RPGXP 스크립트
2008.01.18 21:19

창고 시스템

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#이 스크립트를 사용하기전에 [Scene_Debug] 아래에 삽입버튼을 눌러 이름을
#아무렇게나 정한후 대충 Scene_bank 정도로.
$game_special_elements = {}
$imported = {}
$data_states = load_data("Data/States.rxdata")
$data_system = load_data("Data/System.rxdata")


#이 스크립트를 넣어주세요 (앞에 #는 삭제)

--------------------------------------------------------


 




#번역:버밀

#스크립트 에디터 -> 맨 아래의 메인을 우클릭 -> 삽입버튼 클릭 -> 이름을 보관소

#로 한후 이 스크립트를 붙여넣기 한다


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

#_/  ◆보관소 - KGC_Depository◆

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

#_/ 아이템이나 소지금을 맡길 수가 있는 가게를 작성합니다.

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


# 도입 이 끝난 상태 플래그를 온
$imported["Depository"] = true


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

# ★ 커스터마이즈(customize) 항목 ★

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


class Window_DepositoryCommand < Window_Selectable

  # ◆操作ウィンドウのコマンド名
  DEPOSITORY_COMMAND = [

    "입금",       # お金を預ける

    "출금",     # お金を引き出す

    "아이템보관",   # アイテムを預ける

    "아이템찾기"  # アイテムを引き出す
  ]

  # ◆操作ウィンドウのヘルプ
  DEPOSITORY_HELP = [

    "돈을 맡깁니다 최대 10억 까지 가능합니다",               # お金を預ける

    "돈을 찾습니다",     # お金を引き出す

    "아이템을 맡깁니다",           # アイテムを預ける

    "아이템을 찾습니다"  # アイテムを引き出す
  ]

end

class Window_DepositoryGold < Window_Base

  # ◆金額指定の桁?
  GOLD_DIGITS = 10
end


class Scene_Depository
  # ◆ゴ?ルドを預ける際のメッセ?ジ(ヘルプウィンドウ)

  DEPOSIT_GOLD = "돈을 얼마나 입금합니까?"

  # ◆ゴ?ルドを引き出す際のメッセ?ジ(ヘルプウィンドウ)

  WDEPOSIT_GOLD = "돈을 얼마나 출금합니까?"

  # ◆アイテムを預ける際のメッセ?ジ(個?ウィンドウ)

  DEPOSIT_ITEM = "아이템을 몇개 맡깁니까?"

  # ◆アイテムを引き出す際のメッセ?ジ(個?ウィンドウ)

  WDEPOSIT_ITEM = "아이템을 몇개 찾습니까?"
end


#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★


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

# ● 預かり所呼び出し

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

def call_depository
  # プレイヤ?の姿勢を矯正

  $game_player.straighten
  # 預かり所?面に切り替え

  $scene = Scene_Depository.new
end


#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★


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

# ■ Game_Party

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

#  パ?ティを扱うクラスです。ゴ?ルドやアイテムなどの情報が含まれます。このク

# ラスのインスタンスは $game_party で?照されます。

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


class Game_Party

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

  # ● オブジェクト初期化

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

  alias initialize_KGC_Depository initialize

  def initialize
    # 元の?理を?行

    initialize_KGC_Depository


    @deposit_gold = 0

    @deposit_item = []

    @deposit_weapon = []

    @deposit_armor = []
  end

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

  # ● 預けた金取得

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

  def deposit_gold

    @deposit_gold = 0 if @deposit_gold == nil

    return @deposit_gold
  end

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

  # ● 預けた金?加
  #     number : ?加量

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

  def gain_deposit_gold(number)

    @deposit_gold = 0 if @deposit_gold == nil

    @deposit_gold += number
  end

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

  # ● 預けた金減少
  #     number : 減少量

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

  def lose_deposit_gold(number)

    self.gain_deposit_gold(-number)
  end

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

  # ● 預けたアイテム取得
  #     id : ID

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

  def deposit_item_number(id)

    @deposit_item = [] if @deposit_item == nil

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

  end

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

  # ● 預けたアイテム?加

  #     id     : ID

  #     number : 個?

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

  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

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

  # ● 預けたアイテム減少

  #     id     : ID

  #     number : 個?

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

  def lose_deposit_item(id, number)

    self.gain_deposit_item(id, -number)

  end

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

  # ● 預けた武器取得
  #     id : ID

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

  def deposit_weapon_number(id)

