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Autor Thema: Maximale Itemzahl ändern  (Gelesen 5736 mal)

Offline Phi

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Maximale Itemzahl ändern
« am: Januar 10, 2010, 01:15:45 »
ne anfrage im technikforum, naja
wenn man drüber nachdenkt ganz nützlich

natürlich über main einfügen
MAX = 10000

class Game_Party < Game_Unit
  def gain_item(item, n, include_equip = false)
    number = item_number(item)
    case item
    when RPG::Item
      @items[item.id] = [[number + n, 0].max, MAX].min
    when RPG::Weapon
      @weapons[item.id] = [[number + n, 0].max, MAX].min
    when RPG::Armor
      @armors[item.id] = [[number + n, 0].max, MAX].min
    end
    n += number
    if include_equip and n < 0
      for actor in members
        while n < 0 and actor.equips.include?(item)
          actor.discard_equip(item)
          n += 1
        end
      end
    end
  end
end

Re: Maximale Itemzahl ändern

Offline Paragorn

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Re: Maximale Itemzahl ändern
« Antwort #1 am: Januar 10, 2010, 02:46:54 »
Spitze :) danke

Re: Maximale Itemzahl ändern

Offline Noa3

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Re: Maximale Itemzahl ändern
« Antwort #2 am: Februar 15, 2010, 18:52:57 »
ja ist wirklich ncht schlecht aber den kgc_database breaker find ich besser und da kann man mehr einstellen :)

Re: Maximale Itemzahl ändern

Offline Phi

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Re: Maximale Itemzahl ändern
« Antwort #3 am: Februar 15, 2010, 19:45:55 »
du darfst den Limitbreaker ruhig besser finden weil man da ja mehr einstellen kann, nur eine Funktion fehlt ihm.
Nämlich die Maximale Itemzahl zu ändern.
« Letzte Änderung: Februar 15, 2010, 19:52:54 von Phi »

Re: Maximale Itemzahl ändern

Offline Noa3

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Re: Maximale Itemzahl ändern
« Antwort #4 am: Februar 16, 2010, 09:35:45 »
sry habe das falsch im gedächtnis gehabt,
KGC_Limit Break hieß es xD




#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/ ? Unlimit Parameters - KGC_LimitBreak ? VX ?
#_/ ?  Last update : 2008/01/09           
#_/ ? Written by TOMY     
#_/ ? Translation by Touchfuzzy                 
#_/ ? KGC Site:                                                   
#_/ ?  http://ytomy.sakura.ne.jp/                                   
#_/-----------------------------------------------------------------------------
#_/  Installation: Because this script overwrites many classes(given its nature)
#_/   it must be inserted as at top of all other custom scripts.
#_/=============================================================================
#_/  This script allows you to go beyond the game's set limit of levels, stats
#_/   various parameters of enemies, money in hand, and possessed items.
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

#==============================================================================#
#                           ? Customization ?                                  #
#==============================================================================#

module KGC
 module LimitBreak
  # 0. Levels 1-99 are determined normally, all levels after 99 are determined
  # by the equation used in PARAMETER_CALC_EXP.

  # 1. The stats listed in the database are only used as variables in the
  # following equations:
  #    ax^2 + bx + c
  #    a = What is set in the Database as the level 1 score of the
  #    corresponding stat.
  #    b = What is set in the Database as the level 2 score of the
  #    corresponding stat.
  #    c = What is set in the Database as the level 3 score of the
  #    corresponding stat.
  #    x = characters current level.

  # 2. The stats listed in the database are only used as variables in the
  # following equations:
  #    bx + c
  #    b = What is set in the Database as the level 2 score of the
  #    corresponding stat.
  #    c = What is set in the Database as the level 3 score of the
  #    corresponding stat.
  #    x = characters current level.

