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- #第二货币设置
- $SECOND_CURRENCY_SWITCH = 341
- $SECOND_CURRENCY_NAME = "积分"
- #第二货币方法
- class Game_Party < Game_Unit
- attr_reader :spegold
- alias initialize_normal_sc initialize
- def initialize
- initialize_normal_sc
- @spegold = 0
- end
- alias gain_gold_normal_sc gain_gold
- def gain_gold(amount)
- if $game_switches[$SECOND_CURRENCY_SWITCH]
- @spegold = [[@spegold + amount, 0].max, max_gold].min
- else
- gain_gold_normal_sc(amount)
- end
- end
- end
- #第二货币的显示
- class Window_Gold < Window_Base
- #覆盖方法!可能引起冲突
- def initialize
- super(0, 0, window_width, fitting_height(2))
- self.opacity = 255
- refresh
- end
- alias refresh_normal_sc refresh
- def refresh
- refresh_normal_sc
- draw_currency_value($game_party.spegold, $SECOND_CURRENCY_NAME, 4, 24, contents.width - 8)
- end
- end
- #战斗胜利不获得第二货币
- module BattleManager
- #覆盖方法!可能引起冲突
- def self.gain_gold
- if $game_troop.gold_total > 0
- text = sprintf(Vocab::ObtainGold, $game_troop.gold_total)
- $game_message.add('\.' + text)
- $game_party.gain_gold_normal_sc($game_troop.gold_total)
- end
- wait_for_message
- end
- end
- #用第二货币买东西
- module RPG
- class Item
- def price
- if $game_switches[$SECOND_CURRENCY_SWITCH]
- note.split(/[\r\n]+/).each { |line|
- case line
- when /<第二货币价格:(\d+)>/i
- return $1.to_i
- end
- }
- return 0
- else
- return @price
- end
- end
- end
- end
- #商店中购买灵魄物品显示灵魄
- class Window_ShopNumber < Window_Selectable
- alias draw_total_price_normal_sc draw_total_price
- def draw_total_price
- if $game_switches[$SECOND_CURRENCY_SWITCH]
- @currency_unit = $SECOND_CURRENCY_NAME
- end
- draw_total_price_normal_sc
- end
- end
- class Scene_Shop < Scene_MenuBase
- alias money_normal_sc money
- def money
- if $game_switches[$SECOND_CURRENCY_SWITCH]
- return $game_party.spegold
- else
- return money_normal_sc
- end
- end
- alias create_gold_window_normal_sc create_gold_window
- def create_gold_window
- create_gold_window_normal_sc
- @gold_window.y -= 10
- end
- end
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