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Sistema de banco compatível com NP4.0
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Aldeia RPG :: RPG Maker :: Rpg Maker XP :: Dúvidas e pedidos
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Sistema de banco compatível com NP4.0
Estou precisando de um sistema de banco, para o netplay master v4
eu já peguei vários sistemas de banco, testei todos da aldeia rpg, da MRM etc..
mais todos tem 1 defeito, uma falha e talz..
intão se alguém tiver, um que pelo menos guarde só items, ou items e ouros, vai me ajudar muito (:
Daniel Carvalho- Ocasional
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Re: Sistema de banco compatível com NP4.0
sim cara eu fiz um
- Código:
#Script De Deposito
#Com este script você poderar depositar e retirar itens
#usando um evento
#E só criar um evento e colocar a opção chamar script
##$scene = Scene_Depository.new#
#Creditos:Autor: KGC
#Editor: Samuka_Maker
#Msn: smkpsb@hotmail.com
################################################################
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/ ?Espace de Stockage - KGC_Depository ? Translated by Ojiro -
#_/----------------------------------------------------------------------------
#_/ Espace de stockage pour objets et monaie.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
class Window_DepositoryCommand < Window_Selectable
# ?Nom des commandes de l'espace de stockage
DEPOSITORY_COMMAND = [
"Depositar itens", # Guardar itens
"Sacar itens" # Retirar itens
]
# ?Définitions des commandes
DEPOSITORY_HELP = [
"Guardar um objeto", # Guardar um objeto
"retirar um objeto" # Retirar um objeto
]
end
class Scene_Depository
DEPOSIT_ITEM = "Depositar?"
WDEPOSIT_ITEM = "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_item = []
@deposit_weapon = []
@deposit_armor = []
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 : Quantidade
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? Depositar objeto?
# id : ID
# number : Quantidade
#--------------------------------------------------------------------------
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 : Quantidade
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? Depositar arma?
# id : ID
# number : Quantidade
#--------------------------------------------------------------------------
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 : Quantidade
#--------------------------------------------------------------------------
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 : Quantidade
#--------------------------------------------------------------------------
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_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 = $game_party.deposit_armor_number(@item.id)
end
# Affiche la quantité déposé
self.contents.fill_rect(0, 64, width - 32, 32, Color.new(0, 0, 0, 0))
self.contents.font.color = system_color
self.contents.draw_text(0, 64, width - 32, 32, "Banco:#{dep}")
else
case @item
when RPG::Item
@max = [$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, "Bag:#{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
@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
@item_window.dispose
@number_window.dispose
end
#--------------------------------------------------------------------------
# ? Actualisation
#--------------------------------------------------------------------------
def update
# Actualisation des fenêtres
@dummy_window.update
@help_window.update
@command_window.update
@item_window.update
@number_window.update
if @command_window.active
update_command
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
@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
#--------------------------------------------------------------------------
# ? 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 0
@number_window.set_text(DEPOSIT_ITEM)
when 1
@number_window.set_text(WDEPOSIT_ITEM)
end
@number_window.reset(@command_window.index)
# ????????????
@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 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)
$game_party.lose_deposit_armor(@item.id, number)
end
end
@item_window.refresh(@command_window.index)
@item_window.active = true
@number_window.active = false
@number_window.visible = false
return
end
end
end
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Re: Sistema de banco compatível com NP4.0
Samuka_Maker escreveu:sim cara eu fiz umele funciona normalmentew em npv4
- Código:
#Script De Deposito
#Com este script você poderar depositar e retirar itens
#usando um evento
#E só criar um evento e colocar a opção chamar script
##$scene = Scene_Depository.new#
#Creditos:Autor: KGC
#Editor: Samuka_Maker
#Msn: smkpsb@hotmail.com
################################################################
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/ ?Espace de Stockage - KGC_Depository ? Translated by Ojiro -
#_/----------------------------------------------------------------------------
#_/ Espace de stockage pour objets et monaie.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
class Window_DepositoryCommand < Window_Selectable
# ?Nom des commandes de l'espace de stockage
DEPOSITORY_COMMAND = [
"Depositar itens", # Guardar itens
"Sacar itens" # Retirar itens
]
# ?Définitions des commandes
DEPOSITORY_HELP = [
"Guardar um objeto", # Guardar um objeto
"retirar um objeto" # Retirar um objeto
]
end
class Scene_Depository
DEPOSIT_ITEM = "Depositar?"
WDEPOSIT_ITEM = "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_item = []
@deposit_weapon = []
@deposit_armor = []
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 : Quantidade
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? Depositar objeto?
# id : ID
# number : Quantidade
#--------------------------------------------------------------------------
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 : Quantidade
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? Depositar arma?
# id : ID
# number : Quantidade
#--------------------------------------------------------------------------
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 : Quantidade
#--------------------------------------------------------------------------
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 : Quantidade
#--------------------------------------------------------------------------
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_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 = $game_party.deposit_armor_number(@item.id)
end
# Affiche la quantité déposé
self.contents.fill_rect(0, 64, width - 32, 32, Color.new(0, 0, 0, 0))
self.contents.font.color = system_color
self.contents.draw_text(0, 64, width - 32, 32, "Banco:#{dep}")
else
case @item
when RPG::Item
@max = [$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, "Bag:#{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
@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
@item_window.dispose
@number_window.dispose
end
#--------------------------------------------------------------------------
# ? Actualisation
#--------------------------------------------------------------------------
def update
# Actualisation des fenêtres
@dummy_window.update
@help_window.update
@command_window.update
@item_window.update
@number_window.update
if @command_window.active
update_command
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
@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
#--------------------------------------------------------------------------
# ? 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 0
@number_window.set_text(DEPOSIT_ITEM)
when 1
@number_window.set_text(WDEPOSIT_ITEM)
end
@number_window.reset(@command_window.index)
# ????????????
@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 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
Esse script tem problemas também.. o mouse não pega eles, pra selecionar, tem que apontar o mouse um pouco mais pra baixo do "Retirar items", se ir em cima ou com a setinha não da =/
Daniel Carvalho- Ocasional
- Mensagens : 231
Créditos : 19
Ficha do personagem
Nível: 1
Experiência:
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Vida:
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Re: Sistema de banco compatível com NP4.0
Tam bem ja tinha percebido isso por isso ta meio ruim arruma ai samukaaa
_________________
"Não importa o quão forte o cara é, o que importa é encara-lo de frente sem fraquejar"
Laxus ~ Fairy Tail
Laxus- Aldeia Friend
- Mensagens : 1150
Créditos : 78
Re: Sistema de banco compatível com NP4.0
soreto eu fiz eu digo eu editei pro geito q ele queria
pq o original é diferente
ele quer um q guarde só item e eu fiz as edições
bom gente n é problema no script e sim sim no sis de mouse
:/
pq o original é diferente
ele quer um q guarde só item e eu fiz as edições
bom gente n é problema no script e sim sim no sis de mouse
:/
_________________
Life rpg maker, suporte para criacao de jgoos online eoffline, link do forum:(v2.0)
http://liferpgmakerv2.forumais.com/
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