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Skill Shop Monete


Valentino
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Non riesco a far si che quando compro una abilità, mi scenda la variabile scelta del prezzo dell'abilità.

(Non uso i soldi normali, in quanto voglio differenziare i due valori).

Ecco lo script

#================================================================
==============
# Skill Shop for RMXP
#==============================================================================
# By Nechigawara Sanzenin
# WARNING!! : This script can use on RPG Maker XP Only!! (VX Not Support)
#==============================================================================
# ระบบซื้อสกิลของ  RMXP
#==============================================================================
=begin

วิธีใช้:

ใส่ "$skill_shop =[หมายเลขสกิล]"  ในคำสั่งใช้สคริปต์ เพื่อกำหนดสกิลที่จะขาย
ใส่ "$scene = Scene_Skill_Shop.new" ในคำสั่งใช้สคริปต์   เพื่อเรียกหน้าต่างซื้อสกิล

ตัวอย่าง :
$skill_shop =[1,2,3,6,7]
$scene = Scene_Skill_Shop.new

ตั้งค่าข้อความในหน้าต่างที่ใต้ "# Learn Text".
ตั้งค่าราคาที่ใต้ "# Price Data".
ตั้งค่าฮีโร่คนใด้ซื้อสกิลใดได้บ้างที่ใต้ "# Hero Data"..

