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|
接上7月18日更新的商店整合脚本
PART2
- #==============================================================================
- # | Window_ShopBuy
- #------------------------------------------------------------------------------
- # 商店购买窗口
- #==============================================================================
- class Window_ShopBuy < Window_Selectable
- #--------------------------------------------------------------------------
- def initialize(shop_goods)
- super(0, 130, 320, 260)
- self.opacity = 130
- @shop_goods = shop_goods
- 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 = []
- 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
- @data.push(item)
- end
- end
- @item_max = @data.size
- if @item_max > 0
- self.contents = Bitmap.new(width - 32, row_max * 32)
- self.contents.font.name = "宋体"
- self.contents.font.size = 18
- for i in 0...@item_max
- draw_item(i)
- end
- end
- 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.price <= $game_party.gold and number < 99
- self.contents.font.color = normal_color
- else
- self.contents.font.color = disabled_color
- end
- x = 4
- y = index * 32
- rect = Rect.new(x, y, self.width - 32, 32)
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
- bitmap = RPG::Cache.icon(item.icon_name)
- opacity = self.contents.font.color == normal_color ? 255 : 128
- self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
- self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
- self.contents.draw_text(x + 190, y, 88, 32, item.price.to_s, 2)
- end
- #--------------------------------------------------------------------------
- def update_help
- @help_window.set_text(self.item == nil ? "" : self.item.description)
- end
- end
- #==============================================================================
- # | Window_ShopSell
- #------------------------------------------------------------------------------
- # 商店卖出窗口
- #==============================================================================
- class Window_ShopSell < Window_Selectable
- #--------------------------------------------------------------------------
- def initialize
- super(320, 130, 320, 260)
- self.opacity = 130
- @column_max = 1
- refresh
- self.index = 0
- end
- #--------------------------------------------------------------------------
- def item
- return @data[self.index]
- end
- #--------------------------------------------------------------------------
- def refresh
- if self.contents != nil
- self.contents.dispose
- self.contents = nil
- end
- @data = []
- for i in 1...$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
- @item_max = @data.size
- if @item_max > 0
- self.contents = Bitmap.new(width - 32, row_max * 32)
- self.contents.font.name = "宋体"
- self.contents.font.size = 18
- for i in 0...@item_max
- draw_item(i)
- end
- end
- 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.price > 0
- self.contents.font.color = normal_color
- else
- self.contents.font.color = disabled_color
- end
- x = 4 + index % 1 * (288 + 32)
- y = index / 1 * 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
- #--------------------------------------------------------------------------
- def update_help
- @help_window.set_text(self.item == nil ? "" : self.item.description)
- end
- end
- #==============================================================================
- # | Window_ShopNumber
- #------------------------------------------------------------------------------
- # 商店数值输入窗口
- #==============================================================================
- class Window_ShopNumber < Window_Base
- #--------------------------------------------------------------------------
- def initialize
- super(0, 130, 320, 260)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.contents.font.name = "宋体"
- self.contents.font.size = 18
- self.opacity = 130
- @item = nil
