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ERRO ABS GLOBAL NP V3.1 [MINI-MAPA]
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Aldeia RPG :: RPG Maker :: Rpg Maker XP :: Dúvidas e pedidos
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ERRO ABS GLOBAL NP V3.1 [MINI-MAPA]
Está ocorrendo este seguinte erro:
Ele acontece quando os personagens estão na party e só um sai do mapa e vai para outro. Tipo o erro é por causa do script Mini-mapa , eu uso o mini-mapa Advance , e já tentei usar a mini mapa que o felix postou aqui, mais mesmo assim continua dando esse erro.
Eu queria saber porque acontece isso. Sera que alguém pode me ajudar? Ou me passar outro mini-mapa compatível com o np v3.1
- Spoiler:
Ele acontece quando os personagens estão na party e só um sai do mapa e vai para outro. Tipo o erro é por causa do script Mini-mapa , eu uso o mini-mapa Advance , e já tentei usar a mini mapa que o felix postou aqui, mais mesmo assim continua dando esse erro.
Eu queria saber porque acontece isso. Sera que alguém pode me ajudar? Ou me passar outro mini-mapa compatível com o np v3.1
Última edição por emilyoly em Qua Jun 29, 2011 8:06 pm, editado 2 vez(es)
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Re: ERRO ABS GLOBAL NP V3.1 [MINI-MAPA]
Você modificou alguma coisa, adicionou algum script?emilyoly escreveu:Está ocorrendo este seguinte erro:
- Spoiler:
Ele acontece quando os personagens estão na party e só um sai do mapa e vai para outro.
Eu queria saber porque acontece isso. Sera que alguém pode me ajudar?
Vou testar isso, eu to fazendo algumas correções e em breve estarei passando a versão atualizada(Só são algumas correçõezinhas, nada de mais)
Ai vo ver esse erro tbm
Re: ERRO ABS GLOBAL NP V3.1 [MINI-MAPA]
Eu add alguns scripts sim
o Da [HUD] NetBlayder
Mini-Map [Advance]
Deposito!!!
Só esses.
o Da [HUD] NetBlayder
Mini-Map [Advance]
Deposito!!!
- Spoiler:
- Código:
#Este é o código que você colocará no script que você criou:
#_/----------------------------------------------------------------------------
#_/ ??????????????????????????
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#==============================================================================
# ? ???????? ?
#==============================================================================
module KGC
# ??????????????
DEPOSITORY_COMMAND = [
"Depositar dinheiro", # ??????
"Retirar dinheiro", # ???????
"Depositar itens", # ????????
"Retirar itens" # ?????????
]
# ????????????
DEPOSITORY_HELP = [
"Depósito de dinheiro", # ??????
"Retirada de dinheiro", # ???????
"Depósito de itens", # ????????
"Retirada de itens" # ?????????
]
# ????????
DEPOSITORY_GOLD_DIGITS = 7
# ????????????????(????????)
DEPOSIT_GOLD = "Depósito de dinheiro"
# ?????????????????(????????)
WDEPOSIT_GOLD = "Retirada de dinheiro"
# ????????????????(???????)
DEPOSIT_ITEM = "Depósito de itens"
# ?????????????????(???????)
WDEPOSIT_ITEM = "Retirada de itens"
end
#???????????????????????????????????????
$imported = {} if $imported == nil
$imported["Depository"] = true
#--------------------------------------------------------------------------
# ? ????????
#--------------------------------------------------------------------------
def call_depository
# ???????????
$game_player.straighten
# ???????????
$scene = Scene_Depository.new
end
#???????????????????????????????????????
#==============================================================================
# ¦ Game_Party
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias initialize_KGC_Depository initialize
def initialize
# ???????
initialize_KGC_Depository
@deposit_gold = 0
@deposit_item, @deposit_weapon, @deposit_armor = [], [], []
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def deposit_gold
@deposit_gold = 0 if @deposit_gold == nil
return @deposit_gold
end
#--------------------------------------------------------------------------
# ? ??????
# number : ???
#--------------------------------------------------------------------------
def gain_deposit_gold(number)
@deposit_gold = 0 if @deposit_gold == nil
@deposit_gold += number
end
#--------------------------------------------------------------------------
# ? ??????
# number : ???
#--------------------------------------------------------------------------
def lose_deposit_gold(number)
self.gain_deposit_gold(-number)
end
#--------------------------------------------------------------------------
# ? ?????????
# id : ID
#--------------------------------------------------------------------------
def deposit_item_number(id)
@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)
@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)
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)
# ?????????
@commands = KGC::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
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def update_cursor_rect
if index != -1
self.cursor_rect.set(@item_width * index, 0, @item_width, 32)
end
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(KGC::DEPOSITORY_HELP[self.index])
end
end
#???????????????????????????????????????
