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Autor Thema: Item in Tuhen legen.  (Gelesen 2270 mal)

Offline PDM

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Re: Item in Tuhen legen.
« Antwort #15 am: August 13, 2010, 17:48:53 »
Das mit dem Ablagezeug kannst du mit dem Vampyr Warehouse Script machen. Googles einfach mal.
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Re: Item in Tuhen legen.

Offline BlaBlaDieBlu

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Re: Item in Tuhen legen.
« Antwort #16 am: August 13, 2010, 18:01:12 »
@PDM : ich googles es mal ^^
@Sk!p u. Colonios : also wegen frage 2 hab ich ein script gefunden . http://www.rpgvx.net/index.php/topic,4480.0.html
                           wen man den halt die zahle 10000 auf 10 setzt funktionirts einwand frei .^^
                           ich würde mal sagen frage 2 ist beantwortet und vieeelen dank für eure mühe . :D

Re: Item in Tuhen legen.

Offline Sk!p

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Re: Item in Tuhen legen.
« Antwort #17 am: August 13, 2010, 18:07:01 »
Freut mich zu hören.

Ich hab grad die ganze Zeit versucht auf irgendeinem Wege die Variable wieder nach unten zu bekommen
aber es möchte einfach nicht funktionieren.
Schade eigentlich dass man heutzutage für alles ein Script nehmen kann.

Irgendwie verhindert das das denken und das Wissen um die Möglichkeiten die man mit den Events eigentlich
hat.

Naja ich denke, dann hast du ja alle deine Fragen beantwortet oder.

Frage1: Script
Frage2: Script
Frage3: Script

Naja ich denke du kannst zu machen Colo x.x

Klischee Antagonist! | Back From Hell To Conquer The World!


Re: Item in Tuhen legen.

Offline BlaBlaDieBlu

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Re: Item in Tuhen legen.
« Antwort #18 am: August 13, 2010, 18:10:38 »
Eine sache hätte ich da noch :
I-was stimmt mit dem script nicht :O
Ab einerbestimmten zeile würd alles lila und wen ich ds behebe werden nur 3zeilen wieder normal der rest ist dan immer noch lila ...
#==============================================================================
# Vampyr Warehouse
#==============================================================================
class Game_Party < Game_Unit
  
  alias vampyr_warehouse_initialize initialize
  
  attr_reader :wgold
  
  def initialize
    vampyr_warehouse_initialize
    @witems = {}
    @wweapons = {}
    @warmors = {}
    @wgold = 0
  end
  
  def witems
    result = []
    for i in @witems.keys.sort
      result.push($data_items[i]) if @witems[i] > 0
    end
    for i in @wweapons.keys.sort
      result.push($data_weapons[i]) if @wweapons[i] > 0
    end
    for i in @warmors.keys.sort
      result.push($data_armors[i]) if @warmors[i] > 0
    end
    return result
  end
  
  def store_gold(n)
    @wgold = [[@wgold + n, 0].max, 9999999].min
  end

  def withdraw_gold(n)
    store_gold(-n)
  end
  
  def witem_number(item)
    case item
    when RPG::Item
      number = @witems[item.id]
    when RPG::Weapon
      number = @wweapons[item.id]
    when RPG::Armor
      number = @warmors[item.id]
    end
    return number == nil ? 0 : number
  end
  
  def store_item(item, n)
    number = witem_number(item)
    case item
    when RPG::Item
      @witems[item.id] = [[number + n, 0].max, 99].min
    when RPG::Weapon
      @wweapons[item.id] = [[number + n, 0].max, 99].min
    when RPG::Armor
      @warmors[item.id] = [[number + n, 0].max, 99].min
    end
    n += number
  end

  def withdraw_item(item, n)
    store_item(item, -n)
  end
  
end

#------------------------------------------------------------------------------
class Window_Warehouse < Window_Selectable
  
  def initialize(x, y, width, height)
    super(x, y, width, height)
    @column_max = 2
    self.index = 0
    refresh
  end
  
