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     YANFLY MOTOR ACE - TIENDA de Eventos Comunes.

    Ver el tema anterior Ver el tema siguiente Ir abajo 
    AutorMensaje
    rodrigo_master
    Caballero Maker
    Caballero Maker


    Cantidad de envíos: 159
    Miembro desde: 21/01/2012
    Edad: 16
    Localización: Torreon
    Sexo: Masculino

    Maker: RMXP


    MensajeTema: YANFLY MOTOR ACE - TIENDA de Eventos Comunes.   Lun Ene 23, 2012 6:40 pm

    Hola makerpalace, esta vez les traigo un script que me llamo la atencion, este scripts cirve para poder comprar Eventos comunes, no es muy util pero puede servir, ademas hasi ya hay mas scripts para el ACE aunque no me guste

    Código:

    #==============================================================================
    #
    # ▼ Yanfly Engine Ace - Common Event Shop v1.00
    # -- Last Updated: 2012.01.13
    # -- Level: Normal, Hard
    # -- Requires: n/a
    #
    #==============================================================================

    $imported = {} if $imported.nil?
    $imported["YEA-CommonEventShop"] = true

    #==============================================================================
    # ▼ Updates
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # 2012.01.13 - Started Script and Finished.
    #
    #==============================================================================
    # ▼ Introduction
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # Sometimes, being able to buy items just isn't enough. With the common event
    # shop, you can set anything to be sold as long as you can event it. Expanded
    # upon the original Yanfly Engine ReDux version, the Ace version gives more
    # options such as using custom switches to enable/disable common events from
    # being bought or even appearing. And if that wasn't enough, advanced users can
    # use eval strings for more conditional common events.
    #
    #==============================================================================
    # ▼ Instructions
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # To install this script, open up your script editor and copy/paste this script
    # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
    #
    # -----------------------------------------------------------------------------
    # Common Event Notetags - These notetags go in a common event's comments.
    # -----------------------------------------------------------------------------
    # <cost: x>
    # Sets the gold cost of the common event to x gold. If this notetag is not used
    # the default gold cost will be whatever DEFAULT_COST is in the script module.
    #
    # <exit shop>
    # When this event is bought, the player will automatically exit the shop before
    # the common event will take place. If this tag is not used, the common event's
    # contents will take place inside of the common event shop.
    #
    # <icon: x>
    # Changes the icon used for the common event to x icon index. If this notetag
    # is not used, the icon used for the common event will be whatever DEFAULT_ICON
    # is in the script module.
    #
    # <image: string>
    # Changes the image used for the common event to filename "string" found in
    # the Graphics\Pictures\ folder. Requires Ace Shop Options to use. If this tag
    # is not used, the image displayed will be the common event's expanded icon.
    #
    # <help description>
    #  string
    # </help description>
    # Sets the text used for the help window in the shop scene. Multiple lines in
    # the notebox will be strung together. Use | for a line break. Text codes may
    # be used inside of the help description.
    #
    # <shop data>
    #  string
    # </shop data>
    # Can be used if you have Yanfly Engine Ace - Ace Shop Options installed. Sets
    # the string as the text shown inside the data window the shop. Use | for a
    # line break. Text codes may be used inside of the shop data text.
    #
    # <shop variables: x>
    # <shop variables: x, x>
    # This sets the variable x displayed in the status window in the lower right
    # corner of the screen. Insert multiples of this notetag to display more
    # variables inside of the status window.
    #
    # <shop enable switch: x>
    # <shop enable switch: x, x>
    # This notetag will cause the common event item to require switch x to be ON
    # before the common event can be bought. Insert multiples of these notetags to
    # require more switches to be ON before the common event item can be gouth.
    #
    # <shop enable eval>
    #  string
    #  string
    # </shop enable eval>
    # Advanced users can enable and disable common events from being bought through
    # this notetag. Replace string with lines of code to check for whether or not
    # the common event can be sold. If multiple lines are used, they are considered
    # to be a part of the same line.
    #
    # <shop show switch: x>
    # <shop show switch: x, x>
    # This notetag will cause the common event item to be hidden unless switch x is
    # ON. Insert multiple of these notetags to require more switches to be ON
    # before the common event item will be shown in the shop.
    #
    # <shop show eval>
    #  string
    #  string
    # </shop show eval>
    # Advanced users can show and hide common events from being listed in the buy
    # list through this notetag. Replace string with lines of code to check for
    # whether or not the common event will be shown. If multiple lines are used,
    # they are considered to be a part of the same line.
    #
    # -----------------------------------------------------------------------------
    # Script Calls - These commands are used with script calls.
    # -----------------------------------------------------------------------------
    # common_event_shop(x)
    # This will call common event shop x. x will the shop ID used from the SHOPS
    # hash in the script's module. Any items placed within the array assigned to
    # the shop ID will be sold as common events.
    #
    #==============================================================================
    # ▼ Compatibility
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
    # it will run with RPG Maker VX without adjusting.
    #
    # This script is compatible with Yanfly Engine Ace - Ace Shop Options v1.00+.
    # The position of this script does not matter relative to the other script.
    #
    #==============================================================================

