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KillerG

Skill Shop

7 posts in this topic

Entre script nos deja crear una tienda donde podemos comprar Skills por Oro o por Skill Points

Novedades:
+Comprar Habilidades con Oro y/o Skill Points
+Se puede modificar el coste de Oro y SP(Skill Points)
+Nos deja elegir que actores pueden comprar X habilidad
+Nos deja elegir un nv. minimo para q aprendan
+Nos deja aprender una Skill si anteriormente aprendimos otra Skill

Screenies:
[SPOILER]
No me deja ponerla con etiqueta asi q les doy el links =S:
http://img226.imageshack.us/my.php?image=screen17gc.png
http://img226.imageshack.us/img226/2894/screen24kp.th.png
http://img95.imageshack.us/img95/6297/screen39wu.th.png
[/SPOILER]

Script:
[SPOILER]
CODE

#==============================================================================
# ** Skill Shop
#------------------------------------------------------------------------------
# SephirothSpawn
# 2006-04-06
# Version 1
#------------------------------------------------------------------------------
# * Instrucions :
#
# ~ Gaining Skill Points
#   - $game_party.actors[actor_index].skill_shop_points +-*/= x
#   OR
#   - $game_actors[actor_id].skill_shop_points +-*/= x
#
# ~ Setting Up Aviable Skills
#   - $game_temp.skill_shop_skills[actor_id] = [skill_id, ... ]
#   OR
#   - $game_temp.skill_shop_skills[actor_id] = nil
#   - $game_temp.skill_shop_skills[0] = [skill_id, ...]
#   (0 is used as the default. Any actor ID not defined will use this list for the skills)
#
# ~ Calling Skill Shop
#   - $scene = Scene_SkillShop.new(actor_index)
#
# ~ Switching Actor In Skill Shop
#   - Press L or R
#------------------------------------------------------------------------------
# * Customization :
#
# ~ Purchasing Types (Must Use 1, can Use 2)
#   - Spend_Gold = true (On) or false (Off)
#   - Spend_Skill_Points = true (On) or false (Off)
#
# ~ Skill Cost
#   - Gold Cost
#     Skill_Gold_Cost = { skill_id => cost, ... }
#   - Skill Point Cost
#     Skill_Point_Cost = { skill_id => cost, ... }
#
# ~ Actor Requirements
#   - Actor_Requirements = { skill_id => [actor_id, ...], ... }
#
# ~ Level Requirements
#   - Level_Requirements = { skill_id => req_level, ... }
#
# ~ Previous Skill Requirements
#   - Previous_Skill_Requirments = { skill_id => [req_skill, ...], ... }
#==============================================================================

#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log('Skill Shop', 'SephirothSpawn', 1, '2006-04-06')

#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state('Skill Shop') == true


#==============================================================================
# ** Skill_Shop
#==============================================================================

module Skill_Shop
 #--------------------------------------------------------------------------
 # * Purchasing Types
 #--------------------------------------------------------------------------
 Spend_Gold = true
 Spend_Skill_Points = true
 #--------------------------------------------------------------------------
 # * Skill Cost
 #   ~ Skill_Gold_Cost = { skill_id => cost, ... }
 #   ~ Skill_Point_Cost = { skill_id => cost, ... }
 #--------------------------------------------------------------------------
 Default_Skill_Gold_Cost = 500
 Skill_Gold_Cost = {}
 Default_SP_Cost = 500
 Skill_Point_Cost = {}
 #--------------------------------------------------------------------------
 # * Actor Requirements
 #   ~ Actor_Requirements = { skill_id => [actor_id, ...], ... }
 #--------------------------------------------------------------------------
 Actor_Requirements = {
   57 => [1], 58 => [1], 59 => [1], 60 => [1],
   61 => [2], 62 => [2], 63 => [2], 64 => [2],
   65 => [3], 66 => [3], 67 => [3], 68 => [3],
   69 => [4], 70 => [4], 71 => [4], 72 => [4],
   73 => [5], 74 => [5], 75 => [5], 76 => [5],
   77 => [6], 78 => [6], 79 => [6], 80 => [6],
 }
 #--------------------------------------------------------------------------
 # * Level Requirements
 #   ~ Level_Requirements = { skill_id => req_level, ... }
 #--------------------------------------------------------------------------
 Level_Requirements = {}
 #--------------------------------------------------------------------------
 # * Previous Skill Requirements
 #   ~ Previous_Skill_Requirments = { skill_id => [req_skill, ...], ... }
 #--------------------------------------------------------------------------
 Previous_Skill_Requirments = {
   2 => [1], 3 => [1, 2],
   5 => [4],
   8 => [7], 9 => [7, 8],
   11 => [10], 12 => [10, 11],
   14 => [13], 15 => [13, 14],
   17 => [16], 18 => [16, 17],
   20 => [19], 21 => [19, 20],
   23 => [22], 24 => [22, 23],
   26 => [25], 27 => [25, 26],
   29 => [28], 30 => [28, 29], 32 => [31],
   58 => [57], 59 => [57, 58], 60 => [57, 58, 59],
   62 => [61], 63 => [61, 62], 64 => [61, 62, 63],
   66 => [65], 67 => [65, 66], 68 => [65, 66, 67],
   70 => [69], 71 => [69, 70], 72 => [69, 70, 71],
   74 => [73], 75 => [73, 74], 76 => [73, 74, 75],
   78 => [77], 79 => [77, 78], 80 => [77, 78, 79]
 }
end

