Project1
标题:
求教魔法商店问题
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作者:
dyw48799
时间:
2011-9-2 21:04
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作者:
白鬼
时间:
2011-9-2 22:46
=begin
复制全部脚本内容,在Main脚本之前按insert,插入此脚本全部内容。
首先,参考在脚本的顶部注释修改购买魔法消耗的货币称呼和变量编号(=0就是金钱)。
然后,给你所有可以购买的魔法的介绍说明部分,在后面添加 @价格。比如给某个冰魔法设置如下:
给予敌单体冰属性伤害。@500
最后,需要呼叫魔法商店的时候,在事件中使用脚本:$scene = Scene_MShop.new([1,2,3,4,5,6,8,10,21])
这样,其中的数字表示这个商店中出售的魔法编号。注意两点:1、中括号不可省略,2、如果一行输入不下,可以在数字的逗号后面换行,参考范例工程和截图。
=end
#==============================================================================
# ■ 本脚本源自www.66rpg.com,转载与使用请保留此信息
#==============================================================================
#——以下是一些自定义的内容
$mShop_use_1 = "金钱"#"灵魄" #——这项是购买魔法特技的货币的名称,如“灵魄”、“金钱”
$mShop_use_2 = "G"#"特斯拉" #——这项是购买魔法特技的货币单位,如“点”、“¥”
$mShop_use_variable = 0 #——这项是购买魔法特技时消耗的变量编号,如果=0 则是消耗金钱
$mShop_Window_Opacity = 200 #——这项是窗口透明度
#==============================================================================
# ■ Window_MGold
#------------------------------------------------------------------------------
# 显示金钱的窗口。
#==============================================================================
class Window_MGold < Window_Base
#--------------------------------------------------------------------------
# ● 初始化窗口
#--------------------------------------------------------------------------
def initialize
super(0, 0, 272, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, 0 , 240,32 ,$mShop_use_1)
self.contents.font.color = normal_color
self.contents.draw_text(0, 0, 240-contents.text_size($mShop_use_2).width-6, 32, $mShop_gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 240, 32, $mShop_use_2, 2)
end
end
#==============================================================================
# ■ Scene_MShop
#------------------------------------------------------------------------------
# 处理特技商店画面的类。
#==============================================================================
class Scene_MShop
#--------------------------------------------------------------------------
# ● 初始化
#--------------------------------------------------------------------------
def initialize(id)
@id = id
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
screen = Spriteset_Map.new
if $mShop_use_variable == 0
$mShop_gold = $game_party.gold
else
$mShop_gold = $game_variables[$mShop_use_variable]
end
# 生成帮助窗口
@help_window = Window_Help.new
@help_window.opacity = $mShop_Window_Opacity
# 生成金钱窗口
@gold_window = Window_MGold.new
@gold_window.x = 368
@gold_window.y = 416
@gold_window.opacity = $mShop_Window_Opacity
# 生成购买窗口
@buy_window = Window_MShopBuy.new(@id)
@buy_window.active = true
@buy_window.visible = true
@buy_window.help_window = @help_window
@buy_window.opacity = $mShop_Window_Opacity
# 生成状态窗口
@status_window = Window_MShopStatus.new
@status_window.visible = true
@status_window.active = false
@status_window.opacity = $mShop_Window_Opacity
# 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
#@mhelp_window.dispose
@gold_window.dispose
@buy_window.dispose
@status_window.dispose
screen.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新窗口
@help_window.update
#@mhelp_window.update
@gold_window.update
@buy_window.update
@status_window.update
# 购买窗口激活的情况下: 调用 update_buy
if @buy_window.active
update_buy
return
end
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (购买窗口激活的情况下)
#--------------------------------------------------------------------------
def update_buy
@status_window.skill = @buy_window.skill
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
@skill = @buy_window.skill
if @skill == nil or @skill.price > $mShop_gold
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@buy_window.active = false
@status_window.index = 0
@status_window.active = true
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (状态窗口激活的情况下)
#--------------------------------------------------------------------------
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@status_window.active = false
@status_window.index = -1
@buy_window.active = true
end
if Input.trigger?(Input::C)
can_learn=false
for j in $data_classes[$game_party.actors[@status_window.index].class_id].learnings
if j.skill_id == @skill.id
can_learn=true
end
end
if can_learn==false
$game_system.se_play($data_system.cancel_se)
return
end
if $game_party.actors[@status_window.index].skill_learn?(@skill.id)
$game_system.se_play($data_system.cancel_se)
return
else
$game_system.se_play($data_system.decision_se)
if $mShop_use_variable == 0
