Project1
标题:
仓库怎么弄的 另外怎么把论坛自己发的问题弄成已解决的
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作者:
杺谇
时间:
2011-2-16 22:17
标题:
仓库怎么弄的 另外怎么把论坛自己发的问题弄成已解决的
就这个仓库怎么弄可以放东西进去 和取出来 另外就去 怎么把自己发的帖子弄成已解决的 就这
作者:
沙之爱罗
时间:
2011-2-17 07:35
本帖最后由 沙之爱罗 于 2011-2-17 11:58 编辑
仓库用仓库脚本。。。
#==============================================================================
# 本脚本来自www.66rpg.com,转载和使用请保留此信息
# 脚本名:真实商店,脚本作者:柳柳
#==============================================================================
#
# 功能:
#
# 买进卖出的物品在商店有所体现,卖出后会在商店可买物品中出现,物品有数量限制
# 商店可进货出货————总之就是模拟真实商店。
#
# 这个脚本和原装商店并不冲突,两个商店可以并存。
#
# 使用方法:
#
# 1、在下面被井号框起来的中间部分,设置初期物品。格式如下:
# @goods[商店编号] = [ [种类,ID,可卖数量] , [种类,ID,可卖数量]......]
# 其中种类,0为道具,1为武器,2为防具;ID是数据库编号
#
# 2、调用:$scene = Scene_Shop_Va.new(商店编号)
# 比如你可以直接测试$scene = Scene_Shop_Va.new(1),已经设置好了。
#
# 3、商店出货:$game_system.shop_change(商店编号,种类,ID,数量)
# 如果是进货,把数量设置为负数即可
#
class WWWindow_ShopCommand < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 64, 480, 64)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 3
@column_max = 3
@commands = ["买进", "卖出", "算了"]
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
x = 4 + index * 160
self.contents.draw_text(x, 0, 128, 32, @commands[index])
end
end
class W2Window_ShopCommand < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 64, 480, 64)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 3
@column_max = 3
@commands = ["取出物品", "存入物品", "算了"]
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
x = 4 + index * 160
self.contents.draw_text(x, 0, 128, 32, @commands[index])
end
end
class Game_System
attr_accessor :goods
alias vaule_shop_66RPG_initialize initialize
def initialize
vaule_shop_66RPG_initialize
@goods = []
###########################################################################
# 初期的时候的商店物品,编号顺序:种类,ID,可卖数量
@goods[0] = [[-1,-1,-1]]
@goods[1] = [[0,1,30],[0,2,30],[1,1,10],[1,2,10],[1,3,10]]
###########################################################################
end
def shop_change(shop,kind,id,delnumber)
dl = delnumber
for dt in $game_system.goods[shop]
if (dt[0]==kind) and (dt[1]==id)
dt[2] -= dl
dt[2] = [dt[2],99].min
if dt[2] == 0
$game_system.goods[shop].delete(dt)
end
return
end
end
$game_system.goods[shop].push([kind,id,-delnumber])
end
end
class Scene_Shop_Va
def initialize(shop_number)
# 当前商店编号
@shop_now = shop_number
# 0号商店为物品仓库
$itembankflag = @shop_now > 0 ? 0 : 1
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 生成帮助窗口
@help_window = Window_Help.new
# 生成指令窗口
if $itembankflag == 0 #是不是物品仓库?
