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Lv1.梦旅人 
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        - 在线时间
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 - 2005-11-6
 
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大大们好,下面是我在66找的道具仓库脚本。 
 
但是这个脚本默认存放道具就要收取1元,怎么修改才能不收费呢?- #============================================================================== 
 
 - # 本脚本来自www.66rpg.com,转载和使用请保留此信息
 
 - # ikki,根据柳柳真实商店改编。存东西收费1元,取东西不收费。
 
 - #============================================================================== 
 
 - # 
 
 - # 调用:$scene = Scene_Shop_Va.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_Va 
 
 - 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.new 
 
 -    # 生成指令窗口 
 
 -    @command_window = Window_ShopCommand_Va.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_Va.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_Va.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_Va.new 
 
 -    @number_window.active = false 
 
 -    @number_window.visible = false
 
 -    # 生成状态窗口
 
 -    @status_window = Window_ShopStatus_Va.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 
 
 -      # 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.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 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 
 
 -        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_Va.new($game_system.goods[@shop_now]) 
 
 -        @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_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_Va.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 
 
 -        @status_window.visible = false
 
 -      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_ShopBuy_Va 
 
 - #------------------------------------------------------------------------------ 
 
 - #  商店画面、浏览显示可以购买的商品的窗口。 
 
 - #============================================================================== 
 
  
- class Window_ShopBuy_Va < Window_Selectable 
 
 - 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) 
 
 - #    self.contents.draw_text(x + 180, y, 88, 32, item.price.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_Va
 
 - #------------------------------------------------------------------------------
 
 - #  商店画面、选择要做的事的窗口
 
 - #==============================================================================
 
  
- class Window_ShopCommand_Va < Window_Selectable
 
 - #--------------------------------------------------------------------------
 
 - # ● 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 = ["取出物品", "存入物品", "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_Va
 
 - #------------------------------------------------------------------------------
 
 - #  商店画面、浏览显示可以卖掉的商品的窗口。
 
 - #==============================================================================
 
  
- class Window_ShopSell_Va < Window_Selectable
 
 - #--------------------------------------------------------------------------
 
 - # ● 初始化对像
 
 - #--------------------------------------------------------------------------
 
 - def initialize
 
 -    super(0, 128, 640, 352)
 
 -    @column_max = 2
 
 -    refresh
 
 -    self.index = 0
 
 - end
 
 - #--------------------------------------------------------------------------
 
 - # ● 获取物品
 
 - #--------------------------------------------------------------------------
 
 - def item
 
 -    return @data[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
 
 - #--------------------------------------------------------------------------
 
 - # ● 描绘项目
 
 - #     index : 项目标号
 
 - #--------------------------------------------------------------------------
 
 - 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
 
 -    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
 
 - #--------------------------------------------------------------------------
 
 - # ● 刷新帮助文本
 
 - #--------------------------------------------------------------------------
 
 - def update_help
 
 -    @help_window.set_text(self.item == nil ? "" : self.item.description)
 
 - end
 
 - end
 
  
 
 
- #==============================================================================
 
 - # ■ Window_ShopNumber_Va
 
 - #------------------------------------------------------------------------------
 
 - #  商店画面、输入买卖数量的窗口。
 
 - #==============================================================================
 
  
- class Window_ShopNumber_Va < Window_Base
 
 - #--------------------------------------------------------------------------
 
 - # ● 初始化对像
 
 - #--------------------------------------------------------------------------
 
 - def initialize
 
 -    super(0, 128, 368, 352)
 
 -    self.contents = Bitmap.new(width - 32, height - 32)
 
 -    @item = nil
 
 -    @max = 1
 
 -    @price = 0
 
 -    @number = 1
 
 - end
 
 - #--------------------------------------------------------------------------
 
 - # ● 设置物品、最大个数、价格
 
 - #--------------------------------------------------------------------------
 
 - def set(item, max, price)
 
 -    @item = item
 
 -    @max = max
 
 -    @price = price
 
 -    @number = 0
 
 -    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_Va
 
 - #------------------------------------------------------------------------------
 
 - #  商店画面、显示物品所持数与角色装备的窗口。
 
 - #==============================================================================
 
  
- class Window_ShopStatus_Va < 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.font.size -= 4
 
 -    self.contents.draw_text(0, 0, 252, 32, "每存入一件物品都要收取1元的保管费!")
 
 -    self.contents.draw_text(0, 34, 252, 32, "不过,您来取物品的话,我们不收钱!")
 
 -    self.contents.font.size += 4
 
 - 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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