#==============================================================================
# ¦ Window_DepositoryGold
#------------------------------------------------------------------------------
# ???????????????????????
#==============================================================================
class Window_DepositoryGold < Window_Base
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
super(0, 128, 640, 352)
if $imported["HelpExtension"]
self.y = 192
self.height = 288
end
@digits_max = KGC::DEPOSITORY_GOLD_DIGITS
# ??????????????? (0~9 ??????)
dummy_bitmap = Bitmap.new(32, 32)
@cursor_width = dummy_bitmap.text_size("0").width + 8
dummy_bitmap.dispose
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 160
self.active = false
self.visible = false
@cursor_position = 0
@max = 0
@price = 0
@index = 0
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def price
return @price
end
#--------------------------------------------------------------------------
# ? ?????
# np : ?????
#--------------------------------------------------------------------------
def price=(np)
@price = [[np, 0].max, @max].min
redraw_price
end
#--------------------------------------------------------------------------
# ? ????
# type : ??
#--------------------------------------------------------------------------
def reset(type)
@price = 0
@index = @digits_max - 1
refresh(type)
end
#--------------------------------------------------------------------------
# ? ??????
# type : ??
#--------------------------------------------------------------------------
def refresh(type)
# ?????
self.contents.clear
domination = $data_system.words.gold
cx = contents.text_size(domination).width
@cursor_position = 332 - cx - @cursor_width * @digits_max
self.contents.font.color = system_color
self.contents.font.size = 16
self.contents.font.name = "Georgia"
self.contents.draw_text(0, 0, 608, 32, "Tem no bolso:")
self.contents.draw_text(0, 64, 608, 32, "Tem na conta:")
if type == 0
self.contents.draw_text(0, 128, 608, 32, "Vai depositar:")
@max = $game_party.gold
else
self.contents.draw_text(0, 128, 608, 32, "Vai retirar:")
@max = [10 ** @digits_max - $game_party.gold - 1, $game_party.deposit_gold].min
end
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 326 - cx, 32, $game_party.gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(332 - cx, 32, cx, 32, domination, 2)
self.contents.font.color = normal_color
self.contents.draw_text(4, 96, 326 - cx, 32, $game_party.deposit_gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(332 - cx, 96, cx, 32, domination, 2)
redraw_price
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def redraw_price
domination = $data_system.words.gold
cx = contents.text_size(domination).width
self.contents.fill_rect(0, 160, 608, 32, Color.new(0, 0, 0, 0))
self.contents.font.color = normal_color
text = sprintf("%0#{@digits_max}d", self.price)
for i in 0...text.length
x = @cursor_position + (i - 1) * @cursor_width
self.contents.draw_text(x, 160, 32, 32, text[i, 1], 2)
end
self.contents.font.color = system_color
self.contents.draw_text(332 - cx, 160, cx, 32, domination, 2)
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def update_cursor_rect
x = @cursor_position + @index * @cursor_width
self.cursor_rect.set(x, 160, @cursor_width, 32)
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.price / place % 10
self.price -= n * place
# ??? +1???? -1
n = (n + 1) % 10 if Input.repeat?(Input::UP)
n = (n + 9) % 10 if Input.repeat?(Input::DOWN)
# ???????????
self.price += n * place
end
# ?????
if Input.repeat?(Input::RIGHT)
if @digits_max >= 2
$game_system.se_play($data_system.cursor_se)
@index = (@index + 1) % @digits_max
end
end
# ?????
if Input.repeat?(Input::LEFT)
if @digits_max >= 2
$game_system.se_play($data_system.cursor_se)
@index = (@index + @digits_max - 1) % @digits_max
end
end
update_cursor_rect
end
end
#???????????????????????????????????????
#==============================================================================
# ¦ Window_DepositoryItem
#------------------------------------------------------------------------------
# ???????????????????????????????
#==============================================================================
class Window_DepositoryItem < Window_Selectable
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
super(0, 128, 640, 352)
if $imported["HelpExtension"]
self.y = 192
self.height = 288
end
self.back_opacity = 160
self.active = false
self.visible = false
@column_max = 2
self.index = 0
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ? ??????
