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Full Version: ร้านค้าสำหรับซื้อของหรือขายของ?แยกต่างหาก
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ร้านค้าสำหรับซื้อของหรือขายของ?แยกต่างหาก

สคริปต์เขียนโดย : Mystic Phoenix
ลิงค์ต้นฉบับ : http://www.irpgth.com/community/School/2035-Script-...%81


รายละเอียด :
มันคือสคริปต์เมนูสำหรับขายของ หรือซื้อของอย่างเดียว ซึ่งไม่ใช่สคริปแปลกใหม่อะไรหรอกครับ เป็นสคริปต์ที่ดัดแปลงจาก
Scene_Shop ของเรานี่แหล่ะ
สกรีนช๊อต :
[attachment=10]

วิธีการใช้งาน :
1.ถ้าต้องการเรียกเมนูขายของ เวลาจะเรียกก็เรียกสคริปต์ $scene = Scene_ShopSell.new

2.ถ้าต้องการเรียกเมนูซื้อของ ไม่ต้องไปเรียกสคริป $scene = อะไรนะครับ ใช้ร่วมกับคำสั่งเรียกร้านขายของเลย
ใช้เหมือนเดิมเหมือนอันเก่าทุกประการ


โค๊ดสคริปต์
สำหรับร้านที่ใช้ ขายไอเทม
Code:
#==============================================================================
# * Window_ShopCommand
#------------------------------------------------------------------------------
# ?In the shop picture, it is the window which selects business matter.
#==============================================================================

class Window_ShopSellCommand < Window_Selectable
  #--------------------------------------------------------------------------
  # - Object initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 64, 480, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    @item_max = 2
    @column_max = 2
    @commands = ["Sell", "Cancel"]
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # - Refreshment
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  # - Drawing of item
  #     index : Item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    x = 4 + index * 240
    self.contents.draw_text(x, 0, 128, 32, @commands[index])
  end
end


#==============================================================================
# * Scene_Shop
#------------------------------------------------------------------------------
# ?It is the class which processes the shop picture.
#==============================================================================

