ร้านค้าสำหรับซื้อของหรือขายของ?แยกต่างหาก - Muge9thD - 07-08-2012
ร้านค้าสำหรับซื้อของหรือขายของ?แยกต่างหาก
สคริปต์เขียนโดย : Mystic Phoenix
ลิงค์ต้นฉบับ : http://www.irpgth.com/community/School/2035-Script-...%81
รายละเอียด :
มันคือสคริปต์เมนูสำหรับขายของ หรือซื้อของอย่างเดียว ซึ่งไม่ใช่สคริปแปลกใหม่อะไรหรอกครับ เป็นสคริปต์ที่ดัดแปลงจาก
Scene_Shop ของเรานี่แหล่ะ
สกรีนช๊อต :
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
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