# type : ??
#--------------------------------------------------------------------------
def refresh(type)
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
self.index = 0
# ????•??•?????
if type == 0
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items[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
# ???? 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)
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
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#???????????????????????????????????????
#==============================================================================
# ¦ Window_DepositoryNumber
#------------------------------------------------------------------------------
# ????????????????????????
#==============================================================================
class Window_DepositoryNumber < Window_Base
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
@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
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 = $game_party.deposit_armor_number(@item.id)
end
# ??????????
self.contents.fill_rect(0, 64, width - 32, 32, Color.new(0, 0, 0, 0))
self.contents.font.color = system_color
self.contents.draw_text(0, 64, width - 32, 32, "Depósito:#{dep}")
else
case @item
when RPG::Item
@max = [$game_party.deposit_item_number(@item.id),
10 ** @digits_max - $game_party.item_number(@item.id) - 1].min
having = $game_party.item_number(@item.id)
when RPG::Weapon
@max = [$game_party.deposit_weapon_number(@item.id),
10 ** @digits_max - $game_party.weapon_number(@item.id) - 1].min
having = $game_party.weapon_number(@item.id)
when RPG::Armor
@max = [$game_party.deposit_armor_number(@item.id),
10 ** @digits_max - $game_party.armor_number(@item.id) - 1].min
having = $game_party.armor_number(@item.id)
end
# ??????
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, "Tem:#{having}")
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
@gold_window = Window_DepositoryGold.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
@gold_window.dispose
@item_window.dispose
@number_window.dispose
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
# ????????
$game_map.update
@spriteset.update
@dummy_window.update
@help_window.update
@command_window.update
@gold_window.update
@item_window.update
@number_window.update
# ??????????????????: update_command ???
if @command_window.active
update_command
return
end
# ??????????????????: update_gold ???
if @gold_window.active
update_gold
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
# ??????????????
@gold_window.active = true
@gold_window.visible = true
@gold_window.reset(0)
@help_window.set_text(KGC::DEPOSIT_GOLD)
when 1
# ??????????????
@gold_window.active = true
@gold_window.visible = true
@gold_window.reset(1)
@help_window.set_text(KGC::WDEPOSIT_GOLD)
when 2
# ??????????????
@item_window.active = true
@item_window.visible = true
@item_window.refresh(0)
when 3
# ??????????????
@item_window.active = true
@item_window.visible = true
@item_window.refresh(1)
end
@command_window.active = false
# ??????????
@dummy_window.visible = false
return
end
end
#--------------------------------------------------------------------------
# ? ?????? (??????????????????)
#--------------------------------------------------------------------------
def update_gold
# B ??????????
if Input.trigger?(Input::B)
# ????? SE ???
$game_system.se_play($data_system.cancel_se)
# ??????????????
@command_window.active = true
@gold_window.active = false
@gold_window.visible = false
@dummy_window.visible = true
return
end
# C ??????????
if Input.trigger?(Input::C)
# ?????????
price = @gold_window.price
# ??? 0 ???
if price == 0
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ??????????????
@command_window.active = true
@gold_window.active = false
@gold_window.visible = false
@dummy_window.visible = true
return
end
# ???? SE ???
$game_system.se_play($data_system.shop_se)
# ?????????
case @command_window.index
when 0 # ???
$game_party.lose_gold(price)
$game_party.gain_deposit_gold(price)
when 1 # ????
$game_party.gain_gold(price)
$game_party.lose_deposit_gold(price)
end
# ??????????????
@gold_window.reset(@command_window.index)
return
end
end
#--------------------------------------------------------------------------
# ? ?????? (??????????????????)
#--------------------------------------------------------------------------
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 2 # ???
@number_window.set_text(KGC::DEPOSIT_ITEM)
when 3 # ????
@number_window.set_text(KGC::WDEPOSIT_ITEM)
end
# ????????????
@number_window.reset(@command_window.index - 2)
# ????????????
@item_window.active = false
@number_window.active = true
@number_window.visible = true
return
end
end
#--------------------------------------------------------------------------
# ? ?????? (????????????????)
#--------------------------------------------------------------------------
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 2 # ???
case @item
when RPG::Item
$game_party.lose_item(@item.id, number)
$game_party.gain_deposit_item(@item.id, number)
when RPG::Weapon
$game_party.lose_weapon(@item.id, number)
$game_party.gain_deposit_weapon(@item.id, number)
when RPG::Armor
$game_party.lose_armor(@item.id, number)
$game_party.gain_deposit_armor(@item.id, number)
end
when 3 # ????