    module YEA
      module COMMON_EVENT_SHOP
       
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - General Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # These settings below adjust the default costs for common events (if no
        # custom costs are used), the default icons used, and what kinds of common
        # events are sold for each of the shop ID's.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        DEFAULT_COST = 1000        # Default gold cost for common events.
        DEFAULT_ICON = 236        # Default icon used for common events.
       
        # This hash adjusts the common events sold in each of the shop ID's. Insert
        # the common events you want sold inside of the arrays with the shop ID as
        # the hash key. You can use number ranges to add common events quicker.
        SHOPS ={
        # ID  => [Common Event ID's],
          1  => [1, 2..8, 9, 10],
          2  => [11..20],
          3  => [21..30],
        } # Do not remove this.
       
      end # COMMON_EVENT_SHOP
    end # YEA

    #==============================================================================
    # ▼ Editting anything past this point may potentially result in causing
    # computer damage, incontinence, explosion of user's head, coma, death, and/or
    # halitosis so edit at your own risk.
    #==============================================================================

    module YEA
      module COMMON_EVENT_SHOP
        module_function
        #--------------------------------------------------------------------------
        # convert_integer_array
        #--------------------------------------------------------------------------
        def convert_integer_array(array)
          result = []
          array.each { |i|
            case i
            when Range; result |= i.to_a
            when Integer; result |= [i]
            end }
          return result
        end
        #--------------------------------------------------------------------------
        # convert_full_hash
        #--------------------------------------------------------------------------
        def convert_full_hash(hash)
          result = {}
          hash.each { |key| result[key[0]] = convert_integer_array(key[1]) }
          return result
        end
        #--------------------------------------------------------------------------
        # converted_contants
        #--------------------------------------------------------------------------
        SHOPS = convert_full_hash(SHOPS)
      end # COMMON_EVENT_SHOP
      module REGEXP
      module COMMONEVENT
       
