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在商店中以属性定义的方式将物品分为了金币和银币通货...然而在打开商店时...因为防具的属性描述与武器和物品的属性描述名字不一样...所以必须要分开写(不然直接报错..)...这样就必须判断当前取得的物品的类型...然而我试了很久都不知道应该处理...所以想来请教一下QWQ脚本附下:
(因为关于判定属性的脚本我改了三个..所以就全发上来了.)
[pre lang="ruby"]#==============================================================================
# ■ Window_ShopBuy
#------------------------------------------------------------------------------
# 商店画面、浏览显示可以购买的商品的窗口。
#==============================================================================
#添加了币种图片的描述
class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化对像
# shop_goods : 商品
#--------------------------------------------------------------------------
def initialize(shop_goods)
super(0, 128, 368, 352)
@shop_goods = shop_goods
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# ● 获取物品
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
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
# 如果项目数不是 0 就生成位图、描绘全部项目
@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
#--------------------------------------------------------------------------
# ● 描绘项目
# index : 项目编号
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
# 获取物品所持数
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
# 价格在所持金以下、并且所持数不是 99 的情况下为普通文字颜色
# 除此之外的情况设置为无效文字色
p item.kind
if item.kind==nil
p 'zx'
if item.element_set.include?(999)==false
if (item.price <= $game_party.gold ||$game_switches[4]==true) and number < item.max_num
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
else
if (item.price <= $game_party.silver ||$game_switches[4]==true) and number < item.max_num
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
end
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)
if item.element_set.include?(999)==false
p_money=Bitmap.new("Graphics/Money/" +"银币.png")
else
p_money=Bitmap.new("Graphics/Money/" +"金币.png")
end
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)
if $game_switches[4]==true
self.contents.draw_text(x + 216, y, 88, 32, "0", 2)
else
self.contents.draw_text(x + 216, y, 88, 32, item.price.to_s, 2)
end
self.contents.blt(x+312, y+8, p_money,Rect.new(0,0,16,16),255)
end
#--------------------------------------------------------------------------
# ● 刷新帮助文本
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
[/pre]
[pre lang="ruby"]#==============================================================================
# ■ Window_ShopNumber
#------------------------------------------------------------------------------
# 商店画面、输入买卖数量的窗口。
#==============================================================================
#添加了币种图片的描述
class Window_ShopNumber < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 128, 368, 352)
self.contents = Bitmap.new(width - 32, height - 32)
@item = nil
@max = 1
@price = 0
@number = 1
end
#--------------------------------------------------------------------------
# ● 设置物品、最大个数、价格
#--------------------------------------------------------------------------
def set(item, max, price)
@item = item
@max = max
@price = price
@number = 1
refresh
end
#--------------------------------------------------------------------------
# ● 被输入的件数设置
#--------------------------------------------------------------------------
def number
return @number
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_item_name(@item, 4, 96)
if @item.element_set.include?(999)==false
bitmap = Bitmap.new("Graphics/Money/" +"银币.png")
else
bitmap = Bitmap.new("Graphics/Money/" +"金币.png")
end
self.contents.font.color = normal_color
self.contents.draw_text(272, 96, 32, 32, "×")
self.contents.draw_text(308, 96, 24, 32, @number.to_s, 2)
self.cursor_rect.set(304, 96, 32, 32)
# 描绘合计价格和货币单位
domination = $data_system.words.gold
cx = contents.text_size(domination).width
total_price = @price * @number
#(x, y, bitmap, Rect.new(x, y, 宽, 高),透明度)
self.contents.font.color = normal_color
if $game_switches[4]==false
self.contents.draw_text(4, 160, 328-cx-2, 32, total_price.to_s, 2)
else
self.contents.draw_text(4, 160, 328-cx-2, 32, "0", 2)
end
self.contents.font.color = system_color
