Guest gino Posted May 26, 2011 Share Posted May 26, 2011 (edited) GINO_BankSystem XP DescrizionePermette di creare una banca che oltre al normale deposita\ritira (serve veramente a qualcosa?), aggiunge la possibilità di investire il denaro in due modi. Uno è basato sui passi percorsi dal party, uno sul tempo passato dall'inizio dell'investimento.AutoreginoAllegatiChi senza demo non capisce come funziona non merita nemmeno di leggerne il codice!Istruzioni per l'usoinserite lo script nella sezione Materials. Per aprire la banca inserite il codice $scene = Scene_Bank.new in un evento tramite CallScript. Lo script legge automaticamente il nome della moneta corrente da sistema. La prima parte dello script permette di editare le scritte e le variabili usate. #=============================================================================== # GINO_BankSystem #=============================================================================== # # Put the command: # $scene = Scene_Bank.new # in CallScript inside an event. # #=============================================================================== #=============================================================================== # EDIT HERE #=============================================================================== module BANK #Commands' Text CMDTEXT = ["Deposita", #0 "Ritira", #1 "Investi", #2 "Disinvesti", #3 "Esci", #4 "Sì", #5 "No", #6 "Step's Bros.", #7 "Clock&Watch", #8 ] #Messages' Text MSGTEXT = ["Come posso aiutarla?", #0 "Quanto vuole depositare?", #1 "Sei sicuro di depositare % &?", #2 "Spiacente, ma lei non ha % & da depositare!", #3 "Grazie. Il suo denaro è stato depositato con successo.", #4 "Quanto vuoi ritirare?", #5 "Sei sicuro di voler ritirare % &?", #6 "Grazie. Il suo denaro è stato ritirato con successo.", #7 "Scegli quali azioni intendi comprare.", #8 "Acquista azioni Step's Bros. Costo unitario = 100 &", #9 "Acquista azioni Clock&Watch. Costo unitario = 100 %", #10 "Spiacente, ma lei non ha % & da investire!", #11 "Grazie. Il suo denaro è stato investito con successo.", #12 "Scegli quali azioni intendi disinvestire.", #13 "Quante azioni Step's Bros vuoi disinvestire?", #14 "Quante azioni Clock&Watch vuoi disinvestire?", #15 "Confermi l'acquisto di % azioni Step's Bros.?", #16 "Confermi l'acquisto di % azioni Clock&Watch?", #17 "Grazie. Il suo denaro è stato disinvestito con successo.", #18 "Spiacente, ma lei non ha % & da ritirare!", #19 "Confermi la vendita di % azioni Step's Bros.?", #20 "Confermi la vendita di % azioni Clock&Watch?", #21 "Non possiedi % azioni della Step's Bros.!", #22 "Non possiedi % azioni della Clock&Watch!", #23 ] #Helps' Text HELPTEXT = ["Posseduti", #0 "Depositati", #1 "Step's Bros.", #2 "Clock&Watch", #3 "Investiti", #4 ] #Storage Variables MEMORIZE = 19 #Temporarily stores gold involved in transation DEPOSIT = 20 #Stores gold deposited in bank SSTOCKS = 25 #Stores number of Step Stocks TSTOCKS = 26 #Stores number of Time Stocks SSTEPS = 23 #Stores initial Stepcount TGT = 24 #Stores initial Gametime end #=============================================================================== # CAN'T TOUCH BELOW THIS LINE #=============================================================================== #=============================================================================== # Window_Bank #=============================================================================== class Window_Bank < Window_Base def initialize(x, y, width, heigth) super(x, y, width, heigth) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize end def draw_currency_value(value, x, y, width) cx = contents.text_size($data_system.words.gold).width self.contents.font.color = normal_color self.contents.draw_text(x, y, width-cx-2, 24, value.