Project1
标题:
第二货币脚本和得失物品矛盾问题(不算冲突
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作者:
delv异形
时间:
2012-10-17 23:08
标题:
第二货币脚本和得失物品矛盾问题(不算冲突
#第二货币设置
$SECOND_CURRENCY_SWITCH = 106 #开启后获得的金钱=第二货币
$SECOND_CURRENCY_NAME = "咕噜币"
#第二货币方法
class Game_Party < Game_Unit
attr_reader :spegold
alias initialize_normal_sc initialize
def initialize
initialize_normal_sc
@spegold = 0
end
alias gain_gold_normal_sc gain_gold
def gain_gold(amount)
if $game_switches[$SECOND_CURRENCY_SWITCH]
@spegold = [[@spegold + amount, 0].max, max_gold].min
else
gain_gold_normal_sc(amount)
end
end
end
#第二货币的显示
class Window_Gold < Window_Base
#覆盖方法!可能引起冲突
def initialize
super(0, 0, window_width, fitting_height(2))
self.opacity = 100
refresh
end
alias refresh_normal_sc refresh
def refresh
refresh_normal_sc
draw_currency_value($game_party.spegold, $SECOND_CURRENCY_NAME, 4, 24, contents.width - 8)
end
end
#战斗胜利不获得第二货币
module BattleManager
#覆盖方法!可能引起冲突
def self.gain_gold
if $game_troop.gold_total > 0
text = sprintf(Vocab::ObtainGold, $game_troop.gold_total)
$game_message.add('\.' + text)
$game_party.gain_gold_normal_sc($game_troop.gold_total)
end
wait_for_message
end
end
#用第二货币买东西
module RPG
class Item
def price
if $game_switches[$SECOND_CURRENCY_SWITCH]
note.split(/[\r\n]+/).each { |line|
case line
when /<第二货币价格:(\d+)>/i
return $1.to_i
end
}
return 0
else
return @price
end
end
end
end
#商店中购买物品显示咕噜币
class Window_ShopNumber < Window_Selectable
alias draw_total_price_normal_sc draw_total_price
def draw_total_price
if $game_switches[$SECOND_CURRENCY_SWITCH]
@currency_unit = $SECOND_CURRENCY_NAME
end
draw_total_price_normal_sc
end
end
class Scene_Shop < Scene_MenuBase
alias money_normal_sc money
def money
if $game_switches[$SECOND_CURRENCY_SWITCH]
return $game_party.spegold
else
return money_normal_sc
end
end
alias create_gold_window_normal_sc create_gold_window
def create_gold_window
create_gold_window_normal_sc
@gold_window.y -= 10
end
end
复制代码
当我打开106开关时,我设置事件中增加金钱100,
实际得到是100咕噜币(第二货币),但是得失物品提示是提示100金币(第一货币)
。(我不想弄得失金钱关闭,虽然有开关控制,但是我想显示得到第二货币。)
……这个矛盾可以解决么?!
~~麻烦讲解一下如何在商店出售第二货币物品。谢谢。
作者:
等级君
时间:
2012-10-17 23:10
忘记悬赏对不起了。。
#==============================================================================
# 本腳本來自www.66RPG.com,使用和轉載請保留此信息
#==============================================================================
# 注意!!!在對話後得到物品,請在對話後先用事件等待3幀,否則對話框來不及消失。
# 開關定義:
$noshowgold = 101 # 不显示金钱得失
$noshowitem = 102 # 不显示物品得失
$noshowweapon = 103 # 不显示武器得失
$noshowarmor = 104 # 不显示防具得失
# 以上開關,當打開的時候,獲得物品將不會提示,比如默認打開41號開關,獲得金錢不再提示
# 不想提示等级升降时,就在事件命令直接选择是否显示就行了。
#——聲效,可以自己改
folder = "Audio/SE/"
$gain_gold_se = folder +"Shop" # 获得金钱声效
$loss_gold_se = folder +"Blow2" # 失去金钱声效
$gain_item_se = folder +"Item1" # 获得物品声效
$loss_item_se = folder +"Blow2" # 失去物品声效
$gain_weapon_se = folder +"Item1" # 获得武器声效
$loss_weapon_se = folder +"Blow2" # 失去武器声效
$gain_armor_se = folder +"Item1" # 获得防具声效
$loss_armor_se = folder +"Blow2" # 失去防具声效
$gain_lv_se = folder +"Item1" # 提升等级声效
$loss_lv_se = folder +"Blow2" # 降低等级声效
# ————————————————————————————————————
class Game_Interpreter
#--------------------------------------------------------------------------
# ● 增減金錢
#--------------------------------------------------------------------------
def command_125
value = operate_value(@params[0], @params[1], @params[2])
$game_party.gain_gold(value)
if $game_switches[$noshowgold]==false
show_gain_window(0, value)
end
return true
end
#--------------------------------------------------------------------------
# ● 增減物品
#--------------------------------------------------------------------------
def command_126
value = operate_value(@params[1], @params[2], @params[3])
$game_party.gain_item($data_items[@params[0]], value)
if $game_switches[$noshowitem]==false
show_gain_window(1, value)