        COST                = /<(?:COST|shop cost):[ ](\d+)>/i
        IMAGE                = /<(?:IMAGE|image):[ ](.*)>/i
        ICON_INDEX          = /<(?:ICON|icon index):[ ](\d+)>/i
        EVENT_TYPE_EXIT      = /<(?:EXIT_SHOP|exit shop)>/i
        SHOP_VARIABLES      =
          /<(?:SHOP_VARIABLES|shop variables):[ ]*(\d+(?:\s*,\s*\d+)*)>/i
        HELP_DESCRIPTION_ON  = /<(?:HELP_DESCRIPTION|help description)>/i
        HELP_DESCRIPTION_OFF = /<\/(?:HELP_DESCRIPTION|help description)>/i
        SHOP_DATA_ON        = /<(?:SHOP_DATA|shop data)>/i
        SHOP_DATA_OFF        = /<\/(?:SHOP_DATA|shop data)>/i
        SHOP_ENABLE_SWITCH  =
          /<(?:SHOP_ENABLE_SWITCH|shop enable switch):[ ]*(\d+(?:\s*,\s*\d+)*)>/i
        SHOP_SHOW_SWITCH    =
          /<(?:SHOP_SHOW_SWITCH|shop show switch):[ ]*(\d+(?:\s*,\s*\d+)*)>/i
        SHOP_ENABLE_EVAL_ON  = /<(?:SHOP_ENABLE_EVAL|shop enable eval)>/i
        SHOP_ENABLE_EVAL_OFF = /<\/(?:SHOP_ENABLE_EVAL|shop enable eval)>/i
        SHOP_SHOW_EVAL_ON    = /<(?:SHOP_SHOW_EVAL|shop show eval)>/i
        SHOP_SHOW_EVAL_OFF  = /<\/(?:SHOP_SHOW_EVAL|shop show eval)>/i
       
      end # COMMONEVENT
      end # REGEXP
    end # YEA

    #==============================================================================
    # ■ Numeric
    #==============================================================================

    class Numeric
     
      #--------------------------------------------------------------------------
      # new method: group_digits
      #--------------------------------------------------------------------------
      unless $imported["YEA-CoreEngine"]
      def group; return self.to_s; end
      end # $imported["YEA-CoreEngine"]
       
    end # Numeric

    #==============================================================================
    # ■ DataManager
    #==============================================================================

    module DataManager
     
      #--------------------------------------------------------------------------
      # alias method: load_database
      #--------------------------------------------------------------------------
      class <<self; alias load_database_ces load_database; end
      def self.load_database
        load_database_ces
        load_notetags_ces
      end
     
      #--------------------------------------------------------------------------
      # new method: load_notetags_ces
      #--------------------------------------------------------------------------
      def self.load_notetags_ces
        groups = [$data_common_events]
        for group in groups
          for obj in group
            next if obj.nil?
            obj.load_notetags_ces
          end
        end
      end
     
    end # DataManager

    #==============================================================================
    # ■ RPG::Actor
    #==============================================================================

    class RPG::CommonEvent
     
      #--------------------------------------------------------------------------
      # public instance variables
      #--------------------------------------------------------------------------
      attr_accessor :cost
      attr_accessor :description
      attr_accessor :event_type
      attr_accessor :icon_index
      attr_accessor :image
      attr_accessor :shop_variables
      attr_accessor :shop_data
      attr_accessor :shop_enable_switch
      attr_accessor :shop_enable_eval
      attr_accessor :shop_show_switch
      attr_accessor :shop_show_eval
     