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(x, y, width, 24, $data_system.words.gold, 2) end end #=============================================================================== # Window_BankMessage #=============================================================================== class Window_BankMessage < Window_Bank def initialize(message) super(0, 0, 640, 64) @message = message refresh end def refresh self.contents.draw_text(0, 0, 608, 24, @message, 1) end end #=============================================================================== # Window_InHand #=============================================================================== class Window_InHand < Window_Bank def initialize super(0, 0, 160, 86) refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(0, 0, 136, 24, BANK::HELPTEXT[0], 0) self.contents.font.color = normal_color draw_currency_value($game_party.gold, 4, 32, 120) end end #=============================================================================== # Window_InBank #=============================================================================== class Window_InBank < Window_Bank def initialize super(0, 0, 160, 86) refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(0, 0, 136, 24, BANK::HELPTEXT[1], 0) self.contents.font.color = normal_color draw_currency_value($game_variables[bANK::DEPOSIT], 4, 32, 120) end end #=============================================================================== # Window_SInvested #=============================================================================== class Window_SInvested < Window_Bank def initialize super(0, 0, 160, 86) refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(0, 0, 136, 24, BANK::HELPTEXT[2], 0) self.contents.font.color = normal_color tot = $game_variables[bANK::SSTOCKS] * 100 draw_currency_value(tot, 4, 32, 120) end end #=============================================================================== # Window_TInvested #=============================================================================== class Window_TInvested < Window_Bank def initialize super(0, 0, 160, 86) refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(0, 0, 136, 24, BANK::HELPTEXT[3], 0) self.contents.font.color = normal_color tot = $game_variables[bANK::TSTOCKS] * 100 draw_currency_value(tot, 4, 32, 120) end end #=============================================================================== # Window_AllInvested #=============================================================================== class Window_AllInvested < Window_Bank def initialize super(0, 0, 160, 86) refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(0, 0, 136, 24, BANK::HELPTEXT[4], 0) self.contents.font.color = normal_color tot = ($game_variables[bANK::SSTOCKS] + $game_variables[bANK::TSTOCKS]) * 100 draw_currency_value(tot, 4, 32, 120) end end #=============================================================================== # Window_BankInput #=============================================================================== class Window_BankInput < Window_Bank def initialize super(0, 0, 190, 64) @number = 0 @digits_max = 6 @index = 0 self.opacity = 0 self.active = false self.z += 9999 refresh update_cursor end def number return @number end def number=(number) @number = [[number, 0].max, 10 ** @digits_max - 1].min @index = 0 refresh end def digits_max return @digits_max end def digits_max=(digits_max) @digits_max = digits_max refresh end def cursor_right(wrap) if @index < @digits_max - 1 or wrap @index = (@index + 1) % @digits_max end end def cursor_left(wrap) if @index > 0 or wrap @index = (@index + @digits_max - 1) % @digits_max end end def update super if self.active if Input.repeat?(Input::UP) or Input.repeat?(Input::DOWN) $game_system.se_play($data_system.decision_se) place = 10 ** (@digits_max - 1 - @index) n = @number / place % 10 @number -= n * place n = (n + 1) % 10 if Input.repeat?(Input::UP) n = (n + 9) % 10 if Input.repeat?(Input::DOWN) @number += n * place refresh end last_index = @index if Input.repeat?(Input::RIGHT) cursor_right(Input.trigger?(Input::RIGHT)) end if Input.repeat?(Input::LEFT) cursor_left(Input.trigger?(Input::LEFT)) end if @index != last_index $game_system.se_play($data_system.decision_se) end update_cursor end end def refresh self.contents.clear self.contents.font.color = normal_color s = sprintf("%0*d", @digits_max, @number) for i in 0...