self.contents.blt(332-cx, 168, bitmap,Rect.new(0,0,16,16),255)
#self.contents.draw_text(332-cx, 160, cx, 32, domination, 2)
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
if self.active
# 光标右 (+1)
if Input.repeat?(Input::RIGHT) and @number < @max
$game_system.se_play($data_system.cursor_se)
@number += 1
refresh
end
# 光标左 (-1)
if Input.repeat?(Input::LEFT) and @number > 1
$game_system.se_play($data_system.cursor_se)
@number -= 1
refresh
end
# 光标上 (+10)
if Input.repeat?(Input::UP) and @number < @max
$game_system.se_play($data_system.cursor_se)
@number = [@number + 10, @max].min
refresh
end
# 光标下 (-10)
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
[/pre]
[pre lang="ruby"]#==============================================================================
# ■ Scene_Shop
#------------------------------------------------------------------------------
# 处理商店画面的类。
#==============================================================================
#添加了金币的使用
class Scene_Shop
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 生成帮助窗口
@help_window = Window_Help.new
# 生成指令窗口
@command_window = Window_ShopCommand.new
# 生成金钱窗口
@gold_window = Window_Gold.new
@gold_window.x = 480
@gold_window.y = 64
# 生成时间窗口
@dummy_window = Window_Base.new(0, 128, 640, 352)
# 生成购买窗口
@buy_window = Window_ShopBuy.new($game_temp.shop_goods)
@buy_window.active = false
@buy_window.visible = false
@buy_window.help_window = @help_window
# 生成卖出窗口
@sell_window = Window_ShopSell.new
@sell_window.active = false
@sell_window.visible = false
@sell_window.help_window = @help_window
# 生成数量输入窗口
@number_window = Window_ShopNumber.new
@number_window.active = false
@number_window.visible = false
# 生成状态窗口
@status_window = Window_ShopStatus.new
@status_window.visible = false
# 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
@command_window.dispose
@gold_window.dispose
@dummy_window.dispose
@buy_window.dispose
@sell_window.dispose
@number_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新窗口
@help_window.update
@command_window.update
@gold_window.update
@dummy_window.update
@buy_window.update
@sell_window.update
@number_window.update
@status_window.update
# 指令窗口激活的情况下: 调用 update_command
if @command_window.active
update_command
return
end
# 购买窗口激活的情况下: 调用 update_buy
if @buy_window.active
update_buy
return
end
# 卖出窗口激活的情况下: 调用 update_sell
if @sell_window.active
update_sell
return
end
# 个数输入窗口激活的情况下: 调用 update_number
if @number_window.active
update_number
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (指令窗口激活的情况下)
#--------------------------------------------------------------------------
def update_command
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换到地图画面
$scene = Scene_Map.new
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 命令窗口光标位置分支
case @command_window.index
when 0 # 购买
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 窗口状态转向购买模式
@command_window.active = false
@dummy_window.visible = false
@buy_window.active = true
@buy_window.visible = true
@buy_window.refresh
@status_window.visible = true
when 1 # 卖出
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 窗口状态转向卖出模式
@command_window.active = false
@dummy_window.visible = false
@sell_window.active = true
@sell_window.visible = true
@sell_window.refresh
when 2 # 取消
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到地图画面
$scene = Scene_Map.new
end
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (购买窗口激活的情况下)
#--------------------------------------------------------------------------
def update_buy
# 设置状态窗口的物品
@status_window.item = @buy_window.item
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 窗口状态转向初期模式
@command_window.active = true
@dummy_window.visible = true
@buy_window.active = false
@buy_window.visible = false
@status_window.visible = false
@status_window.item = nil
# 删除帮助文本
@help_window.set_text("")
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 获取物品
@item = @buy_window.item
# 物品无效的情况下、或者价格在所持金以上的情况下
if @item.element_set.include?(999)==false
if (@item == nil or @item.price > $game_party.gold) && $game_switches[4]==false
