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Script de banco ( guardar dinero items etc xD )

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Script de banco ( guardar dinero items etc xD )

Mensaje  Carlosjavierr el Miér Feb 10, 2010 4:18 am

Un simple script de banco xD

Instrucciones: Pegar el script arriba del main, luego, en cualquier evento, en llamar script poner:
Spoiler:
Código:
$scene = Scene_Depository.new
Autor: KGC

Script:
Spoiler:
Código:
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

#_/ ?Espace de Stockage - KGC_Depository ? Translated by Ojiro -

#_/----------------------------------------------------------------------------

#_/ Espace de stockage pour objets et monaie.

#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

#Llamar con el siguiente script ($scene = Scene_Depository.new)
#Todos los parametros que veais en color morado se pueden editar



class Window_DepositoryCommand < Window_Selectable

# ?Nom des commandes de l'espace de stockage

DEPOSITORY_COMMAND = [

"Depositar", # Déposer

"Retirar", # Retirer

"Almacenar", # Stocker

"Tomar" # Prendre

]

# ?Définitions des commandes

DEPOSITORY_HELP = [

"Depositar Gold", # Déposer de l'argent

"Retirar Gold", # Retirer de l'argent

"Almacenar un objeto", # Stocker un objet

"Tomar un objeto" # Prendre un objet

]

end



class Window_DepositoryGold < Window_Base

# ?Nombre de chiffres maximal pour le dépot de monnaie

GOLD_DIGITS = 7

end



class Scene_Depository

DEPOSIT_GOLD = "Insertar la cantidad a depositar"

WDEPOSIT_GOLD = "Insertar la cantidad a retirar"

DEPOSIT_ITEM = "¿Cuanto quiere depositar?"

WDEPOSIT_ITEM = "¿Cuanto quiere retirar?"

end



#???????????????????????????????????????



#--------------------------------------------------------------------------

# ? Appel de l'espace de stockage

#--------------------------------------------------------------------------

def call_depository

$game_player.straighten

# Affiche l'espace de stockage

$scene = Scene_Depository.new

end



#???????????????????????????????????????



#=========================================

# ¦ Game_Party

#------------------------------------------------------------------------------

# Récupère les informations sur la monnaie et les objets possédés dans

# $game_party

#==========================================



class Game_Party

#--------------------------------------------------------------------------

# ? Initialisation

#--------------------------------------------------------------------------

alias initialize_KGC_Depository initialize

def initialize

# Exécute le processus d'origine

initialize_KGC_Depository



@deposit_gold = 0

@deposit_item = []

@deposit_weapon = []

@deposit_armor = []

end

#--------------------------------------------------------------------------

# ? Récupère l'information sur la monnaie

#--------------------------------------------------------------------------

def deposit_gold

@deposit_gold = 0 if @deposit_gold == nil

return @deposit_gold

end

#--------------------------------------------------------------------------

# ? Récupère l'information sur la monnaie récupérée

# number : Montant a récuperer

#--------------------------------------------------------------------------

def gain_deposit_gold(number)

@deposit_gold = 0 if @deposit_gold == nil

@deposit_gold += number

end

#--------------------------------------------------------------------------

# ? Récupère l'information sur la monnaie déposée

# number : Montant à déposer

#--------------------------------------------------------------------------

def lose_deposit_gold(number)

self.gain_deposit_gold(-number)

end

#--------------------------------------------------------------------------

# ? Récupère l'information sur les objets

# id : ID

#--------------------------------------------------------------------------

def deposit_item_number(id)

@deposit_item = [] if @deposit_item == nil

return @deposit_item[id] != nil ? @deposit_item[id] : 0

end

#--------------------------------------------------------------------------

# ? Acquisition de l'objet

# id : ID

# number : Quantité

#--------------------------------------------------------------------------

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

#--------------------------------------------------------------------------

# ? Dépôt de l'objet

# id : ID

# number : Quantité

#--------------------------------------------------------------------------

def lose_deposit_item(id, number)

self.gain_deposit_item(id, -number)

end

#--------------------------------------------------------------------------

# ? Récupère l'information sur les armes

# id : ID

#--------------------------------------------------------------------------

def deposit_weapon_number(id)

