#============================================================================== # ■ 多货币系统 #------------------------------------------------------------------------------ # ——by.帕克 #============================================================================== #这个很简单的。第一货币用金钱控制即可,其余货币用变量控制,改变货币种类 #同样用变量。 $控制货币种类的变量 = 1 #这里填写控制货币种类的变量为几号变量,为1号变量即人名币,2号即美元等等 $第二货币数量的变量 = 2 #这里填写你要用几号变量控制第二货币,依此类推。 $第三货币数量的变量 = 3 $第四货币数量的变量 = 4 $第五货币数量的变量 = 5 $第二货币的名称 = "美元" $第三货币的名称 = "欧元" $第四货币的名称 = "越南盾" $第五货币的名称 = "英镑" class Window_Gold < Window_Base #-------------------------------------------------------------------------- # ● 初始化窗口 #-------------------------------------------------------------------------- def initialize super(0, 0, 160, 64) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear cx = contents.text_size($data_system.words.gold).width self.contents.font.color = normal_color case $game_variables[$控制货币种类的变量] when 0 self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2) when 1 self.contents.draw_text(4, 0, 120-cx-2, 32, $game_variables[$第二货币数量的变量].to_s, 2) when 2 self.contents.draw_text(4, 0, 120-cx-2, 32, $game_variables[$第三货币数量的变量].to_s, 2) when 3 self.contents.draw_text(4, 0, 120-cx-2, 32, $game_variables[$第四货币数量的变量].to_s, 2) when 4 self.contents.draw_text(4, 0, 120-cx-2, 32, $game_variables[$第五货币数量的变量].to_s, 2) end self.contents.font.color = system_color case $game_variables[1] when 0 self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2) when 1 self.contents.draw_text(124-cx, 0, cx, 32, $第二货币的名称, 2) when 2 self.contents.draw_text(124-cx, 0, cx, 32, $第三货币的名称, 2) when 3 self.contents.draw_text(124-cx, 0, cx, 32, $第四货币的名称, 2) when 4 self.contents.draw_text(124-cx, 0, cx, 32, $第五货币的名称, 2) end end end class Scene_Shop #-------------------------------------------------------------------------- # ● 主处理 #-------------------------------------------------------------------------- def main # 生成帮助窗口 @help_window = Window_Help.new # 生成指令窗口 @command_window = Window_ShopCommand.new # 生成金钱窗口 @gold_window = Window_Gold.new @gold_window.x = 480 @gold_window.y = 64 # 生成时间窗口 @dummy_window = Window_Base.new(0, 128, 640, 352) # 生成购买窗口 @buy_window = Window_ShopBuy.new($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 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 # 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 case $game_variables[$控制货币种类的变量] when 0 $game_party.lose_gold(@number_window.number * @item.price) when 1 $game_variables[$第二货币数量的变量]-=(@number_window.number * @item.price) when 2 $game_variables[$第三货币数量的变量]-=(@number_window.number * @item.price) when 3 $game_variables[$第四货币数量的变量]-=(@number_window.number * @item.price) when 4 $game_variables[$第五货币数量的变量]-=(@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) 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 case $game_variables[$控制货币种类的变量] when 0 $game_party.gain_gold(@number_window.number * (@item.price / 2)) when 1 $game_variables[$第二货币数量的变量]+=(@number_window.number * (@item.price / 2)) when 2 $game_variables[$第三货币数量的变量]+=(@number_window.number * (@item.price / 2)) when 3 $game_variables[$第四货币数量的变量]+=(@number_window.number * (@item.price / 2)) when 4 $game_variables[$第五货币数量的变量]+=(@number_window.number * (@item.price / 2)) end 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
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