Project1
标题:
典当行脚本为何无法改菜单高度?
[打印本页]
作者:
chd114
时间:
2012-6-16 10:38
标题:
典当行脚本为何无法改菜单高度?
#==============================================================================
# ■ Scene_SellShop
#------------------------------------------------------------------------------
# 处理商店画面的类。使用方法:$scene=Scene_SellShop.new。
# 这种商店称作“典当行”,只能卖不能买。
#==============================================================================
class Scene_SellShop
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 生成帮助窗口
$itembankflag = 0
@help_window = Window_Help.new
# 生成指令窗口
@command_window = Window_SSShopCommand.new
# 生成金钱窗口
@gold_window = Window_Gold.new
@gold_window.x = 800#480
@gold_window.y = 192#64
# 生成时间窗口
@dummy_window = Window_Base.new(0, 128, 800, 480)#0,128,640,352
# 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
@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
@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
# 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 # 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 1 # 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
#--------------------------------------------------------------------------
# ● 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 / 2)
@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 # 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 # 卖出
# 卖出处理
$game_party.gain_gold(@number_window.number * (@item.price / 2))
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)
when RPG::Armor
$game_party.lose_armor(@item.id, @number_window.number)
end
# 刷新各窗口
@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
end
#==============================================================================
# ■ Window_ShopCommand
#------------------------------------------------------------------------------
# 商店画面、选择要做的事的窗口
#==============================================================================
class Window_SSShopCommand < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 64, 800, 64)#0,64,480,64选项窗口大小
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 2
@column_max = 2
@commands = [" 出售", " 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
#--------------------------------------------------------------------------
# ● 描绘卖出选项位置
# index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
x = 64 + index * 400
self.contents.draw_text(x, 0, 192, 32, @commands[index])#0,128,32
end
end
复制代码
插入后打开先是有2歌项目,卖出、取消
点了卖出之后,里面现实的菜单高度变小了,但是却没有改的地方···而且里面卖品也是走样,还是一排2歌怎样改成4歌
‘‘──chd114于2012-6-16 10:39补充以下内容:
[@]hcm[/@]
’’
‘‘──chd114于2012-6-16 10:41补充以下内容:
忘记补充了,这个是和一下几个脚本在一起的
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
# 欢迎访问www.66RPG.com
# 梦想世界,在你手中
#==============================================================================
#
# Sample master list for crafting script (物品分类增强版)
# written by Deke
# 增强:叶子
# 增强版编写日期:12-30-2005
#============================================================================================
# 简介:
# 这是一个很不错的合成物品系统,可以通过游戏的过程,不断学习可以合成的
# 物品方法。
# ------
# 增强版补充说明:
# 在这个增强版中,可以对成品进行手动分类。
# 成品增加了一个分类属性。
# 这个分类纯粹是按自己的意愿,没有规定第几类必须是什么。
# 召唤特定分类的界面,就只会看到特定分类的成品。
#
# 例如:
# 使用脚本$scene = Scene_Craft.new(1),
# 出来的界面就只会显示成品分类为1的东西
# 同样道理,使用脚本$scene = Scene_Craft.new(2),
# 出来的界面就只会显示成品分类为2的东西
#
# 如果使用脚本$scene = Scene_Craft.new或$scene = Scene_Craft.new(0)来召唤界面
# 就可以看到所有成品。
#
# 注意:不要弄混淆“成品种类”和“成品分类”
# 成品种类是指成品是普通物品(0),防具(1)或武器(2)
# 成品分类是指此物品的自定义分类
#
#
# 使用方法:
# 1、召唤界面:使用脚本$scene = Scene_Craft.new(分类的数字)
# 例如:使用脚本$scene = Scene_Craft.new(1),出来分类1的界面
#
# 2、学习合成:$game_party.learn_recipe(合成项目)
#
# 2.1、其实这个脚本可以使同一成品有不同配方
#
# 就这样说可能解释得不清楚,先来解释一下脚本学习配方的原理:
# $game_party.learn_recipe(合成项目)的处理过程并不是直接学习这个配方,
# 而是在配方库中找到和合成项目成品相同的配方。
#
# 如果配方库中有两个配方成品相同的话,配方版本就变得重要。
# $game_party.learn_recipe(合成项目,配方版本)
# 配方版本为1的话,学到的配方就是@recipe_list[xx]中与合成项目成品相同且数字最小的配方
# 配方版本为2的话,学到的配方就是数字第二小的配方
# 在上面这个脚本语句中,不填配方版本的话就默认为1
#
# 2.2、忘记配方:$game_party.forget_recipe(合成项目)
# 2.21、同样道理,这个语句也可以写配方版本
# $game_party.forget_recipe(合成项目,配方版本)
# 配方版本定义见2.1
#
# 2.3、配方版本不能乱填!例如游戏中某一个配方的成品是唯一的,与所有其它配方的成品都不相同
# 那么学习的时候就不用填配方版本。
# 如果这时在配方版本填了2的话,就有可能学不到或者忘不了(-_-||)
#
#
# 3、合成定义:
# 这个合成脚本可以定义两种合成物品。