- @max = 1
- @price = 0
- @number = 1
- end
- #--------------------------------------------------------------------------
- def set(item, max, price)
- @item = item
- @max = max
- @price = price
- @number = 1
- refresh
- end
- #--------------------------------------------------------------------------
- def number
- return @number
- end
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- draw_item_name(@item, 4, 96)
- self.contents.font.color = normal_color
- self.contents.draw_text(182, 128, 32, 32, "×")
- self.contents.draw_text(154, 128, 24, 32, @number.to_s, 2)
- self.cursor_rect.set(304, 96, 32, 32)
- domination = $data_system.words.gold
- cx = contents.text_size(domination).width
- total_price = @price * @number
- self.contents.font.color = normal_color
- self.contents.draw_text(-50, 160, 328-cx-2, 32, total_price.to_s, 2)
- self.contents.font.color = system_color
- self.contents.draw_text(282-cx, 160, cx, 32, domination, 2)
- end
- #--------------------------------------------------------------------------
- def update
- super
- if self.active
- if Input.repeat?(Input::RIGHT) and @number < @max
- $game_system.se_play($data_system.cursor_se)
- @number += 1
- refresh
- end
- if Input.repeat?(Input::LEFT) and @number > 1
- $game_system.se_play($data_system.cursor_se)
- @number -= 1
- refresh
- end
- if Input.repeat?(Input::UP) and @number < @max
- $game_system.se_play($data_system.cursor_se)
- @number = [@number + 10, @max].min
- refresh
- end
- 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
- #------------------------------------------------------------------------------
- # 商店状态窗口~这个在论坛上可以找到(一段不好的往事。)……
- # 在人物行走的基础上强化了所有属性变化的显示(就是当时我当时说的应该强化的那
- # 一部分,可惜在这个脚本发现之前我就已经拼出来这个效果了55555555……)
- # 部分字没有翻译,自己搜索下是什么意思。
- #==============================================================================
- class Window_ShopStatus < Window_Base
- #--------------------------------------------------------------------------
- def initialize
- super(320, 130, 320, 260)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.contents.font.name = "宋体"
- self.contents.font.size = 18
- self.opacity = 130
- @sprite1 = nil
- @sprite2 = nil
- @sprite3 = nil
- @sprite4 = nil
- @walk = [false, false, false, false]
- @count = 0
- @item = nil
- refresh
- end
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- if @sprite1 != nil
- @sprite1.dispose
- @sprite1 = nil
- end
- if @sprite2 != nil
- @sprite2.dispose
- @sprite2 = nil
- end
- if @sprite3 != nil
- @sprite3.dispose
- @sprite3 = nil
- end
- if @sprite4 != nil
- @sprite4.dispose
- @sprite4 = nil
- end
- self.contents.font.name = "宋体"
- self.contents.font.size = 18
- if @item == nil
- 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 = $game_party.armor_number(@item.id)
- end
- self.contents.font.color = system_color
- self.contents.draw_text(4, -8, 200, 32, "已装备:")
- self.contents.font.color = normal_color
- self.contents.draw_text(204, -8, 32, 32, number.to_s, 2)
- if @item.is_a?(RPG::Item)
- @walk = [false, false, false, false]
- return
- end
- for i in 0...$game_party.actors.size
- actor = $game_party.actors[i]
- if @item.is_a?(RPG::Weapon)
- item1 = $data_weapons[actor.weapon_id]
- elsif @item.kind == 0
- item1 = $data_armors[actor.armor1_id]
- elsif @item.kind == 1
- item1 = $data_armors[actor.armor2_id]
- elsif @item.kind == 2
- item1 = $data_armors[actor.armor3_id]
- else
- item1 = $data_armors[actor.armor4_id]
- end
- if not actor.equippable?(@item)
- @walk[i] = false
- draw_actor_graphic(actor, 330, 194 + 64 * i, i, 0)
- self.contents.font.name = "宋体"
- self.contents.font.size = 18
- self.contents.font.color = normal_color
- self.contents.draw_text(32, 26 + (54 * i), 150, 32, "无法装备")
- end
- if actor.equippable?(@item)
- @walk[i] = true
- draw_actor_graphic(actor, 330, 144 + 64 * i, i, 1)
- atk1 = 0
- atk2 = 0
- eva1 = 0
- eva2 = 0
- str1 = 0
- str2 = 0
- dex1 = 0
