XP 스크립트

문자 그대로 세금, 세금, 세금....... 물건을 살 때에 일정비율로 세금을 붙이는 스크립트입니다.


#============================================================================
# Tax Script-x 1.2
# Requested by Mega Flare
#----------------------------------------------------------------------------
# By The_Darklord
# Thanks to SephirothSpawn for help
#----------------------------------------------------------------------------
# The following methods are rewritten:
# Window_ShopBuy(draw_iten(index), Scene_Shop(update_buy, update_number)
# Window_ShopStatus(refresh)
#============================================================================

class Game_System
attr_accessor :tax
alias declaration initialize
def initialize
declaration
@tax = 0
end
end

class Window_ShopBuy < Window_Selectable
alias make_item draw_item
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
a = item.price
item.price = Integer(a * ( (100 + $game_system.tax) / 100.0))
make_item(index)
item.price = a
end
end

#------------------------------------------------------------------------------

class Scene_Shop
#--------------------------------------------------------------------------
# * Frame Update (when buy window is active)
#--------------------------------------------------------------------------
def update_buy
# Set status window item
@status_window.item = @buy_window.item
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Change windows to initial 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
# Erase help text
@help_window.set_text("")
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Get item
@item = @buy_window.item
a = @item.price
@item.price = Integer(a * ( (100 + $game_system.tax) / 100.0))
# If item is invalid, or price is higher than money possessed
if @item == nil or @item.price > $game_party.gold
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Get items in possession count
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 99 items are already in possession
if number == 99
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Calculate maximum amount possible to buy
max = @item.price == 0 ? 99 : $game_party.gold / @item.price
max = [max, 99 - number].min
# Change windows to quantity input mode
@buy_window.active = false
@buy_window.visible = false
@number_window.set(@item, max, @item.price)
@number_window.active = true
@number_window.visible = true
@item.price = a
end
end
#--------------------------------------------------------------------------
# * Frame Update (when quantity input window is active)
#--------------------------------------------------------------------------
def update_number
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Set quantity input window to inactive / invisible
@number_window.active = false
@number_window.visible = false
# Branch by command window cursor position
case @command_window.index
when 0 # buy
# Change windows to buy mode
@buy_window.active = true
@buy_window.visible = true
when 1 # sell
# Change windows to sell mode
@sell_window.active = true
@sell_window.visible = true
@status_window.visible = false
end
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Play shop SE
$game_system.se_play($data_system.shop_se)
# Set quantity input window to inactive / invisible
@number_window.active = false
@number_window.visible = false
# Branch by command window cursor position
case @command_window.index
when 0 # buy
# Buy process
a = @item.price
@item.price = Integer(a * ( (100 + $game_system.tax) / 100.0))
$game_party.lose_gold(@number_window.number * @item.price)
case @item
when RPG::Item
$game_party.gain_item(@item.id, @number_window.number)
when RPG::Weapon
$game_party.gain_weapon(@item.id, @number_window.number)
when RPG::Armor
$game_party.gain_armor(@item.id, @number_window.number)
end
@item.price = a
# Refresh each window
@gold_window.refresh
@buy_window.refresh
@status_window.refresh
# Change windows to buy mode
@buy_window.active = true
@buy_window.visible = true
when 1 # sell
# Sell process
$game_party.gain_gold(@number_window.number * (@item.price / 2))
case @item
when RPG::Item
$game_party.lose_item(@item.id, @number_window.number)
when RPG::Weapon
$game_party.lose_weapon(@item.id, @number_window.number)
when RPG::Armor
$game_party.lose_armor(@item.id, @number_window.number)
end
# Refresh each window
@gold_window.refresh
@sell_window.refresh
@status_window.refresh
# Change windows to sell mode
@sell_window.active = true
@sell_window.visible = true
@status_window.visible = false
end
return
end
end
end

