#============================================================================== # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 #============================================================================== #============================================================================== #——以下是一些自定义的内容 $mShop_use_1 = "LP" #——这项是购买魔法特技的货币的名称,如“灵魄”、“金钱” $mShop_use_2 = "LP" #——这项是购买魔法特技的货币单位,如“点”、“¥” $mShop_use_variable = 1 #——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 $mShop_Window_Opacity = 200 #——这项是窗口透明度 #============================================================================== # ■ Window_MGold #------------------------------------------------------------------------------ # 显示LP的窗口。 #============================================================================== class Window_MGold < Window_Base #-------------------------------------------------------------------------- # ● 初始化窗口 #-------------------------------------------------------------------------- def initialize super(0, 0, 544-32-standard_padding*2, 64) self.contents = Bitmap.new(width - standard_padding*2, height - standard_padding*2) refresh end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(0, 0 , 240,32 ,$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 < Scene_Base #-------------------------------------------------------------------------- # ● 初始化 #-------------------------------------------------------------------------- def initialize(id) @id = id create_main_viewport end #-------------------------------------------------------------------------- # ● 主处理 #-------------------------------------------------------------------------- def main 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 = 0 @gold_window.y = 416 - 64 @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 @status_window.skill = @buy_window.skill # 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 if !SceneManager.scene_is? (Scene_MShop) break # 如果画面切换的话就中断循环 end end # 释放窗口 pre_terminate terminate 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) Sound::play_cancel # 返回 SceneManager.return # 释放窗口 return end if Input.trigger?(Input::C) [url=home.php?mod=space&uid=260100]@skill[/url] = @buy_window.skill if @skill == nil or @skill.price > $mShop_gold Sound::play_buzzer return end Sound::play_ok @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) Sound::play_cancel @status_window.active = false @status_window.index = -1 @buy_window.active = true end if Input.trigger?(Input::C) if $game_party.members[@status_window.index].skill_learn?(@skill) Sound::play_buzzer return else Sound::play_ok if $mShop_use_variable == 0 $game_party.gain_gold([email]-@skill.price[/email]) $mShop_gold -= @skill.price else $game_variables[$mShop_use_variable] -= @skill.price $mShop_gold -= @skill.price end $game_party.members[@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_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 #-------------------------------------------------------------------------- # ● 修改行高为合适的值 #-------------------------------------------------------------------------- def line_height return 32 end #-------------------------------------------------------------------------- # ● 初始化对象 # shop_goods : 商品 #-------------------------------------------------------------------------- def initialize(id) @id = id super(0, 64, 544-32-standard_padding*2, 416-64-64) refresh self.index = 0 end #-------------------------------------------------------------------------- # ● 获取物品 #-------------------------------------------------------------------------- def skill return @data[self.index] end def item_max if @id != nil return @id.size end 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 if item_max > 0 self.contents = Bitmap.new(width - 32, item_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) skill = @data[index] # 除此之外的情况设置为无效文字色 if skill.price <= $mShop_gold self.contents.font.color = normal_color else self.contents.font.color = system_color end x = 4 y = index * 32 rect = Rect.new(x, y, self.width - 24, 24) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) draw_icon(skill.icon_index,x,y+4,self.contents.font.color == normal_color) self.contents.draw_text(x + 28, y, 212, 32, skill.name, 0) self.contents.draw_text(x + 240, y, 88, 32, skill.price.to_s, 2) end #-------------------------------------------------------------------------- # ● 刷新帮助文本 #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.skill == nil ? "" : self.skill.description) end end #============================================================================== # ■ Window_MShopStatus #------------------------------------------------------------------------------ # 特技商店画面、显示物品所持数与角色装备的窗口。 #============================================================================== class Window_MShopStatus < Window_Selectable #-------------------------------------------------------------------------- # ● 修改行高为合适的值 #-------------------------------------------------------------------------- def line_height return 32 end #-------------------------------------------------------------------------- # ● 初始化对像 #-------------------------------------------------------------------------- def initialize super(Graphics.width-standard_padding*2-32,64,standard_padding*2+32 , Graphics.height-64) self.contents = Bitmap.new(width - 24, 32*$game_party.members.size+2*standard_padding>height - 32-64? 32*$game_party.members.size+2*standard_padding : height - 32-64) self.contents.font.size = 32 @skill = nil end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear for i in 0...$game_party.members.size actor = $game_party.members[i] if actor.class.skills.include?(@skill.id) if !actor.skill_learn?(@skill) draw_actor_graphic(actor,standard_padding+4,32*i+16+12+4) else draw_actor_graphic(actor,standard_padding+4,32*i+16+12+4,150) end else next end end end def item_max return $game_party.members.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 * 32, 44, 44) end 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 class Class < BaseItem def skills @allskills = [] self.learnings.each do |skill| @allskills.push(skill.skill_id) end return @allskills end end end #============================================================================== # ■ 场景管理器定义 #============================================================================== module SceneManager #-------------------------------------------------------------------------- # ● 呼び出し #-------------------------------------------------------------------------- def self.call(scene_class,para = nil) @stack.push(@scene) @scene = scene_class.new(para) end end class Window_Base < Window #-------------------------------------------------------------------------- # ● 描绘角色行走图(只给定角色对象) #-------------------------------------------------------------------------- def draw_actor_graphic(actor, x, y, alpha = 255) draw_character(actor.character_name, actor.character_index, x, y,alpha) end #-------------------------------------------------------------------------- # ● 描绘行走图 #-------------------------------------------------------------------------- def draw_character(character_name, character_index, x, y,alpha = 255) return unless character_name # 不给文件名神马的最讨厌了 bitmap = Cache.character(character_name) # 读取Cache里的行走图像 sign = character_name[/^[\!\$]./] # 如果文件名里带!和$的话有特殊含义哦 if sign && sign.include?('$') # 如果有$的话是大图 cw = bitmap.width / 3 ch = bitmap.height / 4 else # 不然是小图。有!表示非人物的行走图。宝箱之类的。 cw = bitmap.width / 12 ch = bitmap.height / 8 end n = character_index # 这都要偷懒啊…… src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch) contents.blt(x - cw / 2, y - ch, bitmap, src_rect,alpha) # Bitmap.blt方法 end end #============================================================================== # 本脚本来自[url]www.66RPG.com[/url],使用和转载请保留此信息 #==============================================================================
QQ图片20130704004523.jpg (18.61 KB, 下载次数: 45)
欢迎光临 Project1 (https://rpg.blue/) | Powered by Discuz! X3.1 |