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script per banca oggetti


Kingartur2
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mi servirebbe uno script che comprendesse solo una banca degli oggetti.

Ve lo chiedo dopo aver tentat inutilmente per mezz'ora di modificare script di banche oggetti e soldi

Per qualsiasi motivo non aprite questo spoiler.

 

 

Ho detto di non aprirlo !

 

 

Se lo apri ancora esplode il mondo.

 

 

Aaaaaa è un vizio.

 

 

Contento? Il mondo è esploso, sono tutti morti

per colpa della tua curiosità .

 

 

Vuoi che ti venga anche il morbillo, la varicella e l'AIDS???

 

 

O bravo ora sei un malato terminale e nessuno

ti puo curare, sono tutti morti !

 

 

Se clicchi ancora una volta il PC esplode.

 

 

E dai smettila !!

 

Uff!! Hai cliccato tante volte che ho dovuto sostituirlo con un codebox.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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Dopo 3000 ore ci sono riuscito finalmente

 

 

Ecco qua la banca x soli oggetti

Ho messo font arial poi cambialo come vuoi te

dimmi se ci sono problemi!

 

 

 

 

 

 

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

#_/script da fare nell'evento: --> chiama_banca <--

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

#_/ ??????????????????????????

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

module KGC

$game_special_elements = {}

$imported = {}

$data_states = load_data("Data/States.rxdata")

$data_system = load_data("Data/System.rxdata")

end

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

# ? ???????? ?

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

 

module KGC

 

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

DEPOSITORY_COMMAND = [

 

"Deposita Oggetti", # ????????

"Ritira Oggetti",

# ?????????

]

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

DEPOSITORY_HELP = [

 

"Deposita Oggetti", # ????????

"Ritira Oggetti" ,

# ?????????

]

 

 

 

# ????????????????(????????)

 

DEPOSIT_ITEM = "Deposita Oggetti"

# ?????????????????(???????)

WDEPOSIT_ITEM = "Ritira Oggetti"

end

 

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

 

$imported = {} if $imported == nil

$imported["Banca"] = true

 

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

# ? ????????

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

def chiama_banca

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

$game_player.straighten

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

$scene = Scene_Depository.new

end

 

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

 

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

# ¦ Game_Party

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

 

class Game_Party

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

# ? ?????????

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

alias initialize_KGC_Depository initialize

def initialize

# ???????

initialize_KGC_Depository

$defaultfonttype = "Arial"

 

 

@deposit_item, @deposit_weapon, @deposit_armor = [], [], []

end

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

# ? ??????

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

 

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

# ? ??????

# number : ???

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

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

# ? ??????

# number : ???

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

 

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

# ? ?????????

# id : ID

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

def deposit_item_number(id)

$defaultfonttype = "Arial"

@deposit_item = [] if @deposit_item == nil

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

end

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

# ? ?????????

# id : ID

# number : ??

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

def gain_deposit_item(id, number)

$defaultfonttype = "Arial"

@deposit_item = [] if @deposit_item == nil

@deposit_item[id] = 0 if @deposit_item[id] == nil

@deposit_item[id] += number

end

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

# ? ?????????

# id : ID

# number : ??

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

def lose_deposit_item(id, number)

$defaultfonttype = "Arial"

self.gain_deposit_item(id, -number)

end

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

# ? ???????

# id : ID

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

def deposit_weapon_number(id)

@deposit_weapon = [] if @deposit_weapon == nil

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

end

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

# ? ???????

# id : ID

# number : ??

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

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

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

# ? ???????

# id : ID

# number : ??

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

def lose_deposit_weapon(id, number)

self.gain_deposit_weapon(id, -number)

end

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

# ? ???????

# id : ID

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

def deposit_armor_number(id)

@deposit_armor = [] if @deposit_armor == nil

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

end

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

# ? ???????

# id : ID

# number : ??

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

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

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

# ? ???????

# id : ID

# number : ??

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

def lose_deposit_armor(id, number)

self.gain_deposit_armor(id, -number)

end

end

 

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

 

