1 Sistema de Banco Vx Qui 03 Jan 2013, 17:53
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Sub Admnistrador
SCRIPT DE BANCO
Maker utilizado: RMVX
[versão 1.0]
Descrição
Esse script adiciona a opção de criar um banco para depositar e retirar dinheiro.
Funções
Depositar e retirar dinheiro...
Instruções
Copie e cole o script acima do main. Para chamar crie um evento e digite o seguinte código na opção chamar scripts : $scene = Scene_Depository.new
Download
Download aqui
Script
RayRPG (por criar)
Yoshi (por traduzir pro português e criar a demo)
Maker utilizado: RMVX
[versão 1.0]
Descrição
Esse script adiciona a opção de criar um banco para depositar e retirar dinheiro.
Funções
Depositar e retirar dinheiro...
Instruções
Copie e cole o script acima do main. Para chamar crie um evento e digite o seguinte código na opção chamar scripts : $scene = Scene_Depository.new
Download
Download aqui
Script
- Código:
# --------------------------------------------------------------------------------------
# Script de Banco para RMVX hecho por RayRpg
# tomando como base script de banco de KGC
# para RMXP
# para llamar script:$scene = Scene_Depository.new
#--------------------------------------------------------------------------------------
class Window_DepositoryCommand < Window_Selectable
# Nombre de los comandos
DEPOSITORY_COMMAND = [
"Depositar", # depósito ouro
"Retirar", # retirar ouro
]
# Defina los comandos
DEPOSITORY_HELP = [
"Depositar ", # Depositar oro
"Retirar ", # Retirarlo
]
end
class Window_DepositoryGold < Window_Base
# Numero de 0 maximos
GOLD_DIGITS = 7
end
class Scene_Depository
DEPOSIT_GOLD = "Insira a quantidade que será depositada"
WDEPOSIT_GOLD = "Insira a quantidade que será retirada"
end
#--------------------------------------------------------------------------
def call_depository
$game_player.straighten
$scene = Scene_Depository.new
end
#--------------------------------------------------------------------------------------
# Class Game_Party
#-------------------------------------------------------------------------------------
class Game_Party
alias initialize_Ray_Depository initialize
def initialize
initialize_Ray_Depository
@deposit_gold = 0
end
#--------------------------------------------------------------------------
# informacion de oro
#--------------------------------------------------------------------------
def deposit_gold
@deposit_gold = 0 if @deposit_gold == nil
return @deposit_gold
end
#--------------------------------------------------------------------------
# Recupere informacion del oro
#--------------------------------------------------------------------------
def gain_deposit_gold(number)
@deposit_gold = 0 if @deposit_gold == nil
@deposit_gold += number
end
def lose_deposit_gold(number)
self.gain_deposit_gold(-number)
end
end
#---------------------------------------------------------------------------------
# Window_DepositoryCommand
#---------------------------------------------------------------------------------
class Window_DepositoryCommand < Window_Selectable
def initialize
super(0, 64, 545, 60)
self.contents = Bitmap.new(width - 32, height - 32)
@commands = DEPOSITORY_COMMAND
@item_max = @commands.size
@column_max = @commands.size
@item_width = (width - 32) / @commands.size
self.back_opacity = 160
self.index = 0
refresh
end
#--------------------------------------------------------------------------
# Actulizacion
#--------------------------------------------------------------------------
def refresh
for i in [Tens de ter uma conta e sessão iniciada para poderes visualizar este link]
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
#--------------------------------------------------------------------------------
# Cursor
#---------------------------------------------------------------------------------
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(DEPOSITORY_HELP[self.index])
end
end
#--------------------------------------------------------------------------------
# Window_DepositoryGold
#---------------------------------------------------------------------------------
class Window_DepositoryGold < Window_Base
def initialize
super(0, 128, 545, 285)
@digits_max = GOLD_DIGITS
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
def price=(np)
@price = [[np, 0].max, @max].min
redraw_price
end
def reset(type)
@price = 0
@index = @digits_max - 1
refresh(type)
end
def refresh(type)
self.contents.clear
domination = $game_party.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, "Dinheiro que possui:")
self.contents.draw_text(0, 64, 608, 32, "Depósito:")
if type == 0
self.contents.draw_text(0, 128, 608, 32, "Quantidade:")