一种是预先定义好了的,就像下面这样,
# 直接写在这里就可以,另一种是在学习之前现场定义。
#
# 4、举例
# 4.1、学会recipe_list[1]定义的合成:$game_party.learn_recipe($game_temp.recipe_list[1])
# 注意,一行如果输入不下,在(的后面或[的后面按回车换行,否则可能出错
#
# 4.2、在游戏中临时定义一种合成,让玩家学会。使用事件中的脚本如下,
# 脚本:
# 材料 = [$game_variables[1],$game_variables[2]] #——材料编号是变量1、2的编号
# 材料种类 = [0,0] #——材料是物品
# 材料数量 = [$game_variables[3],$game_variables[4]] #——需要材料数量是变量3、4的编号
# 成品 = $game_variables[5] #——获得结果编号是5
# 成品种类 = 1 #——成品是防具类
# 成品分类 = 1 #——这一项不写的话默认为0
# $game_party.learn_recipe(Game_Recipe.new(材料,材料种类,材料数量,成品,成品种类,成品分类))
# 上面这条语句的成品分类这一项不写也行,这样它就默认为0了。
# (也就是此物品没有分类,不会在分类菜单中出现)
# 省略成品分类的脚本语句可以像下面这样写:
# $game_party.learn_recipe(Game_Recipe.new(材料,材料种类,材料数量,成品,成品种类))
#
#===========================================================================================
$VAR_NUMBER = 136
class Game_Temp
attr_reader :recipe_list
alias crafting_temp_initialize initialize
def initialize
crafting_temp_initialize
@recipe_list=[]
get_recipe_list
end
def get_recipe_list
材料 = [1] # 需要材料的数据库编号
材料种类 = [0] # 需要材料的种类,0是普通物品,1是防具,2是武器
材料数量 = [2] # 需要材料的数量
成品 = 2 # 获得物品编号
获得数 = 1
成品种类 = 0 # 获得物品种类,0是普通物品,1是防具,2是武器
成品分类 = 0 # 获得成品分类
@recipe_list[1] = Game_Recipe.new(材料,材料种类, 材料数量,成品,获得数,成品种类,成品分类)
材料 = [1,2] # 需要材料的数据库编号
材料种类 = [0,0] # 需要材料的种类,0是普通物品,1是防具,2是武器
材料数量 = [2,1] # 需要材料的数量
成品 = 3 # 获得物品编号
获得数 = 2
成品种类 = 0 # 获得物品种类,0是普通物品,1是防具,2是武器
成品分类 = 0 # 获得成品分类
@recipe_list[2] = Game_Recipe.new(材料,材料种类, 材料数量,成品,获得数,成品种类,成品分类)
材料 = [1] # 需要材料的数据库编号
材料种类 = [2] # 需要材料的种类,0是普通物品,1是防具,2是武器
材料数量 = [2] # 需要材料的数量
成品 = 4 # 获得物品编号
获得数 = 1
成品种类 = 2 # 获得物品种类,0是普通物品,1是防具,2是武器
成品分类 = 0 # 获得成品分类
@recipe_list[3] = Game_Recipe.new(材料,材料种类, 材料数量,成品,获得数,成品种类,成品分类)
材料 = [1,2] # 需要材料的数据库编号
材料种类 = [2,2] # 需要材料的种类,0是普通物品,1是防具,2是武器
材料数量 = [2,2] # 需要材料的数量
成品 = 4 # 获得物品编号
获得数 = 3
成品种类 = 2 # 获得物品种类,0是普通物品,1是防具,2是武器
成品分类 = 0 # 获得成品分类
@recipe_list[4] = Game_Recipe.new(材料,材料种类, 材料数量,成品,获得数,成品种类,成品分类)
end # of get_recipe_list method
end # of updates to Game_Temp Class
#================================
# CRAFTING PROGRAM
#----------------------------------------------------------------
#-written by Deke
#-yes_no window code created by Phsylomortis
#----------------------------------------------------------------
#================================
#updates to Game_Party class
=begin
负重系统v0.1
作者:秀秀
功能:物品 武器 防具都多了重量属性
增加了背包负重 超过负重最大值 则不能获得
使用方法:在(物品,武器,防具)数据库中设置名称
方式为:名称+n+重量
比如 铜剑n1.5 表示铜剑重量为1.5
回复剂n0.5 表示回复剂重量为0.5
设置背包重量:默认为变量1,一定要在游戏开始设置好
搜索 VAR_NUMBER 可以改变存放背包负重的变量
当然也可以随时改变这个数值
获取背包最大负重:
$game_variables[VAR_NUMBER]
获取背包当前负重:
$gane_party.weight
获取物品重量:
$data_items[id].weight
获取武器重量:
$data_weapons[id].weight
获取防具重量:
$data_armors[id].weight
=end
module RPG
class Item
def name
return @name.split(/,/)[0] # w 代表重量
end
def weight
return @name.split(/,/)[1].to_i # w 代表重量
end
end
class Weapon
def name
return @name.split(/,/)[0] # w 代表重量
end
def weight
return @name.split(/,/)[1].to_i # w 代表重量
end
end
class Armor
def name
return @name.split(/,/)[0] # w 代表重量
end
def weight
return @name.split(/,/)[1].to_i # w 代表重量
end
end
end
class Game_Party
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_accessor :weight
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
alias wt_initialize initialize
def initialize
wt_initialize
@weight = 0
end
#--------------------------------------------------------------------------
# ● 增加物品 (减少)
# item_id : 物品 ID
# n : 个数
#--------------------------------------------------------------------------
def gain_item(item_id, n)
# 更新 hash 的个数数据
if item_id > 0
temp = @weight + $data_items[item_id].weight * n
return if (n < 0 and @items[item_id] == nil)
if temp > max_weight
return
end
if temp < 0
a = @weight
for i in 1..n.abs
a -= $data_items[item_id].weight
if a < 0
return
else
# 数量-1
@items[item_id] = [[item_number(item_id) - i, 0].max, 99].min
# 负重-1
@weight -= $data_items[item_id].weight
# p @weight
end
end
# p @weight
return
end
if @items[item_id] != nil
b = @items[item_id] - n.abs
if b < 0 and n < 0
c = @items[item_id]
@items[item_id] = [[item_number(item_id) + n, 0].max, 99].min
@weight -= $data_items[item_id].weight * c
# p @weight
return
end
end
@items[item_id] = [[item_number(item_id) + n, 0].max, 99].min
