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[Resolvido]Erro Sistema de cash Nanzin!
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Aldeia RPG :: RPG Maker :: Rpg Maker XP :: Dúvidas e pedidos
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[Resolvido]Erro Sistema de cash Nanzin!
Iai gente tava aqui colocando os sistemas que tem no meu projeto para um np vazio dai deu um erro no script "[SYS] Max_Item" na linha 120:
Script:
Script:
- Código:
#=================================================================
# MOG Item Limit V1.9
# CREED: Jonny D' Guetta Por Disponibilizar
# Modified BY: Nanzin, adaptaçao ao NP Master v3.1
#=================================================================
# By Moghunter
# http://www.atelier-rgss.com
#=================================================================
# Permite definir o limite maximo para cada item, armas
# ou armaduras.
#=================================================================
module MAX_ITENS
#-------------------------------------------------------------------------------
# Definição do limite padrão.
#-------------------------------------------------------------------------------
DEFAULT_LIMIT = 999999
#-------------------------------------------------------------------------------
# A => B
#
# A = ID do item, armadura ou arma
# B = Quantidade de itens maximo.
#
#-------------------------------------------------------------------------------
#Definição do limite maximo de Itens.
#-------------------------------------------------------------------------------
ITEM_LIMIT = {
500=>999999, #Galeoes
8=>999999,
}
#-------------------------------------------------------------------------------
#Definição do limite maximo de armas.
#-------------------------------------------------------------------------------
WEAPON_LIMIT = {
1=>999999,
}
#-------------------------------------------------------------------------------
#Definição do limite maximo de armaduras.
#-------------------------------------------------------------------------------
ARMOR_LIMIT = {
}
#-------------------------------------------------------------------------------
#Definição do limite maximo de dinheiro
#-------------------------------------------------------------------------------
GOLD_LIMIT = 10000000
#-------------------------------------------------------------------------------
end
#===============================================================================
# Game_Party
#===============================================================================
class Game_Party
#--------------------------------------------------------------------------
# gain_item
#--------------------------------------------------------------------------
alias mog45_gain_item gain_item
def gain_item(item_id, n)
if item_id > 0
item_limit = MAX_ITENS::ITEM_LIMIT[item_id]
if item_limit != nil
@items[item_id] = [[item_number(item_id) + n, 0].max, item_limit].min
else
@items[item_id] = [[item_number(item_id) + n, 0].max, MAX_ITENS::DEFAULT_LIMIT].min
end
end
return
mog45_gain_item(item_id, n)
end
#--------------------------------------------------------------------------
# gain_weapon
#--------------------------------------------------------------------------
alias mog45_gain_weapon gain_weapon
def gain_weapon(weapon_id, n)
if weapon_id > 0
weapon_limit = MAX_ITENS::WEAPON_LIMIT[weapon_id]
if weapon_limit !=nil
@weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, weapon_limit].min
else
@weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, MAX_ITENS::DEFAULT_LIMIT].min
end
end
return
mog45_gain_weapon(weapon_id, n)
end
#--------------------------------------------------------------------------
# gain_armor
#--------------------------------------------------------------------------
alias mog45_gain_armor gain_armor
def gain_armor(armor_id, n)
if armor_id > 0
armor_limit = MAX_ITENS::ARMOR_LIMIT[armor_id]
if armor_limit != nil
@armors[armor_id] = [[armor_number(armor_id) + n, 0].max, armor_limit].min
else
@armors[armor_id] = [[armor_number(armor_id) + n, 0].max, MAX_ITENS::DEFAULT_LIMIT].min
end
end
return
mog45_gain_armor
end
#--------------------------------------------------------------------------
# gain_gold
#--------------------------------------------------------------------------
def gain_gold(n)
@gold = [[@gold + n, 0].max, MAX_ITENS::GOLD_LIMIT].min
Network::Main.send_gold
$game_party.gain_item(Item_Ouro::Item_Id.to_i,n)
$item_w.refresh if $item_w.visible
$janela_gold_w.refresh if $item_w.visible
salvar
end
#----------------------------------------------------------------
# Galeoes
#---------------------------------------------------------------
#def gain_galoes(n)
#@cash = [[@cash + n, 0].max, MOG::GOLD_LIMIT].min
#end
#end
def gain_cash(n)
@cash = [[@cash + n, 0].max, MAX_ITENS::GOLD_LIMIT].min
Network::Main.send_cash
$game_party.gain_item(Item_Cash::Cash_Id.to_i,n)
$item_w.refresh if $item_w.visible
$janela_cash_w.refresh if $item_w.visible
salvar
end
end
#===============================================================================
# Scene_Shop
#===============================================================================
class Scene_Shop
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
alias mog45_update update
def update
if @sell_window.active == true
$sell = true
else
$sell = false
end
mog45_update
end
#--------------------------------------------------------------------------
