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本帖最后由 sai90306 于 2012-3-21 21:34 编辑
最近在研究商店的設定 發現商店好像什麼物品都會收購 於是想到能不能限制只收購特定種類的物品
這個功能億萬星辰大大的限制能向商店出售的物品類別腳本(請見下方)已經實現了
但是我好奇能不能在將分類設的更詳細譬如物品分類腳本(請見下下方)中利用物品的描述來將一般(武器防具之外)的物品分類
例如描述中有"@XXX"的物品會被歸為"XXX"類別的方式
將能向商店出售的物品限制的更詳細?
也就是想請教大神們億萬星辰大大的腳本中變數 ShopType_VID如何和物品描述@XXX產生關聯呢?感謝
因為似乎沒有取名字...小的就擅自依照功能稱呼了"億萬星辰大大的限制能向商店出售的物品類別腳本"
引用自http://rpg.blue/forum.php?mod=viewthread&tid=201855
# 控制变量的ID号 设置对应变量的值为0时为默认商店,1为只卖物品,2为只卖武器,3为只卖防具首饰
ShopType_VID = 1
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
end
@data = []
if $game_variables[ShopType_VID] == 0 or $game_variables[ShopType_VID] == 1
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items)
end
end
end
if $game_variables[ShopType_VID] == 0 or $game_variables[ShopType_VID] == 2
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons)
end
end
end
if $game_variables[ShopType_VID] == 0 or $game_variables[ShopType_VID] == 3
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors)
end
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
這個是我借用的高級物品分類
# ————————————————————————————————————
# 本脚本来自www.66rpg.com,转载请保留此信息
# ————————————————————————————————————
#==============================================================================
# ■ Harts_Window_ItemTitle
#==============================================================================
class Harts_Window_ItemTitle < Window_Base
def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120, 32, $data_system.words.item, 1)
end
end
#==============================================================================
# ■ Harts_Window_ItemCommand
#==============================================================================
class Harts_Window_ItemCommand < Window_Selectable
attr_accessor :commands
#--------------------------------------------------------------------------
# ● 初始化,生成commands窗口
#--------------------------------------------------------------------------
def initialize
super(0, 64, 160, 352)
self.contents = Bitmap.new(width - 32, height - 32)
@commands = []
#————————生成commands窗口
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
push = true
for com in @commands
if com == $data_items.desc
push = false
end
end
if push == true
@commands.push($data_items.desc)
end
end
end
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
push = true
for com in @commands
if com == $data_weapons.desc
push = false
end
end
if push == true
@commands.push($data_weapons.desc)
end
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
push = true
for com in @commands
if com == $data_armors.desc
push = false
end
end
if push == true
@commands.push($data_armors.desc)
end
end
end
if @commands == []
@commands.push("普通物品")
end
@item_max = @commands.size
refresh
self.index = 0
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
y = index * 32
self.contents.draw_text(4, y, 128, 32, @commands[index])
end
#--------------------------------------------------------------------------
# 只描绘原文字
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(@commands[self.index])
end
end
#==============================================================================
# ■ Window_Item
#==============================================================================
class Harts_Window_ItemList < Window_Selectable
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def initialize
super(160, 0, 480, 416)
refresh
self.index = 0
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def set_item(command)
refresh
for i in 1...$data_items.size
if $game_party.item_number(i) > 0 and $data_items.desc == command
@data.push($data_items)
end
end
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and $data_weapons.desc == command
@data.push($data_weapons)
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 and $data_armors.desc == command
@data.push($data_armors)
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def item_number
return @item_max
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
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
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4
y = index * 32
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 + 400, y, 16, 32, ":", 1)
self.contents.draw_text(x + 416, y, 24, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#==============================================================================
# ■ Harts_Scene_Item
#==============================================================================
class Scene_Item
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def main
@itemtitle_window = Harts_Window_ItemTitle.new
@itemcommand_window = Harts_Window_ItemCommand.new
@command_index = @itemcommand_window.index
@itemlist_window = Harts_Window_ItemList.new
@itemlist_window.active = false
@help_window = Window_Help.new
@help_window.x = 0
@help_window.y = 416
@itemcommand_window.help_window = @help_window
@itemlist_window.help_window = @help_window
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
@itemlist_window.set_item(@itemcommand_window.commands[@command_index])
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@itemtitle_window.dispose
@itemcommand_window.dispose
@itemlist_window.dispose
@help_window.dispose
@target_window.dispose
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update
@itemtitle_window.update
@itemcommand_window.update
@itemlist_window.update
@help_window.update
@target_window.update
if @command_index != @itemcommand_window.index
@command_index = @itemcommand_window.index
@itemlist_window.set_item(@itemcommand_window.commands[@command_index])
end
if @itemcommand_window.active
update_itemcommand
return
end
if @itemlist_window.active
update_itemlist
return
end
if @target_window.active
update_target
return
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_itemcommand
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
end
if Input.trigger?(Input::C)
if @itemlist_window.item_number == 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@itemcommand_window.active = false
@itemlist_window.active = true
@itemlist_window.index = 0
return
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_itemlist
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@itemcommand_window.active = true
@itemlist_window.active = false
@itemlist_window.index = 0
@itemcommand_window.index = @command_index
return
end
if Input.trigger?(Input::C)
@item = @itemlist_window.item
unless @item.is_a?(RPG::Item)
$game_system.se_play($data_system.buzzer_se)
return
end
unless $game_party.item_can_use?(@item.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @item.scope >= 3
@itemlist_window.active = false
@target_window.x = 304
@target_window.visible = true
@target_window.active = true
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
else
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@itemlist_window.draw_item(@itemlist_window.index)
end
$scene = Scene_Map.new
return
end
end
return
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
unless $game_party.item_can_use?(@item.id)
@itemlist_window.refresh
end
@itemlist_window.active = true
@target_window.visible = false
@target_window.active = false
@itemlist_window.set_item(@itemcommand_window.commands[@command_index])
return
end
if Input.trigger?(Input::C)
if $game_party.item_number(@item.id) == 0
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
if @target_window.index >= 0
target = $game_party.actors[@target_window.index]
used = target.item_effect(@item)
end
if used
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@itemlist_window.draw_item(@itemlist_window.index)
@itemlist_window.set_item(@itemcommand_window.commands[@command_index])
end
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
#==============================================================================
# ■ RPG追加定义,使用@符号分类
#==============================================================================
module RPG
class Weapon
def description
description = @description.split(/@/)[0]
return description != nil ? description : ''
end
def desc
desc = @description.split(/@/)[1]
return desc != nil ? desc : "普通物品"
end
end
class Item
def description
description = @description.split(/@/)[0]
return description != nil ? description : ''
end
def desc
desc = @description.split(/@/)[1]
return desc != nil ? desc : "普通物品"
end
end
class Armor
def description
description = @description.split(/@/)[0]
return description != nil ? description : ''
end
def desc
desc = @description.split(/@/)[1]
return desc != nil ? desc : "普通物品"
end
end
end
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