@deposit_weapon = [] if @deposit_weapon == nil

return @deposit_weapon[id] != nil ? @deposit_weapon[id] : 0

end

#--------------------------------------------------------------------------

# ? Acquisition de l'arme

# id : ID

# number : Quantité

#--------------------------------------------------------------------------

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

#--------------------------------------------------------------------------

# ? Dépôt de l'arme

# id : ID

# number : Quantité

#--------------------------------------------------------------------------

def lose_deposit_weapon(id, number)

self.gain_deposit_weapon(id, -number)

end

#--------------------------------------------------------------------------

# ? Récupère l'information sur les armures

# id : ID

#--------------------------------------------------------------------------

def deposit_armor_number(id)

@deposit_armor = [] if @deposit_armor == nil

return @deposit_armor[id] != nil ? @deposit_armor[id] : 0

end

#--------------------------------------------------------------------------

# ? Acquisition de l'armure

# id : ID

# number : Quantité

#--------------------------------------------------------------------------

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

#--------------------------------------------------------------------------

# ? Dépôt de l'armure

# id : ID

# number : Quantité

#--------------------------------------------------------------------------

def lose_deposit_armor(id, number)

self.gain_deposit_armor(id, -number)

end

end



#???????????????????????????????????????



#===========================================

# ¦ Window_DepositoryCommand

#------------------------------------------------------------------------------

# Ecran de sélection d'une commande de l'espace de stockage

#========================================



class Window_DepositoryCommand < Window_Selectable

#--------------------------------------------------------------------------

# ? Initialisation

#--------------------------------------------------------------------------

def initialize

super(0, 64, 640, 64)

self.contents = Bitmap.new(width - 32, height - 32)

# ?????????

@commands = DEPOSITORY_COMMAND

@item_max = @commands.size

@column_max = @commands.size

@item_width = (width - 32) / @commands.size

self.back_opacity = 160

self.index = 0

refresh

end

#--------------------------------------------------------------------------

# ? Actualisation

#--------------------------------------------------------------------------

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

#--------------------------------------------------------------------------

# ? Curseur

#--------------------------------------------------------------------------

def update_cursor_rect

if index != -1

self.cursor_rect.set(@item_width * index, 0, @item_width, 32)

end

end

#--------------------------------------------------------------------------

# ? Actualisation de la fenêtre d'aide

#--------------------------------------------------------------------------

def update_help

@help_window.set_text(DEPOSITORY_HELP[self.index])

end

end



#???????????????????????????????????????



#=========================================

# ¦ Window_DepositoryGold

#------------------------------------------------------------------------------

# Indication de la quantité/valeur de la monnaie/objet.

#==========================================



class Window_DepositoryGold < Window_Base

#--------------------------------------------------------------------------

# ? Initialisation

#--------------------------------------------------------------------------

def initialize

super(0, 128, 640, 352)

@digits_max = GOLD_DIGITS

# Calcul de la largeur du curseur à partir du nombre de chiffres à entrer

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

#--------------------------------------------------------------------------

# ? Acquisition de la quantité inséré

#--------------------------------------------------------------------------

def price

return @price

end

#--------------------------------------------------------------------------

# ? Option de la quantité

# np : Nouvelle quantité

#--------------------------------------------------------------------------

def price=(np)

@price = [[np, 0].max, @max].min

redraw_price

end

#--------------------------------------------------------------------------

# ? Reinitialisation

# type : Type

#--------------------------------------------------------------------------

def reset(type)

@price = 0

@index = @digits_max - 1

refresh(type)

end

#--------------------------------------------------------------------------

# ? Actualisation

# type : Type

#--------------------------------------------------------------------------

def refresh(type)

# Affiche la quantité

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, "Gold que tienes:")

self.contents.draw_text(0, 64, 608, 32, "Depósito:")

if type == 0

self.contents.draw_text(0, 128, 608, 32, "Cantidad:")

@max = $game_party.gold

else

self.contents.draw_text(0, 128, 608, 32, "Retirada:")

@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

#--------------------------------------------------------------------------

# ? Quantité re-affiché

#--------------------------------------------------------------------------

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

#--------------------------------------------------------------------------

# ? Actualisation du curseur

#--------------------------------------------------------------------------

def update_cursor_rect

x = @cursor_position + @index * @cursor_width

self.cursor_rect.set(x, 160, @cursor_width, 32)

end

#--------------------------------------------------------------------------

# ? Actualisation

#--------------------------------------------------------------------------

def update

super

return unless self.active

# Lors d'un appui HAUT ou BAS

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



#???????????????????????????????????????



