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Lv1.梦旅人
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- class Scene_Shop
- # --------------------------
- def main
- @help_window = Window_Help.new
- @command_window = Window_ShopCommand.new
- @gold_window = Window_Gold.new
- @gold_window.x = 480
- @gold_window.y = 64
- @dummy_window = Window_Base.new(0, 128, 640, 352)
- @buy_window = Window_ShopBuy.new($game_temp.shop_goods)
- @buy_window.active = false
- @buy_window.visible = false
- @buy_window.help_window = @help_window
- @sell_window = Window_ShopSell.new
- @sell_window.active = false
- @sell_window.visible = false
- @sell_window.help_window = @help_window
- @number_window = Window_ShopNumber.new
- @number_window.active = false
- @number_window.visible = false
- @status_window = Window_ShopStatus.new
- @status_window.visible = false
- if $game_temp.shop_type == 1
- @command_window.index = 0
- @command_window.active = false
- @dummy_window.visible = false
- @buy_window.active = true
- @buy_window.visible = true
- @buy_window.refresh
- @status_window.visible = true
- end
- if $game_temp.shop_type == 2
- @command_window.index = 1
- @command_window.active = false
- @dummy_window.visible = false
- @sell_window.active = true
- @sell_window.visible = true
- @sell_window.refresh
- end
- Graphics.transition
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end
- end
- Graphics.freeze
- @status_window.item = nil
- @status_window.refresh
- @help_window.dispose
- @command_window.dispose
- @gold_window.dispose
- @dummy_window.dispose
- @buy_window.dispose
- @sell_window.dispose
- @number_window.dispose
- @status_window.dispose
- $game_temp.shop_type = 0
- end
- # --------------------------
- def update
- @help_window.update
- @command_window.update
- @gold_window.update
- @dummy_window.update
- @buy_window.update
- @sell_window.update
- @number_window.update
- @status_window.update
- if @command_window.active
- update_command
- return
- end
- if @buy_window.active
- update_buy
- return
- end
- if @sell_window.active
- update_sell
- return
- end
- if @number_window.active
- update_number
- return
- end
- end
- # --------------------------
- def update_command
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- $scene = Scene_Map.new
- return
- end
- if Input.trigger?(Input::C)
- case @command_window.index
- when 0
- $game_system.se_play($data_system.decision_se)
- @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
- $game_system.se_play($data_system.decision_se)
- @command_window.active = false
- @dummy_window.visible = false
- @sell_window.active = true
- @sell_window.visible = true
- @sell_window.refresh
- when 2
- $game_system.se_play($data_system.decision_se)
- $scene = Scene_Map.new
- end
- return
- end
- end
- # --------------------------
- def update_buy
- @status_window.item = @buy_window.item
- if Input.trigger?(Input::B)
- if $game_temp.shop_type == 1
- $game_system.se_play($data_system.cancel_se)
- $scene = Scene_Map.new
- else
- $game_system.se_play($data_system.cancel_se)
- @command_window.active = true
- @dummy_window.visible = true
- @buy_window.active = false
- @buy_window.visible = false
- @status_window.visible = false
- @status_window.item = nil
- @help_window.set_text("")
- end
- return
- end
- if Input.trigger?(Input::C)
- @item = @buy_window.item
- if @item == nil or @item.price > $game_party.gold
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- 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 number == 99
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- $game_system.se_play($data_system.decision_se)
- max = @item.price == 0 ? 99 : $game_party.gold / @item.price
- max = [max, 99 - number].min
- @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
- # --------------------------
- def update_sell
- if Input.trigger?(Input::B)
- if $game_temp.shop_type == 2
- $game_system.se_play($data_system.cancel_se)
- $scene = Scene_Map.new
- else
- $game_system.se_play($data_system.cancel_se)
- @command_window.active = true
- @dummy_window.visible = true
- @sell_window.active = false
- @sell_window.visible = false
- @status_window.item = nil
- @help_window.set_text("")
- return
- end
- end
- if Input.trigger?(Input::C)
- @item = @sell_window.item
- @status_window.item = @item
- if @item == nil or @item.price == 0
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- $game_system.se_play($data_system.decision_se)
- 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
- max = number
- @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
- # --------------------------
- def update_number
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @number_window.active = false
- @number_window.visible = false
- case @command_window.index
- when 0
- @buy_window.active = true
- @buy_window.visible = true
- when 1
- @sell_window.active = true
- @sell_window.visible = true
- @status_window.visible = false
- end
- return
- end
- if Input.trigger?(Input::C)
- $game_system.se_play($data_system.shop_se)
- @number_window.active = false
- @number_window.visible = false
- case @command_window.index
- when 0
- $game_party.lose_gold(@number_window.number * @item.price)
- 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)
- when RPG::Armor
- $game_party.gain_armor(@item.id, @number_window.number)
- end
- @gold_window.refresh
- @buy_window.refresh
- @status_window.refresh
- @buy_window.active = true
- @buy_window.visible = true
- when 1
- $game_party.gain_gold(@number_window.number * (@item.price / 2))
- 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
- @gold_window.refresh
- @sell_window.refresh
- @status_window.refresh
- @sell_window.active = true
- @sell_window.visible = true
- @status_window.visible = false
- end
- return
- end
- end
- end
-
- class Window_ShopCommand < Window_Selectable
- # ----------------------------------------
- def initialize
- super(0, 64, 480, 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- @item_max = 3
- @column_max = 3
- @commands = ["购买", "卖出", "离开"]
- self.contents.font.name = "隶书"
- self.contents.font.size = 24
- refresh
- self.index = 0
- end
- # ----------------------------------------
- def refresh
- self.contents.clear
- if $game_temp.shop_type == 0
- for i in 0...@item_max
- draw_item(i)
- end
- end
- if $game_temp.shop_type == 1
- self.contents.draw_text(4, 0, 324, 32, "欢迎惠顾,客官随意挑选")
- self.index = -1
- update_cursor_rect
- end
- if $game_temp.shop_type == 2
- self.contents.draw_text(4, 0, 324, 32, "欢迎惠顾,客官需要当些什么")
- self.index = -1
- update_cursor_rect
- end
- end
- # ----------------------------------------
- def draw_item(index)
- x = 4 + index * 160
- self.contents.draw_text(x, 0, 128, 32, @commands[index])
- end
- # ----------------------------------------
- def update_cursor_rect
- if $game_temp.shop_type == 0
- super
- end
- if $game_temp.shop_type == 1 || $game_temp.shop_type == 2
- self.cursor_rect.empty
- end
- end
- end
- class Game_Temp
- # ----------------------------------------
- attr_accessor :shop_type
- alias ini initialize
- def initialize
- ini
- @shop_type = 0
- end
- end
复制代码 这个脚本怎么应用到事件中?
这个是一个只能买或者只能卖的脚本! |
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