- dex2 = 0
- agi1 = 0
- agi2 = 0
- int1 = 0
- int2 = 0
- pdf1 = 0
- pdf2 = 0
- mdf1 = 0
- mdf2 = 0
- eva1 = 0
- eva2 = 0
- str1 = item1 != nil ? item1.str_plus : 0
- str2 = @item != nil ? @item.str_plus : 0
- dex1 = item1 != nil ? item1.dex_plus : 0
- dex2 = @item != nil ? @item.dex_plus : 0
- agi1 = item1 != nil ? item1.agi_plus : 0
- agi2 = @item != nil ? @item.agi_plus : 0
- int1 = item1 != nil ? item1.int_plus : 0
- int2 = @item != nil ? @item.int_plus : 0
- pdf1 = item1 != nil ? item1.pdef : 0
- pdf2 = @item != nil ? @item.pdef : 0
- mdf1 = item1 != nil ? item1.mdef : 0
- mdf2 = @item != nil ? @item.mdef : 0
- if @item.is_a?(RPG::Weapon)
- atk1 = item1 != nil ? item1.atk : 0
- atk2 = @item != nil ? @item.atk : 0
- end
- if @item.is_a?(RPG::Armor)
- eva1 = item1 != nil ? item1.eva : 0
- eva2 = @item != nil ? @item.eva : 0
- end
- str_change = str2 - str1
- dex_change = dex2 - dex1
- agi_change = agi2 - agi1
- int_change = int2 - int1
- pdf_change = pdf2 - pdf1
- mdf_change = mdf2 - mdf1
- atk_change = atk2 - atk1
- eva_change = eva2 - eva1
- if item1 == nil
- name1 = ""
- else
- name1 = item1.name
- end
- if @item == nil
- name2 = ""
- else
- name2 = @item.name
- end
- if str_change == 0 && dex_change == 0 && agi_change == 0 &&
- pdf_change == 0 && mdf_change == 0 && atk_change == 0 &&
- eva_change == 0 && name1 != name2
- self.contents.font.name = "宋体"
- self.contents.font.size = 18
- self.contents.font.color = normal_color
- self.contents.draw_text(32, 26 + (54 * i), 150, 32, "没有改变")
- end
- if name1 == name2
- self.contents.font.name = "宋体"
- self.contents.font.size = 18
- self.contents.font.color = normal_color
- self.contents.draw_text(32, 26 + (54 * i), 200, 32, "已装备")
- end
- self.contents.font.name = "宋体"
- self.contents.font.size = 16
- self.contents.font.color = normal_color
- if @item.is_a?(RPG::Weapon) && atk_change != 0
- self.contents.draw_text(32, 10 + (54 * i), 32, 32, "ATK")
- end
- if @item.is_a?(RPG::Armor) && eva_change != 0
- self.contents.draw_text(32, 10 + (54 * i), 32, 32, "EVA")
- end
- if pdf_change != 0
- self.contents.draw_text(32, 26 + (54 * i), 32, 32, "PDF")
- end
- if mdf_change != 0
- self.contents.draw_text(32, 42 + (54 * i), 32, 32, "MDF")
- end
- if str_change != 0
- self.contents.draw_text(112, 10 + (54 * i), 32, 32, "STR")
- end
- if dex_change != 0
- self.contents.draw_text(112, 26 + (54 * i), 32, 32, "DEX")
- end
- if agi_change != 0
- self.contents.draw_text(112, 42 + (54 * i), 32, 32, "AGI")
- end
- if str_change != 0
- self.contents.draw_text(192, 10 + (54 * i), 32, 32, "INT")
- end
- if @item.is_a?(RPG::Weapon) && atk_change > 0
- self.contents.font.color = up_color
- s = atk_change.abs.to_s
- self.contents.draw_text(60, 10 + (54 * i), 4, 32, "+")
- self.contents.draw_text(62, 10 + (54 * i), 24, 32, s, 2)
- end
- if @item.is_a?(RPG::Weapon) && atk_change < 0
- self.contents.font.color = down_color
- s = atk_change.abs.to_s
- self.contents.draw_text(60, 10 + (54 * i), 4, 32, "-")
- self.contents.draw_text(62, 10 + (54 * i), 24, 32, s, 2)
- end
- if @item.is_a?(RPG::Armor) && eva_change > 0
- self.contents.font.color = up_color
- s = eva_change.abs.to_s
- self.contents.draw_text(60, 10 + (54 * i), 4, 32, "+")
- self.contents.draw_text(62, 10 + (54 * i), 24, 32, s, 2)
- end
- if @item.is_a?(RPG::Armor) && eva_change < 0
- self.contents.font.color = down_color
- s = eva_change.abs.to_s
- self.contents.draw_text(60, 10 + (54 * i), 4, 32, "-")
- self.contents.draw_text(62, 10 + (54 * i), 24, 32, s, 2)
- end
- if pdf_change > 0
- self.contents.font.color = up_color
- s = pdf_change.abs.to_s
- self.contents.draw_text(60, 26 + (54 * i), 4, 32, "+")
- self.contents.draw_text(62, 26 + (54 * i), 24, 32, s, 2)
- end
- if pdf_change < 0
- self.contents.font.color = down_color
- s = pdf_change.abs.to_s
- self.contents.draw_text(60, 26 + (54 * i), 4, 32, "-")
- self.contents.draw_text(62, 26 + (54 * i), 24, 32, s, 2)
