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本帖最后由 天使喝可乐 于 2011-6-12 15:24 编辑
真实商店脚本:(和原商店不冲突,卖出的物品有剩余数量限制)
请问如何设置,当100号开关打开时,所有的真实商店的“卖出”为灰色(不可用)?(原商店不受影响)
谢谢啦~
- #==============================================================================
- # 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
- #
- #==============================================================================
- # ■ 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] = [[0,1,12],[0,7,8],[0,8,2],[0,11,3]]
- #↑红水 红草 黄草 绿草
- @goods[2] = [[0,26,10],[0,702,60],[0,703,18],[0,704,22],[2,901,1]]
- #↑葡萄汁 制造品红黄白药水 +2紫蝶(3000)
- @goods[3] = [[0,156,13],[0,35,5],[2,64,1]]
- #↑蝴蝶翅膀 红色榴莲 海盗头巾 ←艾尔贝塔
- @goods[4] = [[2,60,1],[2,62,1],[2,68,1],[2,73,1]]
- #↑军帽2W CHINA125000 骨制35500 蘑菇15W
- @goods[5] = [[1,32,1],[2,258,1],[0,802,1]]
- #↑+7反击12W 剑士头盔25000 疯兔卡
- @goods[6] = [[2,330,1],[2,333,1]]
- #↑+7铁质铠甲 88000 +9 三叶铁甲虫 丝质外袍 35W
- @goods[7] = [[1,233,1],[2,407,1],[2,410,3],[2,601,2]]
- #↑+4生存8W5 谎言45600 十字钢盾4W FLG 3W
- @goods[8] = [[1,34,1],[1,35,2],[1,36,1],[1,37,1]]
- #↑4属性短剑 1W
- @goods[9] = [[0,195,45]]
- #↑空瓶 50Z
- @goods[10] = [[0,402,1]]
- #↑绯红之玉
- @goods[11] = [[0,208,39],[0,209,47],[0,210,121],[0,213,1]]
- #↑黄 红 蓝石 紫宝石
- @goods[12] = [[0,531,1]]
- #↑小恶魔翅膀
- #======================================================================
- 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
- $game_system.goods[shop].push([kind,id,-delnumber])
- end
- end
- class Scene_Shop_Va
- def initialize(shop_number)
- # 当前商店编号
- @shop_now = shop_number
- end
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- def main
- # 生成帮助窗口
- @help_window = Window_Help.new
- # 生成指令窗口
- @command_window = Window_ShopCommand.new
- # 生成金钱窗口
- @gold_window = Window_Gold.new
- @gold_window.x = 480
- @gold_window.y = 64
- # 生成时间窗口
- @dummy_window = Window_Base.new(0, 128, 640, 352)
- # 生成购买窗口
- @buy_window = Window_ShopBuy_Va.new($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
- # 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
- # 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
- temp = 0
- $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)
- 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])
- @buy_window.help_window = @help_window
- @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))
- 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
- # 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, 24, 24), 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)
- 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
-
- #==============================================================================
- # 本脚本来自www.66RPG.com,使用和转载请保留此信息
- #==============================================================================
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