      #--------------------------------------------------------------------------
      # common cache: load_notetags_ces
      #--------------------------------------------------------------------------
      def load_notetags_ces
        @cost = YEA::COMMON_EVENT_SHOP::DEFAULT_COST
        @description = ""
        @event_type = :instore
        @icon_index = YEA::COMMON_EVENT_SHOP::DEFAULT_ICON
        @image = nil
        @shop_variables = []
        @shop_data = ""
        @shop_enable_switch = []
        @shop_enable_eval = nil
        @shop_show_switch = []
        @shop_show_eval = nil
        @help_description_on = false
        @shop_data_on = false
        @shop_enable_eval_on = false
        @shop_show_eval_on = false
        #---
        self.note.split(/[\r\n]+/).each { |line|
          case line
          #---
          when YEA::REGEXP::COMMONEVENT::COST
            @cost = $1.to_i
          when YEA::REGEXP::COMMONEVENT::ICON_INDEX
            @icon_index = $1.to_i
          when YEA::REGEXP::COMMONEVENT::IMAGE
            @image = $1.to_s
          #---
          when YEA::REGEXP::COMMONEVENT::EVENT_TYPE_EXIT
            @event_type = :exit
          #---
          when YEA::REGEXP::COMMONEVENT::SHOP_VARIABLES
            $1.scan(/\d+/).each { |num|
            @shop_variables.push(num.to_i) if num.to_i > 0 }
          when YEA::REGEXP::COMMONEVENT::SHOP_ENABLE_SWITCH
            $1.scan(/\d+/).each { |num|
            @shop_enable_switch.push(num.to_i) if num.to_i > 0 }
          when YEA::REGEXP::COMMONEVENT::SHOP_SHOW_SWITCH
            $1.scan(/\d+/).each { |num|
            @shop_show_switch.push(num.to_i) if num.to_i > 0 }
          #---
          when YEA::REGEXP::COMMONEVENT::HELP_DESCRIPTION_ON
            @help_description_on = true
          when YEA::REGEXP::COMMONEVENT::HELP_DESCRIPTION_OFF
            @help_description_on = false
          when YEA::REGEXP::COMMONEVENT::SHOP_DATA_ON
            @shop_data_on = true
          when YEA::REGEXP::COMMONEVENT::SHOP_DATA_OFF
            @shop_data_on = false
          when YEA::REGEXP::COMMONEVENT::SHOP_ENABLE_EVAL_ON
            @shop_enable_eval = ""
            @shop_enable_eval_on = true
          when YEA::REGEXP::COMMONEVENT::SHOP_ENABLE_EVAL_OFF
            @shop_enable_eval_on = false
          when YEA::REGEXP::COMMONEVENT::SHOP_SHOW_EVAL_ON
            @shop_show_eval = ""
            @shop_show_eval_on = true
          when YEA::REGEXP::COMMONEVENT::SHOP_SHOW_EVAL_OFF
            @shop_show_eval_on = false
          else
            @description += line.to_s if @help_description_on
            @shop_data += line.to_s if @shop_data_on
            @shop_enable_eval += line.to_s if @shop_enable_eval_on
            @shop_show_eval += line.to_s if @shop_show_eval_on
          #---
          end
        } # self.note.split
        #---
        @description.gsub!(/[|]/i) { "\n" }
        @shop_data.gsub!(/[|]/i) { "\n" }
      end
     
      #--------------------------------------------------------------------------
      # new method: note
      #--------------------------------------------------------------------------
      def note
        @note = ""
        @list.each { |event|
          next if event.nil?
          next unless [108, 408].include?(event.code)
          @note += event.parameters[0] + "\r\n"
        } # Do not remove
        return @note
      end
     
    end # RPG::Actor

    #==============================================================================
    # ■ Game_Interpreter
    #==============================================================================

    class Game_Interpreter
     
      #--------------------------------------------------------------------------
      # common_event_shop
      #--------------------------------------------------------------------------
      def common_event_shop(shop_id)
        return unless SceneManager.scene_is?(Scene_Map)
        return unless YEA::COMMON_EVENT_SHOP::SHOPS.include?(shop_id)
        SceneManager.call(Scene_CommonEventShop)
        goods = YEA::COMMON_EVENT_SHOP::SHOPS[shop_id]
        SceneManager.scene.prepare(goods)
      end
     
    end # Game_Interpreter

    #==============================================================================
    # ■ Spriteset_CommonEventShop
    #==============================================================================

    class Spriteset_CommonEventShop < Spriteset_Map
     
      #--------------------------------------------------------------------------
      # initialize
      #--------------------------------------------------------------------------
      def initialize
        create_viewports
        create_pictures
        update
      end
     
      #--------------------------------------------------------------------------
      # create_viewports
      #--------------------------------------------------------------------------
      def create_viewports
        @viewport = Viewport.new
        @viewport.z = 2000
      end
     
      #--------------------------------------------------------------------------
      # dispose
      #--------------------------------------------------------------------------
      def dispose
        dispose_pictures
        dispose_viewports
      end
     
      #--------------------------------------------------------------------------
      # dispose_viewports
      #--------------------------------------------------------------------------
      def dispose_viewports
        @viewport.dispose
      end
     
