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    ERRO ABS GLOBAL NP V3.1 [MINI-MAPA]

    emilyoly
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    ERRO ABS GLOBAL NP V3.1 [MINI-MAPA] Empty ERRO ABS GLOBAL NP V3.1 [MINI-MAPA]

    Mensagem por emilyoly em Seg Abr 04, 2011 8:41 pm

    Está ocorrendo este seguinte erro:

    Spoiler:
    ERRO ABS GLOBAL NP V3.1 [MINI-MAPA] Erros

    Ele acontece quando os personagens estão na party e só um sai do mapa e vai para outro. Tipo o erro é por causa do script Mini-mapa , eu uso o mini-mapa Advance , e já tentei usar a mini mapa que o felix postou aqui, mais mesmo assim continua dando esse erro.

    Eu queria saber porque acontece isso.
    Sera que alguém pode me ajudar? Ou me passar outro mini-mapa compatível com o np v3.1


    Última edição por emilyoly em Qua Jun 29, 2011 8:06 pm, editado 2 vez(es)


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    ERRO ABS GLOBAL NP V3.1 [MINI-MAPA] Empty Re: ERRO ABS GLOBAL NP V3.1 [MINI-MAPA]

    Mensagem por Valentine em Seg Abr 04, 2011 8:49 pm

    @emilyoly escreveu:Está ocorrendo este seguinte erro:

    Spoiler:
    ERRO ABS GLOBAL NP V3.1 [MINI-MAPA] Erros

    Ele acontece quando os personagens estão na party e só um sai do mapa e vai para outro.

    Eu queria saber porque acontece isso.
    Sera que alguém pode me ajudar?
    Você modificou alguma coisa, adicionou algum script?
    Vou testar isso, eu to fazendo algumas correções e em breve estarei passando a versão atualizada(Só são algumas correçõezinhas, nada de mais)

    Ai vo ver esse erro tbm


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    ERRO ABS GLOBAL NP V3.1 [MINI-MAPA] AIymW
    emilyoly
    emilyoly
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    ERRO ABS GLOBAL NP V3.1 [MINI-MAPA] Empty Re: ERRO ABS GLOBAL NP V3.1 [MINI-MAPA]

    Mensagem por emilyoly em Seg Abr 04, 2011 9:07 pm

    Eu add alguns scripts sim

    o Da [HUD] NetBlayder
    Mini-Map [Advance]
    Deposito!!!
    Spoiler:
    Código:
    #Este é o código que você colocará no script que você criou:

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

    #==============================================================================
    # ? ???????? ?
    #==============================================================================

    module KGC
    # ??????????????
    DEPOSITORY_COMMAND = [
    "Depositar dinheiro", # ??????
    "Retirar dinheiro", # ???????
    "Depositar itens", # ????????
    "Retirar itens" # ?????????
    ]
    # ????????????
    DEPOSITORY_HELP = [
    "Depósito de dinheiro", # ??????
    "Retirada de dinheiro", # ???????
    "Depósito de itens", # ????????
    "Retirada de itens" # ?????????
    ]

    # ????????
    DEPOSITORY_GOLD_DIGITS = 7

    # ????????????????(????????)
    DEPOSIT_GOLD = "Depósito de dinheiro"
    # ?????????????????(????????)
    WDEPOSIT_GOLD = "Retirada de dinheiro"
    # ????????????????(???????)
    DEPOSIT_ITEM = "Depósito de itens"
    # ?????????????????(???????)
    WDEPOSIT_ITEM = "Retirada de itens"
    end

    #???????????????????????????????????????

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

    #--------------------------------------------------------------------------
    # ? ????????
    #--------------------------------------------------------------------------
    def call_depository
    # ???????????
    $game_player.straighten
    # ???????????
    $scene = Scene_Depository.new
    end

    #???????????????????????????????????????

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

    class Game_Party
    #--------------------------------------------------------------------------
    # ? ?????????
    #--------------------------------------------------------------------------
    alias initialize_KGC_Depository initialize
    def initialize
    # ???????
    initialize_KGC_Depository

    @deposit_gold = 0
    @deposit_item, @deposit_weapon, @deposit_armor = [], [], []
    end
    #--------------------------------------------------------------------------
    # ? ??????
    #--------------------------------------------------------------------------
    def deposit_gold
    @deposit_gold = 0 if @deposit_gold == nil
    return @deposit_gold
    end
    #--------------------------------------------------------------------------
    # ? ??????
    # number : ???
    #--------------------------------------------------------------------------
    def gain_deposit_gold(number)
    @deposit_gold = 0 if @deposit_gold == nil
    @deposit_gold += number
    end
    #--------------------------------------------------------------------------
    # ? ??????
    # number : ???
    #--------------------------------------------------------------------------
    def lose_deposit_gold(number)
    self.gain_deposit_gold(-number)
    end
    #--------------------------------------------------------------------------
    # ? ?????????
    # id : ID
    #--------------------------------------------------------------------------
    def deposit_item_number(id)
    @deposit_item = [] if @deposit_item == nil
    return @deposit_item[id] != nil ? @deposit_item[id] : 0
    end
    #--------------------------------------------------------------------------
    # ? ?????????
    # id : ID
    # number : ??
    #--------------------------------------------------------------------------
    def gain_deposit_item(id, number)
    @deposit_item = [] if @deposit_item == nil
    @deposit_item[id] = 0 if @deposit_item[id] == nil
    @deposit_item[id] += number
    end
    #--------------------------------------------------------------------------
    # ? ?????????
    # id : ID
    # number : ??
    #--------------------------------------------------------------------------
    def lose_deposit_item(id, number)
    self.gain_deposit_item(id, -number)
    end
    #--------------------------------------------------------------------------
    # ? ???????
    # id : ID
    #--------------------------------------------------------------------------
    def deposit_weapon_number(id)
    @deposit_weapon = [] if @deposit_weapon == nil
    return @deposit_weapon[id] != nil ? @deposit_weapon[id] : 0
    end
    #--------------------------------------------------------------------------
    # ? ???????
    # id : ID
    # number : ??
    #--------------------------------------------------------------------------
    def gain_deposit_weapon(id, number)
    @deposit_weapon = [] if @deposit_weapon == nil
    @deposit_weapon[id] = 0 if @deposit_weapon[id] == nil
    @deposit_weapon[id] += number
    end
    #--------------------------------------------------------------------------
    # ? ???????
    # id : ID
    # number : ??
    #--------------------------------------------------------------------------
    def lose_deposit_weapon(id, number)
    self.gain_deposit_weapon(id, -number)
    end
    #--------------------------------------------------------------------------
    # ? ???????
    # id : ID
    #--------------------------------------------------------------------------
    def deposit_armor_number(id)
    @deposit_armor = [] if @deposit_armor == nil
    return @deposit_armor[id] != nil ? @deposit_armor[id] : 0
    end
    #--------------------------------------------------------------------------
    # ? ???????
    # id : ID
    # number : ??
    #--------------------------------------------------------------------------
    def gain_deposit_armor(id, number)
    @deposit_armor = [] if @deposit_armor == nil
    @deposit_armor[id] = 0 if @deposit_armor[id] == nil
    @deposit_armor[id] += number
    end
    #--------------------------------------------------------------------------
    # ? ???????
    # id : ID
    # number : ??
    #--------------------------------------------------------------------------
    def lose_deposit_armor(id, number)
    self.gain_deposit_armor(id, -number)
    end
    end

    #???????????????????????????????????????

