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Samstag, 12. September 2009, 18:05

ACHTUNG das ist sehr dringend!!! 2. Währung

Also ich suche jemand der mir eine zweite Währung scripten kann. Also überall in meinem Spiel gibt es Gold außer in einer Stadt. Da gibt es Erdena. Und das will ich schaffen dass das geht und da gibt es dann uch ne Bank und einen Shop. Bank zum Erdena in Gold umtauschen und einen Shop in dem man mit Erdena bezahlen kann. Das wäre super wenn das jemand machen würde für mich!!! :-|
Flyman5000 :dance:

effeff

Schlitzohr

Motto: Man muss nicht alles mit RGSS machen, Eventtechnik for the world!

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2

Samstag, 12. September 2009, 18:25

mhh.. also mit variable"zweite Währung" und eigenständigen Menü sollte hingehen, auch ohne Scripten... weil eigene Shops mit zweiter währung.. könnt schwer werden weil der ja auf alles aufbaut.

Auch eine bank zu machen wäre easy mit einzahlen und abheben, alles einfach in Variablen abspeichern.

RedLink

Landsknecht

Motto: Faulheit ist Relativ

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3

Samstag, 12. September 2009, 19:07

Naja Schwer isses nicht habe es fast fertig.
MAnn muss nur wie du sagtest viel abändern.
So zuerstmal machst du einen neuen inhalt über Main, in dem schreibst du folgendes rein.

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$waehrung2 = "Eluka"

Eluka kannst du durch die bezeichnung deiner Währung ersetzen
So nun ersetzt du Scene_Shop durch
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#==============================================================================
# ** Scene_Shop
#------------------------------------------------------------------------------
#  This class performs shop screen processing.
#==============================================================================
 
class Scene_Shop
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
 
if $game_switches[30] == false # wenn der Schalter 30 OFF ist Währung1 wenn On dann Währung 2
  @buy_window = Window_ShopBuy.new($game_temp.shop_goods)
  @gold_window = Window_Gold.new
else
  @gold_window = Window_Goldv.new
  @buy_window = Window_ShopBuyv.new($game_temp.shop_goods)
end
# Make help window
@help_window = Window_Help.new
# Make command window
@command_window = Window_ShopCommand.new
# Make gold window
#@gold_window = Window_Gold.new
@gold_window.x = 480
@gold_window.y = 64
# Make dummy window
@dummy_window = Window_Base.new(0, 128, 640, 352)
# Make buy window
#@buy_window = Window_ShopBuy.new($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
    # 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_variables[100] / @item.price
  max = [max, 99 - number].min
  # 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


Dann machst du einen neuen Inhalt
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#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
#  This window displays amount of gold.
#==============================================================================
 
class Window_Golda < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
super(0, 0, 160, 160)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
self.contents.clear
cx = contents.text_size($waehrung2).width
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120-cx-2, 90, $game_variables[100].to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(124-cx, 0, cx, 90, $waehrung2, 2)
  end
end
zum Lesen den Text mit der Maus markieren

Noch einen
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#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
#  This window displays amount of gold.
#==============================================================================
 
class Window_Goldv < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
self.contents.clear
cx = contents.text_size($waehrung2).width
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120-cx-2, 32, $game_variables[100].to_s , 2)
self.contents.font.color = system_color
self.contents.draw_text(124-cx, 0, cx, 32, $waehrung2, 2)
  end
end
zum Lesen den Text mit der Maus markieren

Schließlich den letzen
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#==============================================================================
# ** Window_ShopBuy
#------------------------------------------------------------------------------
#  This window displays buyable goods on the shop screen.
#==============================================================================
 
class Window_ShopBuyv < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  # shop_goods : goods
  #--------------------------------------------------------------------------
  def initialize(shop_goods)
super(0, 128, 368, 352)
@shop_goods = shop_goods
refresh
self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Item Acquisition
  #--------------------------------------------------------------------------
  def item
return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
if self.contents != nil
  self.contents.dispose
  self.contents = nil
end
@data = []
for goods_item in @shop_goods
  case goods_item[0]
  when 0
    item = $data_items[goods_item[1]]
  when 1
    item = $data_weapons[goods_item[1]]
  when 2
    item = $data_armors[goods_item[1]]
  end
  if item != nil
    @data.push(item)
  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
  #--------------------------------------------------------------------------
  # * Draw Item
  # index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
item = @data[index]
# Get items in possession
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 price is less than money in possession, and amount in possession is
# not 99, then set to normal text color. Otherwise set to disabled color
if item.price <= $game_variables[100] and number < 99
  self.contents.font.color = normal_color
else
  self.contents.font.color = disabled_color
end
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, 88, 32, item.price.to_s, 2)
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end
zum Lesen den Text mit der Maus markieren


Nun ersetzt du Scene_Menü mit
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#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================
 