      #--------------------------------------------------------------------------
      # update
      #--------------------------------------------------------------------------
      def update
        update_pictures
        update_viewports
      end
     
      #--------------------------------------------------------------------------
      # update_viewports
      #--------------------------------------------------------------------------
      def update_viewports
        @viewport.update
      end
     
      #--------------------------------------------------------------------------
      # update_pictures
      #--------------------------------------------------------------------------
      def update_pictures
        $game_map.screen.pictures.each do |pic|
          @picture_sprites[pic.number] ||= Sprite_Picture.new(@viewport, pic)
          @picture_sprites[pic.number].update
        end
      end
     
    end # Spriteset_CommonEventShop

    #==============================================================================
    # ■ Window_Message
    #==============================================================================

    class Window_Message < Window_Base
     
      #--------------------------------------------------------------------------
      # public instance variables
      #--------------------------------------------------------------------------
      attr_accessor :back_sprite
     
    end # Window_Message

    #==============================================================================
    # ■ Window_CommonEventShopCommand
    #==============================================================================

    class Window_CommonEventShopCommand < Window_ShopCommand
     
      #--------------------------------------------------------------------------
      # col_max
      #--------------------------------------------------------------------------
      def col_max
        return super if $imported["YEA-ShopOptions"]
        return 2
      end
     
      #--------------------------------------------------------------------------
      # make_command_list
      #--------------------------------------------------------------------------
      def make_command_list
        add_command(Vocab::ShopBuy,    :buy)
        add_command(Vocab::ShopCancel, :cancel)
      end
     
    end # Window_CommonEventShopCommand

    #==============================================================================
    # ■ Window_CommonEventShopStatus
    #==============================================================================

    class Window_CommonEventShopStatus < Window_ShopStatus
     
      #--------------------------------------------------------------------------
      # update_page
      #--------------------------------------------------------------------------
      def update_page
      end
     
      #--------------------------------------------------------------------------
      # refresh
      #--------------------------------------------------------------------------
      def refresh
        contents.clear
        reset_font_settings
        draw_shop_variables
      end
     
      #--------------------------------------------------------------------------
      # draw_shop_variables
      #--------------------------------------------------------------------------
      def draw_shop_variables
        return if @item.nil?
        dy = 0
        for variable_id in @item.shop_variables
          next if $game_variables[variable_id].nil?
          draw_variable_info(variable_id, dy)
          dy += line_height
          return if dy + line_height > contents.height
        end
      end
     
      #--------------------------------------------------------------------------
      # draw_variable_info
      #--------------------------------------------------------------------------
      def draw_variable_info(variable_id, dy)
        change_color(system_color)
        name = $data_system.variables[variable_id]
        draw_text(4, dy, contents.width - 8, line_height, name)
        change_color(normal_color)
        value = $game_variables[variable_id]
        value = value.group if value.is_a?(Integer)
        draw_text(4, dy, contents.width - 8, line_height, value, 2)
      end
     
    end # Window_CommonEventShopStatus

    #==============================================================================
    # ■ Window_CommonEventShopBuy
    #==============================================================================

    class Window_CommonEventShopBuy < Window_ShopBuy
     
      #--------------------------------------------------------------------------
      # make_item_list
      #--------------------------------------------------------------------------
      def make_item_list
        @data = []
        @price = {}
        @shop_goods.each do |event_id|
          next if $data_common_events[event_id].nil?
          item = $data_common_events[event_id]
          next unless include?(item)
          @data.push(item)
          @price[item] = item.cost
        end
      end
     
      #--------------------------------------------------------------------------
      # include?
      #--------------------------------------------------------------------------
      def include?(item)
        return false unless show_show_switch?(item)
        return false unless shop_show_eval?(item)
        return true
      end
     
      #--------------------------------------------------------------------------
      # show_show_switch?
      #--------------------------------------------------------------------------
      def show_show_switch?(item)
        return false if item.nil?
        for switch_id in item.shop_show_switch
          return false unless $game_switches[switch_id]
        end
        return true
      end
     