    #==============================================================================
    # ¦ Window_DepositoryCommand
    #------------------------------------------------------------------------------
    #  ???????????????????????
    #==============================================================================

    class Window_DepositoryCommand < Window_Selectable
    #--------------------------------------------------------------------------
    # ? ?????????
    #--------------------------------------------------------------------------
    def initialize
    super(0, 64, 640, 64)
    self.y = 128 if $imported["HelpExtension"]
    self.contents = Bitmap.new(width - 32, height - 32)
    # ?????????
    @commands = KGC::DEPOSITORY_COMMAND
    @item_max = @commands.size
    @column_max = @commands.size
    @item_width = (width - 32) / @commands.size
    self.back_opacity = 160
    self.index = 0
    refresh
    end
    #--------------------------------------------------------------------------
    # ? ??????
    #--------------------------------------------------------------------------
    def refresh
    for i in 0...@commands.size
    rect = Rect.new(@item_width * i, 0, @item_width, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.font.color = system_color
    self.contents.draw_text(rect, @commands[i], 1)
    end
    end
    #--------------------------------------------------------------------------
    # ? ?????????
    #--------------------------------------------------------------------------
    def update_cursor_rect
    if index != -1
    self.cursor_rect.set(@item_width * index, 0, @item_width, 32)
    end
    end
    #--------------------------------------------------------------------------
    # ? ?????????
    #--------------------------------------------------------------------------
    def update_help
    @help_window.set_text(KGC::DEPOSITORY_HELP[self.index])
    end
    end

    #???????????????????????????????????????

    #==============================================================================
    # ¦ Window_DepositoryGold
    #------------------------------------------------------------------------------
    #  ???????????????????????
    #==============================================================================

    class Window_DepositoryGold < Window_Base
    #--------------------------------------------------------------------------
    # ? ?????????
    #--------------------------------------------------------------------------
    def initialize
    super(0, 128, 640, 352)
    if $imported["HelpExtension"]
    self.y = 192
    self.height = 288
    end
    @digits_max = KGC::DEPOSITORY_GOLD_DIGITS
    # ??????????????? (0~9 ??????)
    dummy_bitmap = Bitmap.new(32, 32)
    @cursor_width = dummy_bitmap.text_size("0").width + 8
    dummy_bitmap.dispose
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 160
    self.active = false
    self.visible = false
    @cursor_position = 0
    @max = 0
    @price = 0
    @index = 0
    end
    #--------------------------------------------------------------------------
    # ? ??????????
    #--------------------------------------------------------------------------
    def price
    return @price
    end
    #--------------------------------------------------------------------------
    # ? ?????
    # np : ?????
    #--------------------------------------------------------------------------
    def price=(np)
    @price = [[np, 0].max, @max].min
    redraw_price
    end
    #--------------------------------------------------------------------------
    # ? ????
    # type : ??
    #--------------------------------------------------------------------------
    def reset(type)
    @price = 0
    @index = @digits_max - 1
    refresh(type)
    end
    #--------------------------------------------------------------------------
    # ? ??????
    # type : ??
    #--------------------------------------------------------------------------
    def refresh(type)
    # ?????
    self.contents.clear
    domination = $data_system.words.gold
    cx = contents.text_size(domination).width
    @cursor_position = 332 - cx - @cursor_width * @digits_max
    self.contents.font.color = system_color
    self.contents.font.size = 16
    self.contents.font.name = "Georgia"
    self.contents.draw_text(0, 0, 608, 32, "Tem no bolso:")
    self.contents.draw_text(0, 64, 608, 32, "Tem na conta:")
    if type == 0
    self.contents.draw_text(0, 128, 608, 32, "Vai depositar:")
    @max = $game_party.gold
    else
    self.contents.draw_text(0, 128, 608, 32, "Vai retirar:")
    @max = [10 ** @digits_max - $game_party.gold - 1, $game_party.deposit_gold].min
    end
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 326 - cx, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(332 - cx, 32, cx, 32, domination, 2)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 96, 326 - cx, 32, $game_party.deposit_gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(332 - cx, 96, cx, 32, domination, 2)
    redraw_price
    end
    #--------------------------------------------------------------------------
    # ? ?????
    #--------------------------------------------------------------------------
    def redraw_price
    domination = $data_system.words.gold
    cx = contents.text_size(domination).width
    self.contents.fill_rect(0, 160, 608, 32, Color.new(0, 0, 0, 0))
    self.contents.font.color = normal_color
    text = sprintf("%0#{@digits_max}d", self.price)
    for i in 0...text.length
    x = @cursor_position + (i - 1) * @cursor_width
    self.contents.draw_text(x, 160, 32, 32, text[i, 1], 2)
    end
    self.contents.font.color = system_color
    self.contents.draw_text(332 - cx, 160, cx, 32, domination, 2)
    end
    #--------------------------------------------------------------------------
    # ? ?????????
    #--------------------------------------------------------------------------
    def update_cursor_rect
    x = @cursor_position + @index * @cursor_width
    self.cursor_rect.set(x, 160, @cursor_width, 32)
    end
    #--------------------------------------------------------------------------
    # ? ??????
    #--------------------------------------------------------------------------
    def update
    super
    return unless self.active
    # ????????????????
    if Input.repeat?(Input::UP) || Input.repeat?(Input::DOWN)
    $game_system.se_play($data_system.cursor_se)
    # ???????????????? 0 ???
    place = 10 ** (@digits_max - 1 - @index)
    n = self.price / place % 10
    self.price -= n * place
    # ??? +1???? -1
    n = (n + 1) % 10 if Input.repeat?(Input::UP)
    n = (n + 9) % 10 if Input.repeat?(Input::DOWN)
    # ???????????
    self.price += n * place
    end
    # ?????
    if Input.repeat?(Input::RIGHT)
    if @digits_max >= 2
    $game_system.se_play($data_system.cursor_se)
    @index = (@index + 1) % @digits_max
    end
    end
    # ?????
    if Input.repeat?(Input::LEFT)
    if @digits_max >= 2
    $game_system.se_play($data_system.cursor_se)
    @index = (@index + @digits_max - 1) % @digits_max
    end
    end
    update_cursor_rect
    end
    end

    #???????????????????????????????????????