  def item
    return @data[self.index]
  end
  
  def refresh
    @data = []
    $game_party.witems.each { |i| @data.push(i) }
    @item_max = @data.size
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
  
  def draw_item(index)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    item = @data[index]
    if item != nil
      number = $game_party.witem_number(item)
      rect.width -= 4
      draw_item_name(item, rect.x, rect.y)
      self.contents.draw_text(rect, sprintf(\":%2d\", number), 2)
    end
  end
  
  def update_help
    if $scene.is_a?(Scene_VampyrWarehouse) and $scene.description_delay > 0
      @help_window.set_text(\"Retrieved Item!\")
    else
      @help_window.set_text(item == nil ? \"\" : item.description)
    end
  end
  
end

#------------------------------------------------------------------------------
class Window_Item < Window_Selectable
  
  def update_help
    if $scene.is_a?(Scene_VampyrWarehouse) and $scene.description_delay > 0
      @help_window.set_text(\"Item Depositado!\")
    else
      @help_window.set_text(item == nil ? \"\" : item.description)
    end
  end
  
end

#------------------------------------------------------------------------------
class Window_MyGold < Window_Base
  
  def initialize
    super(0, 0, 256, 56)
    refresh
  end
  
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(contents.rect, \"My #{Vocab.gold}:\")
    self.contents.font.color = normal_color
    self.contents.draw_text(contents.rect, $game_party.gold, 2)
  end
  
end

#------------------------------------------------------------------------------
class Window_WareGold < Window_Base
  
  def initialize
    super(0, 0, 256, 56)
    refresh
  end
  
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(contents.rect, \"#{Vocab.gold} in the Chest\")
    self.contents.font.color = normal_color
    self.contents.draw_text(contents.rect, $game_party.wgold, 2)
  end
  
end

#------------------------------------------------------------------------------
class Window_TypeGold < Window_Command
  
  attr_reader :value
  attr_reader :commands
  
  def initialize
    super(256, [\"0\", \"0\", \"0\", \"0\", \"0\", \"0\", \"0\"], 7, 0, 0)
    @index = 6
  end
  
  def reset
    for i in 0...@commands.size
      @commands[i] = \"0\"
    end
    refresh
  end
  
  def update
    super
    value = @commands[@index].to_i
    if Input.press?(Input::UP) and Graphics.frame_count % 7 <= 0
      Sound.play_cursor
      @commands[@index] = (value < 9 ? value+1 : 9).to_s
      refresh
    elsif Input.press?(Input::DOWN) and Graphics.frame_count % 7 <= 0
      Sound.play_cursor
      @commands[@index] = (value > 0 ? value-1 : 0).to_s
      refresh
    end
  end
  
end

#------------------------------------------------------------------------------
class Scene_VampyrWarehouse < Scene_Base
  
  attr_reader :description_delay
  
  def start
    super
    create_menu_background
    @description_delay = 0
    @store_gold = false
    @withdraw_gold = false
    s1 = \"Deposit Items \"
    s2 = \"Remove Items\"
    s3 = \"Deposit Money\"
    s4 = \"Withdraw Money\"
    s5 = \"Cancel\"
    @command_window = Window_Command.new(208, [s1, s2, s3, s4, s5])
    @command_window.x = (544-@command_window.width)/2
    @command_window.y = (416-@command_window.height)/2
    @command_window.visible = @command_window.active = true
    @help_window = Window_Help.new
    @help_window.visible = @help_window.active = false
    @item_window = Window_Item.new(0, 56, 544, 360)
    @item_window.help_window = @help_window
    @item_window.visible = @item_window.active = false
    @warehouse_window = Window_Warehouse.new(0, 56, 544, 360)
    @warehouse_window.help_window = @help_window
    @warehouse_window.visible = @warehouse_window.active = false
    @typegold_window = Window_TypeGold.new
    @typegold_window.x = (544-@typegold_window.width)/2
    @typegold_window.y = ((416-@typegold_window.height)/2)
    @typegold_window.visible = @typegold_window.active = false
    @mygold_window = Window_MyGold.new
    @mygold_window.visible = @mygold_window.active = false
    @mygold_window.x = (544-@mygold_window.width)/2
    @mygold_window.y = ((416-@mygold_window.height)/2)-56
    @waregold_window = Window_WareGold.new
    @waregold_window.visible = @waregold_window.active = false
    @waregold_window.x = (544-@waregold_window.width)/2
    @waregold_window.y = ((416-@waregold_window.height)/2)+56
  end
  