@max = $game_party.gold
else
self.contents.draw_text(0, 128, 608, 32, "Retirada:")
@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 = $game_party.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
#--------------------------------------------------------------------------
# Actualizacion del cursor
#--------------------------------------------------------------------------
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)
Sound.play_decision
place = 10 ** (@digits_max - 1 - @index)
n = self.price / place % 10
self.price -= n * place
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
Sound.play_decision
@index = (@index + 1) % @digits_max
end
end
if Input.repeat?(Input::LEFT)
if @digits_max >= 2
Sound.play_decision
@index = (@index + @digits_max - 1) % @digits_max
end
end
update_cursor_rect
end
end
def item
return @data[self.index]
end
#--------------------------------------------------------------------------------
# Window_DepositoryNumber
#-------------------------------------------------------------------------------
class Window_DepositoryNumber < Window_Base
def initialize
@digits_max = 2
@number = 0
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
#-------------------------------------------------------------------------
# Actualizacion del cursor
#--------------------------------------------------------------------------
def update_cursor_rect
self.cursor_rect.set(@index * @cursor_width, 32, @cursor_width, 32)
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
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
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
#-------------------------------------------------------------------------
# Movimiento central
#--------------------------------------------------------------------------
def centering
self.x = 320 - self.width / 2
self.y = 240 - self.height / 2
end
#-------------------------------------------------------------------------
# Actualizacion
#--------------------------------------------------------------------------
def update
super
return unless self.active
if Input.repeat?(Input::UP) || Input.repeat?(Input::DOWN)
$game_system.se_play($data_system.cursor_se)
place = 10 ** (@digits_max - 1 - @index)
n = self.number / place % 10
self.number -= n * place
n = (n + 1) % 10 if Input.repeat?(Input::UP)
n = (n + 9) % 10 if Input.repeat?(Input::DOWN)
self.number += n * place
refresh
end
if Input.repeat?(Input::RIGHT)
if @digits_max >= 2
$game_system.se_play($data_system.cursor_se)
@index = (@index + 1) % @digits_max
end
end
if Input.repeat?(Input::LEFT)
if @digits_max >= 2
Sound.play_decision
@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
@dummy_window = Window_Base.new(0, 60, 545, 352)
@help_window = Window_Help.new
@dummy_window.back_opacity = 160
@help_window.back_opacity = 160
@command_window = Window_DepositoryCommand.new
@gold_window = Window_DepositoryGold.new
@number_window = Window_DepositoryNumber.new
@command_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
@number_window.dispose
end
#------------------------------------------------------------------------
# Actualizacion
#--------------------------------------------------------------------------
def update
@dummy_window.update
@help_window.update
@command_window.update
@gold_window.update
@number_window.update
if @command_window.active
update_command
return
end
if @gold_window.active
update_gold
return
end
if @number_window.active
update_number
return
end
end
def update_command
if Input.trigger?(Input::B)
Sound.play_decision
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
Sound.play_decision
case @command_window.index
when 0
@gold_window.active = true
@gold_window.visible = true
@gold_window.reset(0)
@help_window.set_text(DEPOSIT_GOLD)
when 1
@gold_window.active = true
@gold_window.visible = true
@gold_window.reset(1)
@help_window.set_text(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
if Input.trigger?(Input::B)
Sound.play_decision
@command_window.active = true
@gold_window.active = false
@gold_window.visible = false
@dummy_window.visible = true
return
end
if Input.trigger?(Input::C)
price = @gold_window.price
if price == 0
Sound.play_decision
@command_window.active = true
@gold_window.active = false
@gold_window.visible = false
@dummy_window.visible = true
return
end
Sound.play_decision
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_number
if Input.trigger?(Input::B)
Sound.play_decision
@number_window.active = false
@number_window.visible = false
return
end
@number_window.active = false
@number_window.visible = false
return
end
end
RayRPG (por criar)
Yoshi (por traduzir pro português e criar a demo)