  PARAMETER_CALC_METHOD = 1

  # The following is the equation used for level 100 up if you are using
  # PARAMETER_CALC_METHOD = 0.  The following uses the difference between the
  #  stat at level 98 and level 99 at level 100 and each level afterwords.
  PARAMETER_CALC_EXP = "(param[99] - param[98]) * (level - 99)"

  # CHARACTER MAX LEVELS
  ACTOR_FINAL_LEVEL = []  # ? DO NOT REMOVE.
  # Put in the level max you wish for individual characters here
  #   ACTOR_FINAL_LEVEL[actor ID] = max level
  # ? This sets the max level of Actor 1 to 999
  ACTOR_FINAL_LEVEL[1] = 9999

  # This sets the max for any character who is not specifically set in the
  # above section.
  ACTOR_FINAL_LEVEL_DEFAULT = 9999
  # This sets the max amount of experience a character can earn.
  ACTOR_EXP_LIMIT = 99999999

  # This sets the Max HP a character can gain.
  ACTOR_MAXHP_LIMIT     = 999999
  # This sets the Max MP a character can gain.
  ACTOR_MAXMP_LIMIT     = 999999
  # This sets the max a character gain in Attack, Defense, Spirit, and Agility.
  ACTOR_PARAMETER_LIMIT = 999999

  # This sets the Max HP an enemy can have.
  ENEMY_MAXHP_LIMIT     = 9999999
  # This sets the Max MP an enemy can have.
  ENEMY_MAXMP_LIMIT     = 9999999
  # This sets the max an enemy can have in Attack, Defense, Spirit, and Agility
  ENEMY_PARAMETER_LIMIT = 999999

  # Since you cannot put stats higher than the old maxes in the database this
  # allows you to increase the numbers written in the database.
  # Each as written as a percentage so if you wanted to multiply Max HP by 10
  # then you would enter ENEMY_MAXHP_RATE = 1000
  ENEMY_MAXHP_RATE = 100  # MaxHP
  ENEMY_MAXMP_RATE = 100  # MaxMP
  ENEMY_ATK_RATE   = 100  # Attack
  ENEMY_DEF_RATE   = 100  # Defense
  ENEMY_SPI_RATE   = 100  # Spirit
  ENEMY_AGI_RATE   = 100  # Agility

  # This sets the Max gold a character can have.
  GOLD_LIMIT = 99999999

  # This sets the Max number of items of the same kind a character can carry
  ITEM_NUMBER_LIMIT = 99999

  module_function

  # The following lets you set specific stats of enemies individually.

  def set_enemy_parameters
    # Examples
    #  Enemy ID:10 Set MaxHP to 2000000
    # $data_enemies[10].maxhp = 2000000
    #  Enemy ID:16 Set Attack to 5000
    # $data_enemies[16].atk = 5000
    #  Enemy ID:20 Multiply current Defense by 2
    # $data_enemies[20].def *= 2
  end
 end
end

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

$imported = {} if $imported == nil
$imported["LimitBreak"] = true

module KGC::LimitBreak
  # Regular Expression Module.
  module Regexp
    # Base Item Module
    module BaseItem
      # Number Limit tag string
      NUMBER_LIMIT = /^<(?:NUMBER_LIMIT|numberlimit)[ ]*(\d+)>/i
    end
  end

  module_function
  #--------------------------------------------------------------------------
  # ? Enemy's ability correction is applied.
  #--------------------------------------------------------------------------
  def revise_enemy_parameters
    (1...$data_enemies.size).each { |i|
      enemy = $data_enemies[i]
      enemy.maxhp = enemy.maxhp * ENEMY_MAXHP_RATE / 100
      enemy.maxmp = enemy.maxmp * ENEMY_MAXMP_RATE / 100
      enemy.atk   = enemy.atk   * ENEMY_ATK_RATE   / 100
      enemy.def   = enemy.def   * ENEMY_DEF_RATE   / 100
      enemy.spi   = enemy.spi   * ENEMY_SPI_RATE   / 100
      enemy.agi   = enemy.agi   * ENEMY_AGI_RATE   / 100
    }
  end
end

#==============================================================================
# ¦ RPG::BaseItem
#==============================================================================

class RPG::BaseItem
  #--------------------------------------------------------------------------
  # ? Generate Cache: limit Break
  #--------------------------------------------------------------------------
  def create_limit_break_cache
    @__number_limit = KGC::LimitBreak::ITEM_NUMBER_LIMIT

    @note.split(/[\r\n]+/).each { |line|
      if line =~ KGC::LimitBreak::Regexp::BaseItem::NUMBER_LIMIT
        # ?????
        @__number_limit = $1.to_i
      end
    }
  end
  #--------------------------------------------------------------------------
  # ? ???????
  #--------------------------------------------------------------------------
  def number_limit
    create_limit_break_cache if @__number_limit == nil
    return @__number_limit
  end
end