    #==============================================================================
    # ¦ Window_DepositoryItem
    #------------------------------------------------------------------------------
    #  ???????????????????????????????
    #==============================================================================

    class Window_DepositoryItem < Window_Selectable
    #--------------------------------------------------------------------------
    # ? ?????????
    #--------------------------------------------------------------------------
    def initialize
    super(0, 128, 640, 352)
    if $imported["HelpExtension"]
    self.y = 192
    self.height = 288
    end
    self.back_opacity = 160
    self.active = false
    self.visible = false
    @column_max = 2
    self.index = 0
    end
    #--------------------------------------------------------------------------
    # ? ???????
    #--------------------------------------------------------------------------
    def item
    return @data[self.index]
    end
    #--------------------------------------------------------------------------
    # ? ??????
    # type : ??
    #--------------------------------------------------------------------------
    def refresh(type)
    if self.contents != nil
    self.contents.dispose
    self.contents = nil
    end
    @data = []
    self.index = 0
    # ????•??•?????
    if type == 0
    for i in 1...$data_items.size
    if $game_party.item_number(i) > 0
    @data.push($data_items[i])
    end
    end
    for i in 1...$data_weapons.size
    if $game_party.weapon_number(i) > 0
    @data.push($data_weapons[i])
    end
    end
    for i in 1...$data_armors.size
    if $game_party.armor_number(i) > 0
    @data.push($data_armors[i])
    end
    end
    else
    for i in 1...$data_items.size
    if $game_party.deposit_item_number(i) > 0
    @data.push($data_items[i])
    end
    end
    for i in 1...$data_weapons.size
    if $game_party.deposit_weapon_number(i) > 0
    @data.push($data_weapons[i])
    end
    end
    for i in 1...$data_armors.size
    if $game_party.deposit_armor_number(i) > 0
    @data.push($data_armors[i])
    end
    end

    end
    # ???? 0 ??????????????????????
    @item_max = @data.size
    if @item_max > 0
    self.contents = Bitmap.new(width - 32, row_max * 32)
    for i in 0...@item_max
    draw_item(i, type)
    end
    end
    end
    #--------------------------------------------------------------------------
    # ? ?????
    # index : ????
    # type : ??
    #--------------------------------------------------------------------------
    def draw_item(index, type)
    item = @data[index]
    case item
    when RPG::Item
    number = type == 0 ? $game_party.item_number(item.id) :
    $game_party.deposit_item_number(item.id)
    when RPG::Weapon
    number = type == 0 ? $game_party.weapon_number(item.id) :
    $game_party.deposit_weapon_number(item.id)
    when RPG::Armor
    number = type == 0 ? $game_party.armor_number(item.id) :
    $game_party.deposit_armor_number(item.id)
    end
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
    end
    #--------------------------------------------------------------------------
    # ? ?????????
    #--------------------------------------------------------------------------
    def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
    end
    end

    #???????????????????????????????????????

    #==============================================================================
    # ¦ Window_DepositoryNumber
    #------------------------------------------------------------------------------
    #  ????????????????????????
    #==============================================================================

    class Window_DepositoryNumber < Window_Base
    #--------------------------------------------------------------------------
    # ? ?????????
    #--------------------------------------------------------------------------
    def initialize
    @digits_max, @number = 2, 0
    # ??????????????? (0~9 ??????)
    dummy_bitmap = Bitmap.new(32, 32)
    @cursor_width = dummy_bitmap.text_size("0").width + 8
    dummy_bitmap.dispose
    @default_size = @cursor_width * @digits_max + 32
    super(0, 0, @default_size, 128)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.z = 1000
    self.back_opacity = 160
    self.active = false
    self.visible = false
    @index = 0
    @item = nil
    refresh
    update_cursor_rect
    end
    #--------------------------------------------------------------------------
    # ? ???????
    # item : ????
    #--------------------------------------------------------------------------
    def item=(item)
    @item = item
    end
    #--------------------------------------------------------------------------
    # ? ?????
    #--------------------------------------------------------------------------
    def number
    return @number
    end
    #--------------------------------------------------------------------------
    # ? ?????
    # number : ?????
    #--------------------------------------------------------------------------
    def number=(number)
    @number = [[number, 0].max, @max].min
    refresh
    end
    #--------------------------------------------------------------------------
    # ? ?????????
    #--------------------------------------------------------------------------
    def update_cursor_rect
    self.cursor_rect.set(@index * @cursor_width, 32, @cursor_width, 32)
    end
    #--------------------------------------------------------------------------
    # ? ????
    #--------------------------------------------------------------------------
    def reset(type)
    @number = 0
    @index = @digits_max - 1
    if type == 0
    case @item
    when RPG::Item
    @max = $game_party.item_number(@item.id)
    dep = $game_party.deposit_item_number(@item.id)
    when RPG::Weapon
    @max = $game_party.weapon_number(@item.id)
    dep = $game_party.deposit_weapon_number(@item.id)
    when RPG::Armor
    @max = $game_party.armor_number(@item.id)
    dep = $game_party.deposit_armor_number(@item.id)
    end
    # ??????????
    self.contents.fill_rect(0, 64, width - 32, 32, Color.new(0, 0, 0, 0))
    self.contents.font.color = system_color
    self.contents.draw_text(0, 64, width - 32, 32, "Depósito:#{dep}")
    else
    case @item
    when RPG::Item
    @max = [$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
    # ??????
    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, "Tem:#{having}")
    end
    refresh
    end
    #--------------------------------------------------------------------------
    # ? ??????
    #--------------------------------------------------------------------------
    def refresh
    self.contents.fill_rect(0, 32, width - 32, 32, Color.new(0, 0, 0, 0))
    self.contents.font.color = normal_color
    s = sprintf("%0*d", @digits_max, @number)
    for i in 0...@digits_max
    self.contents.draw_text(i * @cursor_width + 4, 32, 32, 32, s[i,1])
    end
    end
    #--------------------------------------------------------------------------
    # ? ?????
    # string : ?????
    #--------------------------------------------------------------------------
    def set_text(string = " ")
    self.resize(self.contents.text_size(string).width + 40)
    self.contents.fill_rect(0, 0, width - 32, 32, Color.new(0, 0, 0, 0))
    self.contents.font.color = normal_color
    self.contents.draw_text(0, 0, width - 32, 32, string, 1)
    refresh
    centering
    end
    #--------------------------------------------------------------------------
    # ? ?????
    # nw : ????
    #--------------------------------------------------------------------------
    def resize(nw)
    self.width = nw
    buf = self.contents.dup
    self.contents.dispose
    self.contents = Bitmap.new(nw - 32, 96)
    self.contents.blt(0, 0, buf, buf.rect)
    buf.dispose
    end
    #--------------------------------------------------------------------------
    # ? ????
    #--------------------------------------------------------------------------
    def centering
    self.x = 320 - self.width / 2
    self.y = 240 - self.height / 2
    end
    #--------------------------------------------------------------------------
    # ? ??????
    #--------------------------------------------------------------------------
    def update
    super
    return unless self.active
    # ????????????????
    if Input.repeat?(Input::UP) || Input.repeat?(Input::DOWN)
    $game_system.se_play($data_system.cursor_se)
    # ???????????????? 0 ???
    place = 10 ** (@digits_max - 1 - @index)
    n = self.number / place % 10
    self.number -= n * place
    # ??? +1???? -1
    n = (n + 1) % 10 if Input.repeat?(Input::UP)
    n = (n + 9) % 10 if Input.repeat?(Input::DOWN)
    # ???????????
    self.number += n * place
    refresh
    end
    # ?????
    if Input.repeat?(Input::RIGHT)
    if @digits_max >= 2
    $game_system.se_play($data_system.cursor_se)
    @index = (@index + 1) % @digits_max
    end
    end
    # ?????
    if Input.repeat?(Input::LEFT)
    if @digits_max >= 2
    $game_system.se_play($data_system.cursor_se)
    @index = (@index + @digits_max - 1) % @digits_max
    end
    end
    update_cursor_rect
    end
    end

    #???????????????????????????????????????