- end
- if mdf_change > 0
- self.contents.font.color = up_color
- s = mdf_change.abs.to_s
- self.contents.draw_text(60, 42 + (54 * i), 4, 32, "+")
- self.contents.draw_text(62, 42 + (54 * i), 24, 32, s, 2)
- end
- if mdf_change < 0
- self.contents.font.color = down_color
- s = mdf_change.abs.to_s
- self.contents.draw_text(60, 42 + (54 * i), 4, 32, "-")
- self.contents.draw_text(62, 42 + (54 * i), 24, 32, s, 2)
- end
- if str_change > 0
- self.contents.font.color = up_color
- s = str_change.abs.to_s
- self.contents.draw_text(140, 10 + (54 * i), 4, 32, "+")
- self.contents.draw_text(142, 10 + (54 * i), 24, 32, s, 2)
- end
- if str_change < 0
- self.contents.font.color = down_color
- s = str_change.abs.to_s
- self.contents.draw_text(140, 10 + (54 * i), 4, 32, "-")
- self.contents.draw_text(142, 10 + (54 * i), 24, 32, s, 2)
- end
- if dex_change > 0
- self.contents.font.color = up_color
- s = dex_change.abs.to_s
- self.contents.draw_text(140, 26 + (54 * i), 4, 32, "+")
- self.contents.draw_text(142, 26 + (54 * i), 24, 32, s, 2)
- end
- if dex_change < 0
- self.contents.font.color = down_color
- s = dex_change.abs.to_s
- self.contents.draw_text(140, 26 + (54 * i), 4, 32, "-")
- self.contents.draw_text(142, 26 + (54 * i), 24, 32, s, 2)
- end
- if agi_change > 0
- self.contents.font.color = up_color
- s = agi_change.abs.to_s
- self.contents.draw_text(140, 42 + (54 * i), 4, 32, "+")
- self.contents.draw_text(142, 42 + (54 * i), 24, 32, s, 2)
- end
- if agi_change < 0
- self.contents.font.color = down_color
- s = agi_change.abs.to_s
- self.contents.draw_text(140, 42 + (54 * i), 4, 32, "-")
- self.contents.draw_text(142, 42 + (54 * i), 24, 32, s, 2)
- end
- if int_change > 0
- self.contents.font.color = up_color
- s = int_change.abs.to_s
- self.contents.draw_text(220, 10 + (54 * i), 4, 32, "+")
- self.contents.draw_text(222, 10 + (54 * i), 24, 32, s, 2)
- end
- if int_change < 0
- self.contents.font.color = down_color
- s = int_change.abs.to_s
- self.contents.draw_text(220, 10 + (54 * i), 4, 32, "-")
- self.contents.draw_text(222, 10 + (54 * i), 24, 32, s, 2)
- end
- end
- end
- end
- # ---------------------------------------
- def item=(item)
- if @item != item
- @item = item
- refresh
- end
- end
- # ---------------------------------------
- def draw_actor_graphic(actor, x, y, id, tone_id)
- if id == 0
- @v1 = Viewport.new(330, 164, 32, 48)
- @v1.z = 9998
- @sprite1 = Sprite.new(@v1)
- @sprite1.bitmap = RPG::Cache.character(actor.character_name,
- actor.character_hue)
- if tone_id == 0
- @sprite1.tone = Tone.new(0, 0, 0, 255)
- else
- @sprite1.tone = Tone.new(0, 0, 0, 0)
- end
- @sprite1.visible = true
- end
- if id == 1
- @v2 = Viewport.new(330, 218, 32, 48)
- @v2.z = 9999
- @sprite2 = Sprite.new(@v2)
- @sprite2.bitmap = RPG::Cache.character(actor.character_name,
- actor.character_hue)
- if tone_id == 0
- @sprite2.tone = Tone.new(0, 0, 0, 255)
- else
- @sprite2.tone = Tone.new(0, 0, 0, 0)
- end
- @sprite2.visible = true
- end
- if id == 2
- @v3 = Viewport.new(330, 272, 32, 48)
- @v3.z = 9999
- @sprite3 = Sprite.new(@v3)
- @sprite3.bitmap = RPG::Cache.character(actor.character_name,
- actor.character_hue)
- if tone_id == 0
- @sprite3.tone = Tone.new(0, 0, 0, 255)
- else
- @sprite3.tone = Tone.new(0, 0, 0, 0)
- end
- @sprite3.visible = true
- end
- if id == 3
- @v4 = Viewport.new(330, 326, 32, 48)
- @v4.z = 9999
- @sprite4 = Sprite.new(@v4)
- @sprite4.bitmap = RPG::Cache.character(actor.character_name,
- actor.character_hue)
- if tone_id == 0
- @sprite4.tone = Tone.new(0, 0, 0, 255)
- else
- @sprite4.tone = Tone.new(0, 0, 0, 0)
- end
- @sprite4.visible = true
- end
- end
- # ---------------------------------------
- def update
- super
- @count += 1
- for i in [email protected]
- if @walk[i] == false
- case i
- when 0
- if @sprite1 != nil
- @sprite1.ox = 0
- end
- when 1
- if @sprite2 != nil
- @sprite2.ox = 0