  def update
    super
    update_menu_background
    @description_delay -= 1 if @description_delay > 0
    @command_window.update
    @item_window.update
    @warehouse_window.update
    @help_window.update
    @mygold_window.update
    @waregold_window.update
    @typegold_window.update if @typegold_window.active
    if @command_window.active
      update_selection
    elsif @item_window.active
      update_store
    elsif @warehouse_window.active
      update_whitedraw
    elsif @typegold_window.active and @store_gold
      update_store_gold
    elsif @typegold_window.active and @withdraw_gold
      update_whitdraw_gold
    end
  end
  
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @item_window.dispose
    @warehouse_window.dispose
    @help_window.dispose
    @typegold_window.dispose
    @mygold_window.dispose
    @waregold_window.dispose
  end
  
  def update_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      Sound.play_decision
      @command_window.visible = @command_window.active = false
      case @command_window.index
      when 0
        @item_window.visible = @item_window.active = true
        @help_window.visible = @help_window.active = true
        @warehouse_window.visible = @warehouse_window.active = false
      when 1
        @item_window.visible = @item_window.active = false
        @help_window.visible = @help_window.active = true
        @warehouse_window.visible = @warehouse_window.active = true
      when 2
        @store_gold = true
        @withdraw_gold = false
        @typegold_window.visible = @typegold_window.active = true
        @mygold_window.visible = @mygold_window.active = true
        @waregold_window.visible = @waregold_window.active = true
      when 3
        @store_gold = false
        @withdraw_gold = true
        @typegold_window.visible = @typegold_window.active = true
        @mygold_window.visible = @mygold_window.active = true
        @waregold_window.visible = @waregold_window.active = true
      when 4
        $scene = Scene_Map.new
      end
    end
  end
  
  def update_store
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @item_window.visible = @item_window.active = false
      @help_window.visible = @help_window.active = false
      @command_window.visible = @command_window.active = true
    elsif Input.trigger?(Input::C)
      if @item_window.item == nil
        Sound.play_buzzer
      elsif @item_window.item.note.include?(\"Dont\'t Store\")
        Sound.play_buzzer
      else
        Sound.play_decision
        $game_party.lose_item(@item_window.item, 1)
        $game_party.store_item(@item_window.item, 1)
        @item_window.refresh
        @warehouse_window.refresh
        @description_delay = 90
      end
    end
  end
  
  def update_whitedraw
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @warehouse_window.visible = @warehouse_window.active = false
      @help_window.visible = @help_window.active = false
      @command_window.visible = @command_window.active = true
    elsif Input.trigger?(Input::C)
      if @warehouse_window.item == nil
        Sound.play_buzzer
      else
        Sound.play_decision
        $game_party.gain_item(@warehouse_window.item, 1)
        $game_party.withdraw_item(@warehouse_window.item, 1)
        @item_window.refresh
        @warehouse_window.refresh
        @description_delay = 90
      end
    end
  end
  
  def update_store_gold
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @typegold_window.visible = @typegold_window.active = false
      @typegold_window.reset
      @mygold_window.visible = @mygold_window.active = false
      @waregold_window.visible = @waregold_window.active = false
      @command_window.visible = @command_window.active = true
    elsif Input.trigger?(Input::C)
      return if @typegold_window.commands.to_s.to_i <= 0
      if $game_party.gold < @typegold_window.commands.to_s.to_i
        Sound.play_buzzer
      else
        Sound.play_shop
        $game_party.lose_gold(@typegold_window.commands.to_s.to_i)
        $game_party.store_gold(@typegold_window.commands.to_s.to_i)
        @mygold_window.refresh
        @waregold_window.refresh
      end
    end
  end
  