@command_window = WWWindow_ShopCommand.new
else
@command_window = W2Window_ShopCommand.new
end
# 生成金钱窗口
@gold_window = Window_Gold.new
@gold_window.x = 480
@gold_window.y = 64
# 生成时间窗口
@dummy_window = Window_Base.new(0, 128, 640, 352)
# 生成购买窗口
@buy_window = Window_ShopBuy_Va.new($game_system.goods[@shop_now])
@buy_window.active = false
@buy_window.visible = false
@buy_window.help_window = @help_window
# 生成卖出窗口
@sell_window = Window_ShopSell.new
@sell_window.active = false
@sell_window.visible = false
@sell_window.help_window = @help_window
# 生成数量输入窗口
@number_window = Window_ShopNumber.new
@number_window.active = false
@number_window.visible = false
# 生成状态窗口
@status_window = Window_ShopStatus.new
@status_window.visible = false
# 执行过渡
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果画面切换的话就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放窗口
@help_window.dispose
@command_window.dispose
@gold_window.dispose
@dummy_window.dispose
@buy_window.dispose
@sell_window.dispose
@number_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新窗口
@help_window.update
@command_window.update
@gold_window.update
@dummy_window.update
@buy_window.update
@sell_window.update
@number_window.update
@status_window.update
# 指令窗口激活的情况下: 调用 update_command
if @command_window.active
update_command
return
end
# 购买窗口激活的情况下: 调用 update_buy
if @buy_window.active
update_buy
return
end
# 卖出窗口激活的情况下: 调用 update_sell
if @sell_window.active
update_sell
return
end
# 个数输入窗口激活的情况下: 调用 update_number
if @number_window.active
update_number
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (指令窗口激活的情况下)
#--------------------------------------------------------------------------
def update_command
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换到地图画面
$scene = Scene_Map.new
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 命令窗口光标位置分支
case @command_window.index
when 0 # 购买
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 窗口状态转向购买模式
@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
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 窗口状态转向卖出模式
@command_window.active = false
@dummy_window.visible = false
@sell_window.active = true
@sell_window.visible = true
@sell_window.refresh
when 2 # 取消
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到地图画面
$scene = Scene_Map.new
end
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (购买窗口激活的情况下)
#--------------------------------------------------------------------------
def update_buy
# 设置状态窗口的物品
@status_window.item = @buy_window.item
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 窗口状态转向初期模式
@command_window.active = true
@dummy_window.visible = true
@buy_window.active = false
@buy_window.visible = false
@status_window.visible = false
@status_window.item = nil
# 删除帮助文本
@help_window.set_text("")
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 获取物品
@item = @buy_window.item
# 如果是物品仓库就不对金钱做出处理=============================================
ppprice = $itembankflag == 0 ? @item.price : 0
# 物品无效的情况下、或者价格在所持金以上的情况下
if @item == nil or ppprice > $game_party.gold
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 获取物品所持数
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
when RPG::Armor
number = $game_party.armor_number(@item.id)
end
# 如果已经拥有了 99 个情况下
if number == 99
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 计算可以最多购买的数量
max = ppprice == 0 ? 99 : $game_party.gold / @item.price
# =============================================================================
max = [[max, 99 - number].min,@buy_window.item_number].min
# 窗口状态转向数值输入模式
@buy_window.active = false
@buy_window.visible = false
@number_window.set(@item, max, ppprice)
@number_window.active = true
@number_window.visible = true
end
end
#--------------------------------------------------------------------------
# ● 画面更新 (卖出窗口激活的情况下)
#--------------------------------------------------------------------------
def update_sell
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 窗口状态转向初期模式
@command_window.active = true
@dummy_window.visible = true
@sell_window.active = false
@sell_window.visible = false
@status_window.item = nil
# 删除帮助文本
@help_window.set_text("")
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 获取物品
@item = @sell_window.item
# 设置状态窗口的物品
@status_window.item = @item
# 物品无效的情况下、或者价格为 0 (不能卖出) 的情况下
if @item == nil or @item.price == 0
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 获取物品的所持数
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
when RPG::Armor
number = $game_party.armor_number(@item.id)
end
# 最大卖出个数 = 物品的所持数
max = number
# 窗口状态转向个数输入模式
@sell_window.active = false
@sell_window.visible = false
@number_window.set(@item, max, @item.price)
@number_window.active = true
@number_window.visible = true
@status_window.visible = true
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (个数输入窗口激活的情况下)
#--------------------------------------------------------------------------
def update_number
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 设置个数输入窗口为不活动·非可视状态
