Chasseur41
Nombre de messages : 21 Age : 31 Localisation : Vendôme (41) et Tours (37) Emploi : Collégiens (3ème) Loisirs : Création de jeu, musique, livre et sortit Date d'inscription : 03/07/2007
| Sujet: T.V.A rajoutez à l'achat. Mar 3 Juil - 18:10 | |
| Comme expliquer dans le titre se script permet de rajoutez une tva de 10% sur l'article acheté au magazin. A ajouter au dessus de "Main": appellez le "tax_script1 " puis collez se script:
#============================================================================ # Tax Script 1.1 # 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) #-------------------------------------------------------------------------- # * Reputation Tax Calculator #-------------------------------------------------------------------------- if $game_variables[1] < 1000 $game_variables[2] = 10 elsif $game_variables[1] < 5000 $game_variables[2] = 8 elsif $game_variables[1] < 10000 $game_variables[2] = 5 elsif $game_variables[1] < 25000 $game_variables[2] = 1 elsif $game_variables[1] < 50000 $game_variables[2] = -4 elsif $game_variables[1] < 100000 $game_variables[2] = -7 else $game_variables[2] = -10 end item = @data[index] a = item.price item.price = Integer(a * ( (100 + $game_variables[2]) / 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_variables[2]) / 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, "Objets en Possesion") self.contents.font.color = normal_color self.contents.draw_text(204, 0, 32, 32, number.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(4, 0, 200, 86, "Taxe Valeur Ajoutée") self.contents.font.color = normal_color self.contents.draw_text(172, 0, 64, 86, $game_variables[2].to_s + "%", 2) if @item.is_a?(RPG::Item) return end # Equipment adding information for i in 0...$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 | |
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