end
$game_map.need_refresh = true
return true
end
#--------------------------------------------------------------------------
# ● 增減武器
#--------------------------------------------------------------------------
def command_127
value = operate_value(@params[1], @params[2], @params[3])
$game_party.gain_item($data_weapons[@params[0]], value, @params[4])
if $game_switches[$noshowweapon]==false
show_gain_window(2, value)
end
return true
end
#--------------------------------------------------------------------------
# ● 增減防具
#--------------------------------------------------------------------------
def command_128
value = operate_value(@params[1], @params[2], @params[3])
$game_party.gain_item($data_armors[@params[0]], value, @params[4])
if $game_switches[$noshowarmor]==false
show_gain_window(3, value)
end
return true
end
#--------------------------------------------------------------------------
# ● 等级増減
#--------------------------------------------------------------------------
def command_316
value = operate_value(@params[2], @params[3], @params[4])
iterate_actor_var(@params[0], @params[1]) do |actor|
actor.change_level(actor.level + value, @params[5])
if @params[4]
show_gain_level_window(actor,value)
end
end
return true
end
def show_gain_window(type, value)
snstar2006_66rpg_item = $data_armors[@params[0]]
snstar2006_66rpg = Window_Base.new((640-300)/2,128,200,100)
snstar2006_66rpg.contents = Bitmap.new(snstar2006_66rpg.width - 32, snstar2006_66rpg.height - 32)
if value >= 0
gain_text = "获得"
else
gain_text = "失去"
end
case type
when 0
gain_type = "金钱"
if value >=0
Audio.se_play($gain_gold_se,80,100)
else
Audio.se_play("Audio/SE/"+"Item1",80,100)
end
when 1
gain_type = "物品"
string = $data_items[@params[0]]
if value >=0
Audio.se_play($gain_item_se,80,100)
else
Audio.se_play($loss_item_se,80,100)
end
when 2
gain_type = "武器"
string = $data_weapons[@params[0]]
if value >=0
Audio.se_play($gain_weapon_se,80,100)
else
Audio.se_play($loss_weapon_se,80,100)
end
when 3
gain_type = "防具"
string = $data_armors[@params[0]]
if value >=0
Audio.se_play($gain_armor_se,80,100)
else
Audio.se_play($loss_armor_se,80,100)
end
end
snstar2006_66rpg.contents.draw_text(0,0,160,30,gain_text+gain_type+":")
unless type == 0
snstar2006_66rpg.draw_item_name(string, 0, 30, true)
snstar2006_66rpg.contents.draw_text(0, 30, 160, 30, "×"+value.abs.to_s, 2)
else
snstar2006_66rpg.contents.draw_text(0,30,165,30,value.abs.to_s + " "+ Vocab.currency_unit, 2)
end
snstar2006_66rpg.opacity = 160
for i in 0..50
Graphics.update
end
for i in 0..10
snstar2006_66rpg.opacity -= 10
snstar2006_66rpg.contents_opacity -= 10
Graphics.update
end
snstar2006_66rpg.dispose
end
def show_gain_level_window(actor,value)
lvstring = Vocab::level
snstar2006_66rpg = Window_Base.new((640-300)/2,128,200,100)
snstar2006_66rpg.contents = Bitmap.new(snstar2006_66rpg.width - 30, snstar2006_66rpg.height - 30)
if value >= 0
gain_text = "提升"
Audio.se_play($gain_lv_se,80,100)
else
gain_text = "降低"
Audio.se_play($loss_lv_se,80,100)
end
snstar2006_66rpg.contents.draw_text(0, 0, 110, 30, actor.name)
string = lvstring+gain_text+value.abs.to_s+"级"
snstar2006_66rpg.contents.draw_text(0,30,160,30,string, 2)
snstar2006_66rpg.opacity = 160
for i in 0..50
Graphics.update
end
for i in 0..10
snstar2006_66rpg.opacity -= 10
snstar2006_66rpg.contents_opacity -= 10
Graphics.update
end
snstar2006_66rpg.dispose
end
end
#==============================================================================
# 本腳本來自www.66RPG.com,使用和轉載請保留此信息
#==============================================================================
复制代码
作者:
fxwd
时间:
2012-10-17 23:22
本帖最后由 fxwd 于 2012-10-17 23:24 编辑
这就是冲突。。。
手机不好打,给你个大致的思路。
脚本中写入如果某开关开启,然后XXX.
等我能上电脑后可以直接帮你改
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