Project1
标题:
真实商店+物品仓库(1个问题)
[打印本页]
作者:
卓越大白痴
时间:
2008-10-29 06:44
标题:
真实商店+物品仓库(1个问题)
请问我用了随机装备脚本 真实商店+物品仓库无论是买的还是从仓库里取出来的装备
属性都会被从新随机掉
如何实现存进去是白的取出来还是白的
(白的是指数据库里原始属性没有经过随机处理的装备)
#==============================================================================
# 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
# 装备栏中卸下的武器不进行随机处理
#
class WWWindow_ShopCommand < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 0, 480, 64)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 3
@column_max = 3
@commands = ["买进", "卖出", "算了"]
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
x = 4 + index * 160
self.contents.draw_text(x, 0, 128, 32, @commands[index])
end
end
class W2Window_ShopCommand < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 0, 480, 125)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 3
@column_max = 3
@commands = ["取出物品", "存入物品", "算了"]
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
x = 4 + index * 160
self.contents.draw_text(x, 0, 128, 32, @commands[index])
end
end
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[0] = [[-1,-1,-1]]
@goods[1] = [[0,1,30],[0,2,30],[1,1,10],[1,2,10],[1,3,10]]
###########################################################################
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
# 0号商店为物品仓库
$itembankflag = @shop_now > 0 ? 0 : 1
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 生成帮助窗口
# @help_window = Window_Help.new
# 生成指令窗口
if $itembankflag == 0 #是不是物品仓库?
@command_window = WWWindow_ShopCommand.new
else
@command_window = W2Window_ShopCommand.new
end
# 生成金钱窗口
@gold_window = Window_Gold.new
@gold_window.x = 480
@gold_window.y = 0
# 生成时间窗口
@dummy_window = Window_Base.new(0, 64, 640, 420)
# 生成购买窗口
@buy_window = Window_ShopBuy_Va.new($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
# 如果是物品仓库就不对金钱做出处理=============================================
ppprice = $itembankflag == 0 ? @item.price : 0
# 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 ppprice > $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 = ppprice == 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, ppprice)
@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)
@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
# if $超重不能买 > 0
# @number_window.active = true
# @number_window.visible = true
# return
# end
# 如果是物品仓库就不对金钱做出处理=============================================
if $itembankflag == 0
$game_party.lose_gold(@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)
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])
@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
# 如果是物品仓库就不对金钱做出处理=============================================
if $itembankflag == 0
$game_party.gain_gold(@number_window.number * (@item.price / 2))
end
# =============================================================================
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, 63, 368, 418)
@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)
if $itembankflag == 0
self.contents.draw_text(x + 180, y, 88, 32, item.price.to_s, 2)
end
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
#==============================================================================
复制代码
[LINE]1,#dddddd[/LINE]
版务信息:本贴由楼主自主结贴~
作者:
卓越大白痴
时间:
2008-10-29 06:49
随机脚本是这样的
# 重點:quality
class Game_Party
def gain_weapon(weapon_id, n)
setting = Radom_Creation.new
identified_control = setting.identified_control
if weapon_id > 0
#--------------
# 装备栏中卸下的武器不进行随机处理
if $scene.is_a?(Scene_Equip)or
get_weapon(weapon_id, n)
return
# -------------
# 或者「真の窗口風格·に·Step2」
#
elsif $scene.is_a?(Deatwo_Smith_Shop2)
get_weapon(weapon_id, n)
return
#--------------
