第二货币商店
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 RPGclass Weapon def sgprice arr = @description.split(/SG/) return arr.to_i if arr != nil return 0 end def description arr = @description.split(/SG/) return arr if arr != nil return @description endendclass Armor def sgprice arr = @description.split(/SG/) return arr.to_i if arr != nil return 0 end def description arr = @description.split(/SG/) return arr if arr != nil return @description endendclass Item def sgprice arr = @description.split(/SG/) return arr.to_i if arr != nil return 0 end def description arr = @description.split(/SG/) return arr if arr != nil return @description endendendclass Scene_SGShop < Scene_Shopdef 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.disposeenddef 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 # 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 / @item.sgprice max = .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 endend#--------------------------------------------------------------------------# ● 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 endenddef 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 -= (@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 += (@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 endendend#=============#窗口#=============class Window_SGold < Window_Basedef initialize super(0, 0, 160, 64) self.contents = Bitmap.new(width - 32, height - 32) refreshenddef 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.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(124-cx, 0, cx, 32, SG_NA, 2)endendclass Window_SGShopBuy < Window_ShopBuydef draw_item(index) item = @data # 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.sgprice0 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)endendclass Window_SGShopNumber < Window_ShopNumberdef 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)endendclass Scene_Mapdef 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 = falseendendclass Interpreterdef command_sgshop $game_temp.sgshop_calling = trueendendclass Game_Tempattr_accessor:sgshop_callingalias initialize_new initializedef initialize initialize_new @sgshop_calling = falseendend复制代码
用法如图:
http://rpg.blue/UP_PIC/200801/第二货币_96845291.jpg
在商店处理前加入脚本command_sgshop便是第二货币商店
不加便是普通商店
定义价格方法,在说明里面添加SGxxx,xxx为价格。即SG199就是价值199第二货币(你如果无聊的话,貌似可以设置成负数- -)
范例地址
http://rpg.blue/UP_PIC/200801/第二货币商店_96845380.rar
==========分割线·希望版主发布以上内容=============
顺便附上无聊版本,这个和普通版本最大的区别就是:没有占用游戏变量,貌似更正规一点
但却不能和站上默认的第二货币脚本以及魔法商店脚本关联,不适合新手使用(众人:其实区别也就几行,使你自己偷懒不愿意整合相关脚本。某冰:都说是无聊版本了,一般人用普通脚本就可以满足了- -)
SG_NA = "灵魂"#第二货币的单位module RPGclass Weapon def sgprice arr = @description.split(/SG/) return arr.to_i if arr != nil return 0 end def description arr = @description.split(/SG/) return arr if arr != nil return @description endendclass Armor def sgprice arr = @description.split(/SG/) return arr.to_i if arr != nil return 0 end def description arr = @description.split(/SG/) return arr if arr != nil return @description endendclass Item def sgprice arr = @description.split(/SG/) return arr.to_i if arr != nil return 0 end def description arr = @description.split(/SG/) return arr if arr != nil return @description endendendclass Scene_SGShop < Scene_Shopdef main # 生成帮助窗口 @help_window = Window_Help.new # 生成指令窗口 @command_window = Window_ShopCommand.new # 生成金钱窗口 @gold_window = Window_SGold.new @gold_window.x = 480 @gold_window.y = 64 # 生成时间窗口 @dummy_window = Window_Base.new(0, 128, 640, 352) # 生成购买窗口 @buy_window = Window_SGShopBuy.new($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.disposeenddef 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 = .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 endend#--------------------------------------------------------------------------# ● 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 endenddef 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 endendend#=============#窗口#=============class Window_SGold < Window_Basedef initialize super(0, 0, 160, 64) self.contents = Bitmap.new(width - 32, height - 32) refreshenddef 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)endendclass Window_SGShopBuy < Window_ShopBuydef draw_item(index) item = @data # 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.sgprice0 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)endendclass Window_SGShopNumber < Window_ShopNumberdef 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)endendclass Scene_Mapdef 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 = falseendendclass Interpreterdef command_sgshop $game_temp.sgshop_calling = trueenddef gain_sgold(n) $game_party.gain_sgold(n)enddef lose_sgold(n) $game_party.lose_sgold(n)endendclass Game_Partyattr_accessor:sgold alias initialize_new initializedef initialize initialize_new @sgold = 0enddef gain_sgold(n) @sgold = [[@sgold + n, 0].max, 9999999].minenddef lose_sgold(n) gain_sgold(-n)endendclass Game_Tempattr_accessor:sgshop_callingalias initialize_new initializedef initialize initialize_new @sgshop_calling = falseendend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
本帖来自P1论坛作者凌冰,因Project1站服务器在国外有时候访问缓慢不方便作者交流学习,经联系P1站长fux2同意署名转载一起分享游戏制作经验,共同为国内独立游戏作者共同创造良好交流环境,原文地址:https://rpg.blue/forum.php?mod=viewthread&tid=94428若有侵权,发帖作者可联系底部站长QQ在线咨询功能删除,谢谢。
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