#==================================End Class===================================#

#==============================================================================
# ¦ Game_Battler
#==============================================================================

class Game_Battler
  #--------------------------------------------------------------------------
  # ? MaxHP ??????
  #--------------------------------------------------------------------------
  def maxhp_limit
    return KGC::LimitBreak::ENEMY_MAXHP_LIMIT
  end
  #--------------------------------------------------------------------------
  # ? MaxMP ??????
  #--------------------------------------------------------------------------
  def maxmp_limit
    return KGC::LimitBreak::ENEMY_MAXMP_LIMIT
  end
  #--------------------------------------------------------------------------
  # ? MaxMP ???
  #--------------------------------------------------------------------------
  def maxmp
    return [[base_maxmp + @maxmp_plus, 0].max, maxmp_limit].min
  end
  #--------------------------------------------------------------------------
  # ? ?????????????
  #--------------------------------------------------------------------------
  def parameter_limit
    return KGC::LimitBreak::ENEMY_PARAMETER_LIMIT
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def atk
    n = [base_atk + @atk_plus, 1].max
    states.each { |state| n *= state.atk_rate / 100.0 }
    n = [[Integer(n), 1].max, parameter_limit].min
    return n
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def def
    n = [base_def + @def_plus, 1].max
    states.each { |state| n *= state.def_rate / 100.0 }
    n = [[Integer(n), 1].max, parameter_limit].min
    return n
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def spi
    n = [base_spi + @spi_plus, 1].max
    states.each { |state| n *= state.spi_rate / 100.0 }
    n = [[Integer(n), 1].max, parameter_limit].min
    return n
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def agi
    n = [base_agi + @agi_plus, 1].max
    states.each { |state| n *= state.agi_rate / 100.0 }
    n = [[Integer(n), 1].max, parameter_limit].min
    return n
  end
  #--------------------------------------------------------------------------
  # ? MaxHP ???
  #     new_maxhp : ??? MaxHP
  #--------------------------------------------------------------------------
  def maxhp=(new_maxhp)
    @maxhp_plus += new_maxhp - self.maxhp
    @maxhp_plus = [[@maxhp_plus, -maxhp_limit].max, maxhp_limit].min
    @hp = [@hp, self.maxhp].min
  end
  #--------------------------------------------------------------------------
  # ? MaxMP ???
  #     new_maxmp : ??? MaxMP
  #--------------------------------------------------------------------------
  def maxmp=(new_maxmp)
    @maxmp_plus += new_maxmp - self.maxmp
    @maxmp_plus = [[@maxmp_plus, -maxmp_limit].max, maxmp_limit].min
    @mp = [@mp, self.maxmp].min
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #     new_atk : ??????
  #--------------------------------------------------------------------------
  def atk=(new_atk)
    @atk_plus += new_atk - self.atk
    @atk_plus = [[@atk_plus, -parameter_limit].max, parameter_limit].min
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #     new_def : ??????
  #--------------------------------------------------------------------------
  def def=(new_def)
    @def_plus += new_def - self.def
    @def_plus = [[@def_plus, -parameter_limit].max, parameter_limit].min
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #     new_spi : ??????
  #--------------------------------------------------------------------------
  def spi=(new_spi)
    @spi_plus += new_spi - self.spi
    @spi_plus = [[@spi_plus, -parameter_limit].max, parameter_limit].min
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #     agi : ??????
  #--------------------------------------------------------------------------
  def agi=(new_agi)
    @agi_plus += new_agi - self.agi
    @agi_plus = [[@agi_plus, -parameter_limit].max, parameter_limit].min
  end
end

