중복일 수도 있습니다만, 소지한 아이템 갯수가 99개를 넘어도 가게에서 해당물건 구입이 가능하도록 수정한 것입니다. 원 스크립트는:
http://www.geocities.jp/gamergss/rgss/rgss001.html
#==============================================================================
# ◆ 所持数限界突破 - item_maximum◆
#------------------------------------------------------------------------------
# アイテムの持てる数を99以上にするスクリプトです
#==============================================================================
# ★ カスタマイズ項目 ★
#==============================================================================
#アイテムの所持数
ITEM_MAXIMUM = 999 #소지/구입 최대수는 여기서 지정
#所持数の桁
ITEM_MAXIMUM_PLACE= 4
#==============================================================================
# ■ Game_Party
#------------------------------------------------------------------------------
# パーティを扱うクラスです。ゴールドやアイテムなどの情報が含まれます。このク
# ラスのインスタンスは $game_party で参照されます。
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# ● アイテムの増加 (減少)
# item_id : アイテム ID
# n : 個数
#--------------------------------------------------------------------------
def gain_item(item_id, n)
# ハッシュの個数データを更新
if item_id > 0
@items[item_id] = [[item_number(item_id) + n, 0].max, ITEM_MAXIMUM].min
end
end
#--------------------------------------------------------------------------
# ● 武器の増加 (減少)
# weapon_id : 武器 ID
# n : 個数
#--------------------------------------------------------------------------
def gain_weapon(weapon_id, n)
# ハッシュの個数データを更新
if weapon_id > 0
@weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, ITEM_MAXIMUM].min
end
end
#--------------------------------------------------------------------------
# ● 防具の増加 (減少)
# armor_id : 防具 ID
# n : 個数
#--------------------------------------------------------------------------
def gain_armor(armor_id, n)
# ハッシュの個数データを更新
if armor_id > 0
@armors[armor_id] = [[armor_number(armor_id) + n, 0].max, ITEM_MAXIMUM].min
end
end
end
#-------------------------------------------------------------------------------
#==============================================================================
# ■ Window_Item
#------------------------------------------------------------------------------
# アイテム画面、バトル画面で、所持アイテムの一覧を表示するウィンドウです。
#==============================================================================
class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
# ● 項目の描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
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
if item.is_a?(RPG::Item) and $game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.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, item.name, 0)
width = 24 + (ITEM_MAXIMUM_PLACE - 2) * 12
x_i = x - width + 24
self.contents.draw_text(x_i + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x_i + 256, y, width, 32, number.to_s, 2)
end
end
#-------------------------------------------------------------------------------
#==============================================================================
# ■ Window_ShopNumber
#------------------------------------------------------------------------------
# ショップ画面で、購入または売却するアイテムの個数を入力するウィンドウです。
#==============================================================================
class Window_ShopNumber < Window_Base
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_item_name(@item, 4, 96)
self.contents.font.color = normal_color
width = 24 + (ITEM_MAXIMUM_PLACE - 2) * 12
widths = 32 + (ITEM_MAXIMUM_PLACE - 2) * 12
self.contents.draw_text(272 - width + 24, 96, 32, 32, "×")
self.contents.draw_text(308 - width + 24, 96, width, 32, @number.to_s, 2)