    @deposit_weapon = [] if @deposit_weapon == nil

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

  end

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

  # ● 預けた武器?加

  #     id     : ID

  #     number : 個?

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

  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

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

  # ● 預けた武器減少

  #     id     : ID

  #     number : 個?

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

  def lose_deposit_weapon(id, number)

    self.gain_deposit_weapon(id, -number)

  end

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

  # ● 預けた防具取得
  #     id : ID

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

  def deposit_armor_number(id)

    @deposit_armor = [] if @deposit_armor == nil

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

  end

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

  # ● 預けた防具?加

  #     id     : ID

  #     number : 個?

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

  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

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

  # ● 預けた防具減少

  #     id     : ID

  #     number : 個?

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

  def lose_deposit_armor(id, number)

    self.gain_deposit_armor(id, -number)

  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★


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

# ■ Window_DepositoryCommand

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

#  預かり所?面で、操作を選?するウィンドウです。

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


class Window_DepositoryCommand < Window_Selectable

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

  # ● オブジェクト初期化

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

  def initialize
    super(0, 64, 640, 64)

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

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

    # コマンド一?を作成

    @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

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

  # ● リフレッシュ

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

  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

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

  # ● カ?ソルの矩形更新

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

  def update_cursor_rect
    if index != -1

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

    end
  end

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

  # ● ヘルプテキスト更新

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

  def update_help

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

  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★


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

# ■ Window_DepositoryGold

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

#  預かり所?面で、金額を入力するウィンドウです。

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


class Window_DepositoryGold < Window_Base

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

  # ● オブジェクト初期化

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

  def initialize

    super(0, 128, 640, 352)

    if $imported["HelpExtension"]

      self.y = 192

      self.height = 288

    end

    @digits_max = GOLD_DIGITS

    # ?字の幅からカ?ソルの幅を計算 (0~9 は等幅と?定)

    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

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

  # ● 入力された金額の取得

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

  def price
    return @price

  end

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

  # ● 金額の設定
  #     np : 新しい金額

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

  def price=(np)

    @price = [[np, 0].max, @max].min

    redraw_price
  end

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

  # ● リセット
  #     type : 形式

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

  def reset(type)
    @price = 0

    @index = @digits_max - 1

    refresh(type)
  end

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

  # ● リフレッシュ
  #     type : 形式

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

  def refresh(type)
    # 金額を描?

    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, "골드")

    self.contents.draw_text(0, 64, 608, 32, "예금잔고")

    if type == 0

      self.contents.draw_text(0, 128, 608, 32, "맡기는 금액")

      @max = $game_party.gold

    else

      self.contents.draw_text(0, 128, 608, 32, "꺼내는 금액")

      @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

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

  # ● 金額再描?

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

  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

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

  # ● カ?ソルの矩形更新

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

  def update_cursor_rect

    x = @cursor_position + @index * @cursor_width

    self.cursor_rect.set(x, 160, @cursor_width, 32)

  end

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

  # ● フレ?ム更新

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

  def update
    super

    return unless self.active

    # 方向ボタンの上か下が押された場合

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

      $game_system.se_play($data_system.cursor_se)

      # 現在の位の?字を取得し、いったん 0 にする

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

      n = self.price / place % 10

      self.price -= n * place

      # 上なら +1、下なら -1

      n = (n + 1) % 10 if Input.repeat?(Input::UP)

      n = (n + 9) % 10 if Input.repeat?(Input::DOWN)

      # 現在の位の?字を再設定

      self.price += n * place

    end
    # カ?ソル右

    if Input.repeat?(Input::RIGHT)

      if @digits_max >= 2

        $game_system.se_play($data_system.cursor_se)

        @index = (@index + 1) % @digits_max

      end
    end

    # カ?ソル左

    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

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

#  預かり所?面で、預けたアイテムの一?を表示するウィンドウです。

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


class Window_DepositoryItem < Window_Selectable

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

  # ● オブジェクト初期化

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

  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

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

  # ● アイテムの取得

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

  def item
    return @data[self.index]

  end

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

  # ● リフレッシュ
  #     type : 形式

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

  def refresh(type)

    if self.contents != nil

      self.contents.dispose

      self.contents = nil

    end
    @data = []

    self.index = 0

    # アイテム?武器?防具を追加

    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

    # 項目?が 0 でなければビットマップを作成し、全項目を描?

    @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

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

  # ● 項目の描?
  #     index : 項目番?

  #     type  : 形式

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

  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

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

  # ● ヘルプテキスト更新

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

  def update_help

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

  end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★


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

# ■ Window_DepositoryNumber

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

#  預かり所で使用する、?値入力用のウィンドウです。

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


class Window_DepositoryNumber < Window_Base

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

  # ● オブジェクト初期化

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

  def initialize
    @digits_max = 2

    @number = 0

    # ?字の幅からカ?ソルの幅を計算 (0~9 は等幅と?定)

    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

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

  # ● アイテムの設定
  #     item : アイテム

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

  def item=(item)
    @item = item

  end

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

  # ● ?値の取得

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

  def number
    return @number

  end

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

  # ● ?値の設定

  #     number : 新しい?値

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

  def number=(number)

