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Lv1.梦旅人 冰王子
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脚本内容
- SG_ID = 100#存储第二货币的变量
- SG_NA = "灵魂"#第二货币的单位
- module RPG
- class Weapon
- def sgprice
- arr = @description.split(/SG/)
- return arr[1].to_i if arr[1] != nil
- return 0
- end
- def description
- arr = @description.split(/SG/)
- return arr[0] if arr[1] != nil
- return @description
- end
- end
- class Armor
- def sgprice
- arr = @description.split(/SG/)
- return arr[1].to_i if arr[1] != nil
- return 0
- end
- def description
- arr = @description.split(/SG/)
- return arr[0] if arr[1] != nil
- return @description
- end
- end
- class Item
- def sgprice
- arr = @description.split(/SG/)
- return arr[1].to_i if arr[1] != nil
- return 0
- end
- def description
- arr = @description.split(/SG/)
- return arr[0] if arr[1] != nil
- return @description
- end
- end
- end
- class Scene_SGShop < Scene_Shop
- 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_SGold.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_SGShopBuy.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_SGShopSell.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
- 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 == nil or @item.sgprice > $game_variables[SG_ID]
- # 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.sgprice == 0 ? 99 : $game_variables[SG_ID] / @item.sgprice
- max = [max, 99 - number].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.sgprice)
- @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.sgprice == 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.sgprice / 2)
- @number_window.active = true
- @number_window.visible = true
- @status_window.visible = true
- end
- end
- 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_variables[SG_ID] -= (@number_window.number * @item.sgprice)
- 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_variables[SG_ID] += (@number_window.number * (@item.sgprice/2))
- 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
- #=============
- #窗口
- #=============
- class Window_SGold < Window_Base
- def initialize
- super(0, 0, 160, 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- refresh
- end
- def refresh
- self.contents.clear
- cx = contents.text_size(SG_NA).width
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 0, 120-cx-2, 32, $game_variables[SG_ID].to_s, 2)
- self.contents.font.color = system_color
- self.contents.draw_text(124-cx, 0, cx, 32, SG_NA, 2)
- end
- end
- class Window_SGShopBuy < Window_ShopBuy
- 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
- if item.sgprice <= $game_variables[SG_ID] and number < 99
- 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(item.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, item.name, 0)
- self.contents.draw_text(x + 240, y, 88, 32, item.sgprice.to_s, 2)
- end
- end
- class Window_SGShopSell < Window_ShopSell
- def draw_item(index)
- item = @data[index]
- 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
- # 可以卖掉的显示为普通文字颜色、除此之外设置成无效文字颜色
- if item.sgprice > 0
- self.contents.font.color = normal_color
- else
- self.contents.font.color = disabled_color
- end
- x = 4 + index % 2 * (288 + 32)
- y = index / 2 * 32
- rect = Rect.new(x, y, self.width / @column_max - 32, 32)
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
- bitmap = RPG::Cache.icon(item.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, item.name, 0)
- self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
- self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
- end
- end
- class Window_SGShopNumber < Window_ShopNumber
- def refresh
- self.contents.clear
- draw_item_name(@item, 4, 96)
- 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 = SG_NA
- cx = contents.text_size(domination).width
- total_price = @price * @number
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 160, 328-cx-2, 32, total_price.to_s, 2)
- self.contents.font.color = system_color
- self.contents.draw_text(332-cx, 160, cx, 32, domination, 2)
- end
- end
- class Scene_Map
- def call_shop
- # 清除商店调用标志
- $game_temp.shop_calling = false
- # 矫正主角姿势
- $game_player.straighten
- # 切换到商店画面
- if $game_temp.sgshop_calling
- $scene = Scene_SGShop.new
- else
- $scene = Scene_Shop.new
- end
- $game_temp.sgshop_calling = false
- end
- end
- class Interpreter
- def command_sgshop
- $game_temp.sgshop_calling = true
- end
- end
- class Game_Temp
- attr_accessor:sgshop_calling
- alias initialize_new initialize
- def initialize
- initialize_new
- @sgshop_calling = false
- end
- end
复制代码
用法如图:
在商店处理前加入脚本command_sgshop便是第二货币商店
不加便是普通商店
定义价格方法,在说明里面添加SGxxx,xxx为价格。即SG199就是价值199第二货币(你如果无聊的话,貌似可以设置成负数- -)
范例地址
http://rpg.blue/UP_PIC/200801/第二货币商店_96845380.rar
==========分割线·希望版主发布以上内容=============
顺便附上无聊版本,这个和普通版本最大的区别就是:没有占用游戏变量,貌似更正规一点
但却不能和站上默认的第二货币脚本以及魔法商店脚本关联,不适合新手使用(众人:其实区别也就几行,使你自己偷懒不愿意整合相关脚本。某冰:都说是无聊版本了,一般人用普通脚本就可以满足了- -)
- SG_NA = "灵魂"#第二货币的单位
- module RPG
- class Weapon
- def sgprice
