Yoroiookami

Liczba postów: 985
Dołączył: 01-05-13
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RE: Druga waluta
Skrypt na dodatkowe waluty:
#==============================================================================
# ** MultiCurrencies - Dodatkowe Waluty
#==============================================================================
# DerVVulfman
# Wersja 1.0
# Maj 24, 2009
# Kompatybilny z RMXP
#==============================================================================
#
# Prośba od Nathan1347
#
module MultiCurrency
# Ustawia początkowy typ waluty
Default = 1
# Ustawia ilość walut w grze
Currency_Qty = 3
# Nazwy walut
Currency_Names = [" Złoto", " Srebro", " Muszelki"]
end
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles data surrounding the system. Backround music, etc.
# is managed here as well. Refer to "$game_system" for the instance of
# this class.
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :currency_type # current currency in use
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias multicurrency_init initialize
def initialize
# The original call
multicurrency_init
@currency_type = MultiCurrency::Default
end
end
#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# This class handles the party. It includes information on amount of gold
# and items. Refer to "$game_party" for the instance of this class.
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :currency # currency array
attr_accessor :current_currency # current chosen currency
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias multicurrency_init initialize
def initialize
# The original call
multicurrency_init
# Create currency array
@currency = []
@current_currency = 1
# Run through and set currencies to 0
for i in 1..MultiCurrency::Currency_Qty
@currency[i] = 0
end
end
#--------------------------------------------------------------------------
# * Gain Currency (or lose)
# n : amount of gold
# i : currency type
#--------------------------------------------------------------------------
def gain_currency(n, i)
if i == @current_currency
gain_gold(n)
set_currency
else
@currency[i] = [[@currency[i] + n, 0].max, 9999999].min
end
end
#--------------------------------------------------------------------------
# * Lose Currency
# n : amount of gold
# i : currency type
#--------------------------------------------------------------------------
def lose_currency(n, i)
# Reverse the numerical value and call it gain_gold
# and perform a negative gain_currency.
lose_gold(n)
gain_currency(i, -n)
end
#--------------------------------------------------------------------------
# * Set Current Currency
# i : currency type
#--------------------------------------------------------------------------
def set_currency(i = nil )
# Exit if less than 1
i = @current_currency if i == nil
# Unload current currency to the currency array
@currency[@current_currency] = @gold
# Reset current currency value
@current_currency = i
# Apply the new currency to gold
@gold = @currency[@current_currency]
end
end
#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
# This window displays amount of gold.
#==============================================================================
class Window_Gold < Window_Base
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
c_name = MultiCurrency::Currency_Names[$game_party.current_currency - 1]
cx = contents.text_size(c_name).width
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 88-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(92-cx, 0, cx, 32, c_name, 2)
end
end
#==============================================================================
# ** Window_BattleResult
#------------------------------------------------------------------------------
# This window displays amount of gold and EXP acquired at the end of a battle.
#==============================================================================
class Window_BattleResult < Window_Base
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
x = 4
self.contents.font.color = normal_color
cx = contents.text_size(@exp.to_s).width
self.contents.draw_text(x, 0, cx, 32, @exp.to_s)
x += cx + 4
self.contents.font.color = system_color
cx = contents.text_size("EXP").width
self.contents.draw_text(x, 0, 64, 32, "EXP")
x += cx + 16
self.contents.font.color = normal_color
cx = contents.text_size(@gold.to_s).width
self.contents.draw_text(x, 0, cx, 32, @gold.to_s)
x += cx + 4
self.contents.font.color = system_color
c_name = MultiCurrency::Currency_Names[$game_party.current_currency - 1]
self.contents.draw_text(x, 0, 128, 32, c_name)
y = 32
for item in @treasures
draw_item_name(item, 4, y)
y += 32
end
end
end
#==============================================================================
# ** Scene_Shop
#------------------------------------------------------------------------------
# This class performs shop screen processing.
#==============================================================================
class Scene_Shop
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
alias multicurrency_main main
def main
#Set store to relate to the store's gold value
$game_party.set_currency($game_system.currency_type)
# Perform the original call
multicurrency_main
# Return gold to standard
$game_party.set_currency($game_party.current_currency)
end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
# * Start After Battle Phase
#--------------------------------------------------------------------------
alias multicurrency_start_phase5 start_phase5
def start_phase5
multicurrency_start_phase5
$game_party.set_currency($game_system.currency_type)
