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第二货币商店

2008-8-6 22:41| 发布者: 御灵| 查看: 3932| 评论: 0|原作者: 凌冰|来自: 点此进入发布帖

摘要: 脚本内容 SG_ID = 100#存储第二货币的变量SG_NA = "灵魂"#第二货币的单位module RPG  class Weapon    def sgprice      arr = @description.split(/SG/)      return arr[1].

脚本内容

SG_ID = 100#存储第二货币的变量
SG_NA = "灵魂"#第二货币的单位
module RPG
  class Weapon
    def sgprice
      arr = @description.split(/SG/)
      return arr[1].to_i if arr[1] != nil
      return 0
    end
    def description
      arr = @description.split(/SG/)
      return arr[0] if arr[1] != nil
      return @description
    end
  end
  class Armor
    def sgprice
      arr = @description.split(/SG/)
      return arr[1].to_i if arr[1] != nil
      return 0
    end
    def description
      arr = @description.split(/SG/)
      return arr[0] if arr[1] != nil
      return @description
    end
  end
  class Item
    def sgprice
      arr = @description.split(/SG/)
      return arr[1].to_i if arr[1] != nil
      return 0
    end
    def description
      arr = @description.split(/SG/)
      return arr[0] if arr[1] != nil
      return @description
    end
  end
end
class Scene_SGShop < Scene_Shop
  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_SGold.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_SGShopBuy.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_SGShopSell.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
  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.sgprice > $game_variables[SG_ID]
        # 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.sgprice == 0 ? 99 : $game_variables[SG_ID] / @item.sgprice
      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.sgprice)
      @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.sgprice == 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.sgprice / 2)
      @number_window.active = true
      @number_window.visible = true
      @status_window.visible = true
    end
  end
  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
        $game_variables[SG_ID] -= (@number_window.number * @item.sgprice)
        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
        $game_variables[SG_ID] += (@number_window.number * (@item.sgprice/2))
        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
#=============
#窗口
#=============
class Window_SGold < Window_Base
  def initialize
    super(0, 0, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  def refresh
    self.contents.clear
    cx = contents.text_size(SG_NA).width
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 120-cx-2, 32, $game_variables[SG_ID].to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(124-cx, 0, cx, 32, SG_NA, 2)
  end
end
class Window_SGShopBuy < Window_ShopBuy
  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.sgprice <= $game_variables[SG_ID] 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.sgprice.to_s, 2)
  end
end
class Window_SGShopSell < Window_ShopSell
  def draw_item(index)
    item = @data[index]
    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
    # 可以卖掉的显示为普通文字颜色、除此之外设置成无效文字颜色
    if item.sgprice > 0
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    rect = Rect.new(x, y, self.width / @column_max - 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, 16, 32, ":", 1)
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  end
end
class Window_SGShopNumber < Window_ShopNumber
  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
    domination = SG_NA
    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
end
class Scene_Map
  def call_shop
    # 清除商店调用标志
    $game_temp.shop_calling = false
    # 矫正主角姿势
    $game_player.straighten
    # 切换到商店画面
    if $game_temp.sgshop_calling
      $scene = Scene_SGShop.new
    else
      $scene = Scene_Shop.new
    end
    $game_temp.sgshop_calling = false
  end
end
class Interpreter
  def command_sgshop
    $game_temp.sgshop_calling = true
  end
end
class Game_Temp
  attr_accessor:sgshop_calling
  alias initialize_new initialize
  def initialize
    initialize_new
    @sgshop_calling = false
  end
end
用法如图:

在商店处理前加入脚本command_sgshop便是第二货币商店
不加便是普通商店
定义价格方法,在说明里面添加SGxxx,xxx为价格。即SG199就是价值199第二货币(你如果无聊的话,貌似可以设置成负数- -)

范例地址
http://bbs.66rpg.com/UP_PIC/200801/第二货币商店_96845380.rar

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