self.cursor_rect.set(304 - width + 24, 96, widths, 32)
# self.cursor_rect.set(304, 96, 32, 32)
# 合計価格と通貨単位を描画
domination = $data_system.words.gold
cx = contents.text_size(domination).width
total_price = @price * @number
self.contents.font.color = normal_color
self.contents.draw_text(4, 160, 328-cx-2, 32, total_price.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(332-cx, 160, cx, 32, domination, 2)
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
if self.active
# カーソル右 (+1)
if Input.repeat?(Input::RIGHT) and @number < @max
$game_system.se_play($data_system.cursor_se)
@number += 1
refresh
end
# カーソル左 (-1)
if Input.repeat?(Input::LEFT) and @number > 1
$game_system.se_play($data_system.cursor_se)
@number -= 1
refresh
end
# カーソル上 (+10)
if Input.repeat?(Input::UP) and @number < @max
$game_system.se_play($data_system.cursor_se)
@number = [@number + 10, @max].min
refresh
end
# カーソル下 (-10)
if Input.repeat?(Input::DOWN) and @number > 1
$game_system.se_play($data_system.cursor_se)
@number = [@number - 10, 1].max
refresh
end
# R(最大数)
if Input.repeat?(Input::R) and @number < @max
$game_system.se_play($data_system.cursor_se)
@number = @max
refresh
end
# L(1)
if Input.repeat?(Input::L) and @number > 1
$game_system.se_play($data_system.cursor_se)
@number = 1
refresh
end
end
end
end
#-------------------------------------------------------------------------------
#==============================================================================
# ■ Window_ShopStatus
#------------------------------------------------------------------------------
# ショップ画面で、アイテムの所持数やアクターの装備を表示するウィンドウです。
#==============================================================================
class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if @item == nil
return
end
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 = $game_party.armor_number(@item.id)
end
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 200, 32, "Owned")
self.contents.font.color = normal_color
width = 36 + (ITEM_MAXIMUM_PLACE - 2) * 16
self.contents.draw_text(204 - width + 36, 0, width, 32, number.to_s, 2)
if @item.is_a?(RPG::Item)
return
end
# 装備品追加情報
for i in 0...$game_party.actors.size
# アクターを取得
actor = $game_party.actors[i]
# 装備可能なら通常文字色に、不可能なら無効文字色に設定
if actor.equippable?(@item)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
# アクターの名前を描画
self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)
# 現在の装備品を取得
if @item.is_a?(RPG::Weapon)
item1 = $data_weapons[actor.weapon_id]
elsif @item.kind == 0
item1 = $data_armors[actor.armor1_id]
elsif @item.kind == 1
item1 = $data_armors[actor.armor2_id]
elsif @item.kind == 2
item1 = $data_armors[actor.armor3_id]
else
item1 = $data_armors[actor.armor4_id]
end
# 装備可能な場合
if actor.equippable?(@item)
# 武器の場合
if @item.is_a?(RPG::Weapon)
atk1 = item1 != nil ? item1.atk : 0
atk2 = @item != nil ? @item.atk : 0
change = atk2 - atk1
end
# 防具の場合
if @item.is_a?(RPG::Armor)
pdef1 = item1 != nil ? item1.pdef : 0
mdef1 = item1 != nil ? item1.mdef : 0
pdef2 = @item != nil ? @item.pdef : 0
mdef2 = @item != nil ? @item.mdef : 0
change = pdef2 - pdef1 + mdef2 - mdef1
end
# パラメータの変化値を描画
self.contents.draw_text(124, 64 + 64 * i, 112, 32,
sprintf("%+d", change), 2)
end
# アイテムを描画
if item1 != nil
x = 4
y = 64 + 64 * i + 32
bitmap = RPG::Cache.icon(item1.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, item1.name)
end
end
end
end
#-------------------------------------------------------------------------------
#소지개수가 99개를 넘어도 구입이 가능하게 하려면 원 스크립트에 아래 부분을 추가합니다.
