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Lv1.梦旅人
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这个仓库脚本可能对您有帮助:- #==============================================================================
- # 本脚本来自www.66rpg.com,转载和使用请保留此信息
- #==============================================================================
- # 物品银行 V1.1完美版,制作+强化:IKKI,此脚本修改自真实商店脚本。
- # 调用:$scene = Scene_Shop_Vb.new(1)
- #
- #==============================================================================
- # ■ Scene_Shop
- #------------------------------------------------------------------------------
- # 处理商店画面的类。
- #==============================================================================
- class Game_System
- attr_accessor :goods
- alias vaule_shop_66RPG_initialize initialize
- def initialize
- vaule_shop_66RPG_initialize
- @goods = []
- ###########################################################################
- # 初期的时候的商店物品,编号顺序:种类,ID,可卖数量
- @goods[1] = [[-1,-1,-1]]
- ###########################################################################
- end
- def shop_change(shop,kind,id,delnumber)
- dl = delnumber
- for dt in $game_system.goods[shop]
- if (dt[0]==kind) and (dt[1]==id)
- dt[2] -= dl
- dt[2] = [dt[2],99].min
- if dt[2] == 0
- $game_system.goods[shop].delete(dt)
- end
- return
- end
- end
- $game_system.goods[shop].push([kind,id,-delnumber])
- end
- end
- class Scene_Shop_Vb
- def initialize(shop_number)
- # 当前商店编号
- @shop_now = shop_number
- end
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- def main
- # 生成帮助窗口
- @help_window = Window_Help_Vb.new
- # 生成指令窗口
- @command_window = Window_ShopCommand_Vb.new
- # 生成金钱窗口
- @gold_window = Window_Gold_Vb.new
- @gold_window.x = 480
- @gold_window.y = 64
- # 生成游戏时间窗口
- @playtime_window = Window_PlayTime_Vb.new
- @playtime_window.x = 380
- @playtime_window.y = 0
- # 生成时间窗口
- @dummy_window = Window_Base.new(0, 128, 640, 352)
- # 生成购买窗口
- @buy_window = Window_ShopBuy_Vb.new($game_system.goods[@shop_now])
- @buy_window.active = false
- @buy_window.visible = false
- @buy_window.help_window = @help_window
- # 生成卖出窗口
- @sell_window = Window_ShopSell_Vb.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_Vb.new
- @number_window.active = false
- @number_window.visible = false
- # 生成状态窗口
- @status_window = Window_ShopStatus_Vb.new
- @status_window.visible = true
- # 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
- @playtime_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
- @playtime_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 1 # 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 0 # 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
- @status_window.visible = true
- 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 = true
- @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.price > $game_party.gold
- # 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.price == 0 ? 99 : $game_party.gold / @item.price
- max = [[max, 99 - number].min,@buy_window.item_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.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.visible = true
- @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
- # 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
-
-
- # 如果金钱为 0 G情况下
- if $game_party.gold == 0
- # 演奏冻结 SE
- $game_system.se_play($data_system.buzzer_se)
- $game_temp.message_text = "老大,没有钱不要来存东西好不好?"