@digits_max self.contents.draw_text(24 + i * 16, 0, 16, 24, s[i,1], 1) end end def update_cursor self.cursor_rect.set(24 + @index * 16, 0, 16, 24) end end #=============================================================================== # Scene_Bank #=============================================================================== class Scene_Bank def terminate @command_window.dispose @main.dispose @inhand.dispose @inbank.dispose @allinvested.dispose end def update @command_window.update if @command_window.active update_command end end def create_main_windows @main = Window_BankMessage.new(BANK::MSGTEXT[0]) @inhand = Window_InHand.new @inhand.y = (480 - @inhand.height) @inbank = Window_InBank.new @inbank.x = @inhand.width @inbank.y = (480 - @inbank.height) @allinvested = Window_AllInvested.new @allinvested.x = @inhand.width + @inbank.width @allinvested.y = (480 - @allinvested.height) end def create_command_window @command_window = Window_Command.new(160, [bANK::CMDTEXT[0], BANK::CMDTEXT[1], BANK::CMDTEXT[2], BANK::CMDTEXT[3], BANK::CMDTEXT[4]]) @command_window.index = 0 @command_window.y = @main.y + @main.height end def update_command if Input.trigger?(Input::B) $scene = Scene_Map.new elsif Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) case @command_window.index when 0 $scene = Scene_Deposit.new when 1 $scene = Scene_Withdraw.new when 2 $scene = Scene_PreInvest.new when 3 $scene = Scene_PreDivest.new when 4 $scene = Scene_Map.new end end end def main create_main_windows create_command_window Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze self.terminate end end #=============================================================================== # Scene_Deposit #=============================================================================== class Scene_Deposit def terminate @number_window.dispose @main.dispose end def update @number_window.update if Input.trigger?(Input::B) $scene = Scene_Bank.new elsif Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_variables[bANK::MEMORIZE] = @number_window.number $scene = Scene_Confirm.new(1) end end def create_main_windows @main = Window_BankMessage.new(BANK::MSGTEXT[1]) @number_window = Window_BankInput.new @number_window.digits_max = 7 @number_window.active = true @number_window.number = $game_variables[bANK::DEPOSIT] @number_window.opacity = 255 @number_window.y = @main.height end def main create_main_windows Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze self.terminate end end #=============================================================================== # Scene_Withdraw #=============================================================================== class Scene_Withdraw def terminate @number_window.dispose @main.dispose end def update @number_window.update if Input.trigger?(Input::B) $scene = Scene_Bank.new elsif Input.trigger?(Input::C) $game_variables[bANK::MEMORIZE] = @number_window.number $scene = Scene_Confirm.new(2) end end def create_main_windows @main = Window_BankMessage.new(BANK::MSGTEXT[5]) @number_window = Window_BankInput.new @number_window.digits_max = 7 @number_window.active = true @number_window.number = $game_variables[bANK::DEPOSIT] @number_window.opacity = 255 @number_window.y = @main.height end def main create_main_windows Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze self.terminate end end #=============================================================================== # Scene_PreInvest #=============================================================================== class Scene_PreInvest def terminate @command_window.dispose @main.dispose @sinvested.dispose @tinvested.dispose end def update @command_window.update if @command_window.active update_command end end def create_main_windows @main = Window_BankMessage.new(BANK::MSGTEXT[8]) @sinvested = Window_SInvested.new @sinvested.y = (480 - @sinvested.height) @tinvested = Window_TInvested.new @tinvested.x = @sinvested.width @tinvested.y = (480 - @tinvested.height) end def create_command_window @command_window = Window_Command.new(180, [bANK::CMDTEXT[7], BANK::CMDTEXT[8], BANK::CMDTEXT[4]]) @command_window.index = 0 @command_window.y = @main.y + @main.height end def update_command if Input.trigger?