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Lv1.梦旅人
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- 2008-3-30
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2楼

楼主 |
发表于 2008-7-31 19:34:03
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- $mShop_use_1 = "金钱" #——这项是购买魔法特技的货币的名称,如“灵魄”、“金钱”
- $mShop_use_2 = "G" #——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
- $mShop_Window_Opacity = 200 #——这项是窗口透明度
- class Window_MGold < Window_Base
- def initialize
- super(0, 0, 272, 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- refresh
- end
- def refresh
- self.contents.clear
- self.contents.font.color = system_color
- self.contents.draw_text(0, 0 , 240,32 ,$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
- class Scene_MShop < Scene_Base
- def initialize(id)
- @id = id
- end
- def start
- super
- create_menu_background
- if $mShop_use_variable == 0
- $mShop_gold = $game_party.gold
- else
- $mShop_gold = $game_variables[$mShop_use_variable]
- end
- @help_window = Window_Help.new
- @help_window.opacity = $mShop_Window_Opacity
- @gold_window = Window_MGold.new
- @gold_window.x = 0
- @gold_window.y = 352
- @gold_window.opacity = $mShop_Window_Opacity
- @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
- @status_window = Window_MShopStatus.new
- @status_window.visible = true
- @status_window.active = false
- @status_window.opacity = $mShop_Window_Opacity
- end
- def terminate
- @help_window.dispose
- @gold_window.dispose
- @buy_window.dispose
- @status_window.dispose
- dispose_menu_background
- end
- def update
- @help_window.update
- @gold_window.update
- @buy_window.update
- @status_window.update
- if @buy_window.active
- update_buy
- return
- end
- if @status_window.active
- update_status
- return
- end
- end
- def update_buy
- @status_window.skill = @buy_window.skill
- if Input.trigger?(Input::B)
- Sound.play_cancel
- $scene = Scene_Map.new
- return
- end
- if Input.trigger?(Input::C)
- @skill = @buy_window.skill
- if @skill == nil or @skill.price > $mShop_gold
- Sound.play_buzzer
- return
- end
- Sound.play_decision
- @buy_window.active = false
- @status_window.index = 0
- @status_window.active = true
- end
- end
- 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.id)
- Sound.play_cancel
- else
- Sound.play_decision
- 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
- $game_party.members[@status_window.index].learn_skill(@skill.id)
- @gold_window.refresh
- @buy_window.refresh
- @status_window.refresh
- @status_window.active = false
- @status_window.index = -1
- @buy_window.active = true
- end
- end
- end
- end
- class Window_MShopStatus < Window_Selectable
- def initialize
- super(272, 56, 272, 360)
- @skill = nil
- @top_row = 0
- refresh
- end
- def refresh
- create_contents
- self.contents.clear
- self.contents.font.size = 18
- for i in 0...$game_party.members.size
- actor = $game_party.members[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, Vocab::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, Vocab::mp)
- self.contents.font.color = normal_color
- self.contents.draw_text(150, 80*i+22, 90, 32, actor.maxmp.to_s,2)
- 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, "⊙此项特技已经学习⊙",2)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(44, 80*i+44, 240, 32, "★此项特技尚未学习★")
- end
- end
- @item_max = $game_party.members.size
- end
- def skill=(skill)
- if @skill != skill
- @skill = skill
- refresh
- end
- end
-
- def update_cursor
- if @index < 0
- self.cursor_rect.empty
- else
- self.cursor_rect.set(0, @index * 80, contents.width, 80)
- end
- self.refresh
- end
- end
- class Window_MShopBuy < Window_Selectable
- def initialize(id)
- super(0, 56, 272, 296)
- @id = id
- refresh
- self.index = 0
- end
- def skill
- return @data[self.index]
- end
- def refresh
- self.contents.clear
- @data = []
- for skill_id in @id
- skill = $data_skills[skill_id]
- if skill != nil
- @data.push(skill)
- end
- end
- @item_max = @data.size
- create_contents
- 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
- def draw_item(index)
- rect = item_rect(index)
- self.contents.clear_rect(rect)
- skill = @data[index]
- if skill != nil
- rect.width -= 4
- if $mShop_gold < skill.price
- enabled = false
- else
- enabled = true
- end
- draw_item_name(skill, rect.x, rect.y, enabled)
- self.contents.draw_text(rect, skill.price.to_s , 2)
- end
- end
- def update_help
- @help_window.set_text(self.skill == nil ? "" : self.skill.description)
- end
- end
- 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
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这个用不起来啊 怎么用啊? |
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