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本帖最后由 acn00269 于 2012-7-15 16:09 编辑
直接给你脚本吧..- #第二货币设置
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- $SECOND_CURRENCY_SWITCH = 1
- $SECOND_CURRENCY_NAME = "金币" #第二货币名称
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- #第二货币方法
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- class Game_Party < Game_Unit
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- attr_reader :spegold
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- alias initialize_normal_sc initialize
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- def initialize
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- initialize_normal_sc
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- @spegold = 0
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- end
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- alias gain_gold_normal_sc gain_gold
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- def gain_gold(amount)
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- if $game_switches[$SECOND_CURRENCY_SWITCH]
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- @spegold = [[@spegold + amount, 0].max, max_gold].min
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- else
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- gain_gold_normal_sc(amount)
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- end
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- end
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- end
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- #第二货币的显示
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- class Window_Gold < Window_Base
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- #覆盖方法!可能引起冲突
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- def initialize
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- super(0, 0, window_width, fitting_height(2))
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- refresh
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- end
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- alias refresh_normal_sc refresh
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- def refresh
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- refresh_normal_sc
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- draw_currency_value($game_party.spegold, $SECOND_CURRENCY_NAME, 4, 24, contents.width - 8)
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- end
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- end
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- #战斗胜利不获得第二货币
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- module BattleManager
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- #覆盖方法!可能引起冲突
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- def self.gain_gold
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- if $game_troop.gold_total > 0
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- text = sprintf(Vocab::ObtainGold, $game_troop.gold_total)
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- $game_message.add('\.' + text)
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- $game_party.gain_gold_normal_sc($game_troop.gold_total)
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- end
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- wait_for_message
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- end
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- end
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- #用第二货币买东西
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- module RPG
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- class Item
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- def price
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- if $game_switches[$SECOND_CURRENCY_SWITCH]
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- note.split(/[\r\n]+/).each { |line|
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- case line
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- when /<金币:(\d+)>/i
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- return $1.to_i
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- end
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- }
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- return 0
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- else
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- return @price
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- end
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- end
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- end
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- end
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- #商店中购买灵魄物品显示灵魄
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- class Window_ShopNumber < Window_Selectable
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- alias draw_total_price_normal_sc draw_total_price
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- def draw_total_price
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- if $game_switches[$SECOND_CURRENCY_SWITCH]
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- @currency_unit = $SECOND_CURRENCY_NAME
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- end
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- draw_total_price_normal_sc
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- end
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- end
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- class Scene_Shop < Scene_MenuBase
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- alias money_normal_sc money
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- def money
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- if $game_switches[$SECOND_CURRENCY_SWITCH]
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- return $game_party.spegold
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- else
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- return money_normal_sc
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- end
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- end
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- alias create_gold_window_normal_sc create_gold_window
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- def create_gold_window
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- create_gold_window_normal_sc
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- @gold_window.y -= 24
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- end
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- end
复制代码 使用方法:在物品备注填写 <金币:X> 即购买该物品需要金币X |
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