case @item
when RPG::Item
$game_party.gain_item(@item.id, number)
$game_party.lose_deposit_item(@item.id, number)
when RPG::Weapon
$game_party.gain_weapon(@item.id, number)
$game_party.lose_deposit_weapon(@item.id, number)
when RPG::Armor
$game_party.gain_armor(@item.id, number)
$game_party.lose_deposit_armor(@item.id, number)
end
end
# ????????????????
@item_window.refresh(@command_window.index - 2)
# ??????????????
@item_window.active = true
@number_window.active = false
@number_window.visible = false
return
end
end
end
Só esses.
_________________
- Pessoas que admiro:
- RD12 - Por ele sempre ajudar os outros e ser um cara mt foda.
Cidiomar - O melhor Scripter que conheço
Felix Blayder - The Best
emilyoly- Diva
- Mensagens : 526
Créditos : 83
Re: ERRO ABS GLOBAL NP V3.1 [MINI-MAPA]
Teste como vc tava testando no netplay sem esses scripts, o que eu le passei pra ver se aconteçe esse erroemilyoly escreveu:Eu add alguns scripts sim
o Da [HUD] NetBlayder
Mini-Map [Advance]
Deposito!!!
- Spoiler:
- Código:
#Este é o código que você colocará no script que você criou:
#_/----------------------------------------------------------------------------
#_/ ??????????????????????????
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#==============================================================================
# ? ???????? ?
#==============================================================================
module KGC
# ??????????????
DEPOSITORY_COMMAND = [
"Depositar dinheiro", # ??????
"Retirar dinheiro", # ???????
"Depositar itens", # ????????
"Retirar itens" # ?????????
]
# ????????????
DEPOSITORY_HELP = [
"Depósito de dinheiro", # ??????
"Retirada de dinheiro", # ???????
"Depósito de itens", # ????????
"Retirada de itens" # ?????????
]
# ????????
DEPOSITORY_GOLD_DIGITS = 7
# ????????????????(????????)
DEPOSIT_GOLD = "Depósito de dinheiro"
# ?????????????????(????????)
WDEPOSIT_GOLD = "Retirada de dinheiro"
# ????????????????(???????)
DEPOSIT_ITEM = "Depósito de itens"
# ?????????????????(???????)
WDEPOSIT_ITEM = "Retirada de itens"
end
#???????????????????????????????????????
$imported = {} if $imported == nil
$imported["Depository"] = true
#--------------------------------------------------------------------------
# ? ????????
#--------------------------------------------------------------------------
def call_depository
# ???????????
$game_player.straighten
# ???????????
$scene = Scene_Depository.new
end
#???????????????????????????????????????
#==============================================================================
# ¦ Game_Party
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
alias initialize_KGC_Depository initialize
def initialize
# ???????
initialize_KGC_Depository
@deposit_gold = 0
@deposit_item, @deposit_weapon, @deposit_armor = [], [], []
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def deposit_gold
@deposit_gold = 0 if @deposit_gold == nil
return @deposit_gold
end
#--------------------------------------------------------------------------
# ? ??????
# number : ???
#--------------------------------------------------------------------------
def gain_deposit_gold(number)
@deposit_gold = 0 if @deposit_gold == nil
@deposit_gold += number
end
#--------------------------------------------------------------------------
# ? ??????
# number : ???
#--------------------------------------------------------------------------
def lose_deposit_gold(number)
self.gain_deposit_gold(-number)
end
#--------------------------------------------------------------------------
# ? ?????????
# id : ID
#--------------------------------------------------------------------------
def deposit_item_number(id)
@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)
@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)
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)
# ?????????
@commands = KGC::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
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def update_cursor_rect
if index != -1
self.cursor_rect.set(@item_width * index, 0, @item_width, 32)
end
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(KGC::DEPOSITORY_HELP[self.index])
end
end
#???????????????????????????????????????