  def update_whitdraw_gold
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @typegold_window.visible = @typegold_window.active = false
      @typegold_window.reset
      @mygold_window.visible = @mygold_window.active = false
      @waregold_window.visible = @waregold_window.active = false
      @command_window.visible = @command_window.active = true
    elsif Input.trigger?(Input::C)
      return if @typegold_window.commands.to_s.to_i <= 0
      if $game_party.wgold < @typegold_window.commands.to_s.to_i
        Sound.play_buzzer
      else
        Sound.play_shop
        $game_party.withdraw_gold(@typegold_window.commands.to_s.to_i)
        $game_party.gain_gold(@typegold_window.commands.to_s.to_i)
        @mygold_window.refresh
        @waregold_window.refresh
      end
    end
  end
  
end
« Letzte Änderung: August 14, 2010, 01:39:31 von Colonios »

Re: Item in Tuhen legen.

Offline Colonios

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Re: Item in Tuhen legen.
« Antwort #19 am: August 14, 2010, 01:46:25 »
Es gibt ne Code Funktion, die sollte man auch benutzen bei Codes ;)

Ääähm... Ich musste ein bisschen suchen, da Vlad (der Vampyr Coder) anscheinend seine Website und vieles mehr gelöscht hat O.o

Naja, hier der Code müsste klappen.

#==============================================================================
# Vampyr Warehouse
#==============================================================================
class Game_Party < Game_Unit
 
  alias vampyr_warehouse_initialize initialize
 
  attr_reader :wgold
 
  def initialize
    vampyr_warehouse_initialize
    @witems = {}
    @wweapons = {}
    @warmors = {}
    @wgold = 0
  end
 
  def witems
    result = []
    for i in @witems.keys.sort
      result.push($data_items[i]) if @witems[i] > 0
    end
    for i in @wweapons.keys.sort
      result.push($data_weapons[i]) if @wweapons[i] > 0
    end
    for i in @warmors.keys.sort
      result.push($data_armors[i]) if @warmors[i] > 0
    end
    return result
  end
 
  def store_gold(n)
    @wgold = [[@wgold + n, 0].max, 9999999].min
  end

  def withdraw_gold(n)
    store_gold(-n)
  end
 
  def witem_number(item)
    case item
    when RPG::Item
      number = @witems[item.id]
    when RPG::Weapon
      number = @wweapons[item.id]
    when RPG::Armor
      number = @warmors[item.id]
    end
    return number == nil ? 0 : number
  end
 
  def store_item(item, n)
    number = witem_number(item)
    case item
    when RPG::Item
      @witems[item.id] = [[number + n, 0].max, 99].min
    when RPG::Weapon
      @wweapons[item.id] = [[number + n, 0].max, 99].min
    when RPG::Armor
      @warmors[item.id] = [[number + n, 0].max, 99].min
    end
    n += number
  end

  def withdraw_item(item, n)
    store_item(item, -n)
  end
 
end

#------------------------------------------------------------------------------
class Window_Warehouse < Window_Selectable
 
  def initialize(x, y, width, height)
    super(x, y, width, height)
    @column_max = 2
    self.index = 0
    refresh
  end
 
  def item
    return @data[self.index]
  end
 
  def refresh
    @data = []
    $game_party.witems.each { |i| @data.push(i) }
    @item_max = @data.size
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
 
  def draw_item(index)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    item = @data[index]
    if item != nil
      number = $game_party.witem_number(item)
      rect.width -= 4
      draw_item_name(item, rect.x, rect.y)
      self.contents.draw_text(rect, sprintf(":%2d", number), 2)
    end
  end
 
  def update_help
    if $scene.is_a?(Scene_VampyrWarehouse) and $scene.description_delay > 0
      @help_window.set_text("Item Retirado!")
    else
      @help_window.set_text(item == nil ? "" : item.description)
    end
  end
 
end

#------------------------------------------------------------------------------
class Window_Item < Window_Selectable
 
  def update_help
    if $scene.is_a?(Scene_VampyrWarehouse) and $scene.description_delay > 0
      @help_window.set_text("Item Depositado!")
    else
      @help_window.set_text(item == nil ? "" : item.description)
    end
  end
 