    #==============================================================================
    # ¦ Scene_Depository
    #------------------------------------------------------------------------------
    #  ??????????????????
    #==============================================================================

    class Scene_Depository
    #--------------------------------------------------------------------------
    # ? ?????
    #--------------------------------------------------------------------------
    def main
    # ??????????
    @spriteset = Spriteset_Map.new
    # ??????????
    if $imported["HelpExtension"]
    @dummy_window = Window_Base.new(0, 192, 640, 288)
    @help_window = Window_HelpExtension.new
    else
    @dummy_window = Window_Base.new(0, 128, 640, 352)
    @help_window = Window_Help.new
    end
    @dummy_window.back_opacity = 160
    @help_window.back_opacity = 160
    @command_window = Window_DepositoryCommand.new
    @gold_window = Window_DepositoryGold.new
    @item_window = Window_DepositoryItem.new
    @number_window = Window_DepositoryNumber.new
    # ?????????????
    @command_window.help_window = @help_window
    @item_window.help_window = @help_window
    # ?????????
    Graphics.transition
    # ??????
    loop do
    # ????????
    Graphics.update
    # ???????
    Input.update
    # ??????
    update
    # ????????????????
    if $scene != self
    break
    end
    end
    # ?????????
    Graphics.freeze
    # ??
    @spriteset.dispose
    @dummy_window.dispose
    @help_window.dispose
    @command_window.dispose
    @gold_window.dispose
    @item_window.dispose
    @number_window.dispose
    end
    #--------------------------------------------------------------------------
    # ? ??????
    #--------------------------------------------------------------------------
    def update
    # ????????
    $game_map.update
    @spriteset.update
    @dummy_window.update
    @help_window.update
    @command_window.update
    @gold_window.update
    @item_window.update
    @number_window.update
    # ??????????????????: update_command ???
    if @command_window.active
    update_command
    return
    end
    # ??????????????????: update_gold ???
    if @gold_window.active
    update_gold
    return
    end
    # ??????????????????: update_item ???
    if @item_window.active
    update_item
    return
    end
    # ????????????????: update_number ???
    if @number_window.active
    update_number
    return
    end
    end
    #--------------------------------------------------------------------------
    # ? ?????? (??????????????????)
    #--------------------------------------------------------------------------
    def update_command
    # B ??????????
    if Input.trigger?(Input::B)
    # ????? SE ???
    $game_system.se_play($data_system.cancel_se)
    # ??????????
    $scene = Scene_Map.new
    return
    end
    # C ??????????
    if Input.trigger?(Input::C)
    # ?? SE ???
    $game_system.se_play($data_system.decision_se)
    # ?????????
    case @command_window.index
    when 0
    # ??????????????
    @gold_window.active = true
    @gold_window.visible = true
    @gold_window.reset(0)
    @help_window.set_text(KGC::DEPOSIT_GOLD)
    when 1
    # ??????????????
    @gold_window.active = true
    @gold_window.visible = true
    @gold_window.reset(1)
    @help_window.set_text(KGC::WDEPOSIT_GOLD)
    when 2
    # ??????????????
    @item_window.active = true
    @item_window.visible = true
    @item_window.refresh(0)
    when 3
    # ??????????????
    @item_window.active = true
    @item_window.visible = true
    @item_window.refresh(1)
    end
    @command_window.active = false
    # ??????????
    @dummy_window.visible = false
    return
    end
    end
    #--------------------------------------------------------------------------
    # ? ?????? (??????????????????)
    #--------------------------------------------------------------------------
    def update_gold
    # B ??????????
    if Input.trigger?(Input::B)
    # ????? SE ???
    $game_system.se_play($data_system.cancel_se)
    # ??????????????
    @command_window.active = true
    @gold_window.active = false
    @gold_window.visible = false
    @dummy_window.visible = true
    return
    end
    # C ??????????
    if Input.trigger?(Input::C)
    # ?????????
    price = @gold_window.price
    # ??? 0 ???
    if price == 0
    # ?? SE ???
    $game_system.se_play($data_system.decision_se)
    # ??????????????
    @command_window.active = true
    @gold_window.active = false
    @gold_window.visible = false
    @dummy_window.visible = true
    return
    end
    # ???? SE ???
    $game_system.se_play($data_system.shop_se)
    # ?????????
    case @command_window.index
    when 0 # ???
    $game_party.lose_gold(price)
    $game_party.gain_deposit_gold(price)
    when 1 # ????
    $game_party.gain_gold(price)
    $game_party.lose_deposit_gold(price)
    end
    # ??????????????
    @gold_window.reset(@command_window.index)
    return
    end
    end
    #--------------------------------------------------------------------------
    # ? ?????? (??????????????????)
    #--------------------------------------------------------------------------
    def update_item
    # B ??????????
    if Input.trigger?(Input::B)
    # ????? SE ???
    $game_system.se_play($data_system.cancel_se)
    # ??????????????
    @command_window.active = true
    @item_window.active = false
    @item_window.visible = false
    @dummy_window.visible = true
    return
    end
    # C ??????????
    if Input.trigger?(Input::C)
    # ?????????
    @item = @item_window.item
    # ?????
    if @item == nil
    # ??? SE ???
    $game_system.se_play($data_system.buzzer_se)
    return
    end
    # ???????????????
    @number_window.item = @item
    # ?? SE ???
    $game_system.se_play($data_system.decision_se)
    # ?????????
    case @command_window.index
    when 2 # ???
    @number_window.set_text(KGC::DEPOSIT_ITEM)
    when 3 # ????
    @number_window.set_text(KGC::WDEPOSIT_ITEM)
    end
    # ????????????
    @number_window.reset(@command_window.index - 2)
    # ????????????
    @item_window.active = false
    @number_window.active = true
    @number_window.visible = true
    return
    end
    end
    #--------------------------------------------------------------------------
    # ? ?????? (????????????????)
    #--------------------------------------------------------------------------
    def update_number
    # B ??????????
    if Input.trigger?(Input::B)
    # ????? SE ???
    $game_system.se_play($data_system.cancel_se)
    # ??????????????
    @item_window.active = true
    @number_window.active = false
    @number_window.visible = false
    return
    end
    # C ??????????
    if Input.trigger?(Input::C)
    # ?? SE ???
    $game_system.se_play($data_system.decision_se)
    number = @number_window.number
    # ?????????
    case @command_window.index
    when 2 # ???
    case @item
    when RPG::Item
    $game_party.lose_item(@item.id, number)
    $game_party.gain_deposit_item(@item.id, number)
    when RPG::Weapon
    $game_party.lose_weapon(@item.id, number)
    $game_party.gain_deposit_weapon(@item.id, number)
    when RPG::Armor
    $game_party.lose_armor(@item.id, number)
    $game_party.gain_deposit_armor(@item.id, number)
    end
    when 3 # ????
    case @item
    when RPG::Item
    $game_party.gain_item(@item.id, number)
    $game_party.lose_deposit_item(@item.id, number)
    when RPG::Weapon
    $game_party.gain_weapon(@item.id, number)
    $game_party.lose_deposit_weapon(@item.id, number)
    when RPG::Armor
    $game_party.gain_armor(@item.id, number)
    $game_party.lose_deposit_armor(@item.id, number)
    end
    end
    # ????????????????
    @item_window.refresh(@command_window.index - 2)
    # ??????????????
    @item_window.active = true
    @number_window.active = false
    @number_window.visible = false
    return
    end
    end
    end


    Só esses.