end
end
Menu Add-On
#==============================================================================
# ** MultiCurrencies Main Menu Add-On - Dodatek do Main Menu
#==============================================================================
# DerVVulfman
# Wersja 1.0
# Maj 24, 2009
# Kompatybilny z RMXP
# ==Wymaga skryptu MultiCurrencies==
#==============================================================================
#
# Ten skrypt dodaje okno w którym wyświetlane są wszystkie waluty i
# przepisuje metody z Scene Menu, Scene Save oraz Scene End.
#
#==============================================================================
#==============================================================================
# ** Window_Currency
#------------------------------------------------------------------------------
# This window selects a use target for the actor on item and skill screens.
#==============================================================================
class Window_Currency < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 320, 640)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Here, I set the height of the window based on the # of currencies
self.height = 32 + (32 * MultiCurrency::Currency_Qty)
# Here, I center it vertically
self.y = (480 - self.height)/2
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.clear
for i in 1..MultiCurrency::Currency_Qty
x = 4
y = (i * 32) - 32
c_name = MultiCurrency::Currency_Names[i - 1]
c_gold = $game_party.currency[i]
cx = contents.text_size(c_name).width
self.contents.font.color = normal_color
self.contents.draw_text(4, y, 188-cx-2, 32, c_gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(192-cx, y, cx, 32, c_name, 2)
end
end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs menu screen processing.
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make command window
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Status"
s5 = "Currency"
s6 = "Save"
s7 = "End Game"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
@command_window.index = @menu_index
# If number of party members is 0
if $game_party.actors.size == 0
# Disable items, skills, equipment, and status
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# If save is forbidden
if $game_system.save_disabled
# Disable save
@command_window.disable_item(5)
end
# Make play time window
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 288 -32
@playtime_window.height += 16
# Make steps window
@steps_window = Window_Steps.new
@steps_window.x = 0
@steps_window.y = 384 - 16
@steps_window.height += 16
# Make status window
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
# Make currency window
@currency_window = Window_Currency.new
@currency_window.x = 160
@currency_window.z = 200
@currency_window.visible = false
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@status_window.dispose
@currency_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If command other than save or end game, and party members = 0
if $game_party.actors.size == 0 and @command_window.index < 4
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Branch by command window cursor position
case @command_window.index
when 0 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_Item.new
when 1 # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # currency
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@currency_window.active = true
@currency_window.visible = true
when 5 # save
# If saving is forbidden
if $game_system.save_disabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_Save.new
when 6 # end game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
@playtime_window.update
@steps_window.update
@status_window.update
@currency_window.update
# If command window is active: call update_command
if @command_window.active
update_command
return
end
# If status window is active: call update_status
if @status_window.active
update_status
return
end
# if currency window is active: call update_currency
if @currency_window.active
update_currency
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when status window is active)
#--------------------------------------------------------------------------
def update_currency
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Make command window active
@command_window.active = true
@currency_window.active = false
@currency_window.visible = false
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Make command window active
@command_window.active = true
@currency_window.active = false
@currency_window.visible = false
return
end
end
end
#==============================================================================
# ** Scene_Save
#------------------------------------------------------------------------------
# This class performs save screen processing.
#==============================================================================
class Scene_Save < Scene_File
#--------------------------------------------------------------------------
# * Decision Processing
#--------------------------------------------------------------------------
def on_decision(filename)
# Play save SE
$game_system.se_play($data_system.save_se)
# Write save data
file = File.open(filename, "wb")
write_save_data(file)
file.close
# If called from event
if $game_temp.save_calling
# Clear save call flag
$game_temp.save_calling = false
# Switch to map screen
$scene = Scene_Map.new
return
end
# Switch to menu screen
$scene = Scene_Menu.new(5)
end
#--------------------------------------------------------------------------
# * Cancel Processing
#--------------------------------------------------------------------------
def on_cancel
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# If called from event
if $game_temp.save_calling
# Clear save call flag
$game_temp.save_calling = false
# Switch to map screen
$scene = Scene_Map.new
return
end
# Switch to menu screen
$scene = Scene_Menu.new(5)
end
end
#==============================================================================
# ** Scene_End
#------------------------------------------------------------------------------
# This class performs game end screen processing.
#==============================================================================
class Scene_End
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update command window
@command_window.update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
$scene = Scene_Menu.new(6)
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 0 # to title
command_to_title
when 1 # shutdown
command_shutdown
when 2 # quit
command_cancel
end
return
end
end
#--------------------------------------------------------------------------
# * Process When Choosing [Cancel] Command
#--------------------------------------------------------------------------
def command_cancel
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to menu screen
$scene = Scene_Menu.new(6)
end
end
Skrypty umieść w Edytorze Skryptów nad Main.
Zmieniasz rodzaj waluty który wymagają sprzedawcy tuż przez interakcją z nimi.
"$game_system.currency_type = 1"
![[Obrazek: mt4dzY7.png]](https://i.imgur.com/mt4dzY7.png)
(Ten post był ostatnio modyfikowany: 16-07-16 15:24 przez Yoroiookami.)
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