=end
#==============================================================================
#module SKILL_SHOP
#==============================================================================
module SKILL_SHOP
 # Learn Text
 How_Learn = "Qual'è eroe vuole impararla?"
 Can_Learn = "Può inpararla"
 Cant_Learn = "Non può impararla"
 Learnt = "Imparata"
 Teach = "Impara"
 Cancel = "Esci"
 # Price Data
 PRICE = {
 # for No Set Price
 0 => 100,
 # Add Price Here
 28 => 5,
 29 => 15,
 30 => 25,
 # End
 }
 # Hero Data
 SKILL_BUY = {
 # Add what skill can hero buy Here
 1 => [28,29,30],
 2 => [28,29,30],
 # End
 }
 # Add Price
 def self.skill_price(id)
   if PRICE.include?(id)
     return PRICE[id]
   else
     return PRICE[0]
   end
 end
 # Add Hero id
 def self.skill_buy(id)
   if SKILL_BUY.include?(id)
     return SKILL_BUY[id]
   else
     return []
   end
 end
end
#==============================================================================
#class Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
 def learn?(skill)
   learn = skill_learn?(skill.id)
   if learn
     return false
   else
     return true
   end
 end
end
#==============================================================================
#class Window_Skill_ShopCommand
#==============================================================================
class Window_Skill_ShopCommand < Window_Selectable
 #--------------------------------------------------------------------------
 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
   s1 = SKILL_SHOP::Teach
   s2 = SKILL_SHOP::Cancel
   @commands = [s1, s2]
   refresh
   self.index = 0
 end
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   for i in 0...@item_max
     draw_item(i)
   end
 end
 #--------------------------------------------------------------------------
 def draw_item(index)
   x = 4 + index * 240
   self.contents.draw_text(x, 0, 128, 32, @commands[index])
 end
end
#==============================================================================
#class Window_Skill_ShopBuy
#==============================================================================
class Window_Skill_ShopBuy < Window_Selectable
 #--------------------------------------------------------------------------
 def initialize(shop_goods)
   super(0, 128, 368, 352)
   @skill_shop_goods = $skill_shop
   refresh
   self.index = 0
 end
 #--------------------------------------------------------------------------
 def skill
   return @data[self.index]
 end
 #--------------------------------------------------------------------------
 def refresh
   if self.contents != nil
     self.contents.dispose
     self.contents = nil
   end
   @data = []
   for i in 0...@skill_shop_goods.size
     skill = $data_skills[@skill_shop_goods[i]]
     if skill != nil
       @data.push(skill)
     end
   end
   # If the number of items is not 0, it draws up bit map, drawing all item
   @item_max = @data.size
   if @item_max > 0
     self.contents = Bitmap.new(width - 32, row_max * 32)
     self.contents.font.name = $fontface
     self.contents.font.size = $fontsize
     for i in 0...@item_max
       draw_item(i)
     end
   end
 end
 #--------------------------------------------------------------------------
 def draw_item(index)
   skill = @data[index]
   # Acquiring the frequency of possession of the item
   price = SKILL_SHOP.skill_price(skill.id)
   enabled = (price <= $game_variables[50])
   # If price is not below the money in hand, at the same time the frequency of possession 99, usually in letter color
   # So if is not, it sets to invalid letter color
   if enabled
     self.contents.font.color = normal_color
   else
     self.contents.font.color = disabled_color
   end
   x = 4
   y = index * 32
   rect = Rect.new(x, y, self.width - 32, 32)
   self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
   bitmap = RPG::Cache.icon(skill.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, skill.name, 0)
   self.contents.draw_text(x + 240, y, 88, 32, price.to_s, 2)
 end
 #--------------------------------------------------------------------------
 def update_help
   @help_window.set_text(skill == nil ? "" : skill.description)
 end
end
#==============================================================================
#class Window_Skill_ShopStatus
#==============================================================================
class Window_Skill_ShopStatus < Window_Selectable
 #--------------------------------------------------------------------------
 def initialize
   super(368, 128, 272, 352)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = $fontface
   self.contents.font.size = $fontsize
   @item = nil
   refresh
   self.active = false
   self.index = -1
 end
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   @item_max = $game_party.actors.size
   if @item == nil
     return
   end
   self.contents.font.color = system_color
   self.contents.draw_text(4, 0, 200, 32, SKILL_SHOP::How_Learn)
   self.contents.font.color = normal_color
   # Equipment supplementary information
   for i in 0...$game_party.actors.size
     # Acquiring the actor
     actor = $game_party.actors[i]
     can_learn = SKILL_SHOP.skill_buy(actor.id)
     id = @item.id
     enabled = (can_learn.include?(id) and actor.learn?(@item))
     # If equipment possibility if usually in letter color, the impossibility, it sets to invalid letter color
     if enabled
       self.contents.font.color = normal_color
     else
       self.contents.font.color = disabled_color
     end
     # Drawing the name of the actor
     self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)
     # Check Skill
     if can_learn.include?(id) == false
       text = SKILL_SHOP::Cant_Learn
     elsif actor.learn?(@item) == false
       text = SKILL_SHOP::Learnt
     else
       text = SKILL_SHOP::Can_Learn
     end
     # Drawing the item
     self.contents.draw_text(124, 64 + 64 * i, 112, 32, text, 2)
   end
 end
 #--------------------------------------------------------------------------
 def item=(item)
   if @item != item
     @item = item
     refresh
   end
 end
 #--------------------------------------------------------------------------
 def update_cursor_rect
   # Cursor position as for -1 all selection, -2 below independence selection (user himself)
   if @index < 0
     self.cursor_rect.empty
   else
     self.cursor_rect.set(0, 64 + @index * 64, self.width - 32, 32)
   end
 end
end
#==============================================================================
#class Scene_Skill_Shop
#==============================================================================
class Scene_Skill_Shop
 #--------------------------------------------------------------------------
 def main
   # Drawing up the help window
   @help_window = Window_Help.new
   # Drawing up the command window
   @command_window = Window_Skill_ShopCommand.new
   # Drawing up the Goldwyn dough
   @gold_window = Window_Gold3.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_Skill_ShopBuy.new($game_temp.shop_goods)
   @buy_window.active = false
   @buy_window.visible = false
   @buy_window.help_window = @help_window
   # Drawing up the status window
   @status_window = Window_Skill_ShopStatus.new
   @status_window.visible = false
   @status_window.active
   # 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
   @status_window.dispose
 end
 #--------------------------------------------------------------------------
 def update
   # Renewing the window
   @help_window.update
   @command_window.update
   @gold_window.update
   @dummy_window.update
   @buy_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 target window is active,: Update_target is called
   if @status_window.active
     update_target
     return
   end
 end
 #--------------------------------------------------------------------------
 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)
     # Eliminating the help text
     @help_window.set_text("")
     # 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
 #--------------------------------------------------------------------------
 def update_buy
   # Setting the item of the status window
   @status_window.item = @buy_window.skill
   # 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.skill
     @price = SKILL_SHOP.skill_price(@item.id)
     enabled = (@price <= $game_variables[50])
     # When the item is invalid, or when price it is on from the money in hand
     unless  enabled
       # Performing buzzer SE
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # Performing decision SE
     $game_system.se_play($data_system.decision_se)
     @buy_window.active = false
     @status_window.active = true
     @status_window.index = 0
   end
 end
 #--------------------------------------------------------------------------
 def update_target
   # The B when button is pushed
   if Input.trigger?(Input::B)
     # Performing cancellation SE
     $game_system.se_play($data_system.cancel_se)
     # Eliminating the target window
     @buy_window.active = true
     @status_window.index =- 1
     @status_window.active = false
     return
   end
   # When C button is pushed
   if Input.trigger?(Input::C)
     @actor = $game_party.actors[@status_window.index]
     can_learn = SKILL_SHOP.skill_buy(@actor.id)
     id = @item.id
     enabled = (can_learn.include?(id) and @actor.learn?(@item))
     $game_variables[50]-@price
     # When with SP and so on is cut off and it becomes not be able to use
     unless enabled
       # Performing buzzer SE
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # Performing shop SE
     $game_system.se_play($data_system.shop_se)
     @actor.learn_skill(@item.id)
     @buy_window.refresh
     @gold_window.refresh
     @status_window.refresh
     @buy_window.active = true
     @status_window.index =- 1
     @status_window.active = false
    end
 end
end

Grazie in anticipo!

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2 answers to this question

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sostituisci

$game_variables[50]-@price

 

con questo

 

$game_variables[50] -= @price

Partecipante al Rpg2s.net Game Contest 2008/2009
http://www.rpg2s.net/contest/GameContest0809/gc0809-bannerino.jpg
Gioco in Sviluppo: Oromis' Tale

Premi Rpg2s.net Game Contest 2008/2009:
http://www.rpg2s.net/gif/GC_programmazione2.gif Miglior Programmazione XP: 2°
http://www.rpg2s.net/gif/GC_premio3.gif Longevità: 3°

Hiken... Tsubame Gaeshi!

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