Loja Alternativa No RMXP

11 de março de 2012

Novo Shop, por Firewords, é um script para o RPG Maker XP, que, uma vez instalado, muda as lojas no seu game ou projeto, feito nesta ferramenta, é claro.

Acredito que pode ser customizado por alguém com experiencia em RGSS e é uma opção para quem cansou da loja padrão do RMXP, e não quer esquentar muito a cabeça, visto que o processo de instalação é bem simples: ele muda todas as lojas do jogo, não precisando de chamar script nem nada, e bastando copiar o código abaixo, em cima do Main. Pode colocar qualquer nome no script.

#====================================================================
#
# Script Novo Shop v-Final Script por: Firewords
#
#==================================================================== 

#====================================================================
# Window_ShopCommand
#====================================================================
class Window_ShopCommand < Window_Selectable
#------------------------------------------------------------------
# Iniciando
#------------------------------------------------------------------
def initialize
super(0, 64, 480, 64)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 3
@column_max = 3
@commands = ["Comprar", "Vender", "Sair"]
refresh
self.index = 0
end
#------------------------------------------------------------------
# Definindo janelas
#------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
#------------------------------------------------------------------
# Definindo cursor
#------------------------------------------------------------------
def draw_item(index)
x = 4 + index * 160
self.contents.draw_text(x, 0, 128, 32, @commands[index])
end
end 

#====================================================================
# Window_ShopBuy
#==================================================================== 

class Window_ShopBuy < Window_Selectable
#------------------------------------------------------------------
# Iniciando
#------------------------------------------------------------------
def initialize(shop_goods)
x=0
super(x-20, 128, 360, 277)
@shop_goods = shop_goods
refresh
self.index = 0
end
#------------------------------------------------------------------
# Definindo numero de itens
#------------------------------------------------------------------
def item
return @data[self.index]
end
#------------------------------------------------------------------
# Desenhando janela
#------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for goods_item in @shop_goods
case goods_item[0]
when 0
item = $data_items[goods_item[1]]
when 1
item = $data_weapons[goods_item[1]]
when 2
item = $data_armors[goods_item[1]]
end
if item != nil
@data.push(item)
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#-------------------------------------------------------------------
# Mostrando itens
#-------------------------------------------------------------------
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.price <= $game_party.gold and number < 99
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, 16, 32, ":", 1)
self.contents.draw_text(x + 230, y, 88, 32, item.price.to_s, 2)
end
#-------------------------------------------------------------------
# Mostrando definições na Help_window
#-------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end 

#=====================================================================
# Window_ShopSell
#===================================================================== 

class Window_ShopSell < Window_Selectable
#-------------------------------------------------------------------
# Iniciando
#-------------------------------------------------------------------
def initialize
super(0, 128, 640, 278)
@column_max = 2
refresh
self.index = 0
end
#-------------------------------------------------------------------
# Definindo quantidade de itens
#-------------------------------------------------------------------
def item
return @data[self.index]
end
#-------------------------------------------------------------------
# Desenhando janelas
#-------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#-------------------------------------------------------------------
# Mostrando itens
#-------------------------------------------------------------------
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.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)
self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
end
#-------------------------------------------------------------------
# Mostrando informa?es na janela de window
#-------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end 

#=====================================================================
# Window_ShopNumber
#===================================================================== 

class Window_ShopNumber < Window_Base
#-------------------------------------------------------------------
# Iniciando
#-------------------------------------------------------------------
def initialize
x=0
super(x-20, 128, 360, 277)
self.contents = Bitmap.new(width - 32, height - 32)
@item = nil
@max = 1
@price = 0
@number = 1
end
#-------------------------------------------------------------------
# Definindo itens de acordo com o dinheiro
#-------------------------------------------------------------------
def set(item, max, price)
@item = item
@max = max
@price = price 

@number = 1
refresh
end
#-------------------------------------------------------------------
# Verificando numeros atuais
#-------------------------------------------------------------------
def number
return @number
end
#-------------------------------------------------------------------
# Desenhando janela
#-------------------------------------------------------------------
def refresh
self.contents.clear
draw_item_name(@item, 60, 66)
self.contents.font.color = normal_color
self.contents.draw_text(162, 96, 32, 32, " ")
self.contents.draw_text(198, 96, 24, 32, @number.to_s, 2)
self.cursor_rect.set(195, 96, 32, 32)
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(-15, 210, 328-cx-2, 32, total_price.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(332-cx-15, 210, cx, 32, domination, 2)
end
#-------------------------------------------------------------------
# Atualizando
#-------------------------------------------------------------------
def update
super
if self.active
if Input.repeat?(Input::RIGHT) and @number < @max
$game_system.se_play($data_system.cursor_se)
@number += 1
refresh
end
if Input.repeat?(Input::LEFT) and @number > 1
$game_system.se_play($data_system.cursor_se)
@number -= 1
refresh
end
if Input.repeat?(Input::UP) and @number < @max
$game_system.se_play($data_system.cursor_se)
@number = [@number + 10, @max].min
refresh
end
if Input.repeat?(Input::DOWN) and @number > 1
$game_system.se_play($data_system.cursor_se)
@number = [@number - 10, 1].max
refresh
end
end
end
end 