end

#------------------------------------------------------------------------------
class Window_MyGold < Window_Base
 
  def initialize
    super(0, 0, 256, 56)
    refresh
  end
 
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(contents.rect, "Meu #{Vocab.gold}:")
    self.contents.font.color = normal_color
    self.contents.draw_text(contents.rect, $game_party.gold, 2)
  end
 
end

#------------------------------------------------------------------------------
class Window_WareGold < Window_Base
 
  def initialize
    super(0, 0, 256, 56)
    refresh
  end
 
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(contents.rect, "#{Vocab.gold} do Baú:")
    self.contents.font.color = normal_color
    self.contents.draw_text(contents.rect, $game_party.wgold, 2)
  end
 
end

#------------------------------------------------------------------------------
class Window_TypeGold < Window_Command
 
  attr_reader :value
  attr_reader :commands
 
  def initialize
    super(256, ["0", "0", "0", "0", "0", "0", "0"], 7, 0, 0)
    @index = 6
  end
 
  def reset
    for i in 0...@commands.size
      @commands[i] = "0"
    end
    refresh
  end
 
  def update
    super
    value = @commands[@index].to_i
    if Input.press?(Input::UP) and Graphics.frame_count % 7 <= 0
      Sound.play_cursor
      @commands[@index] = (value < 9 ? value+1 : 9).to_s
      refresh
    elsif Input.press?(Input::DOWN) and Graphics.frame_count % 7 <= 0
      Sound.play_cursor
      @commands[@index] = (value > 0 ? value-1 : 0).to_s
      refresh
    end
  end
 
end

#------------------------------------------------------------------------------
class Scene_VampyrWarehouse < Scene_Base
 
  attr_reader :description_delay
 
  def start
    super
    create_menu_background
    @description_delay = 0
    @store_gold = false
    @withdraw_gold = false
    s1 = "Depositar Itens "
    s2 = "Retirar Itens"
    s3 = "Depositar Dinheiro"
    s4 = "Retirar Dinheiro"
    s5 = "Cancelar"
    @command_window = Window_Command.new(208, [s1, s2, s3, s4, s5])
    @command_window.x = (544-@command_window.width)/2
    @command_window.y = (416-@command_window.height)/2
    @command_window.visible = @command_window.active = true
    @help_window = Window_Help.new
    @help_window.visible = @help_window.active = false
    @item_window = Window_Item.new(0, 56, 544, 360)
    @item_window.help_window = @help_window
    @item_window.visible = @item_window.active = false
    @warehouse_window = Window_Warehouse.new(0, 56, 544, 360)
    @warehouse_window.help_window = @help_window
    @warehouse_window.visible = @warehouse_window.active = false
    @typegold_window = Window_TypeGold.new
    @typegold_window.x = (544-@typegold_window.width)/2
    @typegold_window.y = ((416-@typegold_window.height)/2)
    @typegold_window.visible = @typegold_window.active = false
    @mygold_window = Window_MyGold.new
    @mygold_window.visible = @mygold_window.active = false
    @mygold_window.x = (544-@mygold_window.width)/2
    @mygold_window.y = ((416-@mygold_window.height)/2)-56
    @waregold_window = Window_WareGold.new
    @waregold_window.visible = @waregold_window.active = false
    @waregold_window.x = (544-@waregold_window.width)/2
    @waregold_window.y = ((416-@waregold_window.height)/2)+56
  end
 
  def update
    super
    update_menu_background
    @description_delay -= 1 if @description_delay > 0
    @command_window.update
    @item_window.update
    @warehouse_window.update
    @help_window.update
    @mygold_window.update
    @waregold_window.update
    @typegold_window.update if @typegold_window.active
    if @command_window.active
      update_selection
    elsif @item_window.active
      update_store
    elsif @warehouse_window.active
      update_whitedraw
    elsif @typegold_window.active and @store_gold
      update_store_gold
    elsif @typegold_window.active and @withdraw_gold
      update_whitdraw_gold
    end
  end
 