#==============================================================================
# ** Game_Temp
#==============================================================================

class Game_Temp
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_accessor :skill_shop_skills
 #--------------------------------------------------------------------------
 # * Alias Listings
 #--------------------------------------------------------------------------
 alias seph_skillshop_gtemp_init initialize
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   # Original Initialization
   seph_skillshop_gtemp_init
   # Sets Skills Shop Skills List
   @skill_shop_skills = {0 => (1...$data_skills.size).to_a}
 end
end

#==============================================================================
# ** Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_accessor :skill_shop_points
 #--------------------------------------------------------------------------
 # * Alias Listings
 #--------------------------------------------------------------------------
 alias seph_skillshop_gactor_setup setup
 alias seph_skillshop_gactor_skills skills
 #--------------------------------------------------------------------------
 # * Setup
 #--------------------------------------------------------------------------
 def setup(actor_id)
   # Sets Up Skill Shop Skills Array
   @skill_shop_skills = []
   # Sets Up Skill Points
   @skill_shop_points = 0
   # Original Setup Method
   seph_skillshop_gactor_setup(actor_id)
 end
 #--------------------------------------------------------------------------
 # * Skills
 #--------------------------------------------------------------------------
 def skills
   # Gets Original Skills
   s = seph_skillshop_gactor_skills.dup
   # Adds Skill Shop Skills
   s << @skill_shop_skills
   # Returns Skills
   return s.flatten.uniq.sort.dup
 end
 #--------------------------------------------------------------------------
 # * Learn Shop Skill
 #--------------------------------------------------------------------------
 def learn_shop_skill(skill_id)
   # Unless Skill Already Learned
   unless @skill_shop_skills.include?(skill_id)
     # Learn Shop Skill
     @skill_shop_skills << skill_id
   end
 end
 #--------------------------------------------------------------------------
 # * Can Learn Shop Skill Check
 #--------------------------------------------------------------------------
 def can_learn_shop_skill?(skill_id)
   # If Skill Learned
   if self.skills.include?(skill_id)
     return false
   end
   # If Gold Cost
   if Skill_Shop::Spend_Gold
     if Skill_Shop::Skill_Gold_Cost.has_key?(skill_id)
       if $game_party.gold < Skill_Shop::Skill_Gold_Cost[skill_id]
         return false
       end
     else
       if $game_party.gold < Skill_Shop::Default_Skill_Gold_Cost
         return false
       end
     end
   end
   # If Skill Point Cost
   if Skill_Shop::Spend_Skill_Points
     if Skill_Shop::Skill_Point_Cost.has_key?(skill_id)
       if @skill_shop_points < Sklll_Shop::Skill_Point_Cost[skill_id]
         p 'Not Enough SP'
         return false
       end
     else
       if @skill_shop_points < Skill_Shop::Default_SP_Cost
         return false
       end
     end
   end
   # Actor Requirement
   if Skill_Shop::Actor_Requirements.has_key?(skill_id)
     unless Skill_Shop::Actor_Requirements[skill_id].include?(@actor_id)
       return false
     end
   end
   # Level Requirement
   if Skill_Shop::Level_Requirements.has_key?(skill_id)
     if @level < Skill_Shop::Level_Requirements[skill_id]
       return false
     end
   end
   # Previous Skill Requirement
   if Skill_Shop::Previous_Skill_Requirments.has_key?(skill_id)
     for s_id in Skill_Shop::Previous_Skill_Requirments[skill_id]
       unless self.skills.include?(s_id)
         return false
        end
      end
    end
    return true
 end
end