#==============================================================================
# ■ Window_ShopBuy
#------------------------------------------------------------------------------
# ショップ画面で、購入できる商品の一覧を表示するウィンドウです。
#==============================================================================
class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# ● 項目の描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
# アイテムの所持数を取得
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
# 価格が所持金以下、かつ所持数が 99 でなければ通常文字色に、
# そうでなければ無効文字色に設定
if item.price <= $game_party.gold and number < ITEM_MAXIMUM #소지 아이템 갯수가 99개를 넘어도 구입가능
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(item.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, item.name, 0)
self.contents.draw_text(x + 240, y, 88, 32, item.price.to_s, 2)
end
end
#추가 끝
#-------------------------------------------------------------------------------
#==============================================================================
# ■ Window_ShopSell
#------------------------------------------------------------------------------
# ショップ画面で、売却のために所持アイテムの一覧を表示するウィンドウです。
#==============================================================================
class Window_ShopSell < Window_Selectable
#--------------------------------------------------------------------------
# ● 項目の描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
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
# 売却可能なら通常文字色に、そうでないなら無効文字色に設定
if item.price > 0
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.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, item.name, 0)
width = 24 + (ITEM_MAXIMUM_PLACE - 2) * 12
x_i = x - width + 24
self.contents.draw_text(x_i + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x_i + 256, y, width, 32, number.to_s, 2)
end
end
#-------------------------------------------------------------------------------
#==============================================================================
# ■ Scene_Shop
#------------------------------------------------------------------------------
# ショップ画面の処理を行うクラスです。
#==============================================================================
class Scene_Shop
#--------------------------------------------------------------------------
# ● フレーム更新 (購入ウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_buy
# ステータスウィンドウのアイテムを設定
@status_window.item = @buy_window.item
# B ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
# ウィンドウの状態を初期モードへ
@command_window.active = true
@dummy_window.visible = true
@buy_window.active = false
@buy_window.visible = false
@status_window.visible = false
@status_window.item = nil
# ヘルプテキストを消去
@help_window.set_text("")
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
# アイテムを取得
@item = @buy_window.item
# アイテムが無効の場合、または価格が所持金より上の場合
if @item == nil or @item.price > $game_party.gold
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# アイテムの所持数を取得
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
# すでに 99 個所持している場合
if number == ITEM_MAXIMUM
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# 最大購入可能個数を計算
max = @item.price == 0 ? ITEM_MAXIMUM : $game_party.gold / @item.price
max = [max, ITEM_MAXIMUM - number].min
# ウィンドウの状態を個数入力モードへ
@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
end
http://www.geocities.jp/gamergss/rgss/rgss001.html
#==============================================================================
# ◆ 所持数限界突破 - item_maximum◆
#------------------------------------------------------------------------------
# アイテムの持てる数を99以上にするスクリプトです
#==============================================================================
# ★ カスタマイズ項目 ★
#==============================================================================
#アイテムの所持数
ITEM_MAXIMUM = 999 #소지/구입 최대수는 여기서 지정
#所持数の桁
ITEM_MAXIMUM_PLACE= 4
#==============================================================================
# ■ Game_Party
#------------------------------------------------------------------------------
# パーティを扱うクラスです。ゴールドやアイテムなどの情報が含まれます。このク
# ラスのインスタンスは $game_party で参照されます。
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# ● アイテムの増加 (減少)
# item_id : アイテム ID
# n : 個数
#--------------------------------------------------------------------------
def gain_item(item_id, n)
# ハッシュの個数データを更新
if item_id > 0
@items[item_id] = [[item_number(item_id) + n, 0].max, ITEM_MAXIMUM].min
end
end
#--------------------------------------------------------------------------
# ● 武器の増加 (減少)
# weapon_id : 武器 ID
# n : 個数
#--------------------------------------------------------------------------
def gain_weapon(weapon_id, n)
# ハッシュの個数データを更新
if weapon_id > 0
@weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, ITEM_MAXIMUM].min
end
end
#--------------------------------------------------------------------------
# ● 防具の増加 (減少)
# armor_id : 防具 ID
# n : 個数
#--------------------------------------------------------------------------
def gain_armor(armor_id, n)
# ハッシュの個数データを更新
if armor_id > 0
@armors[armor_id] = [[armor_number(armor_id) + n, 0].max, ITEM_MAXIMUM].min
end
end
end
#-------------------------------------------------------------------------------