@weight = temp
# p @weight
end
end
#--------------------------------------------------------------------------
# ● 增加武器 (减少)
# weapon_id : 武器 ID
# n : 个数
#--------------------------------------------------------------------------
def gain_weapon(weapon_id, n)
# 更新 hash 的个数数据
if weapon_id > 0
temp = @weight + $data_weapons[weapon_id].weight * n
return if (n < 0 and @weapons[weapon_id] == nil)
if temp > max_weight
return
end
if temp < 0
a = @weight
for i in 1..n.abs
a -= $data_weapons[weapon_id].weight
if a < 0
return
else
# 数量-1
@weapons[weapon_id] = [[weapon_number(weapon_id) - i, 0].max, 99].min
# 负重-1
@weight -= $data_weapons[weapon_id].weight
# p @weight
end
end
# p @weight
return
end
if @weapons[weapon_id] != nil
b = @weapons[weapon_id] - n.abs
if b < 0 and n < 0
c = @weapons[weapon_id]
@weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 99].min
@weight -= $data_weapons[weapon_id].weight * c
# p @weight
return
end
end
@weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 99].min
@weight = temp
# p @weight
end
end
#--------------------------------------------------------------------------
# ● 增加防具 (减少)
# armor_id : 防具 ID
# n : 个数
#--------------------------------------------------------------------------
def gain_armor(armor_id, n)
# 更新 hash 的个数数据
if armor_id > 0
temp = @weight + $data_armors[armor_id].weight * n
return if (n < 0 and @armors[armor_id] == nil)
if temp > max_weight
return
end
if temp < 0
a = @weight
for i in 1..n.abs
a -= $data_armors[armor_id].weight
if a < 0
return
else
# 数量-1
@armors[armor_id] = [[armor_number(armor_id) - i, 0].max, 99].min
# 负重-1
@weight -= $data_armors[armor_id].weight
# p @weight
end
end
# p @weight
return
end
if @armors[armor_id] != nil
b = @armors[armor_id] - n.abs
if b < 0 and n < 0
c = @armors[armor_id]
@armors[armor_id] = [[armor_number(armor_id) + n, 0].max, 99].min
@weight -= $data_armors[armor_id].weight * c
# p @weight
return
end
end
@armors[armor_id] = [[armor_number(armor_id) + n, 0].max, 99].min
@weight = temp
# p @weight
end
end
def max_weight
return $game_variables[$VAR_NUMBER]
end
def check_weight
end
end
#================================================================================
#==============================================================================
# ■ Scene_Item
#------------------------------------------------------------------------------
# 处理物品画面的类。
#==============================================================================
class Scene_Item
alias ori_main main
def main
@weight_window = Window_Weight.new
@weight_window.x = 0
@weight_window.y = 544
@weight_window.z = 9999
ori_main
@weight_window.dispose
end
alias ori_update update
# def update
# case @item_window.item
# when RPG::Item
# @weight_window.refresh($data_items[@item_window.item.id].weight)
# when RPG::Weapon
# @weight_window.refresh($data_weapons[@item_window.item.id].weight)
# when RPG::Armor
# @weight_window.refresh($data_armors[@item_window.item.id].weight)
# end
# ori_update
#end
end
class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 64, 800, 480)#0,64,640,592
@column_max = 2
refresh
self.index = 0
# 战斗中的情况下将窗口移至中央并将其半透明化
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
end
class Window_Weight < Window_Base
def initialize
super(0,0,800,64)#0,0,640,64
self.opacity = 128
self.contents = Bitmap.new(width-32,height-32)
refresh(nil)
end
def refresh(weight)
self.contents.clear
if weight != nil
self.contents.draw_text(0,0,256,32,"物品重量:#{weight}")
end
self.contents.draw_text(256,0,320,32,"背包重量:"+$game_party.weight.to_s + "/" + $game_variables[$VAR_NUMBER].to_s , 0)
end
end
class Game_Party
attr_accessor :recipes
alias crafting_party_initialize initialize
def initialize
crafting_party_initialize
@recipes=[]
end
#----------------------------------------------------------------------
def know?(recipe, version = 1)
unless recipe.is_a?(Game_Recipe)
recipe = get_recipe_from_master_list(recipe, version)
end
return $game_party.recipes.include?(recipe)
end
#----------------------------------------------------------------------
def learn_recipe(recipe , version = 1)