      #--------------------------------------------------------------------------
      # shop_show_eval?
      #--------------------------------------------------------------------------
      def shop_show_eval?(item)
        return false if item.nil?
        return true if item.shop_show_eval.nil?
        return eval(item.shop_show_eval)
      end
     
      #--------------------------------------------------------------------------
      # draw_item_name
      #--------------------------------------------------------------------------
      def draw_item_name(item, dx, dy, enabled = true, dw = 172)
        return if item.nil?
        draw_icon(item.icon_index, dx, dy, enabled)
        change_color(normal_color, enabled)
        draw_text(dx+24, dy, dw, line_height, item.name)
      end
     
      #--------------------------------------------------------------------------
      # enable?
      #--------------------------------------------------------------------------
      def enable?(item)
        return false unless shop_enable_switch?(item)
        return false unless shop_enable_eval?(item)
        return !item.nil? && (price(item) <= @money)
      end
     
      #--------------------------------------------------------------------------
      # shop_enable_switch?
      #--------------------------------------------------------------------------
      def shop_enable_switch?(item)
        return false if item.nil?
        for switch_id in item.shop_enable_switch
          return false unless $game_switches[switch_id]
        end
        return true
      end
     
      #--------------------------------------------------------------------------
      # shop_req_eval?
      #--------------------------------------------------------------------------
      def shop_enable_eval?(item)
        return false if item.nil?
        return true if item.shop_enable_eval.nil?
        return eval(item.shop_enable_eval)
      end
     
    end # Window_CommonEventShopBuy

    #==============================================================================
    # ■ Window_CommonEventShopData
    #==============================================================================

    class Window_CommonEventShopData < Window_Base
     
      #--------------------------------------------------------------------------
      # initialize
      #--------------------------------------------------------------------------
      def initialize(dx, dy, item_window)
        super(dx, dy, Graphics.width - dx, fitting_height(4))
        @item_window = item_window
        @item = nil
        refresh
      end
     
      #--------------------------------------------------------------------------
      # item_window=
      #--------------------------------------------------------------------------
      def item_window= (window)
        @item_window = window
        update_item(@item_window.item)
      end
     
      #--------------------------------------------------------------------------
      # update
      #--------------------------------------------------------------------------
      def update
        super
        update_item(@item_window.item)
      end
     
      #--------------------------------------------------------------------------
      # update_item
      #--------------------------------------------------------------------------
      def update_item(item)
        return if @item == item
        @item = item
        refresh
      end
     
      #--------------------------------------------------------------------------
      # refresh
      #--------------------------------------------------------------------------
      def refresh
        contents.clear
        reset_font_settings
        draw_empty
        return if @item.nil?
        draw_item_image
        draw_item_data
      end
     
      #--------------------------------------------------------------------------
      # draw_empty
      #--------------------------------------------------------------------------
      def draw_empty
        colour = Color.new(0, 0, 0, translucent_alpha/2)
        rect = Rect.new(1, 1, 94, 94)
        contents.fill_rect(rect, colour)
        dx = 96; dy = 0
        dw = contents.width - 96
        for i in 0...4
          draw_background_box(dx, dy, dw)
          dy += line_height
        end
      end
     
      #--------------------------------------------------------------------------
      # draw_background_box
      #--------------------------------------------------------------------------
      def draw_background_box(dx, dy, dw)
        colour = Color.new(0, 0, 0, translucent_alpha/2)
        rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
        contents.fill_rect(rect, colour)
      end
     
      #--------------------------------------------------------------------------
      # draw_item_image
      #--------------------------------------------------------------------------
      def draw_item_image
        if @item.image.nil?
          icon_index = @item.icon_index
          bitmap = Cache.system("Iconset")
          rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
          target = Rect.new(0, 0, 96, 96)
          contents.stretch_blt(target, bitmap, rect)
        else
          bitmap = Cache.picture(@item.image)
          contents.blt(0, 0, bitmap, bitmap.rect, 255)
        end
      end
     