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    Valentine
    Administrador
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    ERRO ABS GLOBAL NP V3.1 [MINI-MAPA] Empty Re: ERRO ABS GLOBAL NP V3.1 [MINI-MAPA]

    Mensagem por Valentine em Seg Abr 04, 2011 9:10 pm

    @emilyoly escreveu:Eu add alguns scripts sim

    o Da [HUD] NetBlayder
    Mini-Map [Advance]
    Deposito!!!
    Spoiler:
    Código:
    #Este é o código que você colocará no script que você criou:

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

    #==============================================================================
    # ? ???????? ?
    #==============================================================================

    module KGC
    # ??????????????
    DEPOSITORY_COMMAND = [
    "Depositar dinheiro", # ??????
    "Retirar dinheiro", # ???????
    "Depositar itens", # ????????
    "Retirar itens" # ?????????
    ]
    # ????????????
    DEPOSITORY_HELP = [
    "Depósito de dinheiro", # ??????
    "Retirada de dinheiro", # ???????
    "Depósito de itens", # ????????
    "Retirada de itens" # ?????????
    ]

    # ????????
    DEPOSITORY_GOLD_DIGITS = 7

    # ????????????????(????????)
    DEPOSIT_GOLD = "Depósito de dinheiro"
    # ?????????????????(????????)
    WDEPOSIT_GOLD = "Retirada de dinheiro"
    # ????????????????(???????)
    DEPOSIT_ITEM = "Depósito de itens"
    # ?????????????????(???????)
    WDEPOSIT_ITEM = "Retirada de itens"
    end

    #???????????????????????????????????????

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

    #--------------------------------------------------------------------------
    # ? ????????
    #--------------------------------------------------------------------------
    def call_depository
    # ???????????
    $game_player.straighten
    # ???????????
    $scene = Scene_Depository.new
    end

    #???????????????????????????????????????

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

    class Game_Party
    #--------------------------------------------------------------------------
    # ? ?????????
    #--------------------------------------------------------------------------
    alias initialize_KGC_Depository initialize
    def initialize
    # ???????
    initialize_KGC_Depository

    @deposit_gold = 0
    @deposit_item, @deposit_weapon, @deposit_armor = [], [], []
    end
    #--------------------------------------------------------------------------
    # ? ??????
    #--------------------------------------------------------------------------
    def deposit_gold
    @deposit_gold = 0 if @deposit_gold == nil
    return @deposit_gold
    end
    #--------------------------------------------------------------------------
    # ? ??????
    # number : ???
    #--------------------------------------------------------------------------
    def gain_deposit_gold(number)
    @deposit_gold = 0 if @deposit_gold == nil
    @deposit_gold += number
    end
    #--------------------------------------------------------------------------
    # ? ??????
    # number : ???
    #--------------------------------------------------------------------------
    def lose_deposit_gold(number)
    self.gain_deposit_gold(-number)
    end
    #--------------------------------------------------------------------------
    # ? ?????????
    # id : ID
    #--------------------------------------------------------------------------
    def deposit_item_number(id)
    @deposit_item = [] if @deposit_item == nil
    return @deposit_item[id] != nil ? @deposit_item[id] : 0
    end
    #--------------------------------------------------------------------------
    # ? ?????????
    # id : ID
    # number : ??
    #--------------------------------------------------------------------------
    def gain_deposit_item(id, number)
    @deposit_item = [] if @deposit_item == nil
    @deposit_item[id] = 0 if @deposit_item[id] == nil
    @deposit_item[id] += number
    end
    #--------------------------------------------------------------------------
    # ? ?????????
    # id : ID
    # number : ??
    #--------------------------------------------------------------------------
    def lose_deposit_item(id, number)
    self.gain_deposit_item(id, -number)
    end
    #--------------------------------------------------------------------------
    # ? ???????
    # id : ID
    #--------------------------------------------------------------------------
    def deposit_weapon_number(id)
    @deposit_weapon = [] if @deposit_weapon == nil
    return @deposit_weapon[id] != nil ? @deposit_weapon[id] : 0
    end
    #--------------------------------------------------------------------------
    # ? ???????
    # id : ID
    # number : ??
    #--------------------------------------------------------------------------
    def gain_deposit_weapon(id, number)
    @deposit_weapon = [] if @deposit_weapon == nil
    @deposit_weapon[id] = 0 if @deposit_weapon[id] == nil
    @deposit_weapon[id] += number
    end
    #--------------------------------------------------------------------------
    # ? ???????
    # id : ID
    # number : ??
    #--------------------------------------------------------------------------
    def lose_deposit_weapon(id, number)
    self.gain_deposit_weapon(id, -number)
    end
    #--------------------------------------------------------------------------
    # ? ???????
    # id : ID
    #--------------------------------------------------------------------------
    def deposit_armor_number(id)
    @deposit_armor = [] if @deposit_armor == nil
    return @deposit_armor[id] != nil ? @deposit_armor[id] : 0
    end
    #--------------------------------------------------------------------------
    # ? ???????
    # id : ID
    # number : ??
    #--------------------------------------------------------------------------
    def gain_deposit_armor(id, number)
    @deposit_armor = [] if @deposit_armor == nil
    @deposit_armor[id] = 0 if @deposit_armor[id] == nil
    @deposit_armor[id] += number
    end
    #--------------------------------------------------------------------------
    # ? ???????
    # id : ID
    # number : ??
    #--------------------------------------------------------------------------
    def lose_deposit_armor(id, number)
    self.gain_deposit_armor(id, -number)
    end
    end

    #???????????????????????????????????????

    #==============================================================================
    # ¦ Window_DepositoryCommand
    #------------------------------------------------------------------------------
    #  ???????????????????????
    #==============================================================================

    class Window_DepositoryCommand < Window_Selectable
    #--------------------------------------------------------------------------
    # ? ?????????
    #--------------------------------------------------------------------------
    def initialize
    super(0, 64, 640, 64)
    self.y = 128 if $imported["HelpExtension"]
    self.contents = Bitmap.new(width - 32, height - 32)
    # ?????????
    @commands = KGC::DEPOSITORY_COMMAND
    @item_max = @commands.size
    @column_max = @commands.size
    @item_width = (width - 32) / @commands.size
    self.back_opacity = 160
    self.index = 0
    refresh
    end
    #--------------------------------------------------------------------------
    # ? ??????
    #--------------------------------------------------------------------------
    def refresh
    for i in 0...@commands.size
    rect = Rect.new(@item_width * i, 0, @item_width, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.font.color = system_color
    self.contents.draw_text(rect, @commands[i], 1)
    end
    end
    #--------------------------------------------------------------------------
    # ? ?????????
    #--------------------------------------------------------------------------
    def update_cursor_rect
    if index != -1
    self.cursor_rect.set(@item_width * index, 0, @item_width, 32)
    end
    end
    #--------------------------------------------------------------------------
    # ? ?????????
    #--------------------------------------------------------------------------
    def update_help
    @help_window.set_text(KGC::DEPOSITORY_HELP[self.index])
    end
    end

    #???????????????????????????????????????