unless recipe.is_a?(Game_Recipe)
recipe = get_recipe_from_master_list(recipe, version)
end
if recipe.is_a?(Game_Recipe)
unless know?(recipe)
@recipes.push(recipe)
end
end
end
#----------------------------------------------------------------------
def forget_recipe(recipe , version = 1)
if !recipe.is_a?(Game_Recipe)
recipe = get_recipe_from_master_list(recipe, version)
end
if recipe.is_a?(Game_Recipe)
for i in
[email protected]
if recipe == @recipes[i]
index = i
break
end
end
if index != nil
@recipes.delete(@recipes[index])
end
end
end
#----------------------------------------------------------------------
def get_recipe_from_master_list(item, version)
index = nil
for i in 0...$game_temp.recipe_list.size
#print $game_temp.recipe_list.size
if item[0] == $game_temp.recipe_list[i].result and item[1] ==$game_temp.recipe_list[i].result_type
version -= 1
if version == 0
index = i
break
end
end
end
if index.is_a?(Integer)
return ($game_temp.recipe_list[index])
else
return false
end
end
end # of Game_Party updates
#================================
class Game_Recipe
attr_reader :ingredients
attr_reader :quantities
attr_reader :result
attr_reader :result_num
attr_reader :result_type
attr_reader :ingredient_types
attr_reader :craft_type #物品分类
#----------------------------------------------------------------------
def initialize( ingredients, ingredient_types, quantities, result, result_num,result_type, craft_type=0)
@ingredients = ingredients
@ingredient_types = ingredient_types
@quantities = quantities
@result = result
@result_num = result_num
$rrresultnum = result_num
@result_type = result_type
@craft_type = craft_type
end
#----------------------------------------------------------------------
def name
case @result_type
when 0
name = $data_items[@result].name
when 1
name = $data_armors[@result].name
when 2
name = $data_weapons[@result].name
end
return name
end
#----------------------------------------------------------------------
def have
have_all = true
for i in
[email protected]
case @ingredient_types[i]
when 0
if $game_party.item_number(@ingredients[i]) < @quantities[i]
have_all=false
end
when 1
if $game_party.armor_number(@ingredients[i]) < @quantities[i]
have_all=false
end
when 2
if $game_party.weapon_number(@ingredients[i]) < @quantities[i]
have_all=false
end
end
end
return have_all
end
#----------------------------------------------------------------------
def decrement
for i in
[email protected]
case @ingredient_types[i]
when 0
$game_party.lose_item(@ingredients[i], @quantities[i])
when 1
$game_party.lose_armor(@ingredients[i], @quantities[i])
when 2
$game_party.lose_weapon(@ingredients[i], @quantities[i])
end
end
end
#----------------------------------------------------------------------
def make
if have
decrement
case @result_type
when 0
$game_party.gain_item(@result, @result_num)
when 1
$game_party.gain_armor(@result, @result_num)
when 2
$game_party.gain_weapon(@result, @result_num)
end
end
end
#----------------------------------------------------------------------
def == (recipe)
if recipe.is_a?(Game_Recipe)
equal = true
if recipe.ingredients != self.ingredients
equal = false
end
if recipe.ingredient_types != self.ingredient_types
equal = false
end
if recipe.quantities != self.quantities
equal = false
end
if recipe.result != self.result
equal=false
end
if recipe.result_type != self.result_type
equal = false
end
else
equal = false
end
return equal
end
end # of Game_Recipe class
#===================================
class Window_Craft < Window_Selectable
attr_reader :data #声明数据
#--------------------------------------------------------------------------
def initialize(craft_type=0)
@craft_type = craft_type
super(0, 64, 240, 544)#0,64,240,416
@column_max = 1
refresh
self.index = 0
end
#--------------------------------------------------------------------------
def recipe
return @data[self.index]
end
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 0...$game_party.recipes.size
#@craft_type为0时就显示全部物品
#不为0时就显示对应物品
@data.push($game_party.recipes[i])
#if @craft_type == 0
# @data.push($game_party.recipes[i])
#elsif $game_party.recipes[i].craft_type == @craft_type
