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标题:
沉影不器 ,(随机属性)修正版
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作者:
wangbaoxi
时间:
2010-9-24 18:12
标题:
沉影不器 ,(随机属性)修正版
本想做个身手党但是发了帖子没人甩,算了自己改把!
修正了无法在商店出售装备的BUG,需要的拿去好了。
随机属性(修正版).rar
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作者:
wangbaoxi
时间:
2010-9-24 18:16
怎么没人说话,有BUG没。
作者:
夕阳武士
时间:
2010-9-24 18:16
本帖最后由 夕阳武士 于 2010-9-24 22:12 编辑
BUG,有。商店时的物品介绍栏没有处理好。详细的介绍栏和默认的介绍栏同时存在,默认介绍栏还会乱动
把Scene_Shop改成如下
#==============================================================================
# ■ Scene_Shop
#------------------------------------------------------------------------------
# 处理商店画面的类。
#==============================================================================
class Scene_Shop < Scene_Base
#--------------------------------------------------------------------------
# ● 开始处理
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@help_window = Window_Help.new
@gold_window = Window_Gold.new(384, 56)
# @dummy_window = Window_Base.new(0, 112, 544, 304)
@buy_window = Window_ShopBuy.new(0, 112)
@buy_window.active = false
@buy_window.visible = false
@buy_window.help_window = @help_window
@sell_window = Window_ShopSell.new(0, 112, 544, 304)
@sell_window.active = false
@sell_window.visible = false
@sell_window.help_window = @help_window
@number_window = Window_ShopNumber.new(0, 112)
@number_window.active = false
@number_window.visible = false
@status_window = Window_ShopStatus.new(304, 112)
@status_window.visible = false
end
#--------------------------------------------------------------------------
# ● 结束处理
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
dispose_command_window
@help_window.dispose
@gold_window.dispose
# @dummy_window.dispose
@buy_window.dispose
@sell_window.dispose
@number_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
update_menu_background
@help_window.update
@command_window.update
@gold_window.update
# @dummy_window.update
@buy_window.update
@sell_window.update
@number_window.update
@status_window.update
if @command_window.active
update_command_selection
elsif @buy_window.active
update_buy_selection
elsif @sell_window.active
update_sell_selection
elsif @number_window.active
update_number_input
end
end
#--------------------------------------------------------------------------
# ● 生成指令窗口
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::ShopBuy
s2 = Vocab::ShopSell
s3 = Vocab::ShopCancel
@command_window = Window_Command.new(384, [s1, s2, s3], 3)
@command_window.y = 56
if $game_temp.shop_purchase_only
@command_window.draw_item(1, false)
end
end
#--------------------------------------------------------------------------
# ● 释放指令窗口
#--------------------------------------------------------------------------
def dispose_command_window
@command_window.dispose
end
#--------------------------------------------------------------------------
# ● 更新指令窗口
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
case @command_window.index
when 0 # 购买
Sound.play_decision
@command_window.active = false
# @dummy_window.visible = false
@buy_window.active = true
@buy_window.visible = true
@buy_window.refresh
@status_window.visible = true
when 1 # 卖出
if $game_temp.shop_purchase_only
Sound.play_buzzer
else
Sound.play_decision
@command_window.active = false
# @dummy_window.visible = false
@sell_window.active = true
@sell_window.visible = true
@sell_window.refresh
end
when 2 # 取消
Sound.play_decision
$scene = Scene_Map.new
end
end
end
#--------------------------------------------------------------------------
# ● 更新选择购买物品
#--------------------------------------------------------------------------
def update_buy_selection
@status_window.item = @buy_window.item
if Input.trigger?(Input::B)
Sound.play_cancel
@command_window.active = true
# @dummy_window.visible = true
@buy_window.active = false
@buy_window.visible = false
@status_window.visible = false
@status_window.item = nil
@help_window.set_text("")
return
end
if Input.trigger?(Input::C)
@item = @buy_window.item
number = $game_party.item_number(@item)
if @item == nil or @item.price > $game_party.gold or number == 99
Sound.play_buzzer
else
Sound.play_decision
max = @item.price == 0 ? 99 : $game_party.gold / @item.price
max = [max, 99 - number].min
@buy_window.active = false
@buy_window.visible = false
@number_window.set(@item, max, @item.price)
@number_window.active = true
@number_window.visible = true
end
end
end
#--------------------------------------------------------------------------
# ● 更新选择卖出物品
#--------------------------------------------------------------------------
def update_sell_selection
if Input.trigger?(Input::B)
Sound.play_cancel
@command_window.active = true
# @dummy_window.visible = true
@sell_window.active = false
@sell_window.visible = false
@status_window.item = nil
@help_window.set_text("")
elsif Input.trigger?(Input::C)
@item = @sell_window.item
@status_window.item = @item
if @item == nil or @item.price == 0
Sound.play_buzzer
else
Sound.play_decision
max = $game_party.item_number(@item)
@sell_window.active = false
@sell_window.visible = false
@number_window.set(@item, max, @item.price / 2)
@number_window.active = true
@number_window.visible = true
@status_window.visible = true
end
end
end
#--------------------------------------------------------------------------
# ● 更新输入个数
#--------------------------------------------------------------------------
def update_number_input
if Input.trigger?(Input::B)
cancel_number_input
elsif Input.trigger?(Input::C)
decide_number_input
end
end
#--------------------------------------------------------------------------
# ● 取消输入个数
#--------------------------------------------------------------------------
def cancel_number_input
Sound.play_cancel
@number_window.active = false
@number_window.visible = false
case @command_window.index
when 0 # 购买
@buy_window.active = true
@buy_window.visible = true
when 1 # 卖出
@sell_window.active = true
@sell_window.visible = true
@status_window.visible = false
end
end
#--------------------------------------------------------------------------
# ● 确定输入个数
#--------------------------------------------------------------------------
def decide_number_input
Sound.play_shop
@number_window.active = false
@number_window.visible = false
case @command_window.index
when 0 # 购买
$game_party.lose_gold(@number_window.number * @item.price)
$game_party.gain_item(@item, @number_window.number)
@gold_window.refresh
@buy_window.refresh
@status_window.refresh
@buy_window.active = true
@buy_window.visible = true
when 1 # 卖出
$game_party.gain_gold(@number_window.number * (@item.price / 2))
$game_party.lose_item(@item, @number_window.number)
@gold_window.refresh
@sell_window.refresh
@status_window.refresh
@sell_window.active = true
@sell_window.visible = true
@status_window.visible = false
end
end
end
复制代码
作者:
wangbaoxi
时间:
2010-9-26 12:19
谢谢拉!
作者:
怪蜀黍
时间:
2011-3-22 10:54
还是之前我提出的BUG:
1、无法判断持有某种防具;
2、无法判断持有某种武器;
3、无法判断某种防具已经装备;
以上3点提示脚本出错。
值得肯定的是:
判断武器已装备和持有某物品似乎是可以。
作者:
chd114
时间:
2012-5-28 13:47
与魔塔样板冲突了MS···
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