# 商店购买 則原版複製
#
elsif $scene.is_a?(Scene_Shop)
gain_weapon_f_shop(weapon_id, n)
return
#--------------
# 此外 皆隨機生成
#
else
# 鑒定系統開啓
if identified_control == 1 and $data_weapons[weapon_id].identified == true and rand(50)<40
#-生成沒有鉴定的武器
unidentify_weapon(weapon_id, n)
else
for j in 1..n
# 取得設定
t = setting.t
l_t =setting.l_t
best_quality = setting.best_quality
level_set = setting.level_set
worst_level_set = setting.worst_level_set
#------------------
a = rand(1000)
b = 1000 - t - l_t # 上下分岐
b2 = 1000 - t # 上中分岐
if a > b # 成功
if a > b2 # 中品
s = 1
else # 上品
s = 2
end
else #下品
s = 0
end
b = (best_quality * 1/3).round
case s
when 0
vid = 0
new_holes = rand(2)+3
when 1
vid = (best_quality * 1/3).round
new_holes = rand(3)+2
when 2
vid = (best_quality * 2/3).round
new_holes = rand(5)
end
weapon = $data_weapons[weapon_id]
new_name = weapon.name.split(/(未鑑定)/)[0]
new_des = weapon.description
new_price = weapon.price
new_atk = weapon.atk
new_mdef = weapon.mdef
new_str = weapon.str_plus
new_dex = weapon.dex_plus
new_agi = weapon.agi_plus
new_int = weapon.int_plus
new_element = weapon.element_set.clone
new_state = weapon.plus_state_set.clone
new_duration = weapon.max_duration
# 取得quality總量
xio = rand(b)+vid
=begin
#--再折損值
if worst_level_set!=nil
if worst_level_set[1]!=nil
xio -= rand(worst_level_set[1])
end
end
=end
# 初始化quality
quality = 0
# 如果設定增加屬性以及狀態:
if setting.element_set.size > 0 and setting.state_set.size > 0
kind = rand(3)
# 否則
else
kind = rand(2)
end
for i in 1..10
if xio < 2
break
end
case kind
when 0
# 附加一攻兩防
a_a = rand(xio/3).round
a_p = rand(xio/3).round
a_m = rand(xio/3).round
new_atk += a_a * setting.f_atk
new_pdef += a_p * setting.f_pdef
new_mdef += a_m * setting.f_mdef
xio -= (a_a + a_p + a_m)
quality += (a_a + a_p + a_m)
# 附加四參數
when 1
a_s = rand(xio/4).round
a_d = rand(xio/4).round
a_g = rand(xio/4).round
a_i = rand(xio/4).round
new_str += a_s
new_dex += a_d
new_agi += a_g
new_int += a_i
xio -= (a_s + a_d + a_g +a_i)
quality +=(a_s + a_d + a_g +a_i)
# 附加屬性以及狀態
when 2
#錯誤報告-------
p "未曾設定element_set於隨機武器·基本定義" if setting.element_set.size < 1
p "未曾設定state_set於隨機武器·基本定義" if setting.state_set.size < 1
p "請修改「隨機武器·核心」" unless setting.element_set.size > 0 and setting.state_set.size > 0
#---------------
dio = rand(xio/2).round
cost = setting.cost
if xio >= cost
sc_kind = rand(2)
case sc_kind
when 0
n_el = setting.element_set[rand(setting.element_set.size)]
new_element = new_element|[n_el]
quality += cost
xio -= cost
when 1
n_st = setting.state_set[rand(setting.state_set.size)]
new_state = new_state|[n_st]
quality += cost
xio -= cost
end
end
end
end
#---------
# p quality
if new_element.include?(8)
new_name = "终极"+ new_name
elsif new_element.include?(8)
new_name = "天极"+ new_name
end
q = best_quality
new_color = 0
if level_set !=nil
for i in level_set
if i[0] != nil
q -= i[0]
# p q
if quality > q
if i [1]!= nil
new_color = i[1]
end
if i[2]!=nil
new_name = i[2] + new_name
end
if i[3]!=nil
new_name = new_name + i[3]
end
break
end
end
end
end
if quality < 0
if worst_level_set!=nil
new_color = worst_level_set[0]
if worst_level_set[2]!=nil
new_name = new_name + worst_level_set[2]
end
if worst_level_set[3]!=nil
new_name = new_name + worst_level_set[3]
end
end
end
new_duration = quality*setting.f_duration
#------------------
if $data_weapons[weapon_id].identified == true
# 母本數據複製
new_weapon = $data_weapons[weapon_id].clone
# 産生新Id
need = 0
for need in 1...$data_weapons.size
if $data_weapons[need].needed == false
break
end
end
if need = 0
new_weapon.id = $data_weapons.size
else
new_weapon.id = need
end
# 更新數據
new_weapon.name = new_name
new_weapon.description = new_des
new_weapon.atk = new_atk
