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本帖最后由 泪的苍白 于 2016-11-26 11:49 编辑
是人民(min)币不是人名(ming)币谢谢……
- #==============================================================================
- # ■ 多货币系统
- #------------------------------------------------------------------------------
- # 制作:帕克
- # 修改:泪子
- #==============================================================================
- #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
- self.contents.font.color = system_color
- case $game_variables[1]
- when 0
- cx = contents.text_size($data_system.words.gold).width
- self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
- when 1
- cx = contents.text_size($第二货币的名称).width
- self.contents.draw_text(124-cx, 0, cx, 32, $第二货币的名称, 2)
- when 2
- cx = contents.text_size($第三货币的名称).width
- self.contents.draw_text(124-cx, 0, cx, 32, $第三货币的名称, 2)
- when 3
- cx = contents.text_size($第五货币的名称).width
- self.contents.draw_text(124-cx, 0, cx, 32, $第五货币的名称, 2)
- when 4
- cx = contents.text_size($第五货币的名称).width
- self.contents.draw_text(124-cx, 0, cx, 32, $第五货币的名称, 2)
- end
- 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
- end
- end
- #==============================================================================
- # ■ Window_ShopNumber
- #------------------------------------------------------------------------------
- # 商店画面、输入买卖数量的窗口。
- #==============================================================================
- class Window_ShopNumber < 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)
- # 描绘合计价格和货币单位
- case $game_variables[1]
- when 0
- domination = $data_system.words.gold
- when 1
- domination = $第二货币的名称
- when 2
- domination = $第三货币的名称
- when 3
- domination = $第四货币的名称
- when 4
- domination = $第五货币的名称
- end
- cx = contents.text_size(domination).width
- total_price = @price * @number
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 160, 328-cx-2, 32, total_price.to_s, 2)
- self.contents.font.color = system_color
- self.contents.draw_text(332-cx, 160, cx, 32, domination, 2)
- 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_ShopBuy
- #------------------------------------------------------------------------------
- # 商店画面、浏览显示可以购买的商品的窗口。
- #==============================================================================
- class Window_ShopBuy < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 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
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @data = []
- 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
- @data.push(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
- case $game_variables[$控制货币种类的变量]
- when 0
- gold = $game_party.gold
- when 1
- gold = $game_variables[$第二货币数量的变量]
- when 2
- gold = $game_variables[$第三货币数量的变量]
- when 3
- gold = $game_variables[$第四货币数量的变量]
- when 4
- gold = $game_variables[$第五货币数量的变量]
- end
- if item.price <= 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, 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
- 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
- case $game_variables[$控制货币种类的变量]
- when 0
- gold = $game_party.gold
- when 1
- gold = $game_variables[$第二货币数量的变量]
- when 2
- gold = $game_variables[$第三货币数量的变量]
- when 3
- gold = $game_variables[$第四货币数量的变量]
- when 4
- gold = $game_variables[$第五货币数量的变量]
- end
- # 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 > 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 : 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
复制代码 把脚本改掉了,你把我的这个替代掉原来的那个。
根据你在最开始的变量设置,在打开商店页面之前进行变量操作。
比如你想使用美元,使变量1代入常数 1。
如果你想增减手里持有的美元数量,使变量加法/减法某某数字。
依次类推。
至于原脚本为何会出现这样的情况,是这样的:因为你确定购买某物品之后,要求你输入购买数量的窗口是Window_ShopNumber,原脚本并没有对此进行修改。
- domination = $data_system.words.gold
- cx = contents.text_size(domination).width
- self.contents.draw_text(332-cx, 160, cx, 32, domination, 2)
复制代码 上面的三行脚本就是显示货币名称的内容。
另外原脚本甚至没有判断别的货币的数量来进行分歧- -也就是说即使你手中有50美元,但是你本身持有的人民币不足50元,你还是不能在商店里买东西。
不过我给改掉了,用的是笨办法- -
这个脚本要不要这么坑? |
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