#------------------------------------------------------------------------------

class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
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, "Number in Possession")
self.contents.font.color = normal_color
self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)
self.contents.font.color = system_color
if $game_system.tax > 0
self.contents.draw_text(4, 0, 200, 86, "Current Tax Rate")
self.contents.font.color = normal_color
self.contents.draw_text(172, 0, 64, 86, $game_system.tax.to_s + "%", 2)
end
if 0 > $game_system.tax
self.contents.draw_text(4, 0, 200, 86, "Discount Rate")
self.contents.font.color = normal_color
self.contents.draw_text(172, 0, 64, 86, $game_system.tax.to_s + "%", 2)
end
if @item.is_a?(RPG::Item)
return
end
# Equipment adding information
for i in 0...$game_party.actors.size
# Get actor
actor = $game_party.actors[i]
# If equippable, then set to normal text color. If not, set to
# invalid text color.
if actor.equippable?(@item)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
# Draw actor's name
self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)
# Get current equipment
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
# If equippable
if actor.equippable?(@item)
# If weapon
if @item.is_a?(RPG::Weapon)
atk1 = item1 != nil ? item1.atk : 0
atk2 = @item != nil ? @item.atk : 0
change = atk2 - atk1
end
# If armor
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
# Draw parameter change values
self.contents.draw_text(124, 64 + 64 * i, 112, 32,
sprintf("%+d", change), 2)
end
# Draw item
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

세금붙이는 법은 상점불러오기 직전에 이벤트 명령->스크립트에서:
$game_system.tax = 세금비율

Who's 백호

?

이상혁입니다.

http://elab.kr

Atachment
첨부 '1'
Comment '2'
  • ?
    용호작무 2009.08.23 04:49

    와우 !! 정말 유용한 스크립트!!! ....이긴 한데 그넘의 세금세금세금 OTL

  • ?
    내로미 2010.05.07 16:13

    와! 게임에 현실성을 부여하는 군요! ㄳㄳㄳㄳ


List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 습작 2012.12.24 6203
174 기타 멋진...제작자 정보를 그림으로 1 백호 2009.02.22 1233
173 기타 Near Fantastica's SDK Test Bed 3 file 백호 2009.02.22 885
172 기타 Text Scroll by Dubealex (Release 3) 2 file 백호 2009.02.22 940
171 기타 Multiple Currencies(여러 개의 통화단위 사용) 2 백호 2009.02.22 1124
170 기타 Terrain Encounter Areas by SephirothSpawn 백호 2009.02.22 778
169 기타 Random Character Generator by SephirothSpawn (SDK호환) 1 백호 2009.02.22 1041
168 기타 KGC - RMXP 스크립트 개발용 프로젝트 1.01 4 file 백호 2009.02.22 1515
167 기타 Dynamic Stores by Astro_mech@rmxp.net 1 file 백호 2009.02.22 878
166 기타 아래 스크립트에 대한 Guillaume777님의 개량판입니다. 백호 2009.02.22 880
165 기타 KGC 디버거 (최신 올라온 것에 비해 성능은 딸리지만) file 백호 2009.02.22 929
164 기타 일시정지 스크립트 2 file 백호 2009.02.22 1796
163 기타 Weather Script 1.02 by ccoa 1 file 백호 2009.02.22 810
162 기타 다중 파노라마 사용 by Guillaume777 file 백호 2009.02.22 886
161 기타 ABS 몬스터 HP 게이지 바 11 백호 2009.02.22 2485
160 기타 파노라마 스크롤 스크립트 개량판 by Guillaume777 1 백호 2009.02.22 896
159 기타 제작한 게임의 파일을 모두 exe파일 하나에 쓸어담기 by sheefo@Creation Asylum 1 file 백호 2009.02.22 1240
158 기타 ID띄우기 스크립트(新) 3 백호 2009.02.22 1280
157 기타 창고 시스템 8 백호 2009.02.22 1763
156 기타 Selected phyolomortis.com scripts 1 file 백호 2009.02.22 789
155 기타 스크립트 자료 3 file 백호 2009.02.22 905
Board Pagination Prev 1 2 3 4 5 6 7 8 9 10 11 12 13 Next
/ 13