Project1
标题:
从物品仓库系统中增减某物品?
[打印本页]
作者:
工藤~新一じ
时间:
2015-12-7 20:45
标题:
从物品仓库系统中增减某物品?
本帖最后由 工藤~新一じ 于 2015-12-7 20:48 编辑
如题,楼主使用下面这个仓库系统,楼主想问,可不可以用一句脚本:减少仓库中某物品个数。
为什么会有这样的想法呢,如果使用了仓库脚本,而主线剧情又“必须”把主角某个物品减少。(不要让我设置主角携带此物品才触发剧情,如果可以选择这样,我就不会过来问啦)(更不要问我为什么不可以
)
既然说到把主角某物品减少,那假如物品存在仓库怎么办?
所以就有了这个问题。求解决!
#==============================================================================
# 本脚本来自www.66rpg.com,转载和使用请保留此信息
# ikki,根据柳柳真实商店改编。存东西收费1元,取东西不收费。
#==============================================================================
#
# 调用:$scene = Scene_Shop_Va.new(1)
#
#==============================================================================
# ■ Scene_Shop
#------------------------------------------------------------------------------
# 处理商店画面的类。
#==============================================================================
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[1] = [[-1,-1,-1]]
###########################################################################
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
$game_system.goods[shop].push([kind,id,-delnumber])
end
end
class Scene_Shop_Va
def initialize(shop_number)
# 当前商店编号
@shop_now = shop_number
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
@spriteset = Spriteset_Map.new
# 生成帮助窗口
@help_window = Window_Help.new
# 生成指令窗口
@command_window = Window_ShopCommand_Va.new
# 生成金钱窗口
@gold_window = Window_Gold.new
@gold_window.x = 480
@gold_window.y = 64
# 生成时间窗口
@dummy_window = Window_Base.new(0, 128, 640, 352)
# 生成购买窗口
@buy_window = Window_ShopBuy_Va.new($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_Va.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_Va.new
@number_window.active = false
@number_window.visible = false
# 生成状态窗口
@status_window = Window_ShopStatus_Va.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
@spriteset.dispose
@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
# 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,@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, @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
# 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
# 如果金钱为 0 G情况下
if $game_party.gold == 0
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
$game_temp.message_text = "没钱了,请续费."
# 切换到地图画面
$scene = Scene_Map.new
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
temp = 0
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
$game_party.lose_gold(@number_window.number)
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
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, "存有 ", 2)
self.contents.draw_text(x + 240, y, 88, 32, @data_number[index].to_s, 2)
# self.contents.draw_text(x + 180, 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_ShopCommand_Va
#------------------------------------------------------------------------------
# 商店画面、选择要做的事的窗口
#==============================================================================
class Window_ShopCommand_Va < 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", "存入电脑", "离开"]
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
#==============================================================================
# ■ Window_ShopSell_Va
#------------------------------------------------------------------------------
# 商店画面、浏览显示可以卖掉的商品的窗口。
#==============================================================================
class Window_ShopSell_Va < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 128, 640, 352)
@column_max = 2
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 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
# 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
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目标号
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
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
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)
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, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.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_Va
#------------------------------------------------------------------------------
# 商店画面、输入买卖数量的窗口。
#==============================================================================
class Window_ShopNumber_Va < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(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)
self.contents.font.color = normal_color
self.contents.draw_text(272, 96, 32, 32, "×")
self.contents.draw_text(308, 96, 24, 32, @number.to_s, 2)
self.cursor_rect.set(304, 96, 32, 32)
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
end
end
end
#==============================================================================
# ■ Window_ShopStatus_Va
#------------------------------------------------------------------------------
# 商店画面、显示物品所持数与角色装备的窗口。
#==============================================================================
class Window_ShopStatus_Va < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(368, 128, 272, 352)
self.contents = Bitmap.new(width - 32, height - 32)
@item = nil
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.font.size -= 4
self.contents.draw_text(0, 0, 252, 32, "每次存入需要1元的传输费.")
self.contents.draw_text(0, 34, 252, 32, "取出物品无须任何费用.")
self.contents.font.size += 4
end
#--------------------------------------------------------------------------
# ● 设置物品
# item : 新的物品
#--------------------------------------------------------------------------
def item=(item)
if @item != item
@item = item
refresh
end
end
end
复制代码
作者:
工藤~新一じ
时间:
2015-12-7 22:23
另外,还发现了一个问题,如果存仓库的物品已经99了,还可以继续存,希望有大大能帮忙修复此脚本。
这个脚本是一个很不错的物品仓库脚本,效果也很直接和简单,我在论坛没有搜到这类型的,论坛的仓库脚本都带有其他效果。
所以希望各种大大能帮忙!!
作者:
cinderelmini
时间:
2015-12-7 22:27
没错的话应该是
脚本:》
kind = 0~2(0=物品,1=武器,2=防具)
id = 要消除的物品(武器、防具)ID
del = 消除数量
for goods in $game_system.goods[仓库编号]
if goods[0] == kind && goods[1] == id
goods[2] -= del
if goods[2] <= 0
$game_system.goods[仓库编号].delete(goods)
end
break
end
end
复制代码
作者:
cinderelmini
时间:
2015-12-7 23:28
大概可以这样(只改了这个方法):
#--------------------------------------------------------------------------
# ● 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
############################
case @item
when RPG::Item
kind = 0
when RPG::Weapon
kind = 1
when RPG::Armor
kind = 2
end
goods_num = 0
for goods in $game_system.goods[@shop_now]
if goods[0] == kind && goods[1] == @item.id
goods_num = goods[3]
break
end
end
############################
# 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 || goods_num >= 99# or @item.price == 0 #########加了数量判定
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 如果金钱为 0 G情况下
if $game_party.gold == 0
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
$game_temp.message_text = "没钱了,请续费."
# 切换到地图画面
$scene = Scene_Map.new
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
复制代码
脑内逻辑是这样,也不知道是不是可行………………
欢迎光临 Project1 (https://rpg.blue/)
Powered by Discuz! X3.1