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Lv1.梦旅人
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本帖最后由 mmmkly 于 2011-8-19 11:14 编辑
还是商店买卖价、最大值变动脚本的问题
怪我上回没一次问完
脚本- #------------------------------------------------------------------------------
- # 商店买卖价、最大值变动脚本 VER 1.3
- #
- # 更新了脚本关闭的情况下,低于价格的物品仍然可以买的BUG(紧急更新)
- # 更新了商店可以买的数目的BUG(紧急更新)
- # 可以使商店变动的脚本。
- # 更新几个可以关闭功能的方法。
- # 制作 by 精灵使者
- #------------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- # ● 设定部分
- #--------------------------------------------------------------------------
- BUY_SELL_SWITCH = 1 #默认此脚本的开启开关号,为0则不使用开关,默认开启
- BUY_VARIABLE = 2 #买价浮动变量ID号,如果ID号或者其值为0的话则默认卖价
- #100的时候也是原卖价,如果是其他数值按照100的比例浮动。
- #例如200的时候就是原价的2倍,50的时候是原价的一半。
- SELL_VARIABLE = 1 #卖价浮动变量ID号,如果ID号或者值为0的的话则是默认卖价
- #设置的原理同买价变量(100的时候是原卖价)
- BUY_MAX_VARIABLE = 3 #购买最高个数变量ID号,如果手持物品超过此数则无法购买,
- #购买变量ID号或者值为0的时候是99个,否则则是可以买物品的
- #个数。
-
- #==============================================================================
- # ■ Scene_Shop
- #------------------------------------------------------------------------------
- # 处理商店画面的类。
- #==============================================================================
- class Scene_Shop
- #--------------------------------------------------------------------------
- # ● 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 BUY_SELL_SWITCH == 0
- if @item == nil or @item.price * $game_variables[BUY_VARIABLE] / 100 > $game_party.gold
- # 演奏冻结 SE
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- elsif !$game_switches[BUY_SELL_SWITCH] or $game_variables[BUY_VARIABLE] == 0
- if @item == nil or @item.price > $game_party.gold
- # 演奏冻结 SE
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- else
- if @item == nil or @item.price * $game_variables[BUY_VARIABLE] / 100 > $game_party.gold
- # 演奏冻结 SE
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- 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 BUY_SELL_SWITCH == 0
- @buy_max = $game_variables[BUY_MAX_VARIABLE]
- elsif !$game_switches[BUY_SELL_SWITCH] or $game_variables[BUY_MAX_VARIABLE] == 0
- @buy_max = 99
- else
- @buy_max = $game_variables[BUY_MAX_VARIABLE]
- end
- if number >= @buy_max
- # 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 ? @buy_max : $game_party.gold / @item.price
- max = [max, (@buy_max - number)].min
- # 窗口状态转向数值输入模式
- @buy_window.active = false
- @buy_window.visible = false
- ######################################################
- if BUY_SELL_SWITCH == 0
- @number_window.set(@item, max, @item.price *
- $game_variables[BUY_VARIABLE] / 100)
- elsif !$game_switches[BUY_SELL_SWITCH] or BUY_VARIABLE == 0 or
- $game_variables[BUY_VARIABLE] == 0
- @number_window.set(@item, max, @item.price)
- else
- @number_window.set(@item, max, @item.price *
- $game_variables[BUY_VARIABLE] / 100)
- end
- #####################################################
- @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
- # 设置状态窗口的物品
- @status_window.item = @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
- # 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
- ###############################################################
- if BUY_SELL_SWITCH == 0
- @number_window.set(@item, max, @item.price *
- $game_variables[SELL_VARIABLE] / 100)
- elsif !$game_switches[BUY_SELL_SWITCH] or SELL_VARIABLE == 0 or
- $game_variables[SELL_VARIABLE] == 0
- @number_window.set(@item, max, @item.price / 2)
- else
- @number_window.set(@item, max, @item.price *
- $game_variables[SELL_VARIABLE] / 100)
- end
- ###############################################################
- @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
- ###############################################
- if BUY_SELL_SWITCH == 0
- $game_party.lose_gold(@number_window.number * (@item.price *
- $game_variables[BUY_VARIABLE] / 100))
- elsif !$game_switches[BUY_SELL_SWITCH] or BUY_VARIABLE == 0 or
- $game_variables[BUY_VARIABLE] == 0
- $game_party.lose_gold(@number_window.number * @item.price)
- else
- $game_party.lose_gold(@number_window.number * (@item.price *
- $game_variables[BUY_VARIABLE] / 100))
- end
- ###################################################
- 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
- # 刷新各窗口
- @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
- ###############################################################
- if BUY_SELL_SWITCH == 0
- $game_party.gain_gold(@number_window.number * (@item.price *
- $game_variables[SELL_VARIABLE] / 100))
- elsif !$game_switches[BUY_SELL_SWITCH] or SELL_VARIABLE == 0 or
- $game_variables[SELL_VARIABLE] == 0
- $game_party.gain_gold(@number_window.number * (@item.price / 2))
- else
- $game_party.gain_gold(@number_window.number * (@item.price *
- $game_variables[SELL_VARIABLE] / 100))
- end
- ##############################################################
- 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
- # 刷新各窗口
- @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
- end
- #==============================================================================
- # ■ Window_ShopBuy
- #------------------------------------------------------------------------------
- # 商店画面、浏览显示可以购买的商品的窗口。
- #==============================================================================
- class Window_ShopBuy < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 描绘项目
- # 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
- # 价格在所持金以下、并且所持数不是 99 的情况下为普通文字颜色
- # 除此之外的情况设置为无效文字色
- ###############################################################
- if BUY_SELL_SWITCH == 0
- @buy_max = $game_variables[BUY_MAX_VARIABLE]
- if item.price * $game_variables[BUY_VARIABLE] / 100 <= $game_party.gold and number < @buy_max
- self.contents.font.color = normal_color
- else
- self.contents.font.color = disabled_color
- end
- elsif !$game_switches[BUY_SELL_SWITCH] or BUY_MAX_VARIABLE == 0 or
- $game_variables[BUY_VARIABLE] == 0
- @buy_max = 99
- if item.price <= $game_party.gold and number < @buy_max
- self.contents.font.color = normal_color
- else
- self.contents.font.color = disabled_color
- end
- else
- @buy_max = $game_variables[BUY_MAX_VARIABLE]
- if item.price * $game_variables[BUY_VARIABLE] / 100 <= $game_party.gold and number < @buy_max
- self.contents.font.color = normal_color
- else
- self.contents.font.color = disabled_color
- end
- 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)
- ####################################################
- if BUY_SELL_SWITCH == 0
- self.contents.draw_text(x + 240, y, 88, 32, (item.price *
- $game_variables[BUY_VARIABLE] / 100).to_s, 2)
- elsif !$game_switches[BUY_SELL_SWITCH] or BUY_VARIABLE == 0 or
- $game_variables[BUY_VARIABLE] == 0
- self.contents.draw_text(x + 240, y, 88, 32, item.price.to_s, 2)
- else
- self.contents.draw_text(x + 240, y, 88, 32, (item.price *
- $game_variables[BUY_VARIABLE] / 100).to_s, 2)
- end
- #####################################################
- end
- end
复制代码 问题在于
如果是降价处理的话
钱不够原价格的话就只能一个一个买
举个例子
一瓶药水10000元
身上有10000元
降价为1%
药水变为100元
可以买100瓶
但是只能1瓶1瓶的购买
问下怎么解决
谢谢了
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