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[已经过期] 求整合魔法商店脚本

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发表于 2015-12-1 18:40:20 | 显示全部楼层 |阅读模式

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本帖最后由 工藤~新一じ 于 2015-12-1 19:32 编辑

楼主昨天晚上发帖求修改限制型魔法商店的脚本,希望修改成扣除物品学技能的,等不到人回复,所以楼主自己研究了这段脚本,努力了几个小时,终于把这个效果实现了。
楼主是脚本盲,目前只是个懂一两句事件脚本的作者,但楼主有很多想法。
我还想在昨晚我改成功的物品学技能脚本里新增遗忘效果,也想让学习魔法的列表里简洁一些,只显示该主角可学的技能,但这两个效果对楼主来说实在太难实现了。所以楼主仍然保佑希望说论坛的大大能帮助我。
下面脚本第一个是我昨晚改成功的物品学技能脚本。
第二个是带有学习和遗忘效果的脚本。
第三个是把列表简洁,只显示对应角色可学技能的脚本。
楼主真心希望在第一个脚本里融入第二个脚本和第三个脚本的效果!在此先谢过,这个效果相信楼主现在的能力真的是做不出来了  


物品学技能,职业限制型魔法商店:(已测试)
[pre lang="ruby"]#==============================================================================
# ■ 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
#呼出魔法商店$scene = Scene_MShop.new([1,2,3,4,5,6,7,8])
#在技能说明末尾增加@100,则学习此技能需要扣掉9号变量100

$mShop_use_1 = "魔法水晶"    #——这项是购买魔法特技的货币的名称,如“灵魄”、“金钱”

$mShop_use_2 = "个"  #——这项是购买魔法特技的货币单位,如“点”、“¥”

$mShop_use_variable = 9  #——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

# 每个职业可以学的技能列表
$class_canlearn_list = {  1 => [1,80],
                          2 => [60,61],
                          3 => []}

#==============================================================================
# ■ 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
    $game_variables[9] = $game_party.armor_number(951)
    $game_party.remove_actor(997)#主角离开队伍
    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)
      $game_variables[25] = $game_party.armor_number(951)
      $game_variables[24] = $game_variables[25] - $game_variables[9]
      $game_party.gain_armor(951,-$game_variables[24])
      $game_party.add_actor(997)#主角加入队伍
      $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
    actor = $game_party.actors[@status_window.index]
    if Input.trigger?(Input::C)
      can_learn=false
      for j in $data_classes[actor.class_id].learnings
        if j.skill_id == @skill.id
          can_learn=true
        end
      end
      
      unless $class_canlearn_list[actor.class_id].nil?
        can_learn = true if $class_canlearn_list[actor.class_id].include?(@skill.id)
      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(-@skill.price)
          $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
#      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
      unless $class_canlearn_list[actor.class_id].nil?
        can_learn = true if $class_canlearn_list[actor.class_id].include?(@skill.id)
      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, "已经学会改技能 ",2)        
        else
          self.contents.font.color = Color.new(255,255,0,255)
          self.contents.draw_text(44, 80*i+44, 196, 32, "可以学会该技能 ",2)
        end
      else
        self.contents.font.color = Color.new(255,255,255,128)
        self.contents.draw_text(44, 80*i+44, 196, 32, "不适合学该技能 ",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
[/pre]



可学习和遗忘技能魔法商店:(已测试)
[pre lang="ruby"]

#==============================================================================
# ■ 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 = "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 = "特斯拉"  #——这项是购买魔法特技的货币单位,如“点”、“¥”

$mShop_use_variable = 1  #——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
        
    #生成指令窗口
    @command_window = Window_Command.new(160,["学会","遗忘"])
    @command_window.x = 320
    @command_window.y = 240
    @command_window.z = 500
    @command_window.visible = false
    @command_window.active = false
    @command_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
    @command_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
    @command_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
    if @command_window.active
      update_command
      return
    end
   