class Scene_Menu
  #--------------------------------------------------------------------------
  # * Object Initialization
  # 	menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
	@menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
	# Make command window
	s1 = $data_system.words.item
	s2 = $data_system.words.skill
	s3 = $data_system.words.equip
	s4 = "Status"
	s5 = "Save"
	s6 = "End Game"
	s7 = "Test"
	@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
	@command_window.index = @menu_index
	# If number of party members is 0
	if $game_party.actors.size == 0
  	# Disable items, skills, equipment, and status
  	@command_window.disable_item(0)
  	@command_window.disable_item(1)
  	@command_window.disable_item(2)
  	@command_window.disable_item(3)
	end
	# If save is forbidden
	if $game_system.save_disabled
  	# Disable save
  	@command_window.disable_item(4)
	end
	# Make play time window
	@playtime_window = Window_PlayTime.new
	@playtime_window.x = 0
	@playtime_window.y = 224
	# Make gold window
	@gold_window = Window_Golda.new
	@gold_window.x = 0
	@gold_window.y = 320
	# Make status window
	@status_window = Window_MenuStatus.new
	@status_window.x = 160
	@status_window.y = 0
	# 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
	@command_window.dispose
	@playtime_window.dispose
	@gold_window.dispose
	@status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
	# Update windows
	@command_window.update
	@playtime_window.update
	@gold_window.update
	@status_window.update
	# If command window is active: call update_command
	if @command_window.active
  	update_command
  	return
	end
	# If status window is active: call update_status
	if @status_window.active
  	update_status
  	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)
  	# If command other than save or end game, and party members = 0
  	if $game_party.actors.size == 0 and @command_window.index < 4
    	# Play buzzer SE
    	$game_system.se_play($data_system.buzzer_se)
    	return
  	end
  	# Branch by command window cursor position
  	case @command_window.index
  	when 0  # item
    	# Play decision SE
    	$game_system.se_play($data_system.decision_se)
    	# Switch to item screen
    	$scene = Scene_Item.new
  	when 1  # skill
    	# Play decision SE
    	$game_system.se_play($data_system.decision_se)
    	# Make status window active
    	@command_window.active = false
    	@status_window.active = true
    	@status_window.index = 0
  	when 2  # equipment
    	# Play decision SE
    	$game_system.se_play($data_system.decision_se)
    	# Make status window active
    	@command_window.active = false
    	@status_window.active = true
    	@status_window.index = 0
  	when 3  # status
    	# Play decision SE
    	$game_system.se_play($data_system.decision_se)
    	# Make status window active
    	@command_window.active = false
    	@status_window.active = true
    	@status_window.index = 0
  	when 4  # save
    	# If saving is forbidden
    	if $game_system.save_disabled
      	# Play buzzer SE
      	$game_system.se_play($data_system.buzzer_se)
      	return
    	end
    	# Play decision SE
    	$game_system.se_play($data_system.decision_se)
    	# Switch to save screen
    	$scene = Scene_Save.new
  	when 5  # end game
    	# Play decision SE
    	$game_system.se_play($data_system.decision_se)
    	# Switch to end game screen
    	$scene = Scene_End.new
    	when 6
      	$game_system.se_play($data_system.decision_se)
      	#$game_variables[$data_common_events[1].switch_id] = true
 
      	$game_temp.common_event_id = 1
$scene = Scene_Map.new
  	end
  	return
	end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status
	# If B button was pressed
	if Input.trigger?(Input::B)
  	# Play cancel SE
  	$game_system.se_play($data_system.cancel_se)
  	# Make command window active
  	@command_window.active = true
  	@status_window.active = false
  	@status_window.index = -1
  	return
	end
	# If C button was pressed
	if Input.trigger?(Input::C)
  	# Branch by command window cursor position
  	case @command_window.index
  	when 1  # skill
    	# If this actor's action limit is 2 or more
    	if $game_party.actors[@status_window.index].restriction >= 2
      	# Play buzzer SE
      	$game_system.se_play($data_system.buzzer_se)
      	return
    	end
    	# Play decision SE
    	$game_system.se_play($data_system.decision_se)
    	# Switch to skill screen
    	$scene = Scene_Skill.new(@status_window.index)
  	when 2  # equipment
    	# Play decision SE
    	$game_system.se_play($data_system.decision_se)
    	# Switch to equipment screen
    	$scene = Scene_Equip.new(@status_window.index)
  	when 3  # status
    	# Play decision SE
    	$game_system.se_play($data_system.decision_se)
    	# Switch to status screen
    	$scene = Scene_Status.new(@status_window.index)
  	end
  	return
	end
  end
end
zum Lesen den Text mit der Maus markieren


Nun zur Erklärung.
Wenn der Switch30 On ist und du mit einem Verkäufer redest erscheint der Shop für die 2. Währung.
Wenn er Off ist natürlich nicht mehr.
Das Geld erhöhst du indem du die 100.ste Variable erhöhst.
Also wirst du kein Geld für die 2. Währung beim Kämpfen bekommen.
Außerdem musst du, wenn du Items kaufen willst die man vorher auch kaufen kann,musst du die Items in der DB nochmal erstellen.(ess sei denn beide Währungen sind vom Wert gleich.)
  • Scripter

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    nirgendswo

Dieser Beitrag wurde bereits 3 mal editiert, zuletzt von »RedLink« (12. September 2009, 19:48)


4

Sonntag, 13. September 2009, 11:05

also ich hab das mit der währung efeff schon machen lassen jetzt bräuchte ich nur noch die bank und einen scipt zur aktualisiereung. Aber trotzdem danke für deine ganze mühe wüde das in den sciptexplorer rein machen :D
Flyman5000 :dance:

RedLink

Landsknecht

Motto: Faulheit ist Relativ

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5

Sonntag, 13. September 2009, 11:18

Soll die Bank das Geld umtauschen können?
Also mit dem Kurs?
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6

Sonntag, 13. September 2009, 11:46

Ja die Bank soll die zweite Währung (Erdena) in die erste Währung (Gold) umwandeln können. Wenn möglich auch umgekehrt. So soll das aussehen
1Gold = 10 Erdena usw. :-|
Flyman5000 :dance:

RedLink

Landsknecht

Motto: Faulheit ist Relativ

  • Nachricht senden

7

Sonntag, 13. September 2009, 22:55

habe es als Common Event gemacht mit lauter ifabfragen.
Hier das Projekt, damit du dir die zeilen kopieren kannst.
»RedLink« hat folgende Datei angehängt:
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