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Lv1.梦旅人 本尊<
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- 2006-11-21
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有人有角色随带物品限制数量的脚本么,如果能随着升级携带数量就增加的就更好了{/gg}
以前66帮我写了一个,但有bug,就是如果卸载武器时会自动增加携带的点数,如果反复的卸下装上或吃药水的话,就会加很多携带量
- #==============================================================================
- # ■ Window_Gold
- #------------------------------------------------------------------------------
- # 显示金钱的窗口。
- #==============================================================================
- class Window_Gold < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化窗口
- #--------------------------------------------------------------------------
- def initialize
- super(0, 0, 160, 96)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.z = 0
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
-
- self.contents.font.size = 18
-
- cx = contents.text_size("金钱").width
-
- self.contents.font.color = normal_color
- self.contents.draw_text(4+cx, 0, 124-cx, 24, $game_party.gold.to_s, 2)
- self.contents.font.color = system_color
- self.contents.draw_text(4, 0, cx, 24, "金钱", 2)
-
- cx = contents.text_size("货物余量").width
-
- self.contents.font.color = system_color
- self.contents.draw_text(4, 24,cx, 24, "货物余量", 2)
- self.contents.font.color = normal_color
- self.contents.draw_text(4+cx, 24, 124-cx, 24, $game_variables[2].to_s, 2)
- end
- end
复制代码- #==============================================================================
- # ■ Scene_Shop249 309
- #------------------------------------------------------------------------------
- # 处理商店画面的类。
- #==============================================================================
- class Scene_Shop
- #--------------------------------------------------------------------------
- # ● 刷新画面 (指令窗口激活的情况下下面修改)
- #--------------------------------------------------------------------------
-
- ######################################################################
- #下一行修改过
- ######################################################################
- if @item == nil or @item.price > $game_party.gold or $game_variables[2]==0
- # 演奏冻结 SE
- $game_system.se_play($data_system.buzzer_se)
- return
- 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 == 99
- # 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
- max = @item.price == 0 ? 99 : $game_party.gold / @item.price
-
- ######################################################################
- #下一行修改过
- ######################################################################
- max = [[max, 99 - number].min, $game_variables[2]].min
-
-
- # 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)
- @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
- $game_party.lose_gold(@number_window.number * @item.price)
- ######################################################################
- #下一行新添加
- ######################################################################
- $game_variables[2] -= @number_window.number
- 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
- # 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
- $game_party.gain_gold(@number_window.number * (@item.price))
- ######################################################################
- #下一行新添加
- ######################################################################
- $game_variables[2] += @number_window.number
- 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
复制代码
然后是升级,但脚本弄丢了汗,只知道是根据一个战斗升级提示脚本改的,好象是日本的范例里的升级提示上改的,但是有上面我说的bug,大家看有什么好完善的,帮忙 |
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