- # 切换到地图画面
- $scene = Scene_Map.new
- 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 1 # 购买
- # 窗口状态转向购买模式
- @buy_window.active = true
- @buy_window.visible = true
- when 0 # 卖出
- # 窗口状态转向卖出模式
- @sell_window.active = true
- @sell_window.visible = true
- 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 1 # 购买
- # 购买处理
- temp = 0
- 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)
- temp = 1
- when RPG::Armor
- $game_party.gain_armor(@item.id, @number_window.number)
- temp = 2
- end
- goods_del(temp,@item.id,@number_window.number)
- # 刷新各窗口
- @buy_window = Window_ShopBuy_Vb.new($game_system.goods[@shop_now])
- @buy_window.help_window = @help_window
- @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 0 # 卖出
- # 卖出处理
- $game_party.lose_gold(@number_window.number)
- temp = 0
- 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)
- temp = 1
- when RPG::Armor
- $game_party.lose_armor(@item.id, @number_window.number)
- temp = 2
- end
- # 刷新各窗口
- goods_del(temp,@item.id,-@number_window.number)
- @buy_window = Window_ShopBuy_Vb.new($game_system.goods[@shop_now])
- @buy_window.active = false
- @buy_window.visible = false
- @buy_window.help_window = @help_window
- @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
- end
- return
- end
- end
- # 删除可出售商品内容
- def goods_del(kind,id,delnumber)
- dl = delnumber
- for dt in $game_system.goods[@shop_now]
- if (dt[0]==kind) and (dt[1]==id)
- dt[2] -= dl
- dt[2] = [dt[2],99].min
- if dt[2] == 0
- $game_system.goods[@shop_now].delete(dt)
- end
- return
- end
- end
- $game_system.goods[@shop_now].push([kind,id,-delnumber])
- end
- end
- #==============================================================================
- # ■ Window_PlayTime_Vb
- #------------------------------------------------------------------------------
- # 菜单画面显示游戏时间的窗口。
- #==============================================================================
- class Window_PlayTime_Vb < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 260, 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(4, 0, 120, 32, "游戏时间")
- @total_sec = Graphics.frame_count / Graphics.frame_rate
- hour = @total_sec / 60 / 60
- min = @total_sec / 60 % 60
- sec = @total_sec % 60
- text = sprintf("%02d:%02d:%02d", hour, min, sec)
- self.contents.font.color = normal_color
- self.contents.draw_text(124, 0, 120, 32, text, 0)
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- if Graphics.frame_count / Graphics.frame_rate != @total_sec
- refresh
- end
- end
- end
- #==============================================================================
- # ■ Window_Selectable_Vb
- #------------------------------------------------------------------------------
- # 拥有光标的移动以及滚动功能的窗口类。
- #==============================================================================
- class Window_Selectable_Vb < Window_Base
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_reader :index # 光标位置
- attr_reader :help_window # 帮助窗口
- #--------------------------------------------------------------------------
- # ● 初始画对像
- # x : 窗口的 X 坐标
- # y : 窗口的 Y 坐标
- # width : 窗口的宽
- # height : 窗口的高
- #--------------------------------------------------------------------------
- def initialize(x, y, width, height)
- super(x, y, width, height)
- @item_max = 1
- @column_max = 1
- [url=home.php?mod=space&uid=370741]@Index[/url] = -1
- end
- #--------------------------------------------------------------------------
- # ● 设置光标的位置
- # index : 新的光标位置
- #--------------------------------------------------------------------------
- def index=(index)
- @index = index
- # 刷新帮助文本 (update_help 定义了继承目标)
- if self.active and @help_window != nil
- update_help
- end
- # 刷新光标矩形
- update_cursor_rect
- end
- #--------------------------------------------------------------------------
- # ● 获取行数
- #--------------------------------------------------------------------------
- def row_max
- # 由项目数和列数计算出行数
- return (@item_max + @column_max - 1) / @column_max
- end
- #--------------------------------------------------------------------------
- # ● 获取开头行
- #--------------------------------------------------------------------------
- def top_row
- # 将窗口内容的传送源 Y 坐标、1 行的高 32 等分
- return self.oy / 32
- end
- #--------------------------------------------------------------------------
- # ● 设置开头行
- # row : 显示开头的行
- #--------------------------------------------------------------------------
- def top_row=(row)
- # row 未满 0 的场合更正为 0
- if row < 0
- row = 0
- end
- # row 超过 row_max - 1 的情况下更正为 row_max - 1
- if row > row_max - 1
- row = row_max - 1
- end
- # row 1 行高的 32 倍、窗口内容的传送源 Y 坐标
- self.oy = row * 32
- end
- #--------------------------------------------------------------------------
- # ● 获取 1 页可以显示的行数
