Silver Link Administrador
Número de Mensagens : 43 Idade : 29 Localização : Curitiba, PR Emprego/lazer : RPG Maker VX Humor : Muito Bom xD Alerta : Data de inscrição : 03/02/2008
| Assunto: Scene_Shop Vl 2 9/2/2008, 19:12 | |
| Script editado por Bahaman. Substitua pela sua Scene_Shop. - Código:
-
#============================================================================== # ? Scene_Shop V.2 Edita por Bahaman Quanto orgulho ^^ #------------------------------------------------------------------------------ # #==============================================================================
class Scene_Shop < Scene_Base #-------------------------------------------------------------------------- # ? ???? #-------------------------------------------------------------------------- def start super create_menu_background create_command_window #Defina aqui a imagem do Background @img_shop = Sprite.new @img_shop.bitmap = Cache.parallax("Mountain") @help_window = Window_Help.new @help_window.opacity = 20 @gold_window = Window_Gold.new(384, 56) @gold_window.opacity = 20 @dummy_window = Window_Base.new(0, 112, 544, 304) @dummy_window.opacity = 20 @buy_window = Window_ShopBuy.new(0, 112) @buy_window.opacity = 20 @buy_window.active = false @buy_window.visible = false @buy_window.help_window = @help_window @sell_window = Window_ShopSell.new(0, 112, 544, 304) @sell_window.opacity = 20 @sell_window.active = false @sell_window.visible = false @sell_window.help_window = @help_window @number_window = Window_ShopNumber.new(0, 112) @number_window.opacity = 20 @number_window.active = false @number_window.visible = false @status_window = Window_ShopStatus.new(304, 112) @status_window.opacity = 20 @status_window.visible = false end #-------------------------------------------------------------------------- # ? ???? #-------------------------------------------------------------------------- def terminate super dispose_menu_background dispose_command_window @help_window.dispose @gold_window.dispose @dummy_window.dispose @buy_window.dispose @sell_window.dispose @number_window.dispose @status_window.dispose end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def update super update_menu_background @help_window.update @command_window.update @gold_window.update @dummy_window.update @buy_window.update @sell_window.update @number_window.update @status_window.update if @command_window.active update_command_selection elsif @buy_window.active update_buy_selection elsif @sell_window.active update_sell_selection elsif @number_window.active update_number_input end end #-------------------------------------------------------------------------- # ? ???????????? #-------------------------------------------------------------------------- def create_command_window s1 = Vocab::ShopBuy s2 = Vocab::ShopSell s3 = Vocab::ShopCancel @command_window = Window_Command.new(384, [s1, s2, s3], 3) @command_window.y = 56 if $game_temp.shop_purchase_only @command_window.draw_item(1, false) end end #-------------------------------------------------------------------------- # ? ???????????? #-------------------------------------------------------------------------- def dispose_command_window @command_window.dispose end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def update_command_selection if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) case @command_window.index when 0 # ???? Sound.play_decision @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 # ???? if $game_temp.shop_purchase_only Sound.play_buzzer else Sound.play_decision @command_window.active = false @dummy_window.visible = false @sell_window.active = true @sell_window.visible = true @sell_window.refresh end when 2 # ??? Sound.play_decision $scene = Scene_Map.new end end end #-------------------------------------------------------------------------- # ? ??????????? #-------------------------------------------------------------------------- def update_buy_selection @status_window.item = @buy_window.item if Input.trigger?(Input::B) Sound.play_cancel @command_window.active = true @dummy_window.visible = true @buy_window.active = false @buy_window.visible = false @status_window.visible = false @status_window.item = nil @help_window.set_text("") return end if Input.trigger?(Input::C) @item = @buy_window.item number = $game_party.item_number(@item) if @item == nil or @item.price > $game_party.gold or number == 99 Sound.play_buzzer else Sound.play_decision max = @item.price == 0 ? 99 : $game_party.gold / @item.price max = [max, 99 - number].min @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 #-------------------------------------------------------------------------- # ? ??????????? #-------------------------------------------------------------------------- def update_sell_selection if Input.trigger?(Input::B) Sound.play_cancel @command_window.active = true @dummy_window.visible = true @sell_window.active = false @sell_window.visible = false @status_window.item = nil @help_window.set_text("") elsif Input.trigger?(Input::C) @item = @sell_window.item @status_window.item = @item if @item == nil or @item.price == 0 Sound.play_buzzer else Sound.play_decision max = $game_party.item_number(@item) @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 end #-------------------------------------------------------------------------- # ? ??????? #-------------------------------------------------------------------------- def update_number_input if Input.trigger?(Input::B) cancel_number_input elsif Input.trigger?(Input::C) decide_number_input end end #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def cancel_number_input Sound.play_cancel @number_window.active = false @number_window.visible = false case @command_window.index when 0 # ???? @buy_window.active = true @buy_window.visible = true when 1 # ???? @sell_window.active = true @sell_window.visible = true @status_window.visible = false end end #-------------------------------------------------------------------------- # ? ??????? #-------------------------------------------------------------------------- def decide_number_input Sound.play_shop @number_window.active = false @number_window.visible = false case @command_window.index when 0 # ???? $game_party.lose_gold(@number_window.number * @item.price) $game_party.gain_item(@item, @number_window.number) @gold_window.refresh @buy_window.refresh @status_window.refresh @buy_window.active = true @buy_window.visible = true when 1 # ???? $game_party.gain_gold(@number_window.number * (@item.price / 2)) $game_party.lose_item(@item, @number_window.number) @gold_window.refresh @sell_window.refresh @status_window.refresh @sell_window.active = true @sell_window.visible = true @status_window.visible = false end end end - Citação :
- Bem galera esse script não é nada de mais a única coisa que eu mudei nele é a opacidade dele
e inseri um panorama atrás dele me baseei no menu do Silver Link/Gold Link
Copie o script e substita-o pelo scene_shop Para alterar o panaroma vá até a linha 20
Código: @img_menu.bitmap = Cache.parallax("Sunset")
Substitura Sunset pelo panorama desejado ^^
Créditos a mim mesmo ^^ Quanta emoção meu primeiro script xD Palavras de Bahaman. Fui! | |
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