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

# ¦ Window_DepositoryCommand

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

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

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

 

class Window_DepositoryCommand < Window_Selectable

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

# ? ?????????

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

def initialize

super(0, 64, 640, 64)

self.y = 128 if $imported["HelpExtension"]

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

self.contents.font.name = "Arial"

self.contents.font.size = 20

# ?????????

@commands = KGC::DEPOSITORY_COMMAND

@item_max = 2 #@commands.size

@column_max = 2 #@commands.size

@item_width = (width - 32) / 2 #@commands.size

self.back_opacity = 160

self.index = 0

refresh

end

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

# ? ??????

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

def refresh

for i in 0...2 #@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.font.name = "Arial"

self.contents.draw_text(rect, @commands, 1)

end

end

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

# ? ?????????

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

def update_cursor_rect

if index != -1

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

end

end

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

# ? ?????????

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

def update_help

$defaultfonttype = "Arial"

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

end

end

 

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

 

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

#

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

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

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

 

 

 

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

# ¦ Window_DepositoryItem

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

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

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

 

class Window_DepositoryItem < Window_Selectable

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

# ? ?????????

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

def initialize

super(0, 128, 640, 352)

if $imported["HelpExtension"]

self.y = 192

self.height = 288

end

self.back_opacity = 160

self.active = false

self.visible = false

@column_max = 2

#self.contents.font.name = "Arial"

#self.contents.font.size = 20

self.index = 0

end

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

# ? ???????

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

def item

return @data[self.index]

end

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

# ? ??????

# type : ??

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

def refresh(type)

if self.contents != nil

self.contents.dispose

self.contents = nil

end

@data = []

self.index = 0

# ????·??·?????

if type == 0

for i in 1...$data_items.size

if $game_party.item_number(i) > 0

@data.push($data_items)

end

end

for i in 1...$data_weapons.size

if $game_party.weapon_number(i) > 0

@data.push($data_weapons)

end

end

for i in 1...$data_armors.size

if $game_party.armor_number(i) > 0

@data.push($data_armors)

end

end

else

for i in 1...$data_items.size

if $game_party.deposit_item_number(i) > 0

@data.push($data_items)

end

end

for i in 1...$data_weapons.size

if $game_party.deposit_weapon_number(i) > 0

@data.push($data_weapons)

end

end

for i in 1...$data_armors.size

if $game_party.deposit_armor_number(i) > 0

@data.push($data_armors)

end

end

 

end

# ???? 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

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

# ? ?????

# index : ????

# type : ??

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

def draw_item(index, type)

$defaultfonttype = "Arial"

item = @data[index]

case item

when RPG::Item

number = type == 0 ? $game_party.item_number(item.id) :

$game_party.deposit_item_number(item.id)

when RPG::Weapon

number = type == 0 ? $game_party.weapon_number(item.id) :

$game_party.deposit_weapon_number(item.id)

when RPG::Armor

number = type == 0 ? $game_party.armor_number(item.id) :

$game_party.deposit_armor_number(item.id)

end

x = 4 + index % 2 * (288 + 32)

y = index / 2 * 32

rect = Rect.new(x, y, self.width / @column_max - 32, 32)

self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))

bitmap = RPG::Cache.icon(item.icon_name)

self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))

self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)

self.contents.draw_text(x + 240, y, 16, 32, ":", 1)

self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)

end

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

# ? ?????????

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

def update_help

$defaultfonttype = "Arial"

 

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

end

end

 

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

 

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

# ¦ Window_DepositoryNumber

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

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

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

 

class Window_DepositoryNumber < Window_Base

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

# ? ?????????

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

def initialize

$defaultfonttype = "Arial"

@digits_max, @number = 2, 0

# ??????????????? (0~9 ??????)

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

self.contents.font.name = "Arial"

self.contents.font.size = 20

end

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

# ? ???????

# item : ????

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

def item=(item)

@item = item

end

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

# ? ?????

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

def number

return @number

end

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

# ? ?????

# number : ?????

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

def number=(number)