  end
  
  #--------------------------------------------------------------------------
  # ● 刷新画面 (指令窗口激活的情况下)
  #--------------------------------------------------------------------------
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @status_window.index = -1
      @command_window.active = false
      @command_window.visible = false
      @buy_window.active = true
      return
    end
    if Input.trigger?(Input::C)
      if @command_window.index == 0      
        if $game_party.actors[@status_window.index].skill_learn?(@skill.id) or @skill.price > $mShop_gold
          $game_system.se_play($data_system.cancel_se)
          return
        else
          $game_system.se_play($data_system.decision_se)
          if $mShop_use_variable == 0
            $game_party.gain_gold(-@skill.price)
            $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.index = -1
          @buy_window.active = true
          @command_window.active = false
          @command_window.visible = false   
        end
      elsif  @command_window.index == 1
        if $game_party.actors[@status_window.index].skill_learn?(@skill.id) == false
          $game_system.se_play($data_system.cancel_se)
          return
        else
          $game_system.se_play($data_system.decision_se)
          if $mShop_use_variable == 0
            $game_party.gain_gold(@skill.price/2)  #<-遗忘价格为学习的一半,/2的地方相同
            $mShop_gold += @skill.price/2
          else
            $game_variables[$mShop_use_variable] += @skill.price/2
            $mShop_gold += @skill.price/2
          end
          $game_party.actors[@status_window.index].forget_skill(@skill.id)
          @gold_window.refresh
          @buy_window.refresh
          @status_window.refresh
          @status_window.index = -1
          @buy_window.active = true
          @command_window.active = false
          @command_window.visible = false
        end
      end
      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)
       @status_window.active = false
       @command_window.visible = true
       @command_window.active = true
    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
      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)      
      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, "⊙此项特技已经学习⊙",2)        
      else
        self.contents.font.color = Color.new(255,255,0,255)
        self.contents.draw_text(44, 80*i+44, 240, 32, "★此项特技尚未学习★")
      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
[/pre]





只列出该角色技能,魔法商店:(未测试)
[pre lang="ruby"]#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================

#==============================================================================
# ■ 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 = "学习点数"    #——这项是购买魔法特技的货币的名称,如“灵魄”、“金钱”

$mShop_use_2 = " "  #——这项是购买魔法特技的货币单位,如“点”、“¥”

$mShop_use_variable = [1,2,3]  #——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 = 160  #——这项是窗口透明度
#==============================================================================
# ■ 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

#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================

#==============================================================================
# ■ 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(0, 64, 272, 352)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = 18
    @skill = nil
    self.index = 0
    refresh
  end
  #--------------------------------------------------------------------------
  # ● 刷新
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...$game_party.actors.size
      actor = $game_party.actors
      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, "⊙此项特技已经学习⊙",2)      
        else
          self.contents.font.color = Color.new(255,255,0,255)
          self.contents.draw_text(44, 80*i+44, 240, 32, "★此项特技尚未学习★")
        end
      else
        self.contents.font.color = Color.new(255,255,255,128)
        self.contents.draw_text(44, 80*i+44, 196, 32, "◇此项特技无法学习◇",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(272, 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

#==============================================================================
# ■ 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(actor_id = 1)
    @actor = $game_party.actors[actor_id - 1]
    @id = []
    if $mShop_use_variable[actor_id - 1] == 0
      $mShop_gold = $game_party.gold
    else
      $mShop_gold = $game_variables[$mShop_use_variable[@actor.id - 1]]
    end
    for i in 0... $data_classes[@actor.class_id].learnings.size
      @id = $data_classes[@actor.class_id].learnings.skill_id
    end
  end
  #--------------------------------------------------------------------------
  # ● 主处理
  #--------------------------------------------------------------------------
  def main
    screen = Spriteset_Map.new
    # 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 = 0
    @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 = false
    @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 = true
    @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
    @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
    @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 (右侧窗口激活的情况下)
  #--------------------------------------------------------------------------
  def update_buy
    @status_window.skill = @buy_window.skill
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
        @buy_window.active = false
        @buy_window.index = -1
        @status_window.active = true
       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
      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[@actor.id - 1] == 0
          $game_party.gain_gold(-@skill.price)
          $mShop_gold -= @skill.price
        else
          $game_variables[$mShop_use_variable[@actor.id - 1]] -= @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
        $game_system.se_play($data_system.decision_se)
        @buy_window.active = false
        @buy_window.index = -1
        @status_window.active = true
      end
    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)
      $scene = Scene_Map.new #---改成menu
    end
    if Input.trigger?(Input::C)
      @actor = $game_party.actors[@status_window.index]
      @id = []
      for i in 0... $data_classes[@actor.class_id].learnings.size
        @id = $data_classes[@actor.class_id].learnings.skill_id
      end
      @buy_window.dispose
      @buy_window = Window_MShopBuy.new(@id)
      @buy_window.help_window = @help_window
      if $mShop_use_variable[@actor.id - 1] == 0
        $mShop_gold = $game_party.gold
      else
        $mShop_gold = $game_variables[$mShop_use_variable[@actor.id - 1]]
      end
      @buy_window.opacity = $mShop_Window_Opacity
      @status_window.refresh
      @status_window.active = false
      @buy_window.active = true
      @buy_window.index = 0
      @gold_window.refresh
    end
  end
end
[/pre]   
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