- #--------------------------------------------------------------------------
- def page_row_max
- # 窗口的高度,设置画面的高度减去 32 ,除以 1 行的高度 32
- return (self.height - 32) / 32
- end
- #--------------------------------------------------------------------------
- # ● 获取 1 页可以显示的项目数
- #--------------------------------------------------------------------------
- def page_item_max
- # 将行数 page_row_max 乘上列数 @column_max
- return page_row_max * @column_max
- end
- #--------------------------------------------------------------------------
- # ● 帮助窗口的设置
- # help_window : 新的帮助窗口
- #--------------------------------------------------------------------------
- def help_window=(help_window)
- @help_window = help_window
- # 刷新帮助文本 (update_help 定义了继承目标)
- if self.active and @help_window != nil
- update_help
- end
- end
- #--------------------------------------------------------------------------
- # ● 更新光标举行
- #--------------------------------------------------------------------------
- def update_cursor_rect
- # 光标位置不满 0 的情况下
- if @index < 0
- self.cursor_rect.empty
- return
- end
- # 获取当前的行
- row = @index / @column_max
- # 当前行被显示开头行前面的情况下
- if row < self.top_row
- # 从当前行向开头行滚动
- self.top_row = row
- end
- # 当前行被显示末尾行之后的情况下
- if row > self.top_row + (self.page_row_max - 1)
- # 从当前行向末尾滚动
- self.top_row = row - (self.page_row_max - 1)
- end
- # 计算光标的宽
- cursor_width = self.width / @column_max - 32
- # 计算光标坐标
- x = @index % @column_max * (cursor_width + 32)
- y = @index / @column_max * 32 - self.oy
- # 更新国标矩形
- self.cursor_rect.set(x, y, cursor_width, 32)
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- # 可以移动光标的情况下
- if self.active and @item_max > 0 and @index >= 0
- # 方向键下被按下的情况下
- if Input.repeat?(Input::DOWN)
- # 列数不是 1 并且方向键的下的按下状态不是重复的情况、
- # 或光标位置在(项目数-列数)之前的情况下
- if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
- @index < @item_max - @column_max
- # 光标向下移动
- $game_system.se_play($data_system.cursor_se)
- @index = (@index + @column_max) % @item_max
- end
- end
- # 方向键上被按下的情况下
- if Input.repeat?(Input::UP)
- # 列数不是 1 并且方向键的下的按下状态不是重复的情况、
- # 或光标位置在列之后的情况下
- if (@column_max == 1 and Input.trigger?(Input::UP)) or
- @index >= @column_max
- # 光标向上移动
- $game_system.se_play($data_system.cursor_se)
- @index = (@index - @column_max + @item_max) % @item_max
- end
- end
- # 方向键右被按下的情况下
- if Input.repeat?(Input::RIGHT)
-
- if @column_max >= 2 and @index == @item_max - 1
- $game_system.se_play($data_system.cursor_se)
- @index = -1
- end
-
- # 列数为 2 以上并且、光标位置在(项目数 - 1)之前的情况下
- if @column_max >= 2 and @index < @item_max - 1
- # 光标向右移动
- $game_system.se_play($data_system.cursor_se)
- @index += 1
- end
- end
-
- # 方向键左被按下的情况下
- if Input.repeat?(Input::LEFT)
-
- if @column_max >= 2 and @index == 0
- $game_system.se_play($data_system.cursor_se)
- @index = @item_max
- end
-
- # 列数为 2 以上并且、光标位置在 0 之后的情况下
- if @column_max >= 2 and @index > 0
- # 光标向左移动
- $game_system.se_play($data_system.cursor_se)
- @index -= 1
- end
- end
- # R 键被按下的情况下
- if Input.repeat?(Input::R)
- # 显示的最后行在数据中最后行上方的情况下
- if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
- # 光标向后移动一页
- $game_system.se_play($data_system.cursor_se)
- @index = [@index + self.page_item_max, @item_max - 1].min
- self.top_row += self.page_row_max
- end
- end
- # L 键被按下的情况下
- if Input.repeat?(Input::L)
- # 显示的开头行在位置 0 之后的情况下
- if self.top_row > 0
- # 光标向前移动一页
- $game_system.se_play($data_system.cursor_se)
- @index = [@index - self.page_item_max, 0].max
- self.top_row -= self.page_row_max
- end
- end
- end
- # 刷新帮助文本 (update_help 定义了继承目标)
- if self.active and @help_window != nil
- update_help
- end
- # 刷新光标矩形
- update_cursor_rect
- end
- end
- #==============================================================================
- # ■ Window_Help_Vb
- #------------------------------------------------------------------------------
- # 特技及物品的说明、角色的状态显示的窗口。
- #==============================================================================
- class Window_Help_Vb < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 380, 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- end
- #--------------------------------------------------------------------------
- # ● 设置文本
- # text : 窗口显示的字符串
- # align : 对齐方式 (0..左对齐、1..中间对齐、2..右对齐)
- #--------------------------------------------------------------------------
- def set_text(text, align = 0)
- # 如果文本和对齐方式的至少一方与上次的不同
- if text != @text or align != @align
- # 再描绘文本
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
- @text = text
- @align = align
- [url=home.php?mod=space&uid=95897]@actor[/url] = nil
- end
- self.visible = true
- end
- #--------------------------------------------------------------------------
- # ● 设置角色
- # actor : 要显示状态的角色