#==============================================================================
# ** Window_SkillShop_SkillList
#==============================================================================

class Window_SkillShop_SkillList < Window_Selectable
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize(actor_id)
   super(0, 64, 224, 320)
   @actor = $game_party.actors[actor_id]
   create_skills_list
   refresh
   self.index = 0
 end
 #--------------------------------------------------------------------------
 # * Create Skills List
 #--------------------------------------------------------------------------
 def create_skills_list
   # Check for Personalize Skills List
   if $game_temp.skill_shop_skills.has_key?(@actor.id)
     unless $game_temp.skill_shop_skills[@actor.id].nil?
       @skills = $game_temp.skill_shop_skills[@actor.id]
     end
   end
   # Default Skill List
   if @skills.nil?
     @skills = $game_temp.skill_shop_skills[0]
   end
   # Sets Item Max
   @item_max = @skills.size
   if @item_max > 0
     self.contents = Bitmap.new(192, @item_max * 32)
   end
 end
 #--------------------------------------------------------------------------
 # * Return Skill Id
 #--------------------------------------------------------------------------
 def skill_id
   return @skills[self.index]
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   for i in 0...@item_max
     draw_item(i)
   end
 end
 #--------------------------------------------------------------------------
 # * Draw Item
 #--------------------------------------------------------------------------
 def draw_item(index)
   # Sets Skill
   skill = $data_skills[@skills[index]]
   # Can Learn Flag
   can_learn = @actor.can_learn_shop_skill?(skill.id)
   # Skill Icon
   bitmap = RPG::Cache.icon(skill.icon_name)
   # Draws Skill Icon
   self.contents.blt(4, index * 32 + 4, bitmap, Rect.new(0, 0, 24, 24), can_learn ? 255 : 160)
   # Font Color
   self.contents.font.color = can_learn ? normal_color : disabled_color
   # Draws Skill Name
   self.contents.draw_text(32, index * 32, 160, 32, skill.name)
 end
end

#==============================================================================
# ** Window_SkillShop_Cost
#==============================================================================

class Window_SkillShop_Cost < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize(actor_id, skill_id)
   super(0, 384, 224, 96)
   self.contents = Bitmap.new(192, 64)
   @actor = $game_party.actors[actor_id]
   refresh(skill_id)
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh(skill_id)
   self.contents.clear
   # Gold & SP Cost
   if Skill_Shop::Spend_Gold && Skill_Shop::Spend_Skill_Points
     self.contents.font.color = system_color
     self.contents.draw_text(4, 0, 192, 32, "#{$data_system.words.gold} Cost:")
     self.contents.draw_text(4, 32, 192, 32, 'Skill Point Cost:')
     gold = $game_party.gold - (Skill_Shop::Skill_Gold_Cost.has_key?(skill_id) ?
       Skill_Shop::Skill_Gold_Cost[skill_id] : Skill_Shop::Default_Skill_Gold_Cost)
     self.contents.font.color = gold >= 0 ? text_color(1) : text_color(2)
     self.contents.draw_text(- 4, 0, 192, 32, gold.to_s, 2)
     sp = @actor.skill_shop_points - (Skill_Shop::Skill_Point_Cost.has_key?(skill_id) ?
       Skill_Shop::Skill_Point_Cost[skill_id] : Skill_Shop::Default_SP_Cost)
     self.contents.font.color = sp >= 0 ? text_color(1) : text_color(2)
     self.contents.draw_text(- 4, 32, 192, 32, sp.to_s, 2)
   # Only Gold Cost
   elsif Skill_Shop::Spend_Gold
     self.contents.font.color = system_color
     self.contents.draw_text(4, 0, 192, 32, "#{$data_system.words.gold} Cost:")
     gold = $game_party.gold - (Skill_Shop::Skill_Gold_Cost.has_key?(skill_id) ?
       Skill_Shop::Skill_Gold_Cost[skill_id] : Skill_Shop::Default_Skill_Gold_Cost)
     self.contents.font.color = gold >= 0 ? text_color(1) : text_color(2)
     self.contents.draw_text(- 4, 32, 192, 32, gold.to_s, 2)
   elsif Skill_Shop::Spend_Skill_Points
     self.contents.font.color = system_color
     self.contents.draw_text(4, 0, 192, 32, 'Skill Point Cost')
     self.contents.font.color = normal_color
     sp = @actor.skill_shop_points - Skill_Shop::Skill_Point_Cost.has_key?(skill_id) ?
       Skill_Shop::Skill_Point_Cost[skill_id] : Skill_Shop::Default_SP_Cost
     self.contents.font.color = sp >= 0 ? text_color(1) : text_color(2)
     self.contents.draw_text(- 4, 32, 192, 32, sp.to_s, 2)
   end
 end
end