- arr = @description.split(/SG/)
- return arr[1].to_i if arr[1] != nil
- return 0
- end
- def description
- arr = @description.split(/SG/)
- return arr[0] if arr[1] != nil
- return @description
- end
- end
- class Armor
- def sgprice
- arr = @description.split(/SG/)
- return arr[1].to_i if arr[1] != nil
- return 0
- end
- def description
- arr = @description.split(/SG/)
- return arr[0] if arr[1] != nil
- return @description
- end
- end
- class Item
- def sgprice
- arr = @description.split(/SG/)
- return arr[1].to_i if arr[1] != nil
- return 0
- end
- def description
- arr = @description.split(/SG/)
- return arr[0] if arr[1] != nil
- return @description
- end
- end
- end
- class Scene_SGShop < Scene_Shop
- def main
- # 生成帮助窗口
- @help_window = Window_Help.new
- # 生成指令窗口
- @command_window = Window_ShopCommand.new
- # 生成金钱窗口
- @gold_window = Window_SGold.new
- @gold_window.x = 480
- @gold_window.y = 64
- # 生成时间窗口
- @dummy_window = Window_Base.new(0, 128, 640, 352)
- # 生成购买窗口
- @buy_window = Window_SGShopBuy.new($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_SGShopSell.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
- 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 == nil or @item.sgprice > $game_party.sgold
- # 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.sgprice == 0 ? 99 : $game_party.sgold / @item.sgprice
- max = [max, 99 - number].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.sgprice)
- @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.sgprice == 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.sgprice / 2)
- @number_window.active = true
- @number_window.visible = true
- @status_window.visible = true
- end
- end
- 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.sgold -= (@number_window.number * @item.sgprice)
- 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.sgold += (@number_window.number * (@item.sgprice/2))
- 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
- #=============
- #窗口
- #=============
- class Window_SGold < Window_Base
- def initialize
- super(0, 0, 160, 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- refresh
- end
- def refresh
- self.contents.clear
- cx = contents.text_size(SG_NA).width
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.sgold.to_s, 2)
- self.contents.font.color = system_color
- self.contents.draw_text(124-cx, 0, cx, 32, SG_NA, 2)
- end
- end
- class Window_SGShopBuy < Window_ShopBuy
- 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
- if item.sgprice <= $game_party.sgold and number < 99
- 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(item.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, item.name, 0)
- self.contents.draw_text(x + 240, y, 88, 32, item.sgprice.to_s, 2)
- end
- end
- class Window_SGShopSell < Window_ShopSell
- def draw_item(index)
- item = @data[index]
- 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
- # 可以卖掉的显示为普通文字颜色、除此之外设置成无效文字颜色
- if item.sgprice > 0
- self.contents.font.color = normal_color
- else
- self.contents.font.color = disabled_color
- end
- x = 4 + index % 2 * (288 + 32)
- y = index / 2 * 32
- rect = Rect.new(x, y, self.width / @column_max - 32, 32)
- self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
- bitmap = RPG::Cache.icon(item.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, item.name, 0)
- self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
- self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
- end
- end
- class Window_SGShopNumber < Window_ShopNumber
- def refresh
- self.contents.clear
- draw_item_name(@item, 4, 96)
- 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 = SG_NA
- cx = contents.text_size(domination).width
- total_price = @price * @number
- self.contents.font.color = normal_color
- self.contents.draw_text(4, 160, 328-cx-2, 32, total_price.to_s, 2)
- self.contents.font.color = system_color
- self.contents.draw_text(332-cx, 160, cx, 32, domination, 2)
- end
- end
- class Scene_Map
- def call_shop
- # 清除商店调用标志
- $game_temp.shop_calling = false
- # 矫正主角姿势
- $game_player.straighten
- # 切换到商店画面
- if $game_temp.sgshop_calling
- $scene = Scene_SGShop.new
- else
- $scene = Scene_Shop.new
- end
- $game_temp.sgshop_calling = false
- end
- end
- class Interpreter
- def command_sgshop
- $game_temp.sgshop_calling = true
- end
- def gain_sgold(n)
- $game_party.gain_sgold(n)
- end
- def lose_sgold(n)
- $game_party.lose_sgold(n)
- end
- end
- class Game_Party
- attr_accessor:sgold
- alias initialize_new initialize
- def initialize
- initialize_new
- @sgold = 0
- end
- def gain_sgold(n)
- @sgold = [[@sgold + n, 0].max, 9999999].min
- end
- def lose_sgold(n)
- gain_sgold(-n)
- end
- end
- class Game_Temp
- attr_accessor:sgshop_calling
- alias initialize_new initialize
- def initialize
- initialize_new
- @sgshop_calling = false
- end
- end
复制代码
用法:
召唤商店部分相同,区别在于如何获取第二货币。通过事件内嵌脚本gain_sgold(n)或者lose_gold(n)实现
范例同 |
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