- #--------------------------------------------------------------------------
- def set_actor(actor)
- if actor != @actor
- self.contents.clear
- draw_actor_name(actor, 4, 0)
- draw_actor_state(actor, 140, 0)
- draw_actor_hp(actor, 284, 0)
- draw_actor_sp(actor, 460, 0)
- @actor = actor
- @text = nil
- self.visible = true
- end
- end
- #--------------------------------------------------------------------------
- # ● 设置敌人
- # enemy : 要显示名字和状态的敌人
- #--------------------------------------------------------------------------
- def set_enemy(enemy)
- text = enemy.name
- state_text = make_battler_state_text(enemy, 112, false)
- if state_text != ""
- text += " " + state_text
- end
- set_text(text, 1)
- end
- end
- #==============================================================================
- # ■ Window_Gold_Vb
- #------------------------------------------------------------------------------
- # 显示金钱的窗口。
- #==============================================================================
- class Window_Gold_Vb < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化窗口
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 160, 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- cx = contents.text_size($data_system.words.gold).width
- self.contents.font.size = 17
- self.contents.font.color = system_color
- self.contents.draw_text(4, 0, 120, 17, "钱包",1)
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 17, 120-cx-2, 17, $game_party.gold.to_s, 2)
- self.contents.font.color = system_color
- self.contents.draw_text(124-cx, 17, cx, 17, $data_system.words.gold, 2)
- end
- end
- #==============================================================================
- # ■ Window_ShopBuy_Vb
- #------------------------------------------------------------------------------
- # 商店画面、浏览显示可以购买的商品的窗口。
- #==============================================================================
- class Window_ShopBuy_Vb < Window_Selectable_Vb
- attr_accessor :shop_goods
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # shop_goods : 商品
- #--------------------------------------------------------------------------
- def initialize(shop_goods)
- super(0, 128, 368, 352)
- @shop_goods = shop_goods
- refresh
- self.index = 0
- end
- #--------------------------------------------------------------------------
- # ● 获取物品
- #--------------------------------------------------------------------------
- def item
- return @data[self.index]
- end
- #--------------------------------------------------------------------------
- # ● 获取物品
- #--------------------------------------------------------------------------
- def item_number
- return @data_number[self.index]
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @data = []
- @data_number = []
- for goods_item in @shop_goods
- case goods_item[0]
- when 0
- item = $data_items[goods_item[1]]
- when 1
- item = $data_weapons[goods_item[1]]
- when 2
- item = $data_armors[goods_item[1]]
- end
- if (item != nil) and (goods_item[2] != 0)
- @data.push(item)
- @data_number.push(goods_item[2])
- else
- @data.delete(item)
- end
- end
- # 如果项目数不是 0 就生成位图、描绘全部项目
- @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)
- 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
- 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, "存有 ", 2)
- self.contents.draw_text(x + 240, y, 88, 32, @data_number[index].to_s, 2)
- end
- #--------------------------------------------------------------------------
- # ● 刷新帮助文本
- #--------------------------------------------------------------------------
- def update_help
- @help_window.set_text(self.item == nil ? "" : self.item.description)
- end
- end
- #==============================================================================
- # ■ Window_ShopCommand_Vb
- #------------------------------------------------------------------------------
- # 商店画面、选择要做的事的窗口
- #==============================================================================
- class Window_ShopCommand_Vb < Window_Selectable_Vb
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super(0, 64, 480, 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- @item_max = 3
- @column_max = 3
- @commands = ["存入物品", "取出物品", "离开银行"]
- refresh
- self.index = 0
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- for i in 0...@item_max
- draw_item(i)
- end
- end
- #--------------------------------------------------------------------------
- # ● 描绘项目
- # index : 项目编号
- #--------------------------------------------------------------------------
- def draw_item(index)
- x = 4 + index * 160
- self.contents.draw_text(x, 0, 128, 32, @commands[index])
- end
- end
- #==============================================================================