      #--------------------------------------------------------------------------
      # draw_item_data
      #--------------------------------------------------------------------------
      def draw_item_data
        draw_text_ex(98, 0, @item.shop_data)
      end
     
    end # Window_CommonEventShopData

    #==============================================================================
    # ■ Scene_CommonEventShop
    #==============================================================================

    class Scene_CommonEventShop < Scene_Shop
     
      #--------------------------------------------------------------------------
      # prepare
      #--------------------------------------------------------------------------
      def prepare(goods)
        @goods = goods
        @purchase_only = true
      end
     
      #--------------------------------------------------------------------------
      # start
      #--------------------------------------------------------------------------
      def start
        super
        setup_interpreter
      end
     
      #--------------------------------------------------------------------------
      # terminate
      #--------------------------------------------------------------------------
      def terminate
        @spriteset.dispose
        super
      end
     
      #--------------------------------------------------------------------------
      # create_command_window
      #--------------------------------------------------------------------------
      def create_command_window
        wx = @gold_window.x
        @command_window = Window_CommonEventShopCommand.new(wx, false)
        @command_window.viewport = @viewport
        @command_window.y = @help_window.height
        @command_window.set_handler(:buy,    method(:command_buy))
        @command_window.set_handler(:sell,  method(:command_sell))
        @command_window.set_handler(:cancel, method(:return_scene))
      end
     
      #--------------------------------------------------------------------------
      # create_status_window
      #--------------------------------------------------------------------------
      def create_status_window
        wx = @number_window.width
        wy = @dummy_window.y
        ww = Graphics.width - wx
        wh = @dummy_window.height
        @status_window = Window_CommonEventShopStatus.new(wx, wy, ww, wh)
        @status_window.viewport = @viewport
        @status_window.hide
      end
     
      #--------------------------------------------------------------------------
      # create_buy_window
      #--------------------------------------------------------------------------
      def create_buy_window
        wy = @dummy_window.y
        wh = @dummy_window.height
        @buy_window = Window_CommonEventShopBuy.new(0, wy, wh, @goods)
        @buy_window.viewport = @viewport
        @buy_window.help_window = @help_window
        @buy_window.status_window = @status_window
        @buy_window.hide
        @buy_window.set_handler(:ok,    method(:on_buy_ok))
        @buy_window.set_handler(:cancel, method(:on_buy_cancel))
      end
     
      #--------------------------------------------------------------------------
      # create_data_window
      #--------------------------------------------------------------------------
      def create_data_window
        return unless $imported["YEA-ShopOptions"]
        wx = @command_window.width
        wy = @command_window.y
        @data_window = Window_CommonEventShopData.new(wx, wy, @buy_window)
        @data_window.viewport = @viewport
      end
     
      #--------------------------------------------------------------------------
      # setup_interpreter
      #--------------------------------------------------------------------------
      def setup_interpreter
        @interpreter = Game_Interpreter.new
        @message_window = Window_Message.new
        @message_window.back_opacity = 255
        @message_window.back_sprite.viewport = @viewport
        @spriteset = Spriteset_CommonEventShop.new
      end
     
      #--------------------------------------------------------------------------
      # update_interpreter
      #--------------------------------------------------------------------------
      def update_interpreter
        update_basic
        @interpreter.update
      end
     
      #--------------------------------------------------------------------------
      # update_basic
      #--------------------------------------------------------------------------
      def update_basic
        $game_map.screen.update_pictures
        @spriteset.update
        super
      end
     
      #--------------------------------------------------------------------------
      # on_buy_ok
      #--------------------------------------------------------------------------
      def on_buy_ok
        perform_buy
        instore_event
        exit_event
      end
     
      #--------------------------------------------------------------------------
      # perform_buy
      #--------------------------------------------------------------------------
      def perform_buy
        Sound.play_shop
        $game_party.lose_gold(@buy_window.price(@buy_window.item))
        @buy_window.money = money
        @gold_window.refresh
      end
     