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
else
if @item == nil or @item.price > $game_party.silver &&$game_switches[4]==false
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
end
# 获取物品所持数
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
# 如果已经拥有了 99 个情况下
if number == @item.max_num
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 计算可以最多购买的数量
if @item.element_set.include?(999)==false
max = @item.price == 0 ? 99 : $game_party.gold / @item.price
if $game_switches[4]==false
max = [max,@item.max_num - number].min
else
max = @item.max_num - number
end
else
max = @item.price == 0 ? 99 : $game_party.silver / @item.price
if $game_switches[4]==false
max = [max, @item.max_num - number].min
else
max = @item.max_num - number
end
end
# 窗口状态转向数值输入模式
@buy_window.active = false
@buy_window.visible = false
@number_window.set(@item, max, @item.price)
@number_window.active = true
@number_window.visible = true
end
end
#--------------------------------------------------------------------------
# ● 画面更新 (卖出窗口激活的情况下)
#--------------------------------------------------------------------------
def update_sell
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 窗口状态转向初期模式
@command_window.active = true
@dummy_window.visible = true
@sell_window.active = false
@sell_window.visible = false
@status_window.item = nil
# 删除帮助文本
@help_window.set_text("")
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 获取物品
@item = @sell_window.item
# 设置状态窗口的物品
@status_window.item = @item
# 物品无效的情况下、或者价格为 0 (不能卖出) 的情况下
if @item == nil or @item.price == 0
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 获取物品的所持数
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
# 最大卖出个数 = 物品的所持数
max = number
# 窗口状态转向个数输入模式
@sell_window.active = false
@sell_window.visible = false
@number_window.set(@item, max, @item.price / 2)
@number_window.active = true
@number_window.visible = true
@status_window.visible = true
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (个数输入窗口激活的情况下)
#--------------------------------------------------------------------------
def update_number
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 设置个数输入窗口为不活动·非可视状态
@number_window.active = false
@number_window.visible = false
# 命令窗口光标位置分支
case @command_window.index
when 0 # 购买
# 窗口状态转向购买模式
@buy_window.active = true
@buy_window.visible = true
when 1 # 卖出
# 窗口状态转向卖出模式
@sell_window.active = true
@sell_window.visible = true
@status_window.visible = false
end
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 演奏商店 SE
$game_system.se_play($data_system.shop_se)
# 设置个数输入窗口为不活动·非可视状态
@number_window.active = false
@number_window.visible = false
# 命令窗口光标位置分支
case @command_window.index
when 0 # 购买
# 购买处理
case @item
when RPG::Item
$game_party.gain_item(@item.id, @number_window.number)
when RPG::Weapon
$game_party.gain_weapon(@item.id, @number_window.number)
when RPG::Armor
$game_party.gain_armor(@item.id, @number_window.number)
end
if @item.element_set.include?(999)==false
if $game_switches[4]==false
$game_party.lose_gold(@number_window.number * @item.price)
end
else
if $game_switches[4]==false
$game_party.lose_silver(@number_window.number * @item.price)
end
end
# 刷新各窗口
@gold_window.refresh
@buy_window.refresh
@status_window.refresh
# 窗口状态转向购买模式
@buy_window.active = true
@buy_window.visible = true
when 1 # 卖出
# 卖出处理
if @item.element_set.include?(999)==false
if $game_switches[4]==false
$game_party.gain_gold(@number_window.number * (@item.price / 2))
end
else
if $game_switches[4]==false
$game_party.gain_silver(@number_window.number * (@item.price / 2))
end
end
case @item
when RPG::Item
$game_party.lose_item(@item.id, @number_window.number)
when RPG::Weapon
$game_party.lose_weapon(@item.id, @number_window.number)
when RPG::Armor
$game_party.lose_armor(@item.id, @number_window.number)
end
# 刷新各窗口
@gold_window.refresh
@sell_window.refresh
@status_window.refresh
# 窗口状态转向卖出模式
@sell_window.active = true
@sell_window.visible = true
@status_window.visible = false
end
return
end
end
end
[/pre] |
|