- # ■ Window_ShopSell_Vb
- #------------------------------------------------------------------------------
- # 商店画面、浏览显示可以卖掉的商品的窗口。
- #==============================================================================
- class Window_ShopSell_Vb < Window_Selectable_Vb
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # shop_goods : 商品
- #--------------------------------------------------------------------------
- def initialize
- super(0, 128, 368, 352)
- refresh
- self.index = 0
- end
- #--------------------------------------------------------------------------
- # ● 获取物品
- #--------------------------------------------------------------------------
- def item
- return @data[self.index]
- end
- #--------------------------------------------------------------------------
- # ● 获取物品
- #--------------------------------------------------------------------------
- def item_number
- return @data_number[self.index]
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @data = []
- for i in 1...$data_items.size
- if $game_party.item_number(i) > 0
- @data.push($data_items[i])
- end
- end
- for i in 1...$data_weapons.size
- if $game_party.weapon_number(i) > 0
- @data.push($data_weapons[i])
- end
- end
- for i in 1...$data_armors.size
- if $game_party.armor_number(i) > 0
- @data.push($data_armors[i])
- end
- end
- # 如果项目数不是 0 就生成位图、描绘全部项目
- @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)
- 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
- 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, "带有 ", 2)
- self.contents.draw_text(x + 240, y, 88, 32, number.to_s, 2)
- end
- #--------------------------------------------------------------------------
- # ● 刷新帮助文本
- #--------------------------------------------------------------------------
- def update_help
- @help_window.set_text(self.item == nil ? "" : self.item.description)
- end
- end
- #==============================================================================
- # ■ Window_ShopNumber_Vb
- #------------------------------------------------------------------------------
- # 商店画面、输入买卖数量的窗口。
- #==============================================================================
- class Window_ShopNumber_Vb < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super(0, 128, 368, 352)
- self.contents = Bitmap.new(width - 32, height - 32)
- @item = nil
- [url=home.php?mod=space&uid=25307]@Max[/url] = 1
- @price = 0
- [url=home.php?mod=space&uid=27178]@Number[/url] = 1
- end
- #--------------------------------------------------------------------------
- # ● 设置物品、最大个数、价格
- #--------------------------------------------------------------------------
- def set(item, max, price)
- @item = item
- @max = max
- @price = price
- @number = 1
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 被输入的件数设置
- #--------------------------------------------------------------------------
- def number
- return @number
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- 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)
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- if self.active
- # 光标右 (+1)
- if Input.repeat?(Input::RIGHT) and @number < @max
- $game_system.se_play($data_system.cursor_se)
- @number += 1
- refresh
- end
- # 光标左 (-1)
- if Input.repeat?(Input::LEFT) and @number > 1
- $game_system.se_play($data_system.cursor_se)
- @number -= 1
- refresh
- end
- # 光标上 (+10)
- if Input.repeat?(Input::UP) and @number < @max
- $game_system.se_play($data_system.cursor_se)
- @number = [@number + 10, @max].min
- refresh
- end
- # 光标下 (-10)
- if Input.repeat?(Input::DOWN) and @number > 1
- $game_system.se_play($data_system.cursor_se)
- @number = [@number - 10, 1].max
- refresh
- end
- end
- end
- end
- #==============================================================================
- # ■ Window_ShopStatus_Vb
- #------------------------------------------------------------------------------
- # 商店画面、显示物品所持数与角色装备的窗口。
- #==============================================================================
- class Window_ShopStatus_Vb < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super(368, 128, 272, 352)
- self.contents = Bitmap.new(width - 32, height - 32)
- @item = nil
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- self.contents.font.color = system_color
- self.contents.draw_text(0, 0, 202, 32, "每存入一件物品都要收取1元的保管费!")
- self.contents.draw_text(0, 34, 202, 32, "不过,您来取物品的话,我们不收钱!")
- end
- #--------------------------------------------------------------------------
- # ● 设置物品
- # item : 新的物品
- #--------------------------------------------------------------------------
- def item=(item)
- if @item != item
- @item = item
- refresh
- end
- end
- end
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