@number_window.active = false
@number_window.visible = false
# 命令窗口光标位置分支
case @command_window.index
when 0 # 购买
# 窗口状态转向购买模式
@buy_window.active = true
@buy_window.visible = true
when 1 # 卖出
# 窗口状态转向卖出模式
@sell_window.active = true
@sell_window.visible = true
@status_window.visible = false
end
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 演奏商店 SE
$game_system.se_play($data_system.shop_se)
# 设置个数输入窗口为不活动·非可视状态
@number_window.active = false
@number_window.visible = false
# 命令窗口光标位置分支
case @command_window.index
when 0 # 购买
# 购买处理
temp = 0
if $超重不能买 > 0
@number_window.active = true
@number_window.visible = true
return
end
# 如果是物品仓库就不对金钱做出处理=============================================
if $itembankflag == 0
$game_party.lose_gold(@number_window.number * @item.price)
end
# =============================================================================
case @item
when RPG::Item
$game_party.gain_item(@item.id, @number_window.number)
when RPG::Weapon
$game_party.gain_weapon(@item.id, @number_window.number)
temp = 1
when RPG::Armor
$game_party.gain_armor(@item.id, @number_window.number)
temp = 2
end
goods_del(temp,@item.id,@number_window.number)
# 刷新各窗口
@buy_window = Window_ShopBuy_Va.new($game_system.goods[@shop_now])
@gold_window.refresh
@buy_window.refresh
@status_window.refresh
# 窗口状态转向购买模式
@buy_window.active = true
@buy_window.visible = true
when 1 # 卖出
# 卖出处理
# 如果是物品仓库就不对金钱做出处理=============================================
if $itembankflag == 0
$game_party.gain_gold(@number_window.number * @item.price)
end
# =============================================================================
temp = 0
case @item
when RPG::Item
$game_party.lose_item(@item.id, @number_window.number)
when RPG::Weapon
$game_party.lose_weapon(@item.id, @number_window.number)
temp = 1
when RPG::Armor
$game_party.lose_armor(@item.id, @number_window.number)
temp = 2
end
# 刷新各窗口
goods_del(temp,@item.id,-@number_window.number)
@buy_window = Window_ShopBuy_Va.new($game_system.goods[@shop_now])
@buy_window.active = false
@buy_window.visible = false
@buy_window.help_window = @help_window
@gold_window.refresh
@sell_window.refresh
@status_window.refresh
# 窗口状态转向卖出模式
@sell_window.active = true
@sell_window.visible = true
@status_window.visible = false
end
return
end
end
# 删除可出售商品内容
def goods_del(kind,id,delnumber)
dl = delnumber
for dt in $game_system.goods[@shop_now]
if (dt[0]==kind) and (dt[1]==id)
dt[2] -= dl
dt[2] = [dt[2],99].min
if dt[2] == 0
$game_system.goods[@shop_now].delete(dt)
end
return
end
end
$game_system.goods[@shop_now].push([kind,id,-delnumber])
end
end
#==============================================================================
# ■ Window_ShopBuy_Va
#------------------------------------------------------------------------------
# 商店画面、浏览显示可以购买的商品的窗口。
#==============================================================================
class Window_ShopBuy_Va < Window_Selectable
attr_accessor :shop_goods
#--------------------------------------------------------------------------
# ● 初始化对像
# shop_goods : 商品
#--------------------------------------------------------------------------
def initialize(shop_goods)
super(0, 128, 368, 352)
@shop_goods = shop_goods
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● 获取物品
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● 获取物品
#--------------------------------------------------------------------------
def item_number
return @data_number[self.index]
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
@data_number = []
for goods_item in @shop_goods
case goods_item[0]
when 0
item = $data_items[goods_item[1]]
when 1
item = $data_weapons[goods_item[1]]
when 2
item = $data_armors[goods_item[1]]
end
if (item != nil) and (goods_item[2] != 0)
@data.push(item)
@data_number.push(goods_item[2])
else
@data.delete(item)
end
end
# 如果项目数不是 0 就生成位图、描绘全部项目
@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)
end
end
end
#--------------------------------------------------------------------------
# ● 描绘羡慕
# index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
# 获取物品所持数
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
# 价格在所持金以下、并且所持数不是 99 的情况下为普通文字颜色
# 除此之外的情况设置为无效文字色
if item.price <= $game_party.gold and number < 99
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4
y = index * 32
rect = Rect.new(x, y, self.width - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 240, y, 88, 32, "剩 ", 2)
self.contents.draw_text(x + 240, y, 88, 32, @data_number[index].to_s, 2)
if $itembankflag == 0
self.contents.draw_text(x + 180, y, 88, 32, item.price.to_s, 2)
end
end
#--------------------------------------------------------------------------
# ● 刷新帮助文本
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
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作者:
xia0082
时间:
2011-2-17 09:00
问下LS的脚本要如何调用?
作者:
杺谇
时间:
2011-2-17 15:14
回复
沙之爱罗
的帖子
这个脚本怎么出错了
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