    #==============================================================================
    # ¦ Window_DepositoryGold
    #------------------------------------------------------------------------------
    #  ???????????????????????
    #==============================================================================

    class Window_DepositoryGold < Window_Base
    #--------------------------------------------------------------------------
    # ? ?????????
    #--------------------------------------------------------------------------
    def initialize
    super(0, 128, 640, 352)
    if $imported["HelpExtension"]
    self.y = 192
    self.height = 288
    end
    @digits_max = KGC::DEPOSITORY_GOLD_DIGITS
    # ??????????????? (0~9 ??????)
    dummy_bitmap = Bitmap.new(32, 32)
    @cursor_width = dummy_bitmap.text_size("0").width + 8
    dummy_bitmap.dispose
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 160
    self.active = false
    self.visible = false
    @cursor_position = 0
    @max = 0
    @price = 0
    @index = 0
    end
    #--------------------------------------------------------------------------
    # ? ??????????
    #--------------------------------------------------------------------------
    def price
    return @price
    end
    #--------------------------------------------------------------------------
    # ? ?????
    # np : ?????
    #--------------------------------------------------------------------------
    def price=(np)
    @price = [[np, 0].max, @max].min
    redraw_price
    end
    #--------------------------------------------------------------------------
    # ? ????
    # type : ??
    #--------------------------------------------------------------------------
    def reset(type)
    @price = 0
    @index = @digits_max - 1
    refresh(type)
    end
    #--------------------------------------------------------------------------
    # ? ??????
    # type : ??
    #--------------------------------------------------------------------------
    def refresh(type)
    # ?????
    self.contents.clear
    domination = $data_system.words.gold
    cx = contents.text_size(domination).width
    @cursor_position = 332 - cx - @cursor_width * @digits_max
    self.contents.font.color = system_color
    self.contents.font.size = 16
    self.contents.font.name = "Georgia"
    self.contents.draw_text(0, 0, 608, 32, "Tem no bolso:")
    self.contents.draw_text(0, 64, 608, 32, "Tem na conta:")
    if type == 0
    self.contents.draw_text(0, 128, 608, 32, "Vai depositar:")
    @max = $game_party.gold
    else
    self.contents.draw_text(0, 128, 608, 32, "Vai retirar:")
    @max = [10 ** @digits_max - $game_party.gold - 1, $game_party.deposit_gold].min
    end
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 326 - cx, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(332 - cx, 32, cx, 32, domination, 2)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 96, 326 - cx, 32, $game_party.deposit_gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(332 - cx, 96, cx, 32, domination, 2)
    redraw_price
    end
    #--------------------------------------------------------------------------
    # ? ?????
    #--------------------------------------------------------------------------
    def redraw_price
    domination = $data_system.words.gold
    cx = contents.text_size(domination).width
    self.contents.fill_rect(0, 160, 608, 32, Color.new(0, 0, 0, 0))
    self.contents.font.color = normal_color
    text = sprintf("%0#{@digits_max}d", self.price)
    for i in 0...text.length
    x = @cursor_position + (i - 1) * @cursor_width
    self.contents.draw_text(x, 160, 32, 32, text[i, 1], 2)
    end
    self.contents.font.color = system_color
    self.contents.draw_text(332 - cx, 160, cx, 32, domination, 2)
    end
    #--------------------------------------------------------------------------
    # ? ?????????
    #--------------------------------------------------------------------------
    def update_cursor_rect
    x = @cursor_position + @index * @cursor_width
    self.cursor_rect.set(x, 160, @cursor_width, 32)
    end
    #--------------------------------------------------------------------------
    # ? ??????
    #--------------------------------------------------------------------------
    def update
    super
    return unless self.active
    # ????????????????
    if Input.repeat?(Input::UP) || Input.repeat?(Input::DOWN)
    $game_system.se_play($data_system.cursor_se)
    # ???????????????? 0 ???
    place = 10 ** (@digits_max - 1 - @index)
    n = self.price / place % 10
    self.price -= n * place
    # ??? +1???? -1
    n = (n + 1) % 10 if Input.repeat?(Input::UP)
    n = (n + 9) % 10 if Input.repeat?(Input::DOWN)
    # ???????????
    self.price += n * place
    end
    # ?????
    if Input.repeat?(Input::RIGHT)
    if @digits_max >= 2
    $game_system.se_play($data_system.cursor_se)
    @index = (@index + 1) % @digits_max
    end
    end
    # ?????
    if Input.repeat?(Input::LEFT)
    if @digits_max >= 2
    $game_system.se_play($data_system.cursor_se)
    @index = (@index + @digits_max - 1) % @digits_max
    end
    end
    update_cursor_rect
    end
    end

    #???????????????????????????????????????

    #==============================================================================
    # ¦ Window_DepositoryItem
    #------------------------------------------------------------------------------
    #  ???????????????????????????????
    #==============================================================================

    class Window_DepositoryItem < Window_Selectable
    #--------------------------------------------------------------------------
    # ? ?????????
    #--------------------------------------------------------------------------
    def initialize
    super(0, 128, 640, 352)
    if $imported["HelpExtension"]
    self.y = 192
    self.height = 288
    end
    self.back_opacity = 160
    self.active = false
    self.visible = false
    @column_max = 2
    self.index = 0
    end
    #--------------------------------------------------------------------------
    # ? ???????
    #--------------------------------------------------------------------------
    def item
    return @data[self.index]
    end
    #--------------------------------------------------------------------------
    # ? ??????
    # type : ??
    #--------------------------------------------------------------------------
    def refresh(type)
    if self.contents != nil
    self.contents.dispose
    self.contents = nil
    end
    @data = []
    self.index = 0
    # ????•??•?????
    if type == 0
    for i in 1...$data_items.size
    if $game_party.item_number(i) > 0
    @data.push($data_items[i])
    end
    end
    for i in 1...$data_weapons.size
    if $game_party.weapon_number(i) > 0
    @data.push($data_weapons[i])
    end
    end
    for i in 1...$data_armors.size
    if $game_party.armor_number(i) > 0
    @data.push($data_armors[i])
    end
    end
    else
    for i in 1...$data_items.size
    if $game_party.deposit_item_number(i) > 0
    @data.push($data_items[i])
    end
    end
    for i in 1...$data_weapons.size
    if $game_party.deposit_weapon_number(i) > 0
    @data.push($data_weapons[i])
    end
    end
    for i in 1...$data_armors.size
    if $game_party.deposit_armor_number(i) > 0
    @data.push($data_armors[i])
    end
    end

    end
    # ???? 0 ??????????????????????
    @item_max = @data.size
    if @item_max > 0
    self.contents = Bitmap.new(width - 32, row_max * 32)
    for i in 0...@item_max
    draw_item(i, type)
    end
    end
    end
    #--------------------------------------------------------------------------
    # ? ?????
    # index : ????
    # type : ??
    #--------------------------------------------------------------------------
    def draw_item(index, type)
    item = @data[index]
    case item
    when RPG::Item
    number = type == 0 ? $game_party.item_number(item.id) :
    $game_party.deposit_item_number(item.id)
    when RPG::Weapon
    number = type == 0 ? $game_party.weapon_number(item.id) :
    $game_party.deposit_weapon_number(item.id)
    when RPG::Armor
    number = type == 0 ? $game_party.armor_number(item.id) :
    $game_party.deposit_armor_number(item.id)
    end
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
    end
    #--------------------------------------------------------------------------
    # ? ?????????
    #--------------------------------------------------------------------------
    def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
    end
    end

    #???????????????????????????????????????