- end
- when 2
- if @sprite3 != nil
- @sprite3.ox = 0
- end
- when 3
- if @sprite4 != nil
- @sprite4.ox = 0
- end
- end
- end
- end
- if @count == 0
- for i in [email protected]
- if @walk[i] == true
- case i
- when 0
- if @sprite1 != nil
- @sprite1.ox = 0
- end
- when 1
- if @sprite2 != nil
- @sprite2.ox = 0
- end
- when 2
- if @sprite3 != nil
- @sprite3.ox = 0
- end
- when 3
- if @sprite4 != nil
- @sprite4.ox = 0
- end
- end
- end
- end
- end
- if @count == 5
- for i in [email protected]
- if @walk[i] == true
- case i
- when 0
- if @sprite1 != nil
- @sprite1.ox = 32
- end
- when 1
- if @sprite2 != nil
- @sprite2.ox = 32
- end
- when 2
- if @sprite3 != nil
- @sprite3.ox = 32
- end
- when 3
- if @sprite4 != nil
- @sprite4.ox = 32
- end
- end
- end
- end
- end
- if @count == 10
- for i in [email protected]
- if @walk[i] == true
- case i
- when 0
- if @sprite1 != nil
- @sprite1.ox = 64
- end
- when 1
- if @sprite2 != nil
- @sprite2.ox = 64
- end
- when 2
- if @sprite3 != nil
- @sprite3.ox = 64
- end
- when 3
- if @sprite4 != nil
- @sprite4.ox = 64
- end
- end
- end
- end
- end
- if @count == 15
- @count = 0
- end
- end
- end
- #==============================================================================
- # | Window_Help
- #------------------------------------------------------------------------------
- #==============================================================================
- class Window_HelpShop < Window_Base
- #--------------------------------------------------------------------------
- def initialize
- super(80, 70, 480, 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.contents.font.name = "宋体"
- self.contents.font.size = 18
- self.opacity = 130
- end
- #--------------------------------------------------------------------------
- def set_text(text, align = 1)
- if text != @text or align != @align
- self.contents.clear
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
- @text = text
- @align = align
- @actor = nil
- end
- self.visible = true
- end
- #--------------------------------------------------------------------------
- def set_actor(actor)
- if actor != @actor
- self.contents.clear
- draw_actor_name(actor, 4, 0)
- draw_actor_state(actor, 140, 0)
- draw_actor_hp(actor, 284, 0)
- draw_actor_sp(actor, 460, 0)
- @actor = actor
- @text = nil
- self.visible = true
- end
- end
- #--------------------------------------------------------------------------
- def set_enemy(enemy)
- text = enemy.name
- state_text = make_battler_state_text(enemy, 112, false)
- if state_text != ""
- text += " " + state_text
- end
- set_text(text, 1)
- end
- end
- #==============================================================================
- # | Scene_Shop
- #------------------------------------------------------------------------------
- # 对比下看看什么东西改变了~
- #==============================================================================
- class Scene_Shop
- #--------------------------------------------------------------------------
- def main
- @spriteset = Spriteset_Map.new
- @help_window = Window_HelpShop.new
- @command_window = Window_ShopCommand.new
- @command_window. x = 100
- @command_window. y = 390
- @gold_window = Window_Gold2.new
- @gold_window.x = 240
- @gold_window.y = 8
- @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
- #command
- Graphics.transition
- loop do
- Graphics.update
- Input.update
- update
- if $scene != self
- break
- end
- end
- Graphics.freeze
- @spriteset.dispose
- @help_window.dispose
- @command_window.dispose
- @gold_window.dispose
- @buy_window.dispose
- @sell_window.dispose
- @number_window.dispose
- @status_window.dispose
- end
- #--------------------------------------------------------------------------
- def update
- @help_window.update
- @command_window.update
- @gold_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
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