class Scene_ShopSell
  #--------------------------------------------------------------------------
  # - Main processing
  #--------------------------------------------------------------------------
  def main
      # Drawing up the help window
    @help_window = Window_Help.new
    # Drawing up the command window
    @command_window = Window_ShopSellCommand.new
    # Drawing up the Goldwyn dough
    @gold_window = Window_Gold.new
    @gold_window.x = 480
    @gold_window.y = 64
    # Drawing up the dummy window
    @dummy_window = Window_Base.new(0, 128, 640, 352)
    # Drawing up the sale window
    @sell_window = Window_ShopSell.new
    @sell_window.active = false
    @sell_window.visible = false
    @sell_window.help_window = @help_window
    # Drawing up the quantity input window
    @number_window = Window_ShopNumber.new
    @number_window.active = false
    @number_window.visible = false
    # Drawing up the status window
    @status_window = Window_ShopStatus.new
    @status_window.visible = false
    # Transition execution
    Graphics.transition
    # Main loop
    loop do
      # Renewing the game picture
      Graphics.update
      # Updating the information of input
      Input.update
      # Frame renewal
      update
      # When the picture changes, discontinuing the loop
      if $scene != self
        break
      end
    end
    # Transition preparation
    Graphics.freeze
    # Releasing the window
    @help_window.dispose
    @command_window.dispose
    @gold_window.dispose
    @dummy_window.dispose
    @sell_window.dispose
        @number_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # - Frame renewal
  #--------------------------------------------------------------------------
  def update
    # Renewing the window
    @help_window.update
    @command_window.update
    @gold_window.update
    @dummy_window.update
    @sell_window.update
    @number_window.update
    @status_window.update
    # When the command window is active,: Update_command is called
    if @command_window.active
      update_command
      return
    end
    # When the purchase window is active,: Update_sell is called
    if @sell_window.active
      update_sell
      return
    end
    # When the quantity input window is active,: Update_number is called
    if @number_window.active
      update_number
      return
    end
  end
  #--------------------------------------------------------------------------
  # - When frame renewal (the command window is active)
  #--------------------------------------------------------------------------
  def update_command
    # The B when button is pushed
    if Input.trigger?(Input::B)
      # Performing cancellation SE
      $game_system.se_play($data_system.cancel_se)
      # Change to map picture
      $scene = Scene_Map.new
      return
    end
    # When C button is pushed
    if Input.trigger?(Input::C)
      # It diverges at cursor position of the command window
      case @command_window.index
      when 0  # It sells
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # State of window to sale mode
        @command_window.active = false
        @dummy_window.visible = false
        @sell_window.active = true
        @sell_window.visible = true
        @sell_window.refresh
      when 1  # It stops
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # Change to map picture
        $scene = Scene_Map.new
      end
      return
    end
  end
#--------------------------------------------------------------------------
  # - When frame renewal (the sale window is active)
  #--------------------------------------------------------------------------
  def update_sell
    # The B when button is pushed
    if Input.trigger?(Input::B)
      # Performing cancellation SE
      $game_system.se_play($data_system.cancel_se)
      # State of window to early mode
      @command_window.active = true
      @dummy_window.visible = true
      @sell_window.active = false
      @sell_window.visible = false
      @status_window.item = nil
      # Eliminating the help text
      @help_window.set_text("")
      return
    end
    # When C button is pushed
    if Input.trigger?(Input::C)
      # Acquiring the item
      @item = @sell_window.item
      # Setting the item of the status window
      @status_window.item = @item
      # When the item is invalid, or when price 0 (sale failure) is
      if @item == nil or @item.price == 0
        # Performing buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Performing decision SE
      $game_system.se_play($data_system.decision_se)
      # Acquiring the frequency of possession of the item
      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
      # The frequency of possession of largest sale quantity = item
      max = number
      # State of window to quantity input mode
      @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
  #--------------------------------------------------------------------------
  # - When frame renewal (the quantity input window is active)
  #--------------------------------------------------------------------------
  def update_number
    # The B when button is pushed
    if Input.trigger?(Input::B)
      # Performing cancellation SE
      $game_system.se_play($data_system.cancel_se)
      # Non setting the quantity input window to active invisibility
      @number_window.active = false
      @number_window.visible = false
      # It diverges at cursor position of the command window
      case @command_window.index
      when 0  # It sell
        # State of window to sale mode
        @sell_window.active = true
        @sell_window.visible = true
        @status_window.visible = false
        end
      return
    end
    # When C button is pushed
    if Input.trigger?(Input::C)
      # Performing shop SE
      $game_system.se_play($data_system.shop_se)
      # Non setting the quantity input window to active invisibility
      @number_window.active = false
      @number_window.visible = false
      # It diverges at cursor position of the command window
      case @command_window.index
        when 0  # It sells
        # Sale processing
        $game_party.gain_gold(@number_window.number * (@item.price / 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
        # Refreshing each window
        @gold_window.refresh
        @sell_window.refresh
        @status_window.refresh
        # State of window to sale mode
        @sell_window.active = true
        @sell_window.visible = true
        @status_window.visible = false
      end
      return
    end
  end
end

สำหรับร้านที่ใช้ซื้อไอเทม
Code:
#==============================================================================
# * Window_ShopCommand
#------------------------------------------------------------------------------
# ?In the shop picture, it is the window which selects business matter.
#==============================================================================

class Window_ShopBuyCommand < Window_Selectable
  #--------------------------------------------------------------------------
  # - Object initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 64, 480, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    @item_max = 2
    @column_max = 2
    @commands = ["Buy", "Cancel"]
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # - Refreshment
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  # - Drawing of item
  #     index : Item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    x = 4 + index * 240
    self.contents.draw_text(x, 0, 128, 32, @commands[index])
  end
end


#==============================================================================
# * Scene_Shop
#------------------------------------------------------------------------------
# ?It is the class which processes the shop picture.
#==============================================================================