    #==============================================================================
    # ¦ Window_DepositoryNumber
    #------------------------------------------------------------------------------
    #  ????????????????????????
    #==============================================================================

    class Window_DepositoryNumber < Window_Base
    #--------------------------------------------------------------------------
    # ? ?????????
    #--------------------------------------------------------------------------
    def initialize
    @digits_max, @number = 2, 0
    # ??????????????? (0~9 ??????)
    dummy_bitmap = Bitmap.new(32, 32)
    @cursor_width = dummy_bitmap.text_size("0").width + 8
    dummy_bitmap.dispose
    @default_size = @cursor_width * @digits_max + 32
    super(0, 0, @default_size, 128)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.z = 1000
    self.back_opacity = 160
    self.active = false
    self.visible = false
    @index = 0
    @item = nil
    refresh
    update_cursor_rect
    end
    #--------------------------------------------------------------------------
    # ? ???????
    # item : ????
    #--------------------------------------------------------------------------
    def item=(item)
    @item = item
    end
    #--------------------------------------------------------------------------
    # ? ?????
    #--------------------------------------------------------------------------
    def number
    return @number
    end
    #--------------------------------------------------------------------------
    # ? ?????
    # number : ?????
    #--------------------------------------------------------------------------
    def number=(number)
    @number = [[number, 0].max, @max].min
    refresh
    end
    #--------------------------------------------------------------------------
    # ? ?????????
    #--------------------------------------------------------------------------
    def update_cursor_rect
    self.cursor_rect.set(@index * @cursor_width, 32, @cursor_width, 32)
    end
    #--------------------------------------------------------------------------
    # ? ????
    #--------------------------------------------------------------------------
    def reset(type)
    @number = 0
    @index = @digits_max - 1
    if type == 0
    case @item
    when RPG::Item
    @max = $game_party.item_number(@item.id)
    dep = $game_party.deposit_item_number(@item.id)
    when RPG::Weapon
    @max = $game_party.weapon_number(@item.id)
    dep = $game_party.deposit_weapon_number(@item.id)
    when RPG::Armor
    @max = $game_party.armor_number(@item.id)
    dep = $game_party.deposit_armor_number(@item.id)
    end
    # ??????????
    self.contents.fill_rect(0, 64, width - 32, 32, Color.new(0, 0, 0, 0))
    self.contents.font.color = system_color
    self.contents.draw_text(0, 64, width - 32, 32, "Depósito:#{dep}")
    else
    case @item
    when RPG::Item
    @max = [$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
    # ??????
    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, "Tem:#{having}")
    end
    refresh
    end
    #--------------------------------------------------------------------------
    # ? ??????
    #--------------------------------------------------------------------------
    def refresh
    self.contents.fill_rect(0, 32, width - 32, 32, Color.new(0, 0, 0, 0))
    self.contents.font.color = normal_color
    s = sprintf("%0*d", @digits_max, @number)
    for i in 0...@digits_max
    self.contents.draw_text(i * @cursor_width + 4, 32, 32, 32, s[i,1])
    end
    end
    #--------------------------------------------------------------------------
    # ? ?????
    # string : ?????
    #--------------------------------------------------------------------------
    def set_text(string = " ")
    self.resize(self.contents.text_size(string).width + 40)
    self.contents.fill_rect(0, 0, width - 32, 32, Color.new(0, 0, 0, 0))
    self.contents.font.color = normal_color
    self.contents.draw_text(0, 0, width - 32, 32, string, 1)
    refresh
    centering
    end
    #--------------------------------------------------------------------------
    # ? ?????
    # nw : ????
    #--------------------------------------------------------------------------
    def resize(nw)
    self.width = nw
    buf = self.contents.dup
    self.contents.dispose
    self.contents = Bitmap.new(nw - 32, 96)
    self.contents.blt(0, 0, buf, buf.rect)
    buf.dispose
    end
    #--------------------------------------------------------------------------
    # ? ????
    #--------------------------------------------------------------------------
    def centering
    self.x = 320 - self.width / 2
    self.y = 240 - self.height / 2
    end
    #--------------------------------------------------------------------------
    # ? ??????
    #--------------------------------------------------------------------------
    def update
    super
    return unless self.active
    # ????????????????
    if Input.repeat?(Input::UP) || Input.repeat?(Input::DOWN)
    $game_system.se_play($data_system.cursor_se)
    # ???????????????? 0 ???
    place = 10 ** (@digits_max - 1 - @index)
    n = self.number / place % 10
    self.number -= n * place
    # ??? +1???? -1
    n = (n + 1) % 10 if Input.repeat?(Input::UP)
    n = (n + 9) % 10 if Input.repeat?(Input::DOWN)
    # ???????????
    self.number += n * place
    refresh
    end
    # ?????
    if Input.repeat?(Input::RIGHT)
    if @digits_max >= 2
    $game_system.se_play($data_system.cursor_se)
    @index = (@index + 1) % @digits_max
    end
    end
    # ?????
    if Input.repeat?(Input::LEFT)
    if @digits_max >= 2
    $game_system.se_play($data_system.cursor_se)
    @index = (@index + @digits_max - 1) % @digits_max
    end
    end
    update_cursor_rect
    end
    end

    #???????????????????????????????????????