#==================================End Class===================================#

#==============================================================================
# ¦ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def make_exp_list
    @exp_list = Array.new(final_level + 2)
    @exp_list[1] = @exp_list[final_level + 1] = 0
    m = actor.exp_basis
    n = 0.75 + actor.exp_inflation / 200.0
    (2..final_level).each { |i|
      @exp_list[i] = @exp_list[i-1] + Integer(m)
      m *= 1 + n
      n *= 0.9
    }
  end
  #--------------------------------------------------------------------------
  # ? ????????
  #--------------------------------------------------------------------------
  def final_level
    n = KGC::LimitBreak::ACTOR_FINAL_LEVEL[self.id]
    return (n != nil ? n : KGC::LimitBreak::ACTOR_FINAL_LEVEL_DEFAULT)
  end
  #--------------------------------------------------------------------------
  # ? MaxHP ??????
  #--------------------------------------------------------------------------
  def maxhp_limit
    return KGC::LimitBreak::ACTOR_MAXHP_LIMIT
  end
  #--------------------------------------------------------------------------
  # ? MaxMP ??????
  #--------------------------------------------------------------------------
  def maxmp_limit
    return KGC::LimitBreak::ACTOR_MAXMP_LIMIT
  end
  #--------------------------------------------------------------------------
  # ? ?????????????
  #--------------------------------------------------------------------------
  def parameter_limit
    return KGC::LimitBreak::ACTOR_PARAMETER_LIMIT
  end
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def exp_limit
    return KGC::LimitBreak::ACTOR_EXP_LIMIT
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #     exp  : ??????
  #     show : ???????????
  #--------------------------------------------------------------------------
  def change_exp(exp, show)
    last_level = @level
    last_skills = skills
    @exp = [[exp, exp_limit].min, 0].max
    while @exp >= @exp_list[@level+1] && @exp_list[@level+1] > 0
      level_up
    end
    while @exp < @exp_list[@level]
      level_down
    end
    @hp = [@hp, maxhp].min
    @mp = [@mp, maxmp].min
    if show && @level > last_level
      display_level_up(skills - last_skills)
    end
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #     level : ??????
  #     show  : ???????????
  #--------------------------------------------------------------------------
  def change_level(level, show)
    level = [[level, final_level].min, 1].max
    change_exp(@exp_list[level], show)
  end
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  def base_parameter(type)
    case KGC::LimitBreak::PARAMETER_CALC_METHOD
    when 0  # ????
      if @level >= 100
        calc_text = KGC::LimitBreak::PARAMETER_CALC_EXP.dup
        calc_text.gsub!(/level/i) { "@level" }
        calc_text.gsub!(/param\[(\d+)\]/i) {
          "actor.parameters[type, #{$1.to_i}]"
        }
        return actor.parameters[type, 99] + eval(calc_text)
      end
    when 1  # ????
      a = actor.parameters[type, 1]
      b = actor.parameters[type, 2]
      c = actor.parameters[type, 3]
      return ((a * @level + b) * @level + c)
    when 2  # ????
      b = actor.parameters[type, 2]
      c = actor.parameters[type, 3]
      return (b * @level + c)
    end
    return actor.parameters[type, @level]
  end
  #--------------------------------------------------------------------------
  # ? ?? MaxHP ???
  #--------------------------------------------------------------------------
  def base_maxhp
    return base_parameter(0)
  end
  #--------------------------------------------------------------------------
  # ? ?? MaxMP ???
  #--------------------------------------------------------------------------
  def base_maxmp
    return base_parameter(1)
  end
  #--------------------------------------------------------------------------
  # ? ????????
  #--------------------------------------------------------------------------
  def base_atk
    n = base_parameter(2)
    equips.compact.each { |item| n += item.atk }
    return n
  end
  #--------------------------------------------------------------------------
  # ? ????????
  #--------------------------------------------------------------------------
  def base_def
    n = base_parameter(3)
    equips.compact.each { |item| n += item.def }
    return n
  end
  #--------------------------------------------------------------------------
  # ? ????????
  #--------------------------------------------------------------------------
  def base_spi
    n = base_parameter(4)
    equips.compact.each { |item| n += item.spi }
    return n
  end
  #--------------------------------------------------------------------------
  # ? ????????
  #--------------------------------------------------------------------------
  def base_agi
    n = base_parameter(5)
    equips.compact.each { |item| n += item.agi }
    return n
  end
end

#==================================End Class===================================#

#==============================================================================
# ¦ Game_Party
#==============================================================================

class Game_Party < Game_Unit
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def gold_limit
    return KGC::LimitBreak::GOLD_LIMIT
  end
  #--------------------------------------------------------------------------
  # ? ??????? (??)
  #     n : ??
  #--------------------------------------------------------------------------
  def gain_gold(n)
    @gold = [[@gold + n, 0].max, gold_limit].min
  end
  #--------------------------------------------------------------------------
  # ? ??????? (??)
  #     item          : ????
  #     n             : ??
  #     include_equip : ???????
  #--------------------------------------------------------------------------
  def gain_item(item, n, include_equip = false)
    number = item_number(item)
    case item
    when RPG::Item
      @items[item.id] = [[number + n, 0].max, item.number_limit].min
    when RPG::Weapon
      @weapons[item.id] = [[number + n, 0].max, item.number_limit].min
    when RPG::Armor
      @armors[item.id] = [[number + n, 0].max, item.number_limit].min
    end
    n += number
    if include_equip && n < 0
      members.each { |actor|
        while n < 0 && actor.equips.include?(item)
          actor.discard_equip(item)
          n += 1
        end
      }
    end
  end
end