      #--------------------------------------------------------------------------
      # instore_event
      #--------------------------------------------------------------------------
      def instore_event
        event = @buy_window.item
        return unless event.event_type == :instore
        $game_temp.reserve_common_event(event.id)
        @interpreter.setup_reserved_common_event
        update_interpreter while @interpreter.running?
        common_event_refresh_windows
      end
     
      #--------------------------------------------------------------------------
      # exit_event
      #--------------------------------------------------------------------------
      def exit_event
        event = @buy_window.item
        return unless event.event_type == :exit
        $game_temp.reserve_common_event(event.id)
        return_scene
      end
     
      #--------------------------------------------------------------------------
      # common_event_refresh_windows
      #--------------------------------------------------------------------------
      def common_event_refresh_windows
        @buy_window.activate
        @buy_window.money = money
        @buy_window.refresh
        @buy_window.select([@buy_window.index, @buy_window.item_max - 1].min)
        @status_window.refresh
        @gold_window.refresh
        @data_window.refresh unless @data_window.nil?
      end
     
    end # Scene_CommonEventShop

    #==============================================================================
    #
    # ▼ End of File
    #
    #==============================================================================


    Aqui unas imagenes:

    h t t p : / / w w w .mediafire.com/i/?aqnuc20qa1gyofz
    h t t p : / / w w w .mediafire.com/i/?82n7ifed6s75825
    h t t p : / / w w w .mediafire.com/i/?ccuo6eg67719j1t
    h t t p : / / w w w .mediafire.com/i/?xk1wxr8xcea3tu3
    h t t p : / / w w w .mediafire.com/i/?pgk18clahh85x64
    h t t p : / / w w w .mediafire.com/i/?75y2t4ib9a9j0z6

    Disculpen por las imagenes esk tengo que esperar 7 dias para poder poner unas Very Happy ya llevo 3 jeje, si alguien ve este post que porfavor copie esos links y en su comentario las ponga para que puedan verlas, pero les juro que en cuanto pueda poner imagenes edito los creo que son 3 post que he hecho Very Happy

    Creditos: Yanfly


    Saludos!!
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    Piltrafa97
    Protector Pro
    Protector Pro


    Cantidad de envíos: 532
    Miembro desde: 14/09/2011
    Edad: 15
    Localización: Por ahí perdido en mis pensamientos...
    Sexo: Masculino

    Maker: RMXP


    MensajeTema: Re: YANFLY MOTOR ACE - TIENDA de Eventos Comunes.   Mar Ene 24, 2012 6:28 am

    Bueno, pues los pongo aqui, a ver si terminan tus 7 dias xD

    http://www.mediafire.com/i/?aqnuc20qa1gyofz
    http://www.mediafire.com/i/?82n7ifed6s75825
    http://www.mediafire.com/i/?ccuo6eg67719j1t
    http://www.mediafire.com/i/?xk1wxr8xcea3tu3
    http://www.mediafire.com/i/?pgk18clahh85x64
    http://www.mediafire.com/i/?75y2t4ib9a9j0z6

    Y te recomiendo que una vez pasen los 7 dias edites el post principal y los pongas, para que no tengan que buscar... xD
    Y bueno, acerca del script.... eso de los eventos comunes creo k hara bien a los enginers. Le echare una ojeada <.<

    Un saludo Very Happy y sigue tan activo como estas xD
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    rodrigo_master
    Caballero Maker
    Caballero Maker


    Cantidad de envíos: 159
    Miembro desde: 21/01/2012
    Edad: 16
    Localización: Torreon
    Sexo: Masculino

    Maker: RMXP


    MensajeTema: Re: YANFLY MOTOR ACE - TIENDA de Eventos Comunes.   Mar Ene 24, 2012 7:07 am

    Si jeje ya se, si tenia pensado editar pero no solo este post, si no los demas post que he creado para que se vean mas mejor jeje
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    YANFLY MOTOR ACE - TIENDA de Eventos Comunes.

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