# @data.push($game_party.recipes[i])
#end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = "黑体" # = "黑体"
self.contents.font.size = 18 # = 18
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
def draw_item(index)
recipe = @data[index]
self.contents.font.color = recipe.have ? normal_color : disabled_color
x = 16
y = index * 32
self.contents.draw_text(x , y, self.width-32, 32, recipe.name, 0)
end
#--------------------------------------------------------------------------
def update_help
current_recipe = recipe
if current_recipe.is_a?(Game_Recipe)
case current_recipe.result_type
when 0
description = $data_items[current_recipe.result].description
when 1
description = $data_armors[current_recipe.result].description
when 2
description = $data_weapons[current_recipe.result].description
end
else
description = ""
end
@help_window.set_text(description)
@help_window.update
end
end # of Window_Craft
#=======================================
class Window_CraftResult < Window_Base
#--------------------------------------------------------------------------
def initialize
super(240, 64, 560, 184)#240,64,400,184
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "黑体" # = $fontface.is_a?(String) ? $fontface : $defaultfonttype
self.contents.font.size = 18 # = 20
@result = nil
@type = nil
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
case @type
when 0
item = $data_items[@result]
if item.recover_hp_rate > item.recover_hp
hp_string = "HP回复率:"
hp_stat = item.recover_hp_rate
else
hp_string = "HP回复量:"
hp_stat = item.recover_hp
end
if item.recover_sp_rate > item.recover_sp
sp_string = "SP回复率:"
sp_stat = item.recover_sp_rate
else
sp_string = "SP回复量:"
sp_stat = item.recover_sp
end
@strings = [hp_string, sp_string, "物理防御:" , "魔法防御:", "命中率:", "分散度:"]
@stats = [hp_stat, sp_stat, item. pdef_f, item.mdef_f, item.hit, item.variance,
$rrresultnum]
ssstats=$game_party.item_number(@result)
@bitmap = RPG::Cache.icon(item.icon_name)
when 1
item = $data_armors[@result]
@strings = ["物理防御:", "魔法防御:", "回避修正:", "力量增加:", "灵巧增加:",
"速度增加:", "魔力增加:"]
@stats = [item.pdef, item.mdef, item.eva, item.str_plus, item.dex_plus,
item.agi_plus, item.int_plus, $rrresultnum]
ssstats=$game_party.armor_number(@result)
@bitmap = RPG::Cache.icon(item.icon_name)
when 2
item = $data_weapons[@result]
@strings =["攻击力:", "物理防御:", "魔法防御:", "力量增加:", "灵巧增加:",
"速度增加:", "魔力增加:"]
@stats = [item.atk, item.pdef, item.mdef, item.str_plus, item.dex_plus,
item.agi_plus, item.int_plus, $rrresultnum]
ssstats=$game_party.weapon_number(@result)
@bitmap = RPG::Cache.icon(item.icon_name)
end
for i in
[email protected]
x = i%2 * 184
y = i /2 *28 +32
self.contents.font.color = normal_color
self.contents.draw_text(x,y,100, 28,@strings[i])
self.contents.font.color = system_color
self.contents.draw_text(x + 110, y, 45, 28, @stats[i].to_s)
end
self.contents.blt(0, 0, @bitmap, Rect.new(0, 0, 32, 32), 255)
self.contents.font.color= normal_color
self.contents.draw_text(40, 0, 300, 28, "待合成物品的现有数量:")
self.contents.font.color = system_color
count = ssstats.to_s
self.contents.draw_text(294, 0, 45, 28, count)
end
#----------------------------------------------------------------------
def set_result(result , type)
@result = result
@type = type
refresh
end
end #of Window_CraftResult
#=======================================
class Window_CraftIngredients < Window_Base
#--------------------------------------------------------------------------
def initialize
super(240, 248, 560, 472)#240,248,400,232
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "黑体" # = $fontface.is_a?(String) ? $fontface : $defaultfonttype
self.contents.font.size = 18 # = 20
@ingredients = []
@types = []
@quantities = []
@item = nil
@count = 0
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in
[email protected]
case @types[i]
when 0
@item = $data_items[@ingredients[i]]
@count = $game_party.item_number(@ingredients[i])
when 1
@item = $data_armors[@ingredients[i]]
@count = $game_party.armor_number(@ingredients[i])
when 2
@item = $data_weapons[@ingredients[i]]
@count = $game_party.weapon_number(@ingredients[i])
end
y = i *26