#==================================End Class===================================#

#==============================================================================
# ¦ Window_ShopBuy
#==============================================================================

class Window_ShopBuy < Window_Selectable
  #--------------------------------------------------------------------------
  # ? ?????
  #     index : ????
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    number = $game_party.item_number(item)
    enabled = (item.price <= $game_party.gold && number < item.number_limit)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    draw_item_name(item, rect.x, rect.y, enabled)
    rect.width -= 4
    self.contents.draw_text(rect, item.price, 2)
  end
end

#==================================End Class===================================#

#==============================================================================
# ¦ Scene_Title
#==============================================================================

class Scene_Title < Scene_Base
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  alias load_database_KGC_LimitBreak load_database
  def load_database
    load_database_KGC_LimitBreak

    set_enemy_parameters
  end
  #--------------------------------------------------------------------------
  # ? ????????????????
  #--------------------------------------------------------------------------
  alias load_bt_database_KGC_LimitBreak load_bt_database
  def load_bt_database
    load_bt_database_KGC_LimitBreak

    set_enemy_parameters
  end
  #--------------------------------------------------------------------------
  # ? ???????????
  #--------------------------------------------------------------------------
  def set_enemy_parameters
    KGC::LimitBreak.revise_enemy_parameters
    KGC::LimitBreak.set_enemy_parameters
  end
end

#==================================End Class===================================#

#==============================================================================
# ¦ Scene_File
#==============================================================================

class Scene_File < Scene_Base
  #--------------------------------------------------------------------------
  # ? ???????????
  #     file : ??????????????? (??????)
  #--------------------------------------------------------------------------
  alias read_save_data_KGC_LimitBreak read_save_data
  def read_save_data(file)
    read_save_data_KGC_LimitBreak(file)

    (1...$data_actors.size).each { |i|
      actor = $game_actors[i]
      actor.make_exp_list
      # ?????????
      if actor.level > actor.final_level
        while actor.level > actor.final_level
          actor.level_down
        end
        # ???? HP ????????????????
        actor.change_level(actor.final_level, false)
      end
    }
  end
end

#==================================End Class===================================#

#==============================================================================
# ¦ Scene_Shop
#==============================================================================

class Scene_Shop < Scene_Base
  #--------------------------------------------------------------------------
  # ? ???????????
  #--------------------------------------------------------------------------
  def update_buy_selection
    @status_window.item = @buy_window.item
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @command_window.active = true
      @dummy_window.visible = true
      @buy_window.active = false
      @buy_window.visible = false
      @status_window.visible = false
      @status_window.item = nil
      @help_window.set_text("")
      return
    end
    if Input.trigger?(Input::C)
      @item = @buy_window.item
      number = $game_party.item_number(@item)
      if @item == nil || @item.price > $game_party.gold ||
          number == @item.number_limit
        Sound.play_buzzer
      else
        Sound.play_decision
        max = (@item.price == 0 ?
          @item.number_limit : $game_party.gold / @item.price)
        max = [max, @item.number_limit - number].min
        @buy_window.active = false
        @buy_window.visible = false
        @number_window.set(@item, max, @item.price)
        @number_window.active = true
        @number_window.visible = true
      end
    end
  end
end

#==================================End Class===================================#

#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/  The original untranslated version of this script can be found here:
# http://f44.aaa.livedoor.jp/~ytomy/tkool/rpgtech/php/tech.php?tool=VX&cat=tech_vx/special_system&tech=limit_break
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

credit:
Written by TOMY
Translation by Touchfuzzy
KGC

Re: Maximale Itemzahl ändern

Offline Phi

  • Forscher
  • Eventmeister
  • ***
  • Beiträge: 368
  • Im Auftrag der Wissenschaft
Re: Maximale Itemzahl ändern
« Antwort #5 am: Februar 16, 2010, 11:09:47 »
auch wenn du den Falschen Namen genannt hast wusste ich bei "Database breaker" was du meintest und nein
mit dem Script kann man zwar mehr als 999 verschiedene Items, also die Maximala Anzahl an Items haben aber von allem nur 99 Stück
der Limitbreaker ändert den Wert der im Vorhinein geladen wird.

