s+" von "+@item.name+" aufnehmen?")
      	end
    	when 2
      	if @anzahl >= @number
        	@info_window.set_text("Willst du alles von "+@item.name+" aus der Tasche wegwerfen?")
      	else
        	@info_window.set_text("Willst du "+@anzahl.to_s+" von "+@item.name+" aus der Tasche wegwerfen?")
      	end
    	when 3
      	if @anzahl >= @number
        	@info_window.set_text("Willst du alles von "+@item.name+" aus der Box wegwerfen?")
      	else
        	@info_window.set_text("Willst du "+@anzahl.to_s+" von "+@item.name+" aus der Box wegwerfen?")
      	end
    	end
    	@layout_window.set_text(" ")
    	@command2_window.active = true
    	@command2_window.visible = true
    	@number_input.number = 0
    	@number_input.active = false
    	@number_input.visible = false
  	else 
    	$game_system.se_play($data_system.buzzer_se)
  	end
	end
  end
  #--------------------------------------------------------------------------
  def update_box
	if Input.trigger?(Input::B)
  	$game_system.se_play($data_system.cancel_se)
  	@box_window.active = false
  	@box_window.visible = false
  	@box_window.index = 0
  	@item_window.index = 0
  	@item_window.update_help
  	@item_window.visible = true
  	@command_window.active = true
  	return
	end
	if Input.trigger?(Input::C)
  	@item = @box_window.item
  	case @item
  	when RPG::Item
    	@number = $game_party.item_box_number(@item.id)
    	@cnumber = $game_party.item_number(@item.id)
    	@maxnumber = $game_party.maxitemt
  	when RPG::Weapon
    	@number = $game_party.weapon_box_number(@item.id)
    	@cnumber = $game_party.weapon_number(@item.id)
    	@maxnumber = $game_party.maxweapont
  	when RPG::Armor
    	@number = $game_party.armor_box_number(@item.id)
    	@cnumber = $game_party.armor_number(@item.id)
    	@maxnumber = $game_party.maxarmort
  	end 
  	if @number == 1
    	case @command_window.index
    	when 1
      	@info_window.set_text("Willst du "+@item.name+" aufnehmen?")
    	when 3
      	@info_window.set_text("Willst du aus der Box "+@item.name+" wegwerfen?")
    	end
    	@anzahl = 1
    	@command2_window.visible = true
    	@command2_window.active = true
    	@box_window.active = false
    	return
  	elsif @number > 1
    	@number_input = Window_InputNumber.new(digits_number(@number))
    	@number_input.x = 160 - @number_input.width
    	@number_input.y = @layout_window.y + 48
    	@box_window.active = false
    	case @command_window.index
    	when 1
      	@info_window.set_text("Viel von "+@item.name+" willst du aufnehmen?")
      	@layout_window.set_text("Wie viele aufnehmen?")
    	when 3
      	@info_window.set_text("Viel von "+@item.name+" willst du aus der Box wegwerfen?")
      	@layout_window.set_text("Wie viele wegwerfen?")
    	end
  	elsif
    	$game_system.se_play($data_system.buzzer_se)
  	end
	end
  end
end
#==============================================================================
class Window_Box < Window_Selectable
  #--------------------------------------------------------------------------
  attr_reader   :ort_window
  #--------------------------------------------------------------------------
  def initialize(n)
	super(320, 64, 320, 416)
	refresh
	self.index = 0
	if $game_temp.in_battle
  	self.y = 64
  	self.height = 256
  	self.back_opacity = 160
	end
	# typ == 0 -> tasche   typ == 1 -> kiste
	@typ = n
  end
  #--------------------------------------------------------------------------
  def item
	return @data[self.index]
  end
  #--------------------------------------------------------------------------
  def eof
	return @data != []
  end
  #--------------------------------------------------------------------------
  def ort_window=(ort_window)
	@ort_window = ort_window
  end
  #--------------------------------------------------------------------------
  def refresh
	if self.contents != nil
  	self.contents.dispose
  	self.contents = nil
	end
	@data = []
	case @typ
	when 0
  	for i in 1...$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 $game_party.item_box_number(i) > 0
      	@data.push($data_items[i])
    	end
  	end
  	for i in 1...$data_weapons.size
    	if $game_party.weapon_box_number(i) > 0
      	@data.push($data_weapons[i])
    	end
  	end
  	for i in 1...$data_armors.size
    	if $game_party.armor_box_number(i) > 0
      	@data.push($data_armors[i])
    	end
  	end
	end
	# If item count is not 0, make a bit map and draw all items
	@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)
  	end
	end
  end
  #--------------------------------------------------------------------------
  def draw_item(index)
	item = @data[index]
	case item
	when RPG::Item
  	number = (@typ == 0) ? $game_party.item_number(item.id) : $game_party.item_box_number(item.id)
	when RPG::Weapon
  	number = (@typ == 0) ? $game_party.weapon_number(item.id) : $game_party.weapon_box_number(item.id)
	when RPG::Armor
  	number = (@typ == 0) ? $game_party.armor_number(item.id) : $game_party.armor_box_number(item.id)
	end
	self.contents.font.color = normal_color
	x = 4
	y = index * 32
	rect = Rect.new(x, y, self.width - 32, 32)
	self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
	bitmap = RPG::Cache.icon(item.icon_name)
	opacity = self.contents.font.color == normal_color ? 255 : 128
	self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
	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)
	@ort_window.set_text((@typ == 0) ? "Tasche" : "Box")
  end
end
#==============================================================================
class Window_Help < Window_Base
  #--------------------------------------------------------------------------
  def bitmap_adapt
	self.contents = Bitmap.new(width - 32, height - 32)
  end
end
#==============================================================================
class Window_Command < Window_Selectable
  alias initialize_ikssbt   :initialize
  def initialize(width, commands)
	@align = 0
	initialize_ikssbt(width, commands)
  end
  #--------------------------------------------------------------------------
  def set_align(n)
	if n>=0 and n<=2
  	@align = n
	end
  end	
  #--------------------------------------------------------------------------
  def draw_item(index, color)
	self.contents.font.color = color
	rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
	self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
	self.contents.draw_text(rect, @commands[index], @align)
  end
  #--------------------------------------------------------------------------
  def enable_item(index)
	draw_item(index, normal_color)
  end
end
#==============================================================================
class Game_Party
 