(Input::B) $scene = Scene_Bank.new elsif Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) case @command_window.index when 0 $scene = Scene_Invest.new(1) when 1 $scene = Scene_Invest.new(2) when 2 $scene = Scene_Bank.new end end end def main create_main_windows create_command_window Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze self.terminate end end #=============================================================================== # Scene_PreDivest #=============================================================================== class Scene_PreDivest def start create_command_window end def terminate @command_window.dispose @main.dispose @sinvested.dispose @tinvested.dispose end def update @command_window.update if @command_window.active update_command end end def create_main_windows @main = Window_BankMessage.new(BANK::MSGTEXT[13]) @sinvested = Window_SInvested.new @sinvested.y = (480 - @sinvested.height) @tinvested = Window_TInvested.new @tinvested.x = @sinvested.width @tinvested.y = (480 - @tinvested.height) end def create_command_window @command_window = Window_Command.new(160, [bANK::CMDTEXT[7], BANK::CMDTEXT[8], BANK::CMDTEXT[4]]) @command_window.index = 0 @command_window.y = @main.y + @main.height #semi-transparent button if there's no stock @command_window.disable_item(0) if $game_variables[bANK::SSTOCKS] == 0 @command_window.disable_item(1) if $game_variables[bANK::TSTOCKS] == 0 #@@ end def update_command if Input.trigger?(Input::B) $scene = Scene_Map.new elsif Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) case @command_window.index when 0 if $game_variables[bANK::SSTOCKS] != 0 $scene = Scene_Divest.new(1) else $game_system.se_play($data_system.buzzer_se) end when 1 if $game_variables[bANK::TSTOCKS] != 0 $scene = Scene_Divest.new(2) else $game_system.se_play($data_system.buzzer_se) end when 2 $scene = Scene_Bank.new end end end def main create_main_windows create_command_window Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze self.terminate end end #=============================================================================== # Scene_Invest #=============================================================================== class Scene_Invest def initialize(scene) @scene = scene end def terminate @main.dispose @sinvested.dispose @tinvested.dispose @number_window.dispose end def update @number_window.update if Input.trigger?(Input::B) $scene = Scene_PreInvest.new elsif Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_variables[bANK::MEMORIZE] = @number_window.number $scene = Scene_Confirm.new(2 + @scene) end end def create_main_windows if @scene == 1 #Step Invest @main = Window_BankMessage.new(BANK::MSGTEXT[9].gsub(/&/) {$data_system.words.gold}) @number_window = Window_BankInput.new @number_window.digits_max = 5 @number_window.active = true @number_window.number = 0 @number_window.opacity = 255 @number_window.y = @main.height elsif @scene == 2 #Time Invest @main = Window_BankMessage.new(BANK::MSGTEXT[10].gsub(/%/) {$data_system.words.gold}) @number_window = Window_BankInput.new @number_window.digits_max = 5 @number_window.active = true @number_window.number = 0 @number_window.opacity = 255 @number_window.y = @main.height end @sinvested = Window_SInvested.new @sinvested.y = (480 - @sinvested.height) @tinvested = Window_TInvested.new @tinvested.x = @sinvested.width @tinvested.y = (480 - @tinvested.height) end def main create_main_windows Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze self.terminate end end #class #=============================================================================== # Scene_Divest #=============================================================================== class Scene_Divest def initialize(scene) @scene = scene end def terminate @main.dispose @sinvested.dispose @tinvested.dispose @number_window.dispose end def update @number_window.update if Input.trigger?(Input::B) $scene = Scene_PreDivest.new elsif Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_variables[bANK::MEMORIZE] = @number_window.number $scene = Scene_Confirm.new(4 + @scene) end end def create_main_windows if @scene == 1 #Step Divest @main = Window_BankMessage.new(BANK::MSGTEXT[14]) @number_window = Window_BankInput.new @number_window.digits_max = 5 @number_window.active = true @number_window.number = 0 @number_window.opacity = 255 @number_window.y = @main.height elsif @scene == 2 #Time Divest @main = Window_BankMessage.new(BANK::MSGTEXT[15]) @number_window = Window_BankInput.new @number_window.digits_max = 5 @number_window.active = true @number_window.number = 0 @number_window.opacity = 255 @number_window.y = @main.height end @sinvested = Window_SInvested.new @sinvested.y = (480 - @sinvested.height) @tinvested = Window_TInvested.new @tinvested.x = @sinvested.width @tinvested.y = (480 - @tinvested.height) end def main create_main_windows Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze self.terminate end end #class #=============================================================================== # Scene_Confirm #=============================================================================== class Scene_Confirm def get_time_int(stocks) time = Graphics.frame_count / Graphics.frame_rate - $game_variables[bANK::TGT] return (time / 144) * stocks end def get_step_int(stocks) steps = $game_party.steps - $game_variables[bANK::SSTEPS] return (steps / 288) * stocks end def initialize(scene) @scene = scene @wait_count = 0 end def start create_main_windows end def terminate @main.dispose @command_window.dispose end def update @command_window.update if @command_window.active update_command end end def wait(num) while num > 0 Graphics.update num -= 1 end end def create_main_windows if @scene == 1 #deposit @main = Window_BankMessage.new(BANK::MSGTEXT[2].gsub(/% &/) {$game_variables[bANK::MEMORIZE].to_s + " " + $data_system.words.gold}) elsif @scene == 2 #withdraw @main = Window_BankMessage.new(BANK::MSGTEXT[6].gsub(/% &/) {$game_variables[bANK::MEMORIZE].to_s + " " + $data_system.words.gold}) elsif @scene == 3 #step_invest @main = Window_BankMessage.new(BANK::MSGTEXT[16].gsub(/%/) {$game_variables[bANK::MEMORIZE].to_s}) elsif @scene == 4 #time_invest @main = Window_BankMessage.new(BANK::MSGTEXT[17].gsub(/%/) {$game_variables[bANK::MEMORIZE].to_s}) elsif @scene == 5 #step_divest @main = Window_BankMessage.new(BANK::MSGTEXT[20].gsub(/%/) {$game_variables[bANK::MEMORIZE].to_s}) elsif @scene == 6 #time_divest @main = Window_BankMessage.new(BANK::MSGTEXT[21].gsub(/%/) {$game_variables[bANK::MEMORIZE].to_s}) end @command_window = Window_Command.new(160, [bANK::CMDTEXT[5], BANK::CMDTEXT[6]]) @command_window.x = (544 - @command_window.width) / 2 @command_window.y = 200 end def update_command if Input.trigger?(Input::B) if @scene == 1 #deposit $scene = Scene_Deposit.new elsif @scene == 2 #withdraw $scene = Scene_Withdraw.new elsif @scene == 3 #step_invest $scene = Scene_Invest.new(1) elsif @scene == 4 #time_invest $scene = Scene_Invest.new(2) elsif @scene == 5 #step_divest $scene = Scene_Divest.new(1) elsif @scene == 6 #time_divest $scene = Scene_Divest.new(2) end elsif Input.trigger?(Input::C) case @command_window.index when 0 if @scene == 1 #deposit if $game_variables[bANK::MEMORIZE] > $game_party.gold $game_system.se_play($data_system.buzzer_se) @main.dispose @main = Window_BankMessage.new(BANK::MSGTEXT[3].gsub(/% &/) {$game_variables[bANK::MEMORIZE].to_s + " " + $data_system.words.gold}) self.wait(60)#cazzo me invento $scene = Scene_Deposit.new elsif $game_variables[bANK::MEMORIZE] <= $game_party.gold $game_system.se_play($data_system.shop_se) $game_variables[bANK::DEPOSIT] += $game_variables[bANK::MEMORIZE] $game_party.lose_gold($game_variables[bANK::MEMORIZE]) @main.dispose @main = Window_BankMessage.new(BANK::MSGTEXT[4]) self.wait(60)#cazzo me invento self.wait(60) $scene = Scene_Bank.new end #if elsif @scene == 2 #withdraw if $game_variables[bANK::MEMORIZE] > $game_variables[bANK::DEPOSIT] $game_system.se_play($data_system.buzzer_se) @main.dispose @main = Window_BankMessage.new(BANK::MSGTEXT[19].gsub(/% &/) {$game_variables[bANK::MEMORIZE].to_s + " " + $data_system.words.gold}) self.wait(60)#cazzo me invento $scene = Scene_Withdraw.new elsif $game_variables[bANK::MEMORIZE] <= $game_variables[bANK::DEPOSIT] $game_system.se_play($data_system.shop_se) $game_party.gain_gold($game_variables[bANK::MEMORIZE]) $game_variables[bANK::DEPOSIT] -= $game_variables[bANK::MEMORIZE] @main.dispose @main = Window_BankMessage.new(BANK::MSGTEXT[7]) self.wait(60)#cazzo me invento $scene = Scene_Bank.new end elsif @scene == 3 #step_invest if $game_variables[bANK::SSTOCKS] > 0 int = get_step_int($game_variables[bANK::SSTOCKS]) $game_system.se_play($data_system.shop_se) $game_party.gain_gold(int) self.wait(60)#cazzo me invento end value = $game_variables[bANK::MEMORIZE] * 100 if value > $game_party.gold $game_system.se_play($data_system.buzzer_se) @main.dispose @main = Window_BankMessage.new(BANK::MSGTEXT[11].gsub(/% &/) {value.to_s + " " + $data_system.words.gold}) self.wait(60)#cazzo me invento $scene = Scene_Invest.new(1) elsif value <= $game_party.gold $game_system.se_play($data_system.shop_se) $game_variables[bANK::SSTOCKS] += $game_variables[bANK::MEMORIZE] $game_party.lose_gold(value) $game_variables[bANK::SSTEPS] = $game_party.steps @main.dispose @main = Window_BankMessage.new(BANK::MSGTEXT[12]) self.wait(60)#cazzo me invento $scene = Scene_Bank.new end #if elsif @scene == 4 #time_invest if $game_variables[bANK::TSTOCKS] > 0 int = get_time_int($game_variables[bANK::TSTOCKS]) $game_system.se_play($data_system.shop_se) $game_party.gain_gold(int) self.wait(60)#cazzo me invento end value = $game_variables[bANK::MEMORIZE] * 100 if value > $game_party.gold $game_system.se_play($data_system.buzzer_se) @main.dispose @main = Window_BankMessage.new(BANK::MSGTEXT[11].gsub(/% &/) {value.to_s + " " + $data_system.words.gold}) self.wait(60)#cazzo me invento $scene = Scene_Invest.new(2) elsif value <= $game_party.gold $game_system.se_play($data_system.shop_se) $game_variables[bANK::TSTOCKS] += $game_variables[bANK::MEMORIZE] $game_party.lose_gold(value) $game_variables[bANK::TGT] = Graphics.frame_count / Graphics.frame_rate @main.dispose @main = Window_BankMessage.new(BANK::MSGTEXT[12]) self.wait(60)#cazzo me invento $scene = Scene_Bank.new end #if elsif @scene == 5 #step_divest if $game_variables[bANK::MEMORIZE] > $game_variables[bANK::SSTOCKS] $game_system.se_play($data_system.buzzer_se) @main.dispose @main = Window_BankMessage.new(BANK::MSGTEXT[22].gsub(/%/) {$game_variables[bANK::MEMORIZE].to_s}) self.wait(60)#cazzo me invento $scene = Scene_Divest.new(1) elsif $game_variables[bANK::MEMORIZE] <= $game_variables[bANK::SSTOCKS] int = get_step_int($game_variables[bANK::SSTOCKS]) int += 100 * $game_variables[bANK::MEMORIZE] $game_system.se_play($data_system.shop_se) $game_variables[bANK::SSTOCKS] -= $game_variables[bANK::MEMORIZE] $game_party.gain_gold(int) @main.dispose @main = Window_BankMessage.new(BANK::MSGTEXT[18]) self.wait(60)#cazzo me invento $scene = Scene_Bank.new end elsif @scene == 6 #time_divest if $game_variables[bANK::MEMORIZE] > $game_variables[bANK::TSTOCKS] $game_system.se_play($data_system.buzzer_se) @main.dispose @main = Window_BankMessage.new(BANK::MSGTEXT[23].gsub(/%/) {$game_variables[bANK::MEMORIZE].to_s}) self.wait(60)#cazzo me invento $scene = Scene_Divest.new(2) elsif $game_variables[bANK::MEMORIZE] <= $game_variables[bANK::TSTOCKS] int = get_time_int($game_variables[bANK::TSTOCKS]) int += 100 * $game_variables[bANK::MEMORIZE] $game_system.se_play($data_system.shop_se) $game_variables[bANK::TSTOCKS] -= $game_variables[bANK::MEMORIZE] $game_party.gain_gold(int) @main.dispose @main = Window_BankMessage.new(BANK::MSGTEXT[18]) self.wait(60)#cazzo me invento $scene = Scene_Bank.new end end #if when 1 if @scene == 1 #deposit $scene = Scene_Deposit.new elsif @scene == 2 #withdraw $scene = Scene_Withdraw.new elsif @scene == 3 #step_invest $scene = Scene_Invest.new(1) elsif @scene == 4 #time_invest $scene = Scene_Invest.new(2) elsif @scene == 5 #step_divest $scene = Scene_Divest.new(1) elsif @scene == 6 #time_divest $scene = Scene_Divest.new(2) end #if end #case end #if end #def def main create_main_windows Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze self.terminate end end #class Bugs e Conflitti NotiDifficile che abbia conflitti, ma se ne trovate... che si fa?Altri DettagliNel momento stesso in cui ho pubblicato su internet questo script l'ho condannato a subire abusi di ogni sorta. Quindi creditate, non creditate, spacciatelo per vostro, dite che ve l'ha programmato il cane. Chissenefrega!PS: QUESTO SCRIPT È MEDIOCRE! LO SO CHE LA VOSTRA BANCA È DIFFERENTE! Edited April 27, 2013 by Dilos Script monoriga sistemato. Link to comment Share on other sites More sharing options...
Lomax af Posted May 26, 2011 Share Posted May 26, 2011 (edited) Grazie gino.. :smile: :smile: Ora lo provo e ti faccio sapere.. :smile: EDIT: scusate la troppa niub. ma ho un problema per inserire lo script dentro l'editor rgss.nel senso.. che si visualizza tutto su un unica riga. e questa prima riga sovraccarica di tutti quei datirende i codici della stringa invisibili.come sconfiggere l'insano problema?? :smile: Edited May 26, 2011 by Lomax af ......Cospladya 2011La mia Lightning: http://img69.imageshack.us/img69/4672/43078798.png ........Nissa comix 2011vincitori come miglior gruppo:http://img521.imageshack.us/img521/668/migliorgrupponissacomix.png Link to comment Share on other sites More sharing options...
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