# Update_buy
#--------------------------------------------------------------------------
alias mog45_update_buy update_buy
def update_buy
if Input.trigger?(Input::C)
@item = @buy_window.item
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
item_limit = MAX_ITENS::ITEM_LIMIT[@item.id]
if item_limit != nil
if number >= item_limit
$game_system.se_play($data_system.buzzer_se)
return
end
else
if number == MOG::DEFAULT_LIMIT
$game_system.se_play($data_system.buzzer_se)
return
end
end
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
weapon_limit = MAX_ITENS::WEAPON_LIMIT[@item.id]
if weapon_limit != nil
if number >= weapon_limit
$game_system.se_play($data_system.buzzer_se)
return
end
else
if number == MAX_ITENS::DEFAULT_LIMIT
$game_system.se_play($data_system.buzzer_se)
return
end
end
when RPG::Armor
number = $game_party.armor_number(@item.id)
armor_limit = MAX_ITENS::ARMOR_LIMIT[@item.id]
if armor_limit != nil
if number >= armor_limit
$game_system.se_play($data_system.buzzer_se)
return
end
else
if number == MAX_ITENS::DEFAULT_LIMIT
$game_system.se_play($data_system.buzzer_se)
return
end
end
end
end
mog45_update_buy
end
end
#===============================================================================
# Window_ShopNumber
#===============================================================================
class Window_ShopNumber < Window_Base
#--------------------------------------------------------------------------
# set
#--------------------------------------------------------------------------
# alias mog45_set set
def set(item, max, price)
@item = item
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
item_limit = MAX_ITENS::ITEM_LIMIT[@item.id]
if item_limit!= nil
if $sell == true
valor = item_limit - number
@max = item_limit - valor
else
@max = item_limit - number
end
else
if $sell == true
valor = MAX_ITENS::DEFAULT_LIMIT - number
@max = MAX_ITENS::DEFAULT_LIMIT - valor
else
@max = MAX_ITENS::DEFAULT_LIMIT - number
end
end
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
weapon_limit = MAX_ITENS::WEAPON_LIMIT[@item.id]
if weapon_limit!= nil
if $sell == true
valor = weapon_limit - number
@max = weapon_limit - valor
else
@max = weapon_limit - number
end
else
if $sell == true
valor = MAX_ITENS::DEFAULT_LIMIT - number
@max = MAX_ITENS::DEFAULT_LIMIT - valor
else
@max = MAX_ITENS::DEFAULT_LIMIT - number
end
end
when RPG::Armor
number = $game_party.armor_number(@item.id)
armor_limit = MAX_ITENS::ARMOR_LIMIT[@item.id]
if armor_limit!= nil
if $sell == true
valor = armor_limit - number
@max = armor_limit - valor
else
@max = armor_limit - number
end
else
if $sell == true
valor = MAX_ITENS::DEFAULT_LIMIT - number
@max = MAX_ITENS::DEFAULT_LIMIT - valor
else
@max = MAX_ITENS::DEFAULT_LIMIT - number
end
end
end
@price = price
@number = 1
refresh
return
mog45_set set(item, max, price)
end
end
#===============================================================================
# Window_Item
#===============================================================================
class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
item_number = MAX_ITENS::ITEM_LIMIT[item.id]
when RPG::Weapon
number = $game_party.weapon_number(item.id)
item_number = MAX_ITENS::WEAPON_LIMIT[item.id]
when RPG::Armor
number = $game_party.armor_number(item.id)
item_number = MAX_ITENS::ARMOR_LIMIT[item.id]
end
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
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)
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)
if item_number != nil
self.contents.draw_text(x + 220, y, 60, 32, number.to_s + " / " + item_number.to_s, 2)
else
max_limit = MAX_ITENS::DEFAULT_LIMIT
self.contents.draw_text(x + 220, y, 60, 32, number.to_s + " / " + max_limit.to_s, 2)
end
end
end
#===============================================================================
# Window_Item_Ex
#===============================================================================
class Window_Item_Ex < Window_Selectable
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
item_number = MAX_ITENS::ITEM_LIMIT[item.id]
end
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 1 * (288 + 32)
y = index / 1 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.font.name = "Georgia"
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, 190, 32, item.name, 0)
if item_number != nil
self.contents.draw_text(x + 195, y, 60, 32, number.to_s + " / " + item_number.to_s, 2)
else
max_limit = MAX_ITENS::DEFAULT_LIMIT
self.contents.draw_text(x + 195, y, 60, 32, number.to_s + " / " + max_limit.to_s, 2)
end
end
end
#===============================================================================
# Window_Weapon
#===============================================================================
class Window_Weapon < Window_Selectable
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
case item
when RPG::Weapon
number = $game_party.weapon_number(item.id)
item_number = MAX_ITENS::WEAPON_LIMIT[item.id]
end
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 1 * (288 + 32)
y = index / 1 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.font.name = "Georgia"
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, 190, 32, item.name, 0)
if item_number != nil
self.contents.draw_text(x + 195, y, 60, 32, number.to_s + " / " + item_number.to_s, 2)
else
max_limit = MAX_ITENS::DEFAULT_LIMIT