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

refresh

end

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

# ? ?????????

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

def update_cursor_rect

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

end

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

# ? ????

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

def reset(type)

@number = 0

@index = @digits_max - 1

if type == 0

case @item

when RPG::Item

@max = $game_party.item_number(@item.id)

dep = $game_party.deposit_item_number(@item.id)

when RPG::Weapon

@max = $game_party.weapon_number(@item.id)

dep = $game_party.deposit_weapon_number(@item.id)

when RPG::Armor

@max = $game_party.armor_number(@item.id)

dep = $game_party.deposit_armor_number(@item.id)

end

# ??????????

self.contents.fill_rect(0, 64, width - 32, 32, Color.new(0, 0, 0, 0))

self.contents.font.color = system_color

self.contents.font.name = "Arial"

self.contents.draw_text(0, 64, width - 32, 32, "#{dep} Depositati")

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

# ??????

self.contents.fill_rect(0, 64, width - 32, 32, Color.new(0, 0, 0, 0))

self.contents.font.color = system_color

self.contents.font.name = "Arial"

self.contents.draw_text(0, 64, width - 32, 32, "#{having} Posseduti")

end

refresh

end

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

# ? ??????

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

def refresh

self.contents.fill_rect(0, 32, width - 32, 32, Color.new(0, 0, 0, 0))

self.contents.font.color = normal_color

s = sprintf("%0*d", @digits_max, @number)

for i in 0...@digits_max

self.contents.draw_text(i * @cursor_width + 4, 32, 32, 32, s[i,1])

end

end

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

# ? ?????

# string : ?????

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

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

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

# ? ?????

# nw : ????

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

def resize(nw)

self.width = nw

buf = self.contents.dup

self.contents.dispose

self.contents = Bitmap.new(nw - 32, 96)

self.contents.blt(0, 0, buf, buf.rect)

buf.dispose

end

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

# ? ????

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

def centering

self.x = 320 - self.width / 2

self.y = 240 - self.height / 2

end

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

# ? ??????

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

def update

super

return unless self.active

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

if Input.repeat?(Input::UP) || Input.repeat?(Input::DOWN)

$game_system.se_play($data_system.cursor_se)

# ???????????????? 0 ???

place = 10 ** (@digits_max - 1 - @index)

n = self.number / place % 10

self.number -= n * place

# ??? +1???? -1

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 Scene_Depository

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

# ? ?????

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

def main

# ??????????

@spriteset = Spriteset_Map.new

# ??????????

if $imported["HelpExtension"]

@dummy_window = Window_Base.new(0, 192, 640, 288)

@help_window = Window_HelpExtension.new

else

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

@help_window = Window_Help.new

end

@dummy_window.back_opacity = 160

@help_window.back_opacity = 160

@command_window = Window_DepositoryCommand.new

 

@item_window = Window_DepositoryItem.new

@number_window = Window_DepositoryNumber.new

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

@command_window.help_window = @help_window

@item_window.help_window = @help_window

# ?????????

Graphics.transition

# ??????

loop do

# ????????

Graphics.update

# ???????

Input.update

# ??????

update

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

if $scene != self

break

end

end

# ?????????

Graphics.freeze

# ??

@spriteset.dispose

@dummy_window.dispose

@help_window.dispose

@command_window.dispose

 

@item_window.dispose

@number_window.dispose

end

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

# ? ??????

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

def update

# ????????

@dummy_window.update

@help_window.update

@command_window.update

 

@item_window.update

@number_window.update

# ??????????????????: update_command ???

if @command_window.active

update_command

return

end

 

# ??????????????????: update_item ???

if @item_window.active

update_item

return

end

# ????????????????: update_number ???

if @number_window.active

update_number

return

end

end

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

# ? ?????? (??????????????????)

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

def update_command

# B ??????????

if Input.trigger?(Input::B)

# ????? SE ???

$game_system.se_play($data_system.cancel_se)

# ??????????

$scene = Scene_Map.new

return

end

# C ??????????

if Input.trigger?(Input::C)

# ?? SE ???

$game_system.se_play($data_system.decision_se)