#==============================================================================
# ** Window_SkillShop_SkillData
#==============================================================================

class Window_SkillShop_SkillData < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize(actor_index, skill_id)
   super(224, 64, 416, 416)
   self.contents = Bitmap.new(384, 384)
   @actor = $game_party.actors[actor_index]
   refresh(skill_id)
 end
 #--------------------------------------------------------------------------
 # * Disabled System Color
 #--------------------------------------------------------------------------
 def disabled_system_color
   color = system_color
   color.alpha = disabled_color.alpha
   return color
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh(skill_id)
   self.contents.clear
   # Gets Skills
   skill = $data_skills[skill_id]
   # Can Learn Flag
   can_learn = @actor.can_learn_shop_skill?(skill.id)
   # Gets Icon
   bitmap = RPG::Cache.icon(skill.icon_name)
   # Draws Skill Icon
   self.contents.blt(4, 4, bitmap, Rect.new(0, 0, 24, 24), can_learn ? 255 : 160)
   # Draws Skill Name
   self.contents.font.color = can_learn ? normal_color : disabled_color
   self.contents.draw_text(32, 0, 352, 32, skill.name)
   # Draws SP Cost
   self.contents.font.color = can_learn ? system_color : disabled_system_color
   self.contents.draw_text(272, 0, 112, 32, "#{$data_system.words.sp} :")
   self.contents.font.color = can_learn ? normal_color : disabled_color
   self.contents.draw_text(- 4, 0, 384, 32, skill.sp_cost.to_s, 2)
   # Draws Descritpion
   self.contents.font.color = can_learn ? system_color : disabled_system_color
   self.contents.draw_text(4, 32, 60, 32, 'Desc. :')
   self.contents.font.color = can_learn ? normal_color : disabled_color
   self.contents.draw_text(64, 32, 320, 32, skill.description)
   # Draws Scope
   case skill.scope
   when 0; scope = 'None'
   when 1; scope = 'One Enemy'
   when 2; scope = 'All Enemies'
   when 3; scope = 'One Ally'
   when 4; scope = 'All Allies'
   when 5; scope = "KO'd Ally"
   when 6; scope = "All KO'd Allies"
   when 7; scope = 'User'
   end
   self.contents.font.color = can_learn ? system_color : disabled_system_color
   self.contents.draw_text(4, 64, 186, 32, 'Scope :')
   self.contents.font.color = can_learn ? normal_color : disabled_color
   self.contents.draw_text(- 4, 64, 190, 32, scope, 2)
   # Draws Occassion
   case skill.occasion
   when 0; occ = 'Always'
   when 1; occ = 'In Battle'
   when 2; occ = 'In Menu'
   when 3; occ = 'Never'
   end
   self.contents.font.color = can_learn ? system_color : disabled_system_color
   self.contents.draw_text(194, 64, 186, 32, 'Occassion :')
   self.contents.font.color = can_learn ? normal_color : disabled_color
   self.contents.draw_text(190, 64, 190, 32, occ, 2)
   # Draws Skill Power & Hit Probability
   self.contents.font.color = can_learn ? system_color : disabled_system_color
   self.contents.draw_text(4, 96, 186, 32, 'Power :')
   self.contents.draw_text(194, 96, 186, 32, 'Hit %')
   self.contents.font.color = can_learn ? normal_color : disabled_color
   self.contents.draw_text(- 4, 96, 190, 32, skill.power.to_s, 2)
   self.contents.draw_text(190, 96, 190, 32, skill.hit.to_s, 2)
   # Cash Cost
   if Skill_Shop::Spend_Gold
     cost = Skill_Shop::Skill_Gold_Cost.has_key?(skill_id) ?
       Skill_Shop::Skill_Gold_Cost[skill_id] : Skill_Shop::Default_Skill_Gold_Cost
     self.contents.font.color = can_learn ? system_color : disabled_system_color
     self.contents.draw_text(4, 128, 186, 32, "#{$data_system.words.gold} Cost:")
     self.contents.font.color = can_learn ? normal_color : disabled_color
     self.contents.draw_text(- 4, 128, 190, 32, cost.to_s, 2)
   end
   # Skill Points Cost
   if Skill_Shop::Spend_Skill_Points
     cost = Skill_Shop::Skill_Point_Cost.has_key?(skill_id) ?