#=====================================================================
# Window_ShopStatus
#=====================================================================
class Window_ShopStatus < Window_Base
#-------------------------------------------------------------------
# Iniciando
#-------------------------------------------------------------------
def initialize
super(398, 128, 281, 277)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = 18
@item = nil
refresh
end
#-------------------------------------------------------------------
# Desenhando janela
#-------------------------------------------------------------------
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 = $game_party.armor_number(@item.id)
end
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 200, 32, "Obtidos")
self.contents.font.color = normal_color
self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)
if @item.is_a?(RPG::Item)
return
end
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
char =
if actor.equippable?(@item)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
draw_actor_graphic(actor,10, 64 + 50 * i + 1)
draw_actor_state(actor, x + 144, y)
draw_actor_exp(actor, x+ 144, y + 3)
draw_actor_sp(actor, x, y + 5)
bitmap.font.name = "Arial Black"
bitmap.font.size = 32
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
if value.is_a?(Numeric) and value < 0
bitmap.font.color.set(176, 255, 144)
else
bitmap.font.color.set(255, 255, 255)
end
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
if critical
bitmap.font.size = 20
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, -1, 160, 20, "GRAVE", 1)
bitmap.draw_text(+1, -1, 160, 20, "GRAVE", 1)
bitmap.draw_text(-1, +1, 160, 20, "GRAVE", 1)
bitmap.draw_text(+1, +1, 160, 20, "GRAVE", 1)
bitmap.font.color.set(255, 255, 255)
bitmap.draw_text(0, 0, 160, 20, "GRAVE", 1)
end
@_damage_sprite = ::Sprite.new
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 80 + self.viewport.ox
@_damage_sprite.oy = 20 + self.viewport.oy
@_damage_sprite.x = self.x + self.viewport.rect.x
@_damage_sprite.y = self.y - self.oy / 2 + self.viewport.rect.y
@_damage_sprite.z = 3000
@_damage_duration = 40
end
def animation(animation, hit)
dispose_animation
@_animation = animation
return if @_animation == nil
@_animation_hit = hit
@_animation_duration = @_animation.frame_max
animation_name = @_animation.animation_name
animation_hue = @_animation.animation_hue
bitmap = RPG::Cache.animation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_animation_sprites = []
if @_animation.position != 3 or not @@_animations.include?(animation)
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_animation_sprites.push(sprite)
end
unless @@_animations.include?(animation)
@@_animations.push(animation)
end
end
update_animation
end
def loop_animation(animation)
return if animation == @_loop_animation
dispose_loop_animation
@_loop_animation = animation
return if @_loop_animation == nil
@_loop_animation_index = 0
animation_name = @_loop_animation.animation_name
animation_hue = @_loop_animation.animation_hue
bitmap = RPG::Cache.animation(animation_name, animation_hue)
if @@_reference_count.include?(bitmap)
@@_reference_count[bitmap] += 1
else
@@_reference_count[bitmap] = 1
end
@_loop_animation_sprites = []
for i in 0..15
sprite = ::Sprite.new
sprite.bitmap = bitmap
sprite.visible = false
@_loop_animation_sprites.push(sprite)
end
update_loop_animation
end
def animation_set_sprites(sprites, cell_data, position)
for i in 0..15
sprite = sprites[i]
pattern = cell_data[i, 0]
if sprite == nil or pattern == nil or pattern == -1
sprite.visible = false if sprite != nil
next
end
sprite.visible = true
sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
if position == 3
if self.viewport != nil
sprite.x = self.viewport.rect.width / 2
sprite.y = self.viewport.rect.height - 160
else
sprite.x = 320
sprite.y = 240
end
else
sprite.x = self.x + self.viewport.rect.x -
self.ox + self.src_rect.width / 2
sprite.y = self.y + self.viewport.rect.y -
self.oy + self.src_rect.height / 2
sprite.y -= self.src_rect.height / 4 if position == 0
sprite.y += self.src_rect.height / 4 if position == 2
end
sprite.x += cell_data[i, 1]
sprite.y += cell_data[i, 2]
sprite.z = 2000
sprite.ox = 96
sprite.oy = 96
sprite.zoom_x = cell_data[i, 3] / 100.0
sprite.zoom_y = cell_data[i, 3] / 100.0
sprite.angle = cell_data[i, 4]
sprite.mirror = (cell_data[i, 5] == 1)
sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
sprite.blend_type = cell_data[i, 7]
end
end
end
end

Informações adicionais

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2 comentários para “Loja Alternativa No RMXP”

  1. Aldo disse:

    Que tipo de linguagem é essa?

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