Project1
标题:
关于商店价格变动的一个小问题
[打印本页]
作者:
mmmkly
时间:
2011-8-19 11:13
标题:
关于商店价格变动的一个小问题
本帖最后由 mmmkly 于 2011-8-19 11:14 编辑
还是商店买卖价、最大值变动脚本的问题
怪我上回没一次问完
脚本
#------------------------------------------------------------------------------
# 商店买卖价、最大值变动脚本 VER 1.3
#
# 更新了脚本关闭的情况下,低于价格的物品仍然可以买的BUG(紧急更新)
# 更新了商店可以买的数目的BUG(紧急更新)
# 可以使商店变动的脚本。
# 更新几个可以关闭功能的方法。
# 制作 by 精灵使者
#------------------------------------------------------------------------------
#--------------------------------------------------------------------------
# ● 设定部分
#--------------------------------------------------------------------------
BUY_SELL_SWITCH = 1 #默认此脚本的开启开关号,为0则不使用开关,默认开启
BUY_VARIABLE = 2 #买价浮动变量ID号,如果ID号或者其值为0的话则默认卖价
#100的时候也是原卖价,如果是其他数值按照100的比例浮动。
#例如200的时候就是原价的2倍,50的时候是原价的一半。
SELL_VARIABLE = 1 #卖价浮动变量ID号,如果ID号或者值为0的的话则是默认卖价
#设置的原理同买价变量(100的时候是原卖价)
BUY_MAX_VARIABLE = 3 #购买最高个数变量ID号,如果手持物品超过此数则无法购买,
#购买变量ID号或者值为0的时候是99个,否则则是可以买物品的
#个数。
#==============================================================================
# ■ Scene_Shop
#------------------------------------------------------------------------------
# 处理商店画面的类。
#==============================================================================
class Scene_Shop
#--------------------------------------------------------------------------
# ● 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 BUY_SELL_SWITCH == 0
if @item == nil or @item.price * $game_variables[BUY_VARIABLE] / 100 > $game_party.gold
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
elsif !$game_switches[BUY_SELL_SWITCH] or $game_variables[BUY_VARIABLE] == 0
if @item == nil or @item.price > $game_party.gold
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
else
if @item == nil or @item.price * $game_variables[BUY_VARIABLE] / 100 > $game_party.gold
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
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 BUY_SELL_SWITCH == 0
@buy_max = $game_variables[BUY_MAX_VARIABLE]
elsif !$game_switches[BUY_SELL_SWITCH] or $game_variables[BUY_MAX_VARIABLE] == 0
@buy_max = 99
else
@buy_max = $game_variables[BUY_MAX_VARIABLE]
end
if number >= @buy_max
# 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 ? @buy_max : $game_party.gold / @item.price
max = [max, (@buy_max - number)].min
# 窗口状态转向数值输入模式
@buy_window.active = false
@buy_window.visible = false
######################################################
if BUY_SELL_SWITCH == 0
@number_window.set(@item, max, @item.price *
$game_variables[BUY_VARIABLE] / 100)
elsif !$game_switches[BUY_SELL_SWITCH] or BUY_VARIABLE == 0 or
$game_variables[BUY_VARIABLE] == 0
@number_window.set(@item, max, @item.price)
else
@number_window.set(@item, max, @item.price *
$game_variables[BUY_VARIABLE] / 100)
end
#####################################################
@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
###############################################################
if BUY_SELL_SWITCH == 0
@number_window.set(@item, max, @item.price *
$game_variables[SELL_VARIABLE] / 100)
elsif !$game_switches[BUY_SELL_SWITCH] or SELL_VARIABLE == 0 or
$game_variables[SELL_VARIABLE] == 0
@number_window.set(@item, max, @item.price / 2)
else
@number_window.set(@item, max, @item.price *
$game_variables[SELL_VARIABLE] / 100)
end
###############################################################
@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 BUY_SELL_SWITCH == 0
$game_party.lose_gold(@number_window.number * (@item.price *
$game_variables[BUY_VARIABLE] / 100))
elsif !$game_switches[BUY_SELL_SWITCH] or BUY_VARIABLE == 0 or
$game_variables[BUY_VARIABLE] == 0
$game_party.lose_gold(@number_window.number * @item.price)
else
$game_party.lose_gold(@number_window.number * (@item.price *
$game_variables[BUY_VARIABLE] / 100))
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
###############################################################
if BUY_SELL_SWITCH == 0
$game_party.gain_gold(@number_window.number * (@item.price *
$game_variables[SELL_VARIABLE] / 100))
elsif !$game_switches[BUY_SELL_SWITCH] or SELL_VARIABLE == 0 or
$game_variables[SELL_VARIABLE] == 0
$game_party.gain_gold(@number_window.number * (@item.price / 2))
else
$game_party.gain_gold(@number_window.number * (@item.price *
$game_variables[SELL_VARIABLE] / 100))
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
#==============================================================================
# ■ 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
#--------------------------------------------------------------------------
# ● 描绘项目
# 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 BUY_SELL_SWITCH == 0
@buy_max = $game_variables[BUY_MAX_VARIABLE]
if item.price * $game_variables[BUY_VARIABLE] / 100 <= $game_party.gold and number < @buy_max
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
elsif !$game_switches[BUY_SELL_SWITCH] or BUY_MAX_VARIABLE == 0 or
$game_variables[BUY_VARIABLE] == 0
@buy_max = 99
if item.price <= $game_party.gold and number < @buy_max
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
else
@buy_max = $game_variables[BUY_MAX_VARIABLE]
if item.price * $game_variables[BUY_VARIABLE] / 100 <= $game_party.gold and number < @buy_max
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
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)
####################################################
if BUY_SELL_SWITCH == 0
self.contents.draw_text(x + 240, y, 88, 32, (item.price *
$game_variables[BUY_VARIABLE] / 100).to_s, 2)
elsif !$game_switches[BUY_SELL_SWITCH] or BUY_VARIABLE == 0 or
$game_variables[BUY_VARIABLE] == 0
self.contents.draw_text(x + 240, y, 88, 32, item.price.to_s, 2)
else
self.contents.draw_text(x + 240, y, 88, 32, (item.price *
$game_variables[BUY_VARIABLE] / 100).to_s, 2)
end
#####################################################
end
end
复制代码
问题在于
如果是降价处理的话
钱不够原价格的话就只能一个一个买
举个例子
一瓶药水10000元
身上有10000元
降价为1%
药水变为100元
可以买100瓶
但是只能1瓶1瓶的购买
问下怎么解决
谢谢了
dsu_plus_rewardpost_czw
作者:
orzfly
时间:
2011-8-19 13:18
184 行附近
# 计算可以最多购买的数量
max = @item.price == 0 ? @buy_max : $game_party.gold / @item.price
复制代码
改成
# 计算可以最多购买的数量
max = @item.price == 0 ? @buy_max : $game_party.gold / (@item.price * $game_variables[BUY_VARIABLE] / 100)
复制代码
欢迎光临 Project1 (https://rpg.blue/)
Powered by Discuz! X3.1