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @item_window.dispose
    @warehouse_window.dispose
    @help_window.dispose
    @typegold_window.dispose
    @mygold_window.dispose
    @waregold_window.dispose
  end
 
  def update_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      Sound.play_decision
      @command_window.visible = @command_window.active = false
      case @command_window.index
      when 0
        @item_window.visible = @item_window.active = true
        @help_window.visible = @help_window.active = true
        @warehouse_window.visible = @warehouse_window.active = false
      when 1
        @item_window.visible = @item_window.active = false
        @help_window.visible = @help_window.active = true
        @warehouse_window.visible = @warehouse_window.active = true
      when 2
        @store_gold = true
        @withdraw_gold = false
        @typegold_window.visible = @typegold_window.active = true
        @mygold_window.visible = @mygold_window.active = true
        @waregold_window.visible = @waregold_window.active = true
      when 3
        @store_gold = false
        @withdraw_gold = true
        @typegold_window.visible = @typegold_window.active = true
        @mygold_window.visible = @mygold_window.active = true
        @waregold_window.visible = @waregold_window.active = true
      when 4
        $scene = Scene_Map.new
      end
    end
  end
 
  def update_store
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @item_window.visible = @item_window.active = false
      @help_window.visible = @help_window.active = false
      @command_window.visible = @command_window.active = true
    elsif Input.trigger?(Input::C)
      if @item_window.item == nil
        Sound.play_buzzer
      elsif @item_window.item.note.include?("Dont't Store")
        Sound.play_buzzer
      else
        Sound.play_decision
        $game_party.lose_item(@item_window.item, 1)
        $game_party.store_item(@item_window.item, 1)
        @item_window.refresh
        @warehouse_window.refresh
        @description_delay = 90
      end
    end
  end
 
  def update_whitedraw
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @warehouse_window.visible = @warehouse_window.active = false
      @help_window.visible = @help_window.active = false
      @command_window.visible = @command_window.active = true
    elsif Input.trigger?(Input::C)
      if @warehouse_window.item == nil
        Sound.play_buzzer
      else
        Sound.play_decision
        $game_party.gain_item(@warehouse_window.item, 1)
        $game_party.withdraw_item(@warehouse_window.item, 1)
        @item_window.refresh
        @warehouse_window.refresh
        @description_delay = 90
      end
    end
  end
 
  def update_store_gold
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @typegold_window.visible = @typegold_window.active = false
      @typegold_window.reset
      @mygold_window.visible = @mygold_window.active = false
      @waregold_window.visible = @waregold_window.active = false
      @command_window.visible = @command_window.active = true
    elsif Input.trigger?(Input::C)
      return if @typegold_window.commands.to_s.to_i <= 0
      if $game_party.gold < @typegold_window.commands.to_s.to_i
        Sound.play_buzzer
      else
        Sound.play_shop
        $game_party.lose_gold(@typegold_window.commands.to_s.to_i)
        $game_party.store_gold(@typegold_window.commands.to_s.to_i)
        @mygold_window.refresh
        @waregold_window.refresh
      end
    end
  end
 
  def update_whitdraw_gold
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @typegold_window.visible = @typegold_window.active = false
      @typegold_window.reset
      @mygold_window.visible = @mygold_window.active = false
      @waregold_window.visible = @waregold_window.active = false
      @command_window.visible = @command_window.active = true
    elsif Input.trigger?(Input::C)
      return if @typegold_window.commands.to_s.to_i <= 0
      if $game_party.wgold < @typegold_window.commands.to_s.to_i
        Sound.play_buzzer
      else
        Sound.play_shop
        $game_party.withdraw_gold(@typegold_window.commands.to_s.to_i)
        $game_party.gain_gold(@typegold_window.commands.to_s.to_i)
        @mygold_window.refresh
        @waregold_window.refresh
      end
    end
  end
 
end

MfG

Re: Item in Tuhen legen.

Offline BlaBlaDieBlu

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Re: Item in Tuhen legen.
« Antwort #20 am: August 14, 2010, 12:04:49 »
Cool danke Colonios es klappt einwand frei :D

 


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