self.contents.draw_text(x + 195, y, 60, 32, number.to_s + " / " + max_limit.to_s, 2)
end
end
end
#===============================================================================
# Window_Armor
#===============================================================================
class Window_Armor < Window_Selectable
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
case item
when RPG::Armor
number = $game_party.armor_number(item.id)
item_number = MAX_ITENS::ARMOR_LIMIT[item.id]
end
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 1 * (288 + 32)
y = index / 1 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.font.name = "Georgia"
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, 190, 32, item.name, 0)
if item_number != nil
self.contents.draw_text(x + 195, y, 60, 32, number.to_s + " / " + item_number.to_s, 2)
else
max_limit = MAX_ITENS::DEFAULT_LIMIT
self.contents.draw_text(x + 195, y, 60, 32, number.to_s + " / " + max_limit.to_s, 2)
end
end
end
#===============================================================================
# Window_ShopStatus
#===============================================================================
class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
alias mog45_refresh refresh
def refresh
if $mog_rgss_menu_shop != nil
mog45_refresh
return false
end
self.contents.clear
if @item == nil
return
end
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
item_max = MAX_ITENS::ITEM_LIMIT[@item.id]
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
item_max = MAX_ITENS::WEAPON_LIMIT[@item.id]
when RPG::Armor
number = $game_party.armor_number(@item.id)
item_max = MAX_ITENS::ARMOR_LIMIT[@item.id]
end
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 200, 32, "Stock")
self.contents.font.color = normal_color
if item_max != nil
self.contents.draw_text(155, 0, 80, 32, number.to_s + " / " + item_max.to_s, 2)
else
max_limit = MAX_ITENS::DEFAULT_LIMIT
self.contents.draw_text(155, 0, 80, 32, number.to_s + " / " + max_limit.to_s, 2)
end
if @item.is_a?(RPG::Item)
return
end
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.equippable?(@item)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)
if @item.is_a?(RPG::Weapon)
item1 = $data_weapons[actor.weapon_id]
elsif @item.kind == 0
item1 = $data_armors[actor.armor1_id]
elsif @item.kind == 1
item1 = $data_armors[actor.armor2_id]
elsif @item.kind == 2
item1 = $data_armors[actor.armor3_id]
else
item1 = $data_armors[actor.armor4_id]
end
if actor.equippable?(@item)
if @item.is_a?(RPG::Weapon)
atk1 = item1 != nil ? item1.atk : 0
atk2 = @item != nil ? @item.atk : 0
change = atk2 - atk1
end
if @item.is_a?(RPG::Armor)
pdef1 = item1 != nil ? item1.pdef : 0
mdef1 = item1 != nil ? item1.mdef : 0
pdef2 = @item != nil ? @item.pdef : 0
mdef2 = @item != nil ? @item.mdef : 0
change = pdef2 - pdef1 + mdef2 - mdef1
end
self.contents.draw_text(124, 64 + 64 * i, 112, 32,
sprintf("%+d", change), 2)
end
if item1 != nil
x = 4
y = 64 + 64 * i + 32
bitmap = RPG::Cache.icon(item1.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, item1.name)
end
end
return true
mog45_refresh
end
end
#===============================================================================
# Window_ShopSell
#===============================================================================
class Window_ShopSell < Window_Selectable
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize
if $mog_rgss_menu_shop != nil
super(-10, 180, 305, 225)
self.opacity = 0
@column_max = 1
refresh
self.index = 0
else
super(0, 128, 640, 352)
@column_max = 2
refresh
self.index = 0
end
end
#--------------------------------------------------------------------------
# Draw_item
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
item_number = MAX_ITENS::ITEM_LIMIT[item.id]
when RPG::Weapon
number = $game_party.weapon_number(item.id)
item_number = MAX_ITENS::WEAPON_LIMIT[item.id]
when RPG::Armor
number = $game_party.armor_number(item.id)
item_number = MAX_ITENS::ARMOR_LIMIT[item.id]
end
if item.price > 0
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
if $mog_rgss_menu_shop == nil
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)
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)
if item_number != nil
self.contents.draw_text(x + 220, y, 60, 32, number.to_s + " / " + item_number.to_s, 2)
else
max_limit = MAX_ITENS::DEFAULT_LIMIT
self.contents.draw_text(x + 220, y, 60, 32, number.to_s + " / " + max_limit.to_s, 2)
end
else
self.contents.font.name = "Georgia"
x = 4 + index % 1 * (288 + 32)
y = index / 1 * 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)
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, 150, 32, item.name, 0)
self.contents.font.color = Color.new(50,250,150,255)
prc = item.price / 2
self.contents.draw_text(x + 180, y, 80, 32, "+G " + prc.to_s, 2)
end
end
end
$mog_rgss_Item_Limit = true
_________________
Re: [Resolvido]Erro Sistema de cash Nanzin!
Nome do erro por favor, transcreva o que estava escrito na janela de erro.
Última edição por RD12 em Sáb Jun 30, 2012 10:07 pm, editado 1 vez(es)
Re: [Resolvido]Erro Sistema de cash Nanzin!
Adicione isso acima da linha de erro:
- Código:
@cash = 0 if @cash.nil?
Re: [Resolvido]Erro Sistema de cash Nanzin!
Vlw cara agora ta normal, você é D+ cara +1 para você
_________________
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Aldeia RPG :: RPG Maker :: Rpg Maker XP :: Dúvidas e pedidos
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