$game_party.gain_gold(
[email protected]
)
$mShop_gold -= @skill.price
else
$game_variables[$mShop_use_variable] -= @skill.price
$mShop_gold -= @skill.price
end
$game_party.actors[@status_window.index].learn_skill(@skill.id)
@gold_window.refresh
@buy_window.refresh
@status_window.refresh
@status_window.active = false
@status_window.index = -1
@buy_window.active = true
end
end
end
end
#==============================================================================
# ■ Window_MShopStatus
#------------------------------------------------------------------------------
# 特技商店画面、显示物品所持数与角色装备的窗口。
#==============================================================================
class Window_MShopStatus < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(368, 64, 272, 352)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = 18
@skill = nil
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
draw_actor_graphic(actor,12,80*i+64)
self.contents.font.color = system_color
self.contents.draw_text(44, 80*i, 240, 32, actor.name)
self.contents.draw_text(0, 80*i , 240-20,32,"等级",2)
self.contents.font.color = normal_color
self.contents.draw_text(0, 80*i, 240, 32, actor.level.to_s , 2)
self.contents.font.color = system_color
self.contents.draw_text(44, 80*i+22, 45, 32, $data_system.words.hp)
self.contents.font.color = normal_color
self.contents.draw_text(44, 80*i+22, 90, 32, actor.maxhp.to_s,2)
self.contents.font.color = system_color
self.contents.draw_text(150, 80*i+22, 45, 32, $data_system.words.sp)
self.contents.font.color = normal_color
self.contents.draw_text(150, 80*i+22, 90, 32, actor.maxsp.to_s,2)
can_learn=false
for j in $data_classes[actor.class_id].learnings
if j.skill_id == @skill.id
can_learn=true
end
end
if can_learn == true
if actor.skill_learn?(@skill.id)
self.contents.font.color = Color.new(255,255,255,128)
self.contents.draw_text(44, 80*i+44, 196, 32, "⊙已经学习⊙",2)
else
self.contents.font.color = Color.new(255,255,0,255)
self.contents.draw_text(44, 80*i+44, 240, 32, "★尚未学习★")
end
else
self.contents.font.color = Color.new(255,255,255,128)
self.contents.draw_text(44, 80*i+44, 196, 32, "◇无法学习◇",2)
end
end
@item_max = $game_party.actors.size
end
#--------------------------------------------------------------------------
# ● 设置物品
# item : 新的物品
#--------------------------------------------------------------------------
def skill=(skill)
if @skill != skill
@skill = skill
refresh
end
end
#--------------------------------------------------------------------------
# ● 刷新光标矩形
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
end
end
end
#==============================================================================
# ■ Window_MShopBuy
#------------------------------------------------------------------------------
# 特技商店画面、浏览显示可以购买的商品的窗口。
#==============================================================================
class Window_MShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
# shop_goods : 商品
#--------------------------------------------------------------------------
def initialize(id)
super(0, 64, 368, 416)
@id = id
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● 获取物品
#--------------------------------------------------------------------------
def skill
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for skill_id in @id
skill = $data_skills[skill_id]
if skill != nil
@data.push(skill)
end
end
@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)
skill = @data[index]
# 除此之外的情况设置为无效文字色
if skill.price <= $mShop_gold
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(skill.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, skill.name, 0)
self.contents.draw_text(x + 240, y, 88, 32, skill.price.to_s, 2)
end
#--------------------------------------------------------------------------
# ● 刷新帮助文本
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end
#==============================================================================
# ■ RPG原装定义
#==============================================================================
module RPG
class Skill
def description
description = @description.split(/@/)[0]
return description != nil ? description : ''
end
def price
price = @description.split(/@/)[1]
return price != nil ? price.to_i : 0
end
end
end
#==============================================================================
复制代码
给你一个新版本的试试看
作者:
zphyp120
时间:
2011-9-2 22:55
用事件 各种选项各种分歧做更省事
作者:
舒畅40
时间:
2011-9-3 10:54
LZ确定变量操作的设置没有错么,
随便逛逛,魔法商店出新版本了哈~
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