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

    refresh
  end

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

  # ● カ?ソルの矩形更新

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

  def update_cursor_rect

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

  end

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

  # ● リセット

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

  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

      # 預けている個?を描?

      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, "가지고 있는 수:#{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

      # 所持?を描?

      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, "보관소에 맡긴 수:#{having}")

    end
    refresh

  end

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

  # ● リフレッシュ

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

  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

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

  # ● 文字列設定

  #     string : 設定文字列

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

  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

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

  # ● サイズ?更
  #     nw : 新しい幅

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

  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

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

  # ● 中央移動

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

  def centering

    self.x = 320 - self.width / 2

    self.y = 240 - self.height / 2
  end

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

  # ● フレ?ム更新

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

  def update
    super

    return unless self.active

    # 方向ボタンの上か下が押された場合

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

      $game_system.se_play($data_system.cursor_se)

      # 現在の位の?字を取得し、いったん 0 にする

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

      n = self.number / place % 10

      self.number -= n * place

      # 上なら +1、下なら -1

      n = (n + 1) % 10 if Input.repeat?(Input::UP)

      n = (n + 9) % 10 if Input.repeat?(Input::DOWN)

      # 現在の位の?字を再設定

      self.number += n * place

      refresh
    end

    # カ?ソル右

    if Input.repeat?(Input::RIGHT)

      if @digits_max >= 2

        $game_system.se_play($data_system.cursor_se)

        @index = (@index + 1) % @digits_max

      end
    end

    # カ?ソル左

    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

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

#  預かり所?面の?理を行うクラスです。

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


class Scene_Depository

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

  # ● メイン?理

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

  def main
    # スプライトセット作成

    @spriteset = Spriteset_Map.new

    # 各種ウィンドウを作成

    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

    # ヘルプウィンドウを?連付け

    @command_window.help_window = @help_window

    @item_window.help_window = @help_window

    # トランジション?行

    Graphics.transition

    # メインル?プ
    loop do

      # ゲ?ム?面を更新

      Graphics.update

      # 入力情報を更新

      Input.update

      # フレ?ム更新

      update

      # ?面が切り替わったらル?プを中?

      if $scene != self

        break

      end
    end

    # トランジション準備

    Graphics.freeze
    # 解放

    @spriteset.dispose

    @dummy_window.dispose

    @help_window.dispose

    @command_window.dispose

    @gold_window.dispose

    @item_window.dispose

    @number_window.dispose
  end

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

  # ● フレ?ム更新

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

  def update
    # ウィンドウを更新

    @dummy_window.update

    @help_window.update

    @command_window.update

    @gold_window.update

    @item_window.update

    @number_window.update

    # コマンドウィンドウがアクティブの場合: update_command を呼ぶ

    if @command_window.active

      update_command

      return
    end

    # ゴ?ルドウィンドウがアクティブの場合: update_gold を呼ぶ

    if @gold_window.active

      update_gold

      return
    end

    # アイテムウィンドウがアクティブの場合: update_item を呼ぶ

    if @item_window.active

      update_item

      return
    end

    # 個?ウィンドウがアクティブの場合: update_number を呼ぶ

    if @number_window.active

      update_number

      return
    end

  end

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

  # ● フレ?ム更新 (コマンドウィンドウがアクティブの場合)

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

  def update_command
    # B ボタンが押された場合

    if Input.trigger?(Input::B)

      # キャンセル SE を演奏

      $game_system.se_play($data_system.cancel_se)

      # マップ?面に切り替え

      $scene = Scene_Map.new

      return
    end

    # C ボタンが押された場合

    if Input.trigger?(Input::C)

      # 決定 SE を演奏

      $game_system.se_play($data_system.decision_se)

      # カ?ソル位置で分岐

      case @command_window.index

      when 0

        # ゴ?ルドウィンドウに切り替え

        @gold_window.active = true

        @gold_window.visible = true

        @gold_window.reset(0)

        @help_window.set_text(DEPOSIT_GOLD)

      when 1

        # ゴ?ルドウィンドウに切り替え

        @gold_window.active = true

        @gold_window.visible = true

        @gold_window.reset(1)