  attr_reader   :maxitemt             	# max Anz. für Items (Tasche)
  attr_reader   :maxweapont           	# max Anz. für Weapon (Tasche)
  attr_reader   :maxarmort            	# max Anz. für Armor (Tasche)
  attr_reader   :maxitemb             	# max Anz. für Items (Box)
  attr_reader   :maxweaponb           	# max Anz. für Weapon (Box)
  attr_reader   :maxarmorb            	# max Anz. für Armor (Box)
 
  alias initialize_ikssbt   :initialize
  def initialize
	initialize_ikssbt
	@items_box = {}
	@weapons_box = {}
	@armors_box = {}
	@maxitemt = 1000	# man kann 1000 Items von der selben Sorte tragen
	@maxweapont = 100   # man kann 100 Waffen von der selben Sorte tragen
	@maxarmort = 100	# man kann 100 Rüstungen von der selben Sorte tragen
	@maxitemb = 5000	# man kann 5000 Items von der selben Sorte lagern
	@maxweaponb = 300   # man kann 300 Waffen von der selben Sorte lagern
	@maxarmorb = 300	# man kann 300 Rüstungen von der selben Sorte lagern
  end
  #--------------------------------------------------------------------------
  def gain_item(item_id, n)
	if item_id > 0
  	@items[item_id] = [[item_number(item_id) + n, 0].max, @maxitemt].min
	end
  end
  #--------------------------------------------------------------------------
  def gain_weapon(weapon_id, n)
	if weapon_id > 0
  	@weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, @maxweapont].min
	end
  end
  #--------------------------------------------------------------------------
  def gain_armor(armor_id, n)
	if armor_id > 0
  	@armors[armor_id] = [[armor_number(armor_id) + n, 0].max, @maxarmort].min
	end
  end
  #--------------------------------------------------------------------------
  def item_box_number(item_id)
	return @items_box.include?(item_id) ? @items_box[item_id] : 0
  end
  #--------------------------------------------------------------------------
  def weapon_box_number(weapon_id)
	return @weapons_box.include?(weapon_id) ? @weapons_box[weapon_id] : 0
  end
  #--------------------------------------------------------------------------
  def armor_box_number(armor_id)
	return @armors_box.include?(armor_id) ? @armors_box[armor_id] : 0
  end
  #--------------------------------------------------------------------------
  def gain_item_box(item_id, n)
	if item_id > 0
  	@items_box[item_id] = [[item_box_number(item_id) + n, 0].max, @maxitemb].min
	end
  end
  #--------------------------------------------------------------------------
  def gain_weapon_box(weapon_id, n)
	if weapon_id > 0
  	@weapons_box[weapon_id] = [[weapon_box_number(weapon_id) + n, 0].max, @maxweaponb].min
	end
  end
  #--------------------------------------------------------------------------
  def gain_armor_box(armor_id, n)
	if armor_id > 0
  	@armors_box[armor_id] = [[armor_box_number(armor_id) + n, 0].max, @maxarmorb].min
	end
  end
  #--------------------------------------------------------------------------
  def lose_item_box(item_id, n)
	gain_item_box(item_id, -n)
  end
  #--------------------------------------------------------------------------
  def lose_weapon_box(weapon_id, n)
	gain_weapon_box(weapon_id, -n)
  end
  #--------------------------------------------------------------------------
  def lose_armor_box(armor_id, n)
	gain_armor_box(armor_id, -n)
  end
end
zum Lesen den Text mit der Maus markieren

Aufrufen kannst du das Script mit :
$scene = Scene_Box.new

MFG
Realität ist auch nur eine Art von Rollenspiel.

3

Dienstag, 13. Dezember 2011, 22:04

Das ist es nicht, es wurde genau für dieses Script geschrieben und funktioniert auch nur mit diesem.
...und so

4

Mittwoch, 14. Dezember 2011, 13:33

Ok, wie's aussieht habe ich das mit dem zweiten Questlog verwechselt, in der Beschreibung dazu steht genau der Wortlaut den ich im Kopf hatte, sorre!


...nur mal so aus interesse, wär es schwer zu dem Script eine zweite Kiste dazu zu basteln?
...und so

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