#==============================================================================
# ¦ Window_DepositoryGold
#------------------------------------------------------------------------------
# ???????????????????????
#==============================================================================
class Window_DepositoryGold < Window_Base
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
super(0, 128, 640, 352)
if $imported["HelpExtension"]
self.y = 192
self.height = 288
end
@digits_max = KGC::DEPOSITORY_GOLD_DIGITS
# ??????????????? (0~9 ??????)
dummy_bitmap = Bitmap.new(32, 32)
@cursor_width = dummy_bitmap.text_size("0").width + 8
dummy_bitmap.dispose
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 160
self.active = false
self.visible = false
@cursor_position = 0
@max = 0
@price = 0
@index = 0
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def price
return @price
end
#--------------------------------------------------------------------------
# ? ?????
# np : ?????
#--------------------------------------------------------------------------
def price=(np)
@price = [[np, 0].max, @max].min
redraw_price
end
#--------------------------------------------------------------------------
# ? ????
# type : ??
#--------------------------------------------------------------------------
def reset(type)
@price = 0
@index = @digits_max - 1
refresh(type)
end
#--------------------------------------------------------------------------
# ? ??????
# type : ??
#--------------------------------------------------------------------------
def refresh(type)
# ?????
self.contents.clear
domination = $data_system.words.gold
cx = contents.text_size(domination).width
@cursor_position = 332 - cx - @cursor_width * @digits_max
self.contents.font.color = system_color
self.contents.font.size = 16
self.contents.font.name = "Georgia"
self.contents.draw_text(0, 0, 608, 32, "Tem no bolso:")
self.contents.draw_text(0, 64, 608, 32, "Tem na conta:")
if type == 0
self.contents.draw_text(0, 128, 608, 32, "Vai depositar:")
@max = $game_party.gold
else
self.contents.draw_text(0, 128, 608, 32, "Vai retirar:")
@max = [10 ** @digits_max - $game_party.gold - 1, $game_party.deposit_gold].min
end
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 326 - cx, 32, $game_party.gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(332 - cx, 32, cx, 32, domination, 2)
self.contents.font.color = normal_color
self.contents.draw_text(4, 96, 326 - cx, 32, $game_party.deposit_gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(332 - cx, 96, cx, 32, domination, 2)
redraw_price
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def redraw_price
domination = $data_system.words.gold
cx = contents.text_size(domination).width
self.contents.fill_rect(0, 160, 608, 32, Color.new(0, 0, 0, 0))
self.contents.font.color = normal_color
text = sprintf("%0#{@digits_max}d", self.price)
for i in 0...text.length
x = @cursor_position + (i - 1) * @cursor_width
self.contents.draw_text(x, 160, 32, 32, text[i, 1], 2)
end
self.contents.font.color = system_color
self.contents.draw_text(332 - cx, 160, cx, 32, domination, 2)
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def update_cursor_rect
x = @cursor_position + @index * @cursor_width
self.cursor_rect.set(x, 160, @cursor_width, 32)
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.price / place % 10
self.price -= n * place
# ??? +1???? -1
n = (n + 1) % 10 if Input.repeat?(Input::UP)
n = (n + 9) % 10 if Input.repeat?(Input::DOWN)
# ???????????
self.price += n * place
end
# ?????
if Input.repeat?(Input::RIGHT)
if @digits_max >= 2
$game_system.se_play($data_system.cursor_se)
@index = (@index + 1) % @digits_max
end
end
# ?????
if Input.repeat?(Input::LEFT)
if @digits_max >= 2
$game_system.se_play($data_system.cursor_se)
@index = (@index + @digits_max - 1) % @digits_max
end
end
update_cursor_rect
end
end
#???????????????????????????????????????
#==============================================================================
# ¦ Window_DepositoryItem
#------------------------------------------------------------------------------
# ???????????????????????????????
#==============================================================================
class Window_DepositoryItem < Window_Selectable
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
super(0, 128, 640, 352)
if $imported["HelpExtension"]
self.y = 192
self.height = 288
end
self.back_opacity = 160
self.active = false
self.visible = false
@column_max = 2
self.index = 0
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ? ??????
# type : ??
#--------------------------------------------------------------------------
def refresh(type)
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
self.index = 0
# ????•??•?????
if type == 0
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items[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
# ???? 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)
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
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#???????????????????????????????????????