        @help_window.set_text(WDEPOSIT_GOLD)

      when 2

        # アイテムウィンドウに切り替え

        @item_window.active = true

        @item_window.visible = true

        @item_window.refresh(0)

      when 3

        # アイテムウィンドウに切り替え

        @item_window.active = true

        @item_window.visible = true

        @item_window.refresh(1)

      end

      @command_window.active = false

      # ダミ?ウィンドウ消去

      @dummy_window.visible = false

      return
    end

  end

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

  # ● フレ?ム更新 (ゴ?ルドウィンドウがアクティブの場合)

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

  def update_gold
    # B ボタンが押された場合

    if Input.trigger?(Input::B)

      # キャンセル SE を演奏

      $game_system.se_play($data_system.cancel_se)

      # コマンドウィンドウに切り替え

      @command_window.active = true

      @gold_window.active = false

      @gold_window.visible = false

      @dummy_window.visible = true

      return
    end

    # C ボタンが押された場合

    if Input.trigger?(Input::C)

      # 入力した金額を取得

      price = @gold_window.price

      # 金額が 0 の場合

      if price == 0

        # 決定 SE を演奏

        $game_system.se_play($data_system.decision_se)

        # コマンドウィンドウに切り替え

        @command_window.active = true

        @gold_window.active = false

        @gold_window.visible = false

        @dummy_window.visible = true

        return

      end

      # ショップ SE を演奏

      $game_system.se_play($data_system.shop_se)

      # カ?ソル位置で分岐

      case @command_window.index

      when 0  # 預ける

        $game_party.lose_gold(price)

        $game_party.gain_deposit_gold(price)

      when 1  # 引き出す

        $game_party.gain_gold(price)

        $game_party.lose_deposit_gold(price)

      end

      # ゴ?ルドウィンドウをリセット

      @gold_window.reset(@command_window.index)

      return
    end

  end

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

  # ● フレ?ム更新 (アイテムウィンドウがアクティブの場合)

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

  def update_item
    # B ボタンが押された場合

    if Input.trigger?(Input::B)

      # キャンセル SE を演奏

      $game_system.se_play($data_system.cancel_se)

      # コマンドウィンドウに切り替え

      @command_window.active = true

      @item_window.active = false

      @item_window.visible = false

      @dummy_window.visible = true

      return
    end

    # C ボタンが押された場合

    if Input.trigger?(Input::C)

      # 選?アイテムを取得

      @item = @item_window.item

      # 空欄の場合

      if @item == nil

        # ブザ? SE を演奏

        $game_system.se_play($data_system.buzzer_se)

        return

      end

      # 個?ウィンドウのアイテムを設定

      @number_window.item = @item

      # 決定 SE を演奏

      $game_system.se_play($data_system.decision_se)

      # カ?ソル位置で分岐

      case @command_window.index

      when 2  # 預ける

        @number_window.set_text(DEPOSIT_ITEM)

      when 3  # 引き出す

        @number_window.set_text(WDEPOSIT_ITEM)

      end

      # 個?ウィンドウをリセット

      @number_window.reset(@command_window.index - 2)

      # 個?ウィンドウに切り替え

      @item_window.active = false

      @number_window.active = true

      @number_window.visible = true

      return
    end

  end

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

  # ● フレ?ム更新 (個?ウィンドウがアクティブの場合)

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

  def update_number
    # B ボタンが押された場合

    if Input.trigger?(Input::B)

      # キャンセル SE を演奏

      $game_system.se_play($data_system.cancel_se)

      # アイテムウィンドウに切り替え

      @item_window.active = true

      @number_window.active = false

      @number_window.visible = false

      return
    end

    # C ボタンが押された場合

    if Input.trigger?(Input::C)

      # 決定 SE を演奏

      $game_system.se_play($data_system.decision_se)

      number = @number_window.number

      # カ?ソル位置で分岐

      case @command_window.index

      when 2  # 預ける

        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  # 引き出す

        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

      # アイテムウィンドウをリフレッシュ

      @item_window.refresh(@command_window.index - 2)

      # アイテムウィンドウに切り替え

      @item_window.active = true

      @number_window.active = false

      @number_window.visible = false

      return
    end

  end
end

 
==========
저 스크립트를 메인위에 삽입후
붙여넣기 하시면 됩니다
위에 설명 잘 읽고하세요

사용법은 사람 하나 딱!! 세워논후
이벤트 커맨드에서 스크립트 들어간후 call_depository 하시면 됩니다


31~33 줄에

class Window_DepositoryGold < Window_Base
  # ◆金額指定の桁数
  GOLD_DIGITS = 10

이렇게 되있을 겁니다
GOLD_D... 윽 아무튼 저기 숫자는 최대 맡길 수 있는 돈 자리수 설정입니다
10자리니까 10억 까지 가능하죠
?

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