self.contents.blt(0, y, RPG::Cache.icon(@item.icon_name), Rect.new(0, 0, 32, 32), 255)
self.contents.font.color = @count >= @quantities[i] ? normal_color : disabled_color
self.contents.draw_text(30, y, 280, 28, @item.name)
self.contents.draw_text(300, y, 45, 28, @quantities[i].to_s)
self.contents.font.color = system_color
self.contents.draw_text(245, y, 45, 28, @count.to_s )
end
end
#--------------------------------------------------------------------------
def set_ingredients(ingredients , types, quantities)
@ingredients = ingredients
@types = types
@quantities = quantities
refresh
end
end # of Window_CraftIngredients
#======================================
class Scene_Craft
#--------------------------------------------------------------------------
# @craft_type:物品种类,0就是全部
def initialize(craft_type=0,craft_index=0)
@craft_index=craft_index
@craft_type = craft_type
end
#--------------------------------------------------------------------------
def main
@craft_window = Window_Craft.new(@craft_type)
@craft_window.index=@craft_index
@confirm_window = Window_Base.new(120, 188, 400, 64)#120,188,400,64
@confirm_window.contents = Bitmap.new(368, 32)
@confirm_window.contents.font.name = "黑体"
@confirm_window.contents.font.size = 20
@help_window = Window_Help.new
@craft_window.help_window = @help_window
@result_window=Window_CraftResult.new
@ingredients_window=Window_CraftIngredients.new
@yes_no_window = Window_Command.new(100, ["确定", "放弃"])
@confirm_window.visible = false
@confirm_window.z = 1500
@yes_no_window.visible = false
@yes_no_window.active = false
@yes_no_window.index = 1
@yes_no_window.x = 270
@yes_no_window.y = 252
@yes_no_window.z = 1500
@label_window = Window_Base.new(450,200,285,52)#450,200,190,52
@label_window.contents=Bitmap.new(@label_window.width - 32,@label_window.height - 32)
@label_window.contents.font.size=20
@label_window.contents.font.color = @label_window.normal_color
@label_window.contents.font.name = "黑体"
@label_window.contents.draw_text(0, 0, @label_window.contents.width, 20, " 现有 需要")
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@craft_window.dispose
@result_window.dispose
@ingredients_window.dispose
@confirm_window.dispose
@yes_no_window.dispose
@label_window.dispose
end
#--------------------------------------------------------------------------
def update
@craft_window.update
@ingredients_window.update
if @craft_window.data.size > 0 #本类窗口物品大于0的话
@result_window.set_result(@craft_window.recipe.result, @craft_window.recipe.result_type)
@ingredients_window.set_ingredients(@craft_window.recipe.ingredients,
@craft_window.recipe.ingredient_types,
@craft_window.recipe.quantities)
end
if @craft_window.active
update_craft
return
end
if @yes_no_window.active
confirm_update
return
end
end
#--------------------------------------------------------------------------
def update_craft
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
end
if Input.trigger?(Input::C) and $game_party.recipes.size != 0
@recipe = @craft_window.recipe
if @recipe != nil
if @recipe.have
@yes_no_window.active = true
@craft_window.active = false
else
$game_system.se_play($data_system.buzzer_se)
return
end
else
$game_system.se_play($data_system.buzzer_se)
return
end
end
end
#--------------------------------------------------------------------------
def confirm_update
@craft_index = @craft_window.index
@confirm_window.visible = true
@confirm_window.z = 1500
@yes_no_window.visible = true
@yes_no_window.active = true
@yes_no_window.z = 1500
@yes_no_window.update
string = "合成 " + @recipe.name + "?"
cw = @confirm_window.contents.text_size(string).width
center = @confirm_window.contents.width/2 - cw /2
unless @drawn
@confirm_window.contents.draw_text(center, 0, cw, 30, string)
@drawn = true
end
if Input.trigger?(Input::C)
if @yes_no_window.index == 0
$game_system.se_play($data_system.decision_se)
@recipe.make
$game_system.se_play($data_system.save_se)
$scene=Scene_Craft.new(@craft_index)
else
$game_system.se_play($data_system.cancel_se)
$scene=Scene_Craft.new(@craft_index)
end
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene=Scene_Craft.new(@craft_index)