#==============================================================================
# ¦ Window_DepositoryNumber
#------------------------------------------------------------------------------
# ????????????????????????
#==============================================================================
class Window_DepositoryNumber < Window_Base
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
@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
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 = $game_party.deposit_armor_number(@item.id)
end
# ??????????
self.contents.fill_rect(0, 64, width - 32, 32, Color.new(0, 0, 0, 0))
self.contents.font.color = system_color
self.contents.draw_text(0, 64, width - 32, 32, "Depósito:#{dep}")
else
case @item
when RPG::Item
@max = [$game_party.deposit_item_number(@item.id),
10 ** @digits_max - $game_party.item_number(@item.id) - 1].min
having = $game_party.item_number(@item.id)
when RPG::Weapon
@max = [$game_party.deposit_weapon_number(@item.id),
10 ** @digits_max - $game_party.weapon_number(@item.id) - 1].min
having = $game_party.weapon_number(@item.id)
when RPG::Armor
@max = [$game_party.deposit_armor_number(@item.id),
10 ** @digits_max - $game_party.armor_number(@item.id) - 1].min
having = $game_party.armor_number(@item.id)
end
# ??????
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, "Tem:#{having}")
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
@gold_window = Window_DepositoryGold.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
@gold_window.dispose
@item_window.dispose
@number_window.dispose
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
# ????????
$game_map.update
@spriteset.update
@dummy_window.update
@help_window.update
@command_window.update
@gold_window.update
@item_window.update
@number_window.update
# ??????????????????: update_command ???
if @command_window.active
update_command
return
end
# ??????????????????: update_gold ???
if @gold_window.active
update_gold
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
# ??????????????
@gold_window.active = true
@gold_window.visible = true
@gold_window.reset(0)
@help_window.set_text(KGC::DEPOSIT_GOLD)
when 1
# ??????????????
@gold_window.active = true
@gold_window.visible = true
@gold_window.reset(1)
@help_window.set_text(KGC::WDEPOSIT_GOLD)
when 2
# ??????????????
@item_window.active = true
@item_window.visible = true
@item_window.refresh(0)
when 3
# ??????????????
@item_window.active = true
@item_window.visible = true
@item_window.refresh(1)
end
@command_window.active = false
# ??????????
@dummy_window.visible = false
return
end
end
#--------------------------------------------------------------------------
# ? ?????? (??????????????????)
#--------------------------------------------------------------------------
def update_gold
# B ??????????
if Input.trigger?(Input::B)
# ????? SE ???
$game_system.se_play($data_system.cancel_se)
# ??????????????
@command_window.active = true
@gold_window.active = false
@gold_window.visible = false
@dummy_window.visible = true
return
end
# C ??????????
if Input.trigger?(Input::C)
# ?????????
price = @gold_window.price
# ??? 0 ???
if price == 0
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ??????????????
@command_window.active = true
@gold_window.active = false
@gold_window.visible = false
@dummy_window.visible = true
return
end
# ???? SE ???
$game_system.se_play($data_system.shop_se)
# ?????????
case @command_window.index
when 0 # ???
$game_party.lose_gold(price)
$game_party.gain_deposit_gold(price)
when 1 # ????
$game_party.gain_gold(price)
$game_party.lose_deposit_gold(price)
end
# ??????????????
@gold_window.reset(@command_window.index)
return
end
end
#--------------------------------------------------------------------------
# ? ?????? (??????????????????)
#--------------------------------------------------------------------------
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 2 # ???
@number_window.set_text(KGC::DEPOSIT_ITEM)
when 3 # ????
@number_window.set_text(KGC::WDEPOSIT_ITEM)
end
# ????????????
@number_window.reset(@command_window.index - 2)
# ????????????
@item_window.active = false
@number_window.active = true
@number_window.visible = true
return
end
end
#--------------------------------------------------------------------------
# ? ?????? (????????????????)
#--------------------------------------------------------------------------
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 2 # ???
case @item
when RPG::Item
$game_party.lose_item(@item.id, number)
$game_party.gain_deposit_item(@item.id, number)
when RPG::Weapon
$game_party.lose_weapon(@item.id, number)
$game_party.gain_deposit_weapon(@item.id, number)
when RPG::Armor
$game_party.lose_armor(@item.id, number)
$game_party.gain_deposit_armor(@item.id, number)
end
when 3 # ????
case @item
when RPG::Item
$game_party.gain_item(@item.id, number)
$game_party.lose_deposit_item(@item.id, number)
when RPG::Weapon
$game_party.gain_weapon(@item.id, number)
$game_party.lose_deposit_weapon(@item.id, number)
when RPG::Armor
$game_party.gain_armor(@item.id, number)
$game_party.lose_deposit_armor(@item.id, number)
end
end
# ????????????????
@item_window.refresh(@command_window.index - 2)
# ??????????????
@item_window.active = true
@number_window.active = false
@number_window.visible = false
return
end
end
end
Só esses.
Re: ERRO ABS GLOBAL NP V3.1 [MINI-MAPA]
Sem os scripts não da esse erro. :S
Edit: Da sim :S
Edit: Da sim :S
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