    #==============================================================================
    # ¦ Scene_Depository
    #------------------------------------------------------------------------------
    #  ??????????????????
    #==============================================================================

    class Scene_Depository
    #--------------------------------------------------------------------------
    # ? ?????
    #--------------------------------------------------------------------------
    def main
    # ??????????
    @spriteset = Spriteset_Map.new
    # ??????????
    if $imported["HelpExtension"]
    @dummy_window = Window_Base.new(0, 192, 640, 288)
    @help_window = Window_HelpExtension.new
    else
    @dummy_window = Window_Base.new(0, 128, 640, 352)
    @help_window = Window_Help.new
    end
    @dummy_window.back_opacity = 160
    @help_window.back_opacity = 160
    @command_window = Window_DepositoryCommand.new
    @gold_window = Window_DepositoryGold.new
    @item_window = Window_DepositoryItem.new
    @number_window = Window_DepositoryNumber.new
    # ?????????????
    @command_window.help_window = @help_window
    @item_window.help_window = @help_window
    # ?????????
    Graphics.transition
    # ??????
    loop do
    # ????????
    Graphics.update
    # ???????
    Input.update
    # ??????
    update
    # ????????????????
    if $scene != self
    break
    end
    end
    # ?????????
    Graphics.freeze
    # ??
    @spriteset.dispose
    @dummy_window.dispose
    @help_window.dispose
    @command_window.dispose
    @gold_window.dispose
    @item_window.dispose
    @number_window.dispose
    end
    #--------------------------------------------------------------------------
    # ? ??????
    #--------------------------------------------------------------------------
    def update
    # ????????
    $game_map.update
    @spriteset.update
    @dummy_window.update
    @help_window.update
    @command_window.update
    @gold_window.update
    @item_window.update
    @number_window.update
    # ??????????????????: update_command ???
    if @command_window.active
    update_command
    return
    end
    # ??????????????????: update_gold ???
    if @gold_window.active
    update_gold
    return
    end
    # ??????????????????: update_item ???
    if @item_window.active
    update_item
    return
    end
    # ????????????????: update_number ???
    if @number_window.active
    update_number
    return
    end
    end
    #--------------------------------------------------------------------------
    # ? ?????? (??????????????????)
    #--------------------------------------------------------------------------
    def update_command
    # B ??????????
    if Input.trigger?(Input::B)
    # ????? SE ???
    $game_system.se_play($data_system.cancel_se)
    # ??????????
    $scene = Scene_Map.new
    return
    end
    # C ??????????
    if Input.trigger?(Input::C)
    # ?? SE ???
    $game_system.se_play($data_system.decision_se)
    # ?????????
    case @command_window.index
    when 0
    # ??????????????
    @gold_window.active = true
    @gold_window.visible = true
    @gold_window.reset(0)
    @help_window.set_text(KGC::DEPOSIT_GOLD)
    when 1
    # ??????????????
    @gold_window.active = true
    @gold_window.visible = true
    @gold_window.reset(1)
    @help_window.set_text(KGC::WDEPOSIT_GOLD)
    when 2
    # ??????????????
    @item_window.active = true
    @item_window.visible = true
    @item_window.refresh(0)
    when 3
    # ??????????????
    @item_window.active = true
    @item_window.visible = true
    @item_window.refresh(1)
    end
    @command_window.active = false
    # ??????????
    @dummy_window.visible = false
    return
    end
    end
    #--------------------------------------------------------------------------
    # ? ?????? (??????????????????)
    #--------------------------------------------------------------------------
    def update_gold
    # B ??????????
    if Input.trigger?(Input::B)
    # ????? SE ???
    $game_system.se_play($data_system.cancel_se)
    # ??????????????
    @command_window.active = true
    @gold_window.active = false
    @gold_window.visible = false
    @dummy_window.visible = true
    return
    end
    # C ??????????
    if Input.trigger?(Input::C)
    # ?????????
    price = @gold_window.price
    # ??? 0 ???
    if price == 0
    # ?? SE ???
    $game_system.se_play($data_system.decision_se)
    # ??????????????
    @command_window.active = true
    @gold_window.active = false
    @gold_window.visible = false
    @dummy_window.visible = true
    return
    end
    # ???? SE ???
    $game_system.se_play($data_system.shop_se)
    # ?????????
    case @command_window.index
    when 0 # ???
    $game_party.lose_gold(price)
    $game_party.gain_deposit_gold(price)
    when 1 # ????
    $game_party.gain_gold(price)
    $game_party.lose_deposit_gold(price)
    end
    # ??????????????
    @gold_window.reset(@command_window.index)
    return
    end
    end
    #--------------------------------------------------------------------------
    # ? ?????? (??????????????????)
    #--------------------------------------------------------------------------
    def update_item
    # B ??????????
    if Input.trigger?(Input::B)
    # ????? SE ???
    $game_system.se_play($data_system.cancel_se)
    # ??????????????
    @command_window.active = true
    @item_window.active = false
    @item_window.visible = false
    @dummy_window.visible = true
    return
    end
    # C ??????????
    if Input.trigger?(Input::C)
    # ?????????
    @item = @item_window.item
    # ?????
    if @item == nil
    # ??? SE ???
    $game_system.se_play($data_system.buzzer_se)
    return
    end
    # ???????????????
    @number_window.item = @item
    # ?? SE ???
    $game_system.se_play($data_system.decision_se)
    # ?????????
    case @command_window.index
    when 2 # ???
    @number_window.set_text(KGC::DEPOSIT_ITEM)
    when 3 # ????
    @number_window.set_text(KGC::WDEPOSIT_ITEM)
    end
    # ????????????
    @number_window.reset(@command_window.index - 2)
    # ????????????
    @item_window.active = false
    @number_window.active = true
    @number_window.visible = true
    return
    end
    end
    #--------------------------------------------------------------------------
    # ? ?????? (????????????????)
    #--------------------------------------------------------------------------
    def update_number
    # B ??????????
    if Input.trigger?(Input::B)
    # ????? SE ???
    $game_system.se_play($data_system.cancel_se)
    # ??????????????
    @item_window.active = true
    @number_window.active = false
    @number_window.visible = false
    return
    end
    # C ??????????
    if Input.trigger?(Input::C)
    # ?? SE ???
    $game_system.se_play($data_system.decision_se)
    number = @number_window.number
    # ?????????
    case @command_window.index
    when 2 # ???
    case @item
    when RPG::Item
    $game_party.lose_item(@item.id, number)
    $game_party.gain_deposit_item(@item.id, number)
    when RPG::Weapon
    $game_party.lose_weapon(@item.id, number)
    $game_party.gain_deposit_weapon(@item.id, number)
    when RPG::Armor
    $game_party.lose_armor(@item.id, number)
    $game_party.gain_deposit_armor(@item.id, number)
    end
    when 3 # ????
    case @item
    when RPG::Item
    $game_party.gain_item(@item.id, number)
    $game_party.lose_deposit_item(@item.id, number)
    when RPG::Weapon
    $game_party.gain_weapon(@item.id, number)
    $game_party.lose_deposit_weapon(@item.id, number)
    when RPG::Armor
    $game_party.gain_armor(@item.id, number)
    $game_party.lose_deposit_armor(@item.id, number)
    end
    end
    # ????????????????
    @item_window.refresh(@command_window.index - 2)
    # ??????????????
    @item_window.active = true
    @number_window.active = false
    @number_window.visible = false
    return
    end
    end
    end


    Só esses.
    Teste como vc tava testando no netplay sem esses scripts, o que eu le passei pra ver se aconteçe esse erro


    _________________
    ERRO ABS GLOBAL NP V3.1 [MINI-MAPA] AIymW
    emilyoly
    emilyoly
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    ERRO ABS GLOBAL NP V3.1 [MINI-MAPA] Empty Re: ERRO ABS GLOBAL NP V3.1 [MINI-MAPA]

    Mensagem por emilyoly em Seg Abr 04, 2011 9:14 pm

    Sem os scripts não da esse erro. :S

    Edit: Da sim :S


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      Data/hora atual: Sex Nov 15, 2019 3:14 pm