#==============================================================================
# ■ Window_Item
#------------------------------------------------------------------------------
# アイテム画面、バトル画面で、所持アイテムの一覧を表示するウィンドウです。
#==============================================================================
class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
# ● 項目の描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
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
if item.is_a?(RPG::Item) and $game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.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, item.name, 0)
width = 24 + (ITEM_MAXIMUM_PLACE - 2) * 12
x_i = x - width + 24
self.contents.draw_text(x_i + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x_i + 256, y, width, 32, number.to_s, 2)
end
end
#-------------------------------------------------------------------------------
#==============================================================================
# ■ Window_ShopNumber
#------------------------------------------------------------------------------
# ショップ画面で、購入または売却するアイテムの個数を入力するウィンドウです。
#==============================================================================
class Window_ShopNumber < Window_Base
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_item_name(@item, 4, 96)
self.contents.font.color = normal_color
width = 24 + (ITEM_MAXIMUM_PLACE - 2) * 12
widths = 32 + (ITEM_MAXIMUM_PLACE - 2) * 12
self.contents.draw_text(272 - width + 24, 96, 32, 32, "×")
self.contents.draw_text(308 - width + 24, 96, width, 32, @number.to_s, 2)
self.cursor_rect.set(304 - width + 24, 96, widths, 32)
# self.cursor_rect.set(304, 96, 32, 32)
# 合計価格と通貨単位を描画
domination = $data_system.words.gold
cx = contents.text_size(domination).width
total_price = @price * @number
self.contents.font.color = normal_color
self.contents.draw_text(4, 160, 328-cx-2, 32, total_price.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(332-cx, 160, cx, 32, domination, 2)
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
if self.active
# カーソル右 (+1)
if Input.repeat?(Input::RIGHT) and @number < @max
$game_system.se_play($data_system.cursor_se)
@number += 1
refresh
end
# カーソル左 (-1)
if Input.repeat?(Input::LEFT) and @number > 1
$game_system.se_play($data_system.cursor_se)
@number -= 1
refresh
end
# カーソル上 (+10)
if Input.repeat?(Input::UP) and @number < @max
$game_system.se_play($data_system.cursor_se)
@number = [@number + 10, @max].min
refresh
end
# カーソル下 (-10)
if Input.repeat?(Input::DOWN) and @number > 1
$game_system.se_play($data_system.cursor_se)
@number = [@number - 10, 1].max
refresh
end
# R(最大数)
if Input.repeat?(Input::R) and @number < @max
$game_system.se_play($data_system.cursor_se)
@number = @max
refresh
end
# L(1)
if Input.repeat?(Input::L) and @number > 1
$game_system.se_play($data_system.cursor_se)
@number = 1
refresh
end
end
end
end
#-------------------------------------------------------------------------------
#==============================================================================
# ■ Window_ShopStatus
#------------------------------------------------------------------------------
# ショップ画面で、アイテムの所持数やアクターの装備を表示するウィンドウです。
#==============================================================================
class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if @item == nil
return
end
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 = $game_party.armor_number(@item.id)
end
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 200, 32, "Owned")
self.contents.font.color = normal_color
width = 36 + (ITEM_MAXIMUM_PLACE - 2) * 16
self.contents.draw_text(204 - width + 36, 0, width, 32, number.to_s, 2)
if @item.is_a?(RPG::Item)
return
end
# 装備品追加情報
for i in 0...$game_party.actors.size
# アクターを取得
actor = $game_party.actors[i]
# 装備可能なら通常文字色に、不可能なら無効文字色に設定
if actor.equippable?(@item)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
# アクターの名前を描画
self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)
# 現在の装備品を取得
if @item.is_a?(RPG::Weapon)
item1 = $data_weapons[actor.weapon_id]
elsif @item.kind == 0
item1 = $data_armors[actor.armor1_id]
elsif @item.kind == 1
item1 = $data_armors[actor.armor2_id]
elsif @item.kind == 2
item1 = $data_armors[actor.armor3_id]
else
item1 = $data_armors[actor.armor4_id]
end
# 装備可能な場合
if actor.equippable?(@item)
# 武器の場合
if @item.is_a?(RPG::Weapon)
atk1 = item1 != nil ? item1.atk : 0
atk2 = @item != nil ? @item.atk : 0
change = atk2 - atk1
end
# 防具の場合
if @item.is_a?(RPG::Armor)
pdef1 = item1 != nil ? item1.pdef : 0
mdef1 = item1 != nil ? item1.mdef : 0
pdef2 = @item != nil ? @item.pdef : 0
mdef2 = @item != nil ? @item.mdef : 0
change = pdef2 - pdef1 + mdef2 - mdef1
end
# パラメータの変化値を描画
self.contents.draw_text(124, 64 + 64 * i, 112, 32,
sprintf("%+d", change), 2)
end
# アイテムを描画
if item1 != nil
x = 4
y = 64 + 64 * i + 32
bitmap = RPG::Cache.icon(item1.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, item1.name)
end
end
end
end
#-------------------------------------------------------------------------------
#소지개수가 99개를 넘어도 구입이 가능하게 하려면 원 스크립트에 아래 부분을 추가합니다.