#===========================================

# ¦ Window_DepositoryItem

#------------------------------------------------------------------------------

# Conception d'un sommaire pour les objets

#===========================================



class Window_DepositoryItem < Window_Selectable

#--------------------------------------------------------------------------

# ? Initialisation

#--------------------------------------------------------------------------

def initialize

super(0, 128, 640, 352)

self.back_opacity = 160

self.active = false

self.visible = false

@column_max = 2

self.index = 0

end

#--------------------------------------------------------------------------

# ? Récupère l'information sur les objets

#--------------------------------------------------------------------------

def item

return @data[self.index]

end

#--------------------------------------------------------------------------

# ? Actualisation

# type : Type

#--------------------------------------------------------------------------

def refresh(type)

if self.contents != nil

self.contents.dispose

self.contents = nil

end

@data = []

self.index = 0

# Ajoute l'objet / arme / armure x

if type == 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

else

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

# Si le nombre d'objet n'est pas de 0 :

@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

#--------------------------------------------------------------------------

# ? Affichage de l'objet

# index : Nombre d'objets

# type : Type

#--------------------------------------------------------------------------

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

#--------------------------------------------------------------------------

# ? Actualisation de la fenêtre d'aide

#--------------------------------------------------------------------------

def update_help

@help_window.set_text(self.item == nil ? "" : self.item.description)

end

end



#???????????????????????????????????????



#=================================-==========

# ¦ Window_DepositoryNumber

#------------------------------------------------------------------------------

# Fenêtre de l'insertion numérique

#===========================================



class Window_DepositoryNumber < Window_Base

#--------------------------------------------------------------------------

# ? Initialisation

#--------------------------------------------------------------------------

def initialize

@digits_max = 2

@number = 0

# Calcul de la largeur du curseur en fonction du nombre de chiffres

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

#--------------------------------------------------------------------------

# ? Option de l'objet

# item : Objet

#--------------------------------------------------------------------------

def item=(item)

@item = item

end

#--------------------------------------------------------------------------

# ? Acquisition de la valeur numérique

#--------------------------------------------------------------------------

def number

return @number

end

#--------------------------------------------------------------------------

# ? Option de la valeur numérique

# number : Nouvelle valeur numérique

#--------------------------------------------------------------------------

def number=(number)

@number = [[number, 0].max, @max].min

refresh

end

#--------------------------------------------------------------------------

# ? Actualisation du curseur

#--------------------------------------------------------------------------

def update_cursor_rect

self.cursor_rect.set(@index * @cursor_width, 32, @cursor_width, 32)

end

#--------------------------------------------------------------------------

# ? Reinitilisation

#--------------------------------------------------------------------------

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

# Affiche la quantité déposé

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, "Depósito:#{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

# Affiche la quantité possedé

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, "Poseà do:#{having}")

end

refresh

end

#--------------------------------------------------------------------------

# ? Actualisation

#--------------------------------------------------------------------------

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

#--------------------------------------------------------------------------

# ? Option du personnage

# string : Met en place les options

#--------------------------------------------------------------------------

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

#--------------------------------------------------------------------------

# ? Modification de la taille

# nw : Nouvelle largeur

#--------------------------------------------------------------------------

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

#--------------------------------------------------------------------------

# ? Mouvement central

#--------------------------------------------------------------------------

def centering

self.x = 320 - self.width / 2

self.y = 240 - self.height / 2

end

#--------------------------------------------------------------------------

# ? Actualisation

#--------------------------------------------------------------------------

def update

super

return unless self.active

# Lors d'un appui HAUT ou BAS

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

#???????????????????????????????????????