Mein Script greift auf Game_Party zu und ändert die Maximale Itemzahl von 99 auf einen gewünschten Wert. So kann man immer noch 999 verschidene Items haben aber von allen 10.000 Stück

die beiden Scripte haben nichts gemeinsam wenn du sie dir mal kurz ansiehst

Re: Maximale Itemzahl ändern

Offline Derexor

  • Database-Verunstalter
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Re: Maximale Itemzahl ändern
« Antwort #6 am: Februar 16, 2010, 11:36:44 »
Ich glaube hier liegt ein Missverständniss vor.
Limit Breaker : Maximale Anzahl VERSCHIEDENER Items erhöhen usw.
Phi´s Script : Maximale Anzahl von Items INGAME, also das du z.B. 10000 Poitons haben kannst.

@Phi schon so richtig oder?

Re: Maximale Itemzahl ändern

Offline Noa3

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Re: Maximale Itemzahl ändern
« Antwort #7 am: Februar 16, 2010, 12:43:51 »
OK tut mr vielmals leid :(
habe ich dann anscheind wirklich sehr dolle falsch verstanden :(

Re: Maximale Itemzahl ändern

Offline Phi

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Re: Maximale Itemzahl ändern
« Antwort #8 am: Februar 16, 2010, 15:38:10 »
@Derexor
stimmt so ^^

@Noa
kein Problem
ich hab ja keine Beschreibung beigelegt gehabt
sollte ich demnächst machen

Re: Maximale Itemzahl ändern

Offline DominikWW

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Re: Maximale Itemzahl ändern
« Antwort #9 am: März 24, 2010, 21:08:33 »
Wo genau muss ich denn den Skriptcode einfügen?? hab des beim Scripteditor ganz unten bei Main eingefügt.Aber des ist dann immer noch so das es die maximale Anzahl eines Items 99 beträgt. kann mit jemand helfen?

Re: Maximale Itemzahl ändern

Offline Ðeity

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Re: Maximale Itemzahl ändern
« Antwort #10 am: März 24, 2010, 21:10:30 »
Hi und Willkommen,
leider muss das Script genau nicht unter Main eingefügt werden. ^^
Füg es unter "Materials" ein und es wird klappen.

MfG
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Re: Maximale Itemzahl ändern

Offline DominikWW

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Re: Maximale Itemzahl ändern
« Antwort #11 am: April 01, 2010, 21:02:51 »
Der Skript ist gut.
Nunja kann jetzt zwar über 99 von ein selben item haben aber des ist immer noch so dass ich ab 99 von selber Item
nicht mehr davon im Shop kaufen kann. Kann man das irgenwie umstellen? Antwort wäre nett^^

Re: Maximale Itemzahl ändern

Offline Ðeity

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Re: Maximale Itemzahl ändern
« Antwort #12 am: April 01, 2010, 21:06:42 »
Geh in Scene_Shop zur Zeile 143.
      if @item == nil or @item.price > $game_party.gold or number == 99
Ausserdem zu den Zeilen 147 und 148.
        max = @item.price == 0 ? 99 : $game_party.gold / @item.price
        max = [max, 99 - number].min
Nun musst du nur noch die 99 in die Maximale Itemanzahl umändern.
Als nächstes musst du in Window_ShopBuy Script.
Gehe hier zur Zeile 56
    enabled = (item.price <= $game_party.gold and number < 99)
und ersetze nun die 99 mit der tatsächlichen Maximalen Itemanzahl.


MfG
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« Letzte Änderung: April 01, 2010, 21:25:15 von Ðeity »



Re: Maximale Itemzahl ändern

Offline DominikWW

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Re: Maximale Itemzahl ändern
« Antwort #13 am: April 01, 2010, 21:50:35 »
thx Ðeity für die Antwort aber ist jetzt bloß irgendwie so dass wenn ich 99 hab nichts mehr von diesen Item im Shop kaufen kann aber ab 100 kann ich
des im Shop kaufen aber bloß immer 1 naja  bin eigentlich trotzdem zufrieden also danke für die Antwort^^

Re: Maximale Itemzahl ändern

Offline Ðeity

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Re: Maximale Itemzahl ändern
« Antwort #14 am: April 01, 2010, 22:04:00 »
Kein Problöemm, aber du hast wahrscheinlich eine der 99 ausgelassen. Vergleiche es nochmal mit meinem Post, und dann sollte es gehen.

MfG
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