new_weapon.pdef = new_pdef
new_weapon.mdef = new_mdef
new_weapon.price = new_price
new_weapon.str_plus = new_str
new_weapon.dex_plus = new_dex
new_weapon.agi_plus = new_agi
new_weapon.int_plus = new_int
new_weapon.color = new_color
new_weapon.quality = quality
new_weapon.holes = new_holes
new_weapon.element_set = new_element
new_weapon.plus_state_set = new_state
new_weapon.max_duration = new_duration
new_weapon.current_duration = new_duration
new_weapon.needed = true
# 添加入數據库
$data_weapons.push(new_weapon)
# 职业可裝備武器數組更新
renew_weapon_f_classes(weapon_id, new_weapon.id)
# 增加武器
get_weapon(new_weapon.id, 1)
else
# 更新數據
weapon.name = new_name
weapon.description = new_des
weapon.atk = new_atk
weapon.pdef = new_pdef
weapon.mdef = new_mdef
weapon.price = new_price
weapon.str_plus = new_str
weapon.dex_plus = new_dex
weapon.agi_plus = new_agi
weapon.int_plus = new_int
weapon.color = new_color
weapon.quality = quality
weapon.holes = new_holes
weapon.element_set = new_element
weapon.plus_state_set = new_state
weapon.max_duration = new_duration
weapon.current_duration = new_duration
weapon.needed = true
# 取消未鑒定標志
weapon.identified = true
# 增加武器
get_weapon(weapon.id, 1)
end
end
end
end
end
end
#--------------
# 生成沒有鉴定的武器
#
def unidentify_weapon(weapon_id, n)
weapon = $data_weapons[weapon_id].clone
for j in 1..n
weapon.id = $data_weapons.size
weapon.name +="(未鑑定)"
weapon.identified =false
weapon.needed = true
$data_weapons.push(weapon)
# 职业可装备武器数组更新~
renew_weapon_f_classes(weapon_id, weapon.id)
# 增加武器
get_weapon(weapon.id, 1)
end
end
#--------------
# 职业可装备武器组更新
#
def renew_weapon_f_classes(weapon_id, new_weapon_id)
for i in 1...$data_classes.size
if $data_classes[i].weapon_set.include?(weapon_id)
$data_classes[i].weapon_set.push(new_weapon_id)
end
end
end
#--------------
# 增加武器
#
def get_weapon(weapon_id, n)
@weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 99].min
end
#--------------
# 失去武器
#
def lose_weapon(weapon_id, n)
if weapon_id > 0
@weapons[weapon_id] = [[weapon_number(weapon_id) - n, 0].max, 99].min
$data_weapons[weapon_id].needed == false
end
end
end
复制代码
随机系统商店用
class Game_Party
#--------------
# 更新數據库
#
def data_saving(kind)
return
=begin
case kind
when 0
# 更新武器數據库
save_data($data_weapons, "Data/Weapons.rxdata")
save_data($data_classes, "Data/Classes.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
when 1
# 更新防具數據库
save_data($data_armors, "Data/Armors.rxdata")
save_data($data_classes, "Data/Classes.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
end
=end
end
#--------------
# 商店購買武器 則原版本複製
#
def gain_weapon_f_shop(weapon_id, n)
if weapon_id > 0
# 商店购买
if $scene.is_a?(Scene_Shop)
weapon = $data_weapons[weapon_id].clone
for j in 1..n
weapon.id = $data_weapons.size
weapon.needed = true
$data_weapons.push(weapon)
# 职业可装备武器数组更新~
for i in 1...$data_classes.size
if $data_classes[i].weapon_set.include?(weapon_id)
$data_classes[i].weapon_set.push(weapon.id)
end
end
@weapons[weapon.id] = [[weapon_number(weapon.id) + 1, 0].max, 99].min
end
end
end
end
#--------------
# 商店購買裝備 則原版本複製
#
def gain_armor_f_shop(armor_id, n)
if armor_id > 0
# 商店购买
if $scene.is_a?(Scene_Shop)
armor = $data_armors[armor_id].clone
for j in 1..n
armor.id = $data_armors.size
armor.needed = true
$data_armors.push(armor)
# 职业可装备裝備数组更新~
for i in 1...$data_classes.size
if $data_classes[i].armor_set.include?(armor_id)
$data_classes[i].armor_set.push(armor.id)
end
end
@armors[armor.id] = [[armor_number(armor.id) + 1, 0].max, 99].min
end
end
end
end
end
复制代码
作者:
3nξhα0_lim
时间:
2008-10-29 06:52
提示:
作者被禁止或删除 内容自动屏蔽
作者:
卓越大白痴
时间:
2008-10-30 02:58
谢谢啊 好人
欢迎光临 Project1 (https://rpg.blue/)
Powered by Discuz! X3.1