#===========================================

# ¦ Scene_Depository

#------------------------------------------------------------------------------

# "Class" qui proccède à l'espace de stockage

#===========================================



class Scene_Depository

#--------------------------------------------------------------------------

# ? ?????

#--------------------------------------------------------------------------

def main

# Compilation des sprites

@spriteset = Spriteset_Map.new

# Affiche des fenêtres multiples

@dummy_window = Window_Base.new(0, 128, 640, 352)

@help_window = Window_Help.new

@dummy_window.back_opacity = 160

@help_window.back_opacity = 160

@command_window = Window_DepositoryCommand.new

@gold_window = Window_DepositoryGold.new

@item_window = Window_DepositoryItem.new

@number_window = Window_DepositoryNumber.new

# Association de la fenêtre d'affichage

@command_window.help_window = @help_window

@item_window.help_window = @help_window

# Exécute la transition

Graphics.transition

# Boucle Principale

loop do

# Actualise les images

Graphics.update

# Actualise l'information d'insertion

Input.update

# Actualisation

update

# Brise la boucle si les images changent

if $scene != self

break

end

end

# Préparation de la Transition

Graphics.freeze

# Relais

@spriteset.dispose

@dummy_window.dispose

@help_window.dispose

@command_window.dispose

@gold_window.dispose

@item_window.dispose

@number_window.dispose

end

#--------------------------------------------------------------------------

# ? Actualisation

#--------------------------------------------------------------------------

def update

# Actualisation des fenêtres

@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

#--------------------------------------------------------------------------

# ? Actualisation lorsque une fenêtre de commande est active

#--------------------------------------------------------------------------

def update_command

# Lors d'un appui sur la touche B

if Input.trigger?(Input::B)

$game_system.se_play($data_system.cancel_se)

$scene = Scene_Map.new

return

end

# Lors d'un appui sur la touche C

if Input.trigger?(Input::C)

$game_system.se_play($data_system.decision_se)

case @command_window.index

when 0

@gold_window.active = true

@gold_window.visible = true

@gold_window.reset(0)

@help_window.set_text(DEPOSIT_GOLD)

when 1

@gold_window.active = true

@gold_window.visible = true

@gold_window.reset(1)

@help_window.set_text(WDEPOSIT_GOLD)

when 2

@item_window.active = true

@item_window.visible = true

@item_window.refresh(0)

when 3

@item_window.active = true

@item_window.visible = true

@item_window.refresh(1)

end

@command_window.active = false

@dummy_window.visible = false

return

end

end

#--------------------------------------------------------------------------

# ? Actualisation lors d'un appui pendant la fenetre de monnaie

#--------------------------------------------------------------------------

def update_gold

# Lors d'un appui sur la touche B

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

# Lors d'un appui sur la touche C

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 0

$game_party.lose_gold(price)

$game_party.gain_deposit_gold(price)

when 1

$game_party.gain_gold(price)

$game_party.lose_deposit_gold(price)

end

# ??????????????

@gold_window.reset(@command_window.index)

return

end

end

#--------------------------------------------------------------------------

# ? Actualisation lors d'un appui pendant la fenetre d'objet

#--------------------------------------------------------------------------

def update_item

# Lors d'un appui sur la touche B

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

# Lors d'un appui sur la touche C

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 2

@number_window.set_text(DEPOSIT_ITEM)

when 3

@number_window.set_text(WDEPOSIT_ITEM)

end

@number_window.reset(@command_window.index - 2)

# ????????????

@item_window.active = false

@number_window.active = true

@number_window.visible = true

return

end

end

#--------------------------------------------------------------------------

# ? Actualisation lors d'un appui pendant la fenetre de nombres

#--------------------------------------------------------------------------

def update_number

# Lors d'un appui sur la touche B

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

# Lors d'un appui sur la touche C

if Input.trigger?(Input::C)

$game_system.se_play($data_system.decision_se)

number = @number_window.number

case @command_window.index

when 2

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 3

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 - 2)

@item_window.active = true

@number_window.active = false

@number_window.visible = false

return

end

end

end

Ojala les sea de ayuda y les sirva...
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Carlosjavierr
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Mensajes : 71
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Fecha de inscripción : 04/02/2010
Edad : 26

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