end
end
end # of Scene_Craft
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
# 欢迎访问www.66RPG.com
# 梦想世界,在你手中
#==============================================================================
复制代码
#==============================================================================
# 本脚本来自www.66rpg.com,转载和使用请保留此信息
# 脚本名:真实商店,脚本作者:柳柳
#==============================================================================
#
# 功能:
#
# 买进卖出的物品在商店有所体现,卖出后会在商店可买物品中出现,物品有数量限制
# 商店可进货出货————总之就是模拟真实商店。
#
# 这个脚本和原装商店并不冲突,两个商店可以并存。
#
# 使用方法:
#
# 1、在下面被井号框起来的中间部分,设置初期物品。格式如下:
# @goods[商店编号] = [ [种类,ID,可卖数量] , [种类,ID,可卖数量]......]
# 其中种类,0为道具,1为武器,2为防具;ID是数据库编号
#
# 2、调用:$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, 800, 64)#0,64,48,64
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 * 265
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, 640, 192)#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 * 265
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],[2,1,10],[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 $itembankflag == 0 #是不是物品仓库?
@command_window = WWWindow_ShopCommand.new
else
@command_window = W2Window_ShopCommand.new
end
# 生成金钱窗口
@gold_window = Window_Gold.new
@gold_window.x = 800
@gold_window.y = 64
# 生成时间窗口
@dummy_window = Window_Base.new(0, 128, 800, 592)#0,128,640,352
# 生成购买窗口
@buy_window = Window_ShopBuy_Va.new($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, 528, 592)#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, 32, 32), 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
#==============================================================================
复制代码
#==============================================================================
# ■ Scene_Shop
#------------------------------------------------------------------------------
# 处理商店画面的类。改变了原先的商店模式,只能买不能卖。
#==============================================================================
class Scene_Shop
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 生成帮助窗口
$超重不能买=0
$itembankflag = 0
@help_window = Window_Help.new
# 生成指令窗口
@command_window = Window_ShopCommand.new
# 生成金钱窗口
@gold_window = Window_Gold.new
@gold_window.x = 800
@gold_window.y = 64
# 生成时间窗口
@dummy_window = Window_Base.new(0, 128, 800, 480)#0,128,640,352
# 生成购买窗口
@buy_window = Window_ShopBuy.new($game_temp.shop_goods)
@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
$player_buying=1
update_buy
return
else
$player_buying=0
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 2 # 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 1 # 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
# 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 @item.price > $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 = @item.price == 0 ? 99 : $game_party.gold / @item.price
max = [max, 99 - 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, @item.price)
@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 / 2)
@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
if $超重不能买 > 0
@number_window.active = true
@number_window.visible = true
return
end
$game_party.lose_gold(@number_window.number * @item.price)
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)
when RPG::Armor
$game_party.gain_armor(@item.id, @number_window.number)
end
# 刷新各窗口
@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
$game_party.gain_gold(@number_window.number * (@item.price / 2))
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)
when RPG::Armor
$game_party.lose_armor(@item.id, @number_window.number)
end
# 刷新各窗口
@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
end
#==============================================================================
# ■ Window_ShopBuy
#------------------------------------------------------------------------------
# 商店画面、浏览显示可以购买的商品的窗口。
#==============================================================================
class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
# shop_goods : 商品
#--------------------------------------------------------------------------
def initialize(shop_goods)
super(0, 128, 712, 480)#0,128,552,352
@shop_goods = shop_goods
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● 获取物品
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
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
@data.push(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) or $itembankflag==1
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, 32, 32), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 240, y, 88, 32, item.price.to_s, 2)
end
#--------------------------------------------------------------------------
# ● 刷新帮助文本
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#==============================================================================
# ■ Window_ShopNumber
#------------------------------------------------------------------------------
# 商店画面、输入买卖数量的窗口。
#==============================================================================
class Window_ShopNumber < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 128, 528, 480)#0,128,368,352
self.contents = Bitmap.new(width - 32, height - 32)
@item = nil
@max = 1
@price = 0
@number = 1
end
#--------------------------------------------------------------------------
# ● 设置物品、最大个数、价格
#--------------------------------------------------------------------------
def set(item, max, price)
@item = item
@max = max
@price = price
@number = 1
refresh
end
