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- =begin
- 复制全部脚本内容,在Main脚本之前按insert,插入此脚本全部内容。
- 首先,参考在脚本的顶部注释修改购买魔法消耗的货币称呼和变量编号(=0就是金钱)。
- 然后,给你所有可以购买的魔法的介绍说明部分,在后面添加 @价格。比如给某个冰魔法设置如下:
- 给予敌单体冰属性伤害。@500
- 最后,需要呼叫魔法商店的时候,在事件中使用脚本:$scene = Scene_MShop.new([1,2,3,4,5,6,8,10,21])
- 这样,其中的数字表示这个商店中出售的魔法编号。注意两点:1、中括号不可省略,2、如果一行输入不下,可以在数字的逗号后面换行,参考范例工程和截图。
- =end
- #==============================================================================
- # ■ 本脚本源自www.66rpg.com,转载与使用请保留此信息
- #==============================================================================
- #——以下是一些自定义的内容
- $mShop_use_1 = "金钱"#"灵魄" #——这项是购买魔法特技的货币的名称,如“灵魄”、“金钱”
- $mShop_use_2 = "G"#"特斯拉" #——这项是购买魔法特技的货币单位,如“点”、“¥”
- $mShop_use_variable = 0 #——这项是购买魔法特技时消耗的变量编号,如果=0 则是消耗金钱
- $mShop_Window_Opacity = 200 #——这项是窗口透明度
- #==============================================================================
- # ■ Window_MGold
- #------------------------------------------------------------------------------
- # 显示金钱的窗口。
- #==============================================================================
- class Window_MGold < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化窗口
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 272, 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- self.contents.font.color = system_color
- self.contents.draw_text(0, 0 , 240,32 ,$mShop_use_1)
- self.contents.font.color = normal_color
- self.contents.draw_text(0, 0, 240-contents.text_size($mShop_use_2).width-6, 32, $mShop_gold.to_s, 2)
- self.contents.font.color = system_color
- self.contents.draw_text(0, 0, 240, 32, $mShop_use_2, 2)
- end
- end
- #==============================================================================
- # ■ Scene_MShop
- #------------------------------------------------------------------------------
- # 处理特技商店画面的类。
- #==============================================================================
- class Scene_MShop
- #--------------------------------------------------------------------------
- # ● 初始化
- #--------------------------------------------------------------------------
- def initialize(id)
- @id = id
- end
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- def main
- screen = Spriteset_Map.new
- if $mShop_use_variable == 0
- $mShop_gold = $game_party.gold
- else
- $mShop_gold = $game_variables[$mShop_use_variable]
- end
- # 生成帮助窗口
- @help_window = Window_Help.new
- @help_window.opacity = $mShop_Window_Opacity
- # 生成金钱窗口
- @gold_window = Window_MGold.new
- @gold_window.x = 368
- @gold_window.y = 416
- @gold_window.opacity = $mShop_Window_Opacity
- # 生成购买窗口
- @buy_window = Window_MShopBuy.new(@id)
- @buy_window.active = true
- @buy_window.visible = true
- @buy_window.help_window = @help_window
- @buy_window.opacity = $mShop_Window_Opacity
- # 生成状态窗口
- @status_window = Window_MShopStatus.new
- @status_window.visible = true
- @status_window.active = false
- @status_window.opacity = $mShop_Window_Opacity
- # 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
- #@mhelp_window.dispose
- @gold_window.dispose
- @buy_window.dispose
- @status_window.dispose
- screen.dispose
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- # 刷新窗口
- @help_window.update
- #@mhelp_window.update
- @gold_window.update
- @buy_window.update
- @status_window.update
- # 购买窗口激活的情况下: 调用 update_buy
- if @buy_window.active
- update_buy
- return
- end
- if @status_window.active
- update_status
- return
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面 (购买窗口激活的情况下)
- #--------------------------------------------------------------------------
- def update_buy
- @status_window.skill = @buy_window.skill
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- $scene = Scene_Map.new
- return
- end
- if Input.trigger?(Input::C)
- @skill = @buy_window.skill
- if @skill == nil or @skill.price > $mShop_gold
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- $game_system.se_play($data_system.decision_se)
- @buy_window.active = false
- @status_window.index = 0
- @status_window.active = true
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面 (状态窗口激活的情况下)
- #--------------------------------------------------------------------------
- def update_status
- if Input.trigger?(Input::B)
- $game_system.se_play($data_system.cancel_se)
- @status_window.active = false
- @status_window.index = -1
- @buy_window.active = true
- end
- if Input.trigger?(Input::C)
- can_learn=false
- for j in $data_classes[$game_party.actors[@status_window.index].class_id].learnings
- if j.skill_id == @skill.id
- can_learn=true
- end
- end
- if can_learn==false
- $game_system.se_play($data_system.cancel_se)
- return
- end
- if $game_party.actors[@status_window.index].skill_learn?(@skill.id)
- $game_system.se_play($data_system.cancel_se)
- return
- else
- $game_system.se_play($data_system.decision_se)
- if $mShop_use_variable == 0
- $game_party.gain_gold([email protected])
- $mShop_gold -= @skill.price
- else
- $game_variables[$mShop_use_variable] -= @skill.price
- $mShop_gold -= @skill.price
- end
- $game_party.actors[@status_window.index].learn_skill(@skill.id)