# ?????????

case @command_window.index

 

 

 

 

 

when 0

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

@item_window.active = true

@item_window.visible = true

@item_window.refresh(0)

when 1

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

@item_window.active = true

@item_window.visible = true

@item_window.refresh(1)

end

@command_window.active = false

# ??????????

@dummy_window.visible = false

return

end

end

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

# ? ?????? (??????????????????)

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

 

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

# ? ?????? (??????????????????)

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

def update_item

# B ??????????

if Input.trigger?(Input::B)

# ????? SE ???

$game_system.se_play($data_system.cancel_se)

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

@command_window.active = true

@item_window.active = false

@item_window.visible = false

@dummy_window.visible = true

return

end

# C ??????????

if Input.trigger?(Input::C)

# ?????????

@item = @item_window.item

# ?????

if @item == nil

# ??? SE ???

$game_system.se_play($data_system.buzzer_se)

return

end

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

@number_window.item = @item

# ?? SE ???

$game_system.se_play($data_system.decision_se)

# ?????????

case @command_window.index

when 0 # ???

@number_window.set_text(KGC::DEPOSIT_ITEM)

when 1# ????

@number_window.set_text(KGC::WDEPOSIT_ITEM)

end

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

@number_window.reset(@command_window.index)

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

@item_window.active = false

@number_window.active = true

@number_window.visible = true

return

end

end

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

# ? ?????? (????????????????)

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

def update_number

# B ??????????

if Input.trigger?(Input::B)

# ????? SE ???

$game_system.se_play($data_system.cancel_se)

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

@item_window.active = true

@number_window.active = false

@number_window.visible = false

return

end

# C ??????????

if Input.trigger?(Input::C)

# ?? SE ???

$game_system.se_play($data_system.decision_se)

number = @number_window.number

# ?????????

case @command_window.index

when 0 # ???

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 1 # ????

case @item

when RPG::Item

$game_party.gain_item(@item.id, number)

$game_party.lose_deposit_item(@item.id, number)

when RPG::Weapon

$game_party.gain_weapon(@item.id, number)

$game_party.lose_deposit_weapon(@item.id, number)

when RPG::Armor

$game_party.gain_armor(@item.id, number)

$game_party.lose_deposit_armor(@item.id, number)

end

end

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

@item_window.refresh(@command_window.index)

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

@item_window.active = true

@number_window.active = false

@number_window.visible = false

return

end

end

end

 

 

 

 

 

 

 

 

 

 

 

http://files.nireblog.com/blogs4/narutozorro9kolas/files/firma-naruto-y-yondaime.gif

 

 

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  • 0

come prima cosa ti chiedo scusa andre4e ma avevo risolto questo problema gia dal 1° agosto ma ho dimenticato di mettere risolto.....

Anche se hai fatto solo una piccola modifica alllo script banca per soldi e oggetti

Per qualsiasi motivo non aprite questo spoiler.

 

 

Ho detto di non aprirlo !

 

 

Se lo apri ancora esplode il mondo.

 

 

Aaaaaa è un vizio.

 

 

Contento? Il mondo è esploso, sono tutti morti

per colpa della tua curiosità .

 

 

Vuoi che ti venga anche il morbillo, la varicella e l'AIDS???

 

 

O bravo ora sei un malato terminale e nessuno

ti puo curare, sono tutti morti !

 

 

Se clicchi ancora una volta il PC esplode.

 

 

E dai smettila !!

 

Uff!! Hai cliccato tante volte che ho dovuto sostituirlo con un codebox.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

http://s8.postimg.org/yntv9nxld/Banner.png

http://img204.imageshack.us/img204/8039/sccontest3octpl3.gif

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  • 0

Mi hai fatto faticare x nulla?

Se mi vuoi morto dimmelo xD

:sisi: :biggrin:

Il tuo script della banca x soli oggetti è diverso dal mio??

se si inviamelo x mp voglio vedere comè sono curioso

 

 

http://files.nireblog.com/blogs4/narutozorro9kolas/files/firma-naruto-y-yondaime.gif

 

 

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