class Scene_Shop
  #--------------------------------------------------------------------------
  # - Main processing
  #--------------------------------------------------------------------------
  def main
    # Drawing up the help window
    @help_window = Window_Help.new
    # Drawing up the command window
    @command_window = Window_ShopBuyCommand.new
    # Drawing up the Goldwyn dough
    @gold_window = Window_Gold.new
    @gold_window.x = 480
    @gold_window.y = 64
    # Drawing up the dummy window
    @dummy_window = Window_Base.new(0, 128, 640, 352)
    # Drawing up the purchase window
    @buy_window = Window_ShopBuy.new($game_temp.shop_goods)
    @buy_window.active = false
    @buy_window.visible = false
    @buy_window.help_window = @help_window
    # Drawing up the quantity input window
    @number_window = Window_ShopNumber.new
    @number_window.active = false
    @number_window.visible = false
    # Drawing up the status window
    @status_window = Window_ShopStatus.new
    @status_window.visible = false
    # Transition execution
    Graphics.transition
    # Main loop
    loop do
      # Renewing the game picture
      Graphics.update
      # Updating the information of input
      Input.update
      # Frame renewal
      update
      # When the picture changes, discontinuing the loop
      if $scene != self
        break
      end
    end
    # Transition preparation
    Graphics.freeze
    # Releasing the window
    @help_window.dispose
    @command_window.dispose
    @gold_window.dispose
    @dummy_window.dispose
    @buy_window.dispose
        @number_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # - Frame renewal
  #--------------------------------------------------------------------------
  def update
    # Renewing the window
    @help_window.update
    @command_window.update
    @gold_window.update
    @dummy_window.update
    @buy_window.update
    @number_window.update
    @status_window.update
    # When the command window is active,: Update_command is called
    if @command_window.active
      update_command
      return
    end
    # When the purchase window is active,: Update_buy is called
    if @buy_window.active
      update_buy
      return
    end
    # When the quantity input window is active,: Update_number is called
    if @number_window.active
      update_number
      return
    end
  end
  #--------------------------------------------------------------------------
  # - When frame renewal (the command window is active)
  #--------------------------------------------------------------------------
  def update_command
    # The B when button is pushed
    if Input.trigger?(Input::B)
      # Performing cancellation SE
      $game_system.se_play($data_system.cancel_se)
      # Change to map picture
      $scene = Scene_Map.new
      return
    end
    # When C button is pushed
    if Input.trigger?(Input::C)
      # It diverges at cursor position of the command window
      case @command_window.index
      when 0  # It purchases
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # State of window to purchase mode
        @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  # It stops
        # Performing decision SE
        $game_system.se_play($data_system.decision_se)
        # Change to map picture
        $scene = Scene_Map.new
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # - When frame renewal (the purchase window is active)
  #--------------------------------------------------------------------------
  def update_buy
    # Setting the item of the status window
    @status_window.item = @buy_window.item
    # The B when button is pushed
    if Input.trigger?(Input::B)
      # Performing cancellation SE
      $game_system.se_play($data_system.cancel_se)
      # State of window to early mode
      @command_window.active = true
      @dummy_window.visible = true
      @buy_window.active = false
      @buy_window.visible = false
      @status_window.visible = false
      @status_window.item = nil
      # Eliminating the help text
      @help_window.set_text("")
      return
    end
    # When C button is pushed
    if Input.trigger?(Input::C)
      # Acquiring the item
      @item = @buy_window.item
      # When the item is invalid, or when price it is on from the money in hand
      if @item == nil or @item.price > $game_party.gold
        # Performing buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Acquiring the frequency of possession of the item
      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
      # Already, when 99 places it has kept
      if number == 99
        # Performing buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      # Performing decision SE
      $game_system.se_play($data_system.decision_se)
      # Calculating the maximum purchase possible quantity
      max = @item.price == 0 ? 99 : $game_party.gold / @item.price
      max = [max, 99 - number].min
      # State of window to quantity input mode
      @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
  #--------------------------------------------------------------------------
  # - When frame renewal (the quantity input window is active)
  #--------------------------------------------------------------------------
  def update_number
    # The B when button is pushed
    if Input.trigger?(Input::B)
      # Performing cancellation SE
      $game_system.se_play($data_system.cancel_se)
      # Non setting the quantity input window to active invisibility
      @number_window.active = false
      @number_window.visible = false
      # It diverges at cursor position of the command window
      case @command_window.index
      when 0  # It purchases
        # State of window to purchase mode
        @buy_window.active = true
        @buy_window.visible = true
      end
      return
    end
    # When C button is pushed
    if Input.trigger?(Input::C)
      # Performing shop SE
      $game_system.se_play($data_system.shop_se)
      # Non setting the quantity input window to active invisibility
      @number_window.active = false
      @number_window.visible = false
      # It diverges at cursor position of the command window
      case @command_window.index
      when 0  # It purchases
        # Purchase processing
        $game_party.lose_gold(@number_window.number * @item.price)
        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
        # Refreshing each window
        @gold_window.refresh
        @buy_window.refresh
        @status_window.refresh
        # State of window to purchase mode
        @buy_window.active = true
        @buy_window.visible = true
      end
      return
    end
  end
end