#==============================================================================
# ■ Window_ShopBuy
#------------------------------------------------------------------------------
# ショップ画面で、購入できる商品の一覧を表示するウィンドウです。
#==============================================================================
class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# ● 項目の描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
# アイテムの所持数を取得
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
# 価格が所持金以下、かつ所持数が 99 でなければ通常文字色に、
# そうでなければ無効文字色に設定
if item.price <= $game_party.gold and number < ITEM_MAXIMUM #소지 아이템 갯수가 99개를 넘어도 구입가능
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(item.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, item.name, 0)
self.contents.draw_text(x + 240, y, 88, 32, item.price.to_s, 2)
end
end
#추가 끝
#-------------------------------------------------------------------------------
#==============================================================================
# ■ Window_ShopSell
#------------------------------------------------------------------------------
# ショップ画面で、売却のために所持アイテムの一覧を表示するウィンドウです。
#==============================================================================
class Window_ShopSell < Window_Selectable
#--------------------------------------------------------------------------
# ● 項目の描画
# index : 項目番号
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
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
# 売却可能なら通常文字色に、そうでないなら無効文字色に設定
if item.price > 0
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.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, item.name, 0)
width = 24 + (ITEM_MAXIMUM_PLACE - 2) * 12
x_i = x - width + 24
self.contents.draw_text(x_i + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x_i + 256, y, width, 32, number.to_s, 2)
end
end
#-------------------------------------------------------------------------------
#==============================================================================
# ■ Scene_Shop
#------------------------------------------------------------------------------
# ショップ画面の処理を行うクラスです。
#==============================================================================
class Scene_Shop
#--------------------------------------------------------------------------
# ● フレーム更新 (購入ウィンドウがアクティブの場合)
#--------------------------------------------------------------------------
def update_buy
# ステータスウィンドウのアイテムを設定
@status_window.item = @buy_window.item
# B ボタンが押された場合
if Input.trigger?(Input::B)
# キャンセル SE を演奏
$game_system.se_play($data_system.cancel_se)
# ウィンドウの状態を初期モードへ
@command_window.active = true
@dummy_window.visible = true
@buy_window.active = false
@buy_window.visible = false
@status_window.visible = false
@status_window.item = nil
# ヘルプテキストを消去
@help_window.set_text("")
return
end
# C ボタンが押された場合
if Input.trigger?(Input::C)
# アイテムを取得
@item = @buy_window.item
# アイテムが無効の場合、または価格が所持金より上の場合
if @item == nil or @item.price > $game_party.gold
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# アイテムの所持数を取得
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
# すでに 99 個所持している場合
if number == ITEM_MAXIMUM
# ブザー SE を演奏
$game_system.se_play($data_system.buzzer_se)
return
end
# 決定 SE を演奏
$game_system.se_play($data_system.decision_se)
# 最大購入可能個数を計算
max = @item.price == 0 ? ITEM_MAXIMUM : $game_party.gold / @item.price
max = [max, ITEM_MAXIMUM - number].min
# ウィンドウの状態を個数入力モードへ
@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
end