#使用方法 :在事件商店处理前添加脚本:command_sgshop SG_ID = 100#存储第二货币的变量编号,把数字加入变量就是增加第二货币 SG_NA = "第二货币"#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
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2357691704 发表于 2016-8-18 11:33
第二货币商店,完全可以照猫画虎添加第三.第四。。。第n货币 商店。
#使用方法 :在事件商店处理前添加脚本 ...
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