68`@0P{TS7LOZ0GB@WXT]RK.png (601.46 KB, 下载次数: 15)
U_N`73AEZOQNSBG`0LWXMWB.png (608.58 KB, 下载次数: 18)
灯笼菜刀王 发表于 2019-4-2 14:36
做法嘛
1, 价格分割法, 做法: 把物品价格重定义, 个十百为 银币, 千 万 十万 为金币 , 设定价格 ...
#============================================================================== # ■ Scene_Shop #------------------------------------------------------------------------------ # 处理商店画面的类。 #============================================================================== class Scene_Shop #-------------------------------------------------------------------------- # ● 主处理 #-------------------------------------------------------------------------- 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_Gold.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_ShopBuy.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_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 #获取物品币种 case @item when RPG::Item element = $game_party.item_number(@item.element_set[999]) when RPG::Weapon element = $game_party.weapon_number(@item.element_set[999]) when RPG::Armor element = $game_party.armor_number(@item.element_set[999]) end # 物品无效的情况下、或者价格在所持金以上的情况下 if element==false if @item == nil or @item.price > $game_party.gold # 演奏冻结 SE $game_system.se_play($data_system.buzzer_se) return end else if @item == nil or @item.price > $game_party.silver # 演奏冻结 SE $game_system.se_play($data_system.buzzer_se) return end 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 if element==0 max = @item.price == 0 ? 99 : $game_party.gold / @item.price max = [max, 99 - number].min else max = @item.price == 0 ? 99 : $game_party.silver / @item.price max = [max, 99 - number].min end # 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.price) @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 / 2) @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 case @item when RPG::Item element = $game_party.item_number(@item.element_set[999]) $game_party.gain_item(@item.id, @number_window.number) when RPG::Weapon element = $game_party.weapon_number(@item.element_set[999]) $game_party.gain_weapon(@item.id, @number_window.number) when RPG::Armor element = $game_party.armor_number(@item.element_set[999]) $game_party.gain_armor(@item.id, @number_window.number) end if element==0 $game_party.lose_gold(@number_window.number * @item.price) else $game_party.lose_silver(@number_window.number * @item.price) 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 if element==0 $game_party.gain_gold(@number_window.number * (@item.price / 2)) else $game_party.gain_silver(@number_window.number * (@item.price / 2)) end 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
(OV0AEF_6@{8K4~ENA(0YMA.png (769.51 KB, 下载次数: 19)
灯笼菜刀王 发表于 2019-4-4 18:07
你是不是误会了什么了... 道具的element_set 是一个数组, 它里面的单位就是你在数据库里,打钩的 ...
WBG[{S[3BSFKHPITWJL[C3L.png (450.79 KB, 下载次数: 8)
欢迎光临 Project1 (https://rpg.blue/) | Powered by Discuz! X3.1 |