#--------------------------------------------------------------------------
# ● 被输入的件数设置
#--------------------------------------------------------------------------
def number
return @number
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_item_name(@item, 4, 96)
case @item
when RPG::Item
wwwt=@number * $data_items[@item.id].weight
when RPG::Weapon
wwwt=@number * $data_weapons[@item.id].weight
when RPG::Armor
wwwt=@number * $data_armors[@item.id].weight
end
if wwwt>($game_variables[136]-$game_party.weight)
self.contents.font.color = normal_color
$超重不能买 = 1
else
self.contents.font.color = normal_color
$超重不能买 = 0
end
self.contents.draw_text(4, 192, 336, 32, "总重", 2)#4,192,224,32
self.contents.draw_text(240, 192, 256, 32, wwwt.to_s, 2)#240,192,96,32
self.contents.draw_text(272, 96, 192, 32, "×")#272,96,32,32
self.contents.draw_text(308, 96, 184, 32, @number.to_s, 2)#308,96,24,32
self.cursor_rect.set(464, 96, 192, 32)#304,96,32,32
# 描绘合计价格和货币单位
domination = $data_system.words.gold
cx = contents.text_size(domination).width
total_price = @price * @number
#self.contents.font.color = normal_color
if $itembankflag != 1
self.contents.draw_text(4, 160, 328-cx-2, 32, total_price.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(332-cx, 160, cx, 32, domination, 2)
end
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
if self.active
# 光标右 (+1)
if Input.repeat?(Input::RIGHT) and @number < @max
$game_system.se_play($data_system.cursor_se)
@number += 1
refresh
end
# 光标左 (-1)
if Input.repeat?(Input::LEFT) and @number > 1
$game_system.se_play($data_system.cursor_se)
@number -= 1
refresh
end
# 光标上 (+10)
if Input.repeat?(Input::UP) and @number < @max
$game_system.se_play($data_system.cursor_se)
@number = [@number + 10, @max].min
refresh
end
# 光标下 (-10)
if Input.repeat?(Input::DOWN) and @number > 1
$game_system.se_play($data_system.cursor_se)
@number = [@number - 10, 1].max
refresh
end
case @item
when RPG::Item
$wwwt=@number * $data_items[@item.id].weight
when RPG::Weapon
$wwwt=@number * $data_weapons[@item.id].weight
when RPG::Armor
$wwwt=@number * $data_armors[@item.id].weight
end
end
end
end
#==============================================================================
# ■ Window_ShopStatus
#------------------------------------------------------------------------------
# 商店画面、显示物品所持数与角色装备的窗口。
#==============================================================================
class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(528, 128, 432, 480)#368,128,272,352
self.contents = Bitmap.new(width - 32, height - 32)
@item = nil
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if @item == nil
return
end
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 = $game_party.armor_number(@item.id)
end
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 360, 32, "所持数")#4,0,200,32
self.contents.draw_text(4, 288, 384, 32, "剩余负载能力")#4,288,224,32
self.contents.font.color = normal_color
self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)
self.contents.draw_text(140, 288, 96, 32, ($game_variables[136]-$game_party.weight).to_s, 2)
if @item.is_a?(RPG::Item)#140,288,96,32
return
end
# 添加装备品信息
for i in 0...$game_party.actors.size
# 获取角色
actor = $game_party.actors[i]
# 可以装备为普通文字颜色、不能装备设置为无效文字颜色
if actor.equippable?(@item)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
# 描绘角色名字
self.contents.draw_text(4, 64 + 64 * i, 280, 32, actor.name)#120,32
# 获取当前的装备品
if @item.is_a?(RPG::Weapon)
item1 = $data_weapons[actor.weapon_id]
elsif @item.kind == 0
item1 = $data_armors[actor.armor1_id]
elsif @item.kind == 1
item1 = $data_armors[actor.armor2_id]
elsif @item.kind == 2
item1 = $data_armors[actor.armor3_id]
else
item1 = $data_armors[actor.armor4_id]
end
# 可以装备的情况
if actor.equippable?(@item)
# 武器的情况
if @item.is_a?(RPG::Weapon)
atk1 = item1 != nil ? item1.atk : 0
atk2 = @item != nil ? @item.atk : 0
change = atk2 - atk1
end
# 防具的情况
if @item.is_a?(RPG::Armor)
pdef1 = item1 != nil ? item1.pdef : 0
mdef1 = item1 != nil ? item1.mdef : 0
pdef2 = @item != nil ? @item.pdef : 0
mdef2 = @item != nil ? @item.mdef : 0
change = pdef2 - pdef1 + mdef2 - mdef1
end
# 描绘能力值变化
self.contents.draw_text(124, 64 + 64 * i, 112, 32,
sprintf("%+d", change), 2)
end
# 描绘物品
if item1 != nil
x = 4
y = 64 + 64 * i + 32
bitmap = RPG::Cache.icon(item1.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 32, 32), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item1.name)
end
end
end
#--------------------------------------------------------------------------
# ● 设置物品
# item : 新的物品
#--------------------------------------------------------------------------
def item=(item)
if @item != item
@item = item
refresh
end
end
end
#==============================================================================
# ■ Window_ShopCommand(购物中心窗口,只能买不能卖)
#------------------------------------------------------------------------------
# 商店画面、选择要做的事的窗口
#==============================================================================
class Window_ShopCommand < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 64, 640, 192)#0,64,480,64
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 2
@column_max = 2
@commands = ["购物", "取消"]
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 = 64 + index * 400
self.contents.draw_text(x, 0, 288, 32, @commands[index])#0,128,32
end
end
复制代码
这些要放在一起才有用···我的屏幕分辨率为800*608···注意是800*608不是800*600···
’’ dsu_plus_rewardpost_czw
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