Zina Iniciante [*]
Mensagens : 17 Cash Makers : 25
| Assunto: KGC Depository Qua Set 30, 2009 1:28 pm | |
| Esse script eu encontrei no Netplay 2.1.6 e vim disponibilizar para quem não o tem O que ele faz? @ É um sistema de banco, podendo depositar itens e gold script - Spoiler:
- Código:
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#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #_/ ????? - KGC_Depository? #_/---------------------------------------------------------------------------- #_/ ?????????????????????????? #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ module KGC $game_special_elements = {} $imported = {} $data_states = load_data("Data/States.rxdata") $data_system = load_data("Data/System.rxdata") end #============================================================================== # ? ???????? ? #==============================================================================
module KGC # ?????????????? DEPOSITORY_COMMAND = [ "Depositar Gold", # ?????? "Retirar Gold", # ??????? "Depositar Item.", # ???????? "Retirar Item." # ????????? ] # ???????????? DEPOSITORY_HELP = [ "Depositar Gold", # ?????? "Ritirar Gold", # ??????? "Depositar Item.", # ???????? "Retirar Item." # ????????? ]
# ???????? DEPOSITORY_GOLD_DIGITS = 7
# ????????????????(????????) DEPOSIT_GOLD = "Depositar Gold" # ?????????????????(????????) WDEPOSIT_GOLD = "Ritirar Gold" # ????????????????(???????) DEPOSIT_ITEM = "Depositar Item." # ?????????????????(???????) WDEPOSIT_ITEM = "Retirar Item." end
#???????????????????????????????????????
$imported = {} if $imported == nil $imported["Banco"] = true
#-------------------------------------------------------------------------- # ? ???????? #-------------------------------------------------------------------------- def chama_banco # ??????????? $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.draw_text(0, 0, 608, 32, "Gold Depositado") self.contents.draw_text(0, 64, 608, 32, "Gold no Banco") if type == 0 self.contents.draw_text(0, 128, 608, 32, "Gold a ser Depositado") @max = $game_party.gold else self.contents.draw_text(0, 128, 608, 32, "Gold a set Retirado") @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 = $game_party.deposit_armor_number(@item.id) end # ?????????? self.contents.fill_rect(0, 64, width - 32, 32, Color.new(0, 0, 0, 0)) self.contents.font.color = system_color self.contents.draw_text(0, 64, width - 32, 32, "#{dep}Of These Banked") else case @item when RPG::Item @max = [$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, "#{having}Of These Held") 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 # ???????? @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) $game_party.lose_deposit_armor(@item.id, number) end end # ???????????????? @item_window.refresh(@command_window.index - 2) # ?????????????? @item_window.active = true @number_window.active = false @number_window.visible = false return end end end
Para chamá-lo use o script - Código:
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$scene= Scene_Depository.new Todos os créditos a: Zina KGC | |
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