- @gold_window.refresh
- @buy_window.refresh
- @status_window.refresh
- @status_window.active = false
- @status_window.index = -1
- @buy_window.active = true
- end
- end
- end
- end
- #==============================================================================
- # ■ Window_MShopStatus
- #------------------------------------------------------------------------------
- # 特技商店画面、显示物品所持数与角色装备的窗口。
- #==============================================================================
- class Window_MShopStatus < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化对像
- #--------------------------------------------------------------------------
- def initialize
- super(368, 64, 272, 352)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.contents.font.size = 18
- @skill = nil
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- for i in 0...$game_party.actors.size
- actor = $game_party.actors[i]
- draw_actor_graphic(actor,12,80*i+64)
- self.contents.font.color = system_color
- self.contents.draw_text(44, 80*i, 240, 32, actor.name)
- self.contents.draw_text(0, 80*i , 240-20,32,"等级",2)
- self.contents.font.color = normal_color
- self.contents.draw_text(0, 80*i, 240, 32, actor.level.to_s , 2)
- self.contents.font.color = system_color
- self.contents.draw_text(44, 80*i+22, 45, 32, $data_system.words.hp)
- self.contents.font.color = normal_color
- self.contents.draw_text(44, 80*i+22, 90, 32, actor.maxhp.to_s,2)
- self.contents.font.color = system_color
- self.contents.draw_text(150, 80*i+22, 45, 32, $data_system.words.sp)
- self.contents.font.color = normal_color
- self.contents.draw_text(150, 80*i+22, 90, 32, actor.maxsp.to_s,2)
- can_learn=false
- for j in $data_classes[actor.class_id].learnings
- if j.skill_id == @skill.id
- can_learn=true
- end
- end
- if can_learn == true
- if actor.skill_learn?(@skill.id)
- self.contents.font.color = Color.new(255,255,255,128)
- self.contents.draw_text(44, 80*i+44, 196, 32, "⊙已经学习⊙",2)
- else
- self.contents.font.color = Color.new(255,255,0,255)
- self.contents.draw_text(44, 80*i+44, 240, 32, "★尚未学习★")
- end
- else
- self.contents.font.color = Color.new(255,255,255,128)
- self.contents.draw_text(44, 80*i+44, 196, 32, "◇无法学习◇",2)
- end
- end
- @item_max = $game_party.actors.size
- end
- #--------------------------------------------------------------------------
- # ● 设置物品
- # item : 新的物品
- #--------------------------------------------------------------------------
- def skill=(skill)
- if @skill != skill
- @skill = skill
- refresh
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新光标矩形
- #--------------------------------------------------------------------------
- def update_cursor_rect
- if @index < 0
- self.cursor_rect.empty
- else
- self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
- end
- end
- end
- #==============================================================================
- # ■ Window_MShopBuy
- #------------------------------------------------------------------------------
- # 特技商店画面、浏览显示可以购买的商品的窗口。
- #==============================================================================
- class Window_MShopBuy < Window_Selectable
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # shop_goods : 商品
- #--------------------------------------------------------------------------
- def initialize(id)
- super(0, 64, 368, 416)
- @id = id
- refresh
- self.index = 0
- end
- #--------------------------------------------------------------------------
- # ● 获取物品
- #--------------------------------------------------------------------------
- def skill
- return @data[self.index]
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @data = []
- for skill_id in @id
- skill = $data_skills[skill_id]
- if skill != nil
- @data.push(skill)
- end
- end
- @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)
- skill = @data[index]
- # 除此之外的情况设置为无效文字色
- if skill.price <= $mShop_gold
- self.contents.font.color = normal_color
- else
- self.contents.font.color = disabled_color
- 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(skill.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, skill.name, 0)
- self.contents.draw_text(x + 240, y, 88, 32, skill.price.to_s, 2)
- end
- #--------------------------------------------------------------------------
- # ● 刷新帮助文本
- #--------------------------------------------------------------------------
- def update_help
- @help_window.set_text(self.skill == nil ? "" : self.skill.description)
- end
- end
- #==============================================================================
- # ■ RPG原装定义
- #==============================================================================
- module RPG
- class Skill
- def description
- description = @description.split(/@/)[0]
- return description != nil ? description : ''
- end
- def price
- price = @description.split(/@/)[1]
- return price != nil ? price.to_i : 0
- end
- end
- end
- #==============================================================================
复制代码 给你一个新版本的试试看 |
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