新手写的一个多货币商店脚本
通过十号变量来切换商店显示的货币,本脚本还解决了其他第二货币脚本的buG,就是商店购买商品时会显示系统货币的BUG。这是示意图片
下面是脚本,新手写的,可能有点繁琐,大家可以提出自己的意见。
RUBY 代码
#==============================================================================
# ■ 多货币系统·金银铜
#新增两种货币类型,通过变量控制商店使用的货币
#变量ID=10控制货币类型(0=金币,1=银币,2=铜币)
#灵狐阁主(刘飞洋)制作
#货币操作脚本命令:
#- 金币:$game_party.gain_gold(数量) # 正数增加,负数减少
#- 银币:$game_party.gain_sliver(数量) # 正数增加,负数减少
#- 铜币:$game_party.gain_copper(数量) # 正数增加,负数减少
#==============================================================================
#==============================================================================
# ■ Game_Party
#新增银币和铜币的属性及相关方法
#==============================================================================
class Game_Party
# 新增银币和铜币的读取器
attr_reader :sliver # 银币
attr_reader :copper # 铜币
#--------------------------------------------------------------------------
# ● 初始化对象(重写)
#--------------------------------------------------------------------------
alias original_initialize initialize
def initialize
original_initialize
@sliver = 0 # 新增:银币
@copper = 0 # 新增:铜币
end
#--------------------------------------------------------------------------
# ● 增加银币
# n : 数量(正数增加,负数减少)
#--------------------------------------------------------------------------
def gain_sliver(n)
@sliver = [[@sliver + n, 0].max, 9999999].min
end
#--------------------------------------------------------------------------
# ● 减少银币
# n : 数量
#--------------------------------------------------------------------------
def lose_sliver(n)
gain_sliver(-n)
end
#--------------------------------------------------------------------------
# ● 增加铜币
# n : 数量(正数增加,负数减少)
#--------------------------------------------------------------------------
def gain_copper(n)
@copper = [[@copper + n, 0].max, 9999999].min
end
#--------------------------------------------------------------------------
# ● 减少铜币
# n : 数量
#--------------------------------------------------------------------------
def lose_copper(n)
gain_copper(-n)
end
#--------------------------------------------------------------------------
# ● 获取当前活跃货币数量
#--------------------------------------------------------------------------
def current_currency
case$game_variables# 变量10控制货币类型
when1then@sliver
when2then@copper
else@gold# 默认金币
end
end
#--------------------------------------------------------------------------
# ● 获取当前活跃货币名称
#--------------------------------------------------------------------------
def current_currency_name
case$game_variables
when1then"银币"# 银币名称
when2then"铜币"# 铜币名称
else$data_system.words.gold# 原版金币名称
end
end
#--------------------------------------------------------------------------
# ● 减少当前活跃货币
# n : 数量
#--------------------------------------------------------------------------
def lose_current_currency(n)
case$game_variables
when1then lose_sliver(n)
when2then lose_copper(n)
else lose_gold(n)
end
end
#--------------------------------------------------------------------------
# ● 增加当前活跃货币
# n : 数量
#--------------------------------------------------------------------------
def gain_current_currency(n)
case$game_variables
when1then gain_sliver(n)
when2then gain_copper(n)
else gain_gold(n)
end
end
end
#==============================================================================
# ■ Window_Gold
#修改金钱窗口以显示当前活跃货币
#==============================================================================
class Window_Gold < Window_Base
#--------------------------------------------------------------------------
# ● 刷新(重写)
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# 获取当前货币名称和数量
currency_name = $game_party.current_currency_name
amount = $game_party.current_currency
cx = contents.text_size(currency_name).width
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120 - cx - 2, 32, amount.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(124 - cx, 0, cx, 32, currency_name, 2)
end
end
#==============================================================================
# ■ Window_ShopBuy
#修改商店购买窗口显示当前货币
#==============================================================================
class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# ● 绘制项目(重写)
#--------------------------------------------------------------------------
def draw_item(index)
item = @data
case item
whenRPG::Item
number = $game_party.item_number(item.id)
whenRPG::Weapon
number = $game_party.weapon_number(item.id)
whenRPG::Armor
number = $game_party.armor_number(item.id)
end
if item.price$game_party.current_currency
$game_system.se_play($data_system.buzzer_se)
return
end
# 获取物品持有数量
case@item
whenRPG::Item; number = $game_party.item_number(@item.id)
whenRPG::Weapon; number = $game_party.weapon_number(@item.id)
whenRPG::Armor; number = $game_party.armor_number(@item.id)
end
if number == 99
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
# 计算最大购买数量(基于当前货币)
max = @item.price == 0 ? 99 : $game_party.current_currency / @item.price
max = .min
@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
#--------------------------------------------------------------------------
# ● 刷新画面 (个数输入窗口激活的情况下)(修改)
#--------------------------------------------------------------------------
def update_number
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@number_window.active = false
@number_window.visible = false
case@command_window.index
when0
@buy_window.active = true
@buy_window.visible = true
when1
@sell_window.active = true
@sell_window.visible = true
@status_window.visible = false
end
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.shop_se)
@number_window.active = false
@number_window.visible = false
case@command_window.index
when0# 购买处理(使用当前货币)
total_price = @number_window.number * @item.price
$game_party.lose_current_currency(total_price)
case@item
whenRPG::Item; $game_party.gain_item(@item.id, @number_window.number)
whenRPG::Weapon; $game_party.gain_weapon(@item.id, @number_window.number)
whenRPG::Armor; $game_party.gain_armor(@item.id, @number_window.number)
end
@gold_window.refresh
@buy_window.refresh
@status_window.refresh
@buy_window.active = true
@buy_window.visible = true
when1# 卖出处理(获得当前货币)
total_price = @number_window.number * (@item.price / 2)
$game_party.gain_current_currency(total_price)
case@item
whenRPG::Item; $game_party.lose_item(@item.id, @number_window.number)
whenRPG::Weapon; $game_party.lose_weapon(@item.id, @number_window.number)
whenRPG::Armor; $game_party.lose_armor(@item.id, @number_window.number)
end
@gold_window.refresh
@sell_window.refresh
@status_window.refresh
@sell_window.active = true
@sell_window.visible = true
@status_window.visible = false
end
return
end
end
end
后面我在研究怎么魔改菜单的货币窗口,目前的情况是,如果那个十号变量没有归零,菜单的货币窗口显示的是第三或第二货币。
我下一步要考虑的是,要不把游戏时间和步数窗口废掉,直接竖排显示三种货币,实际上可以魔改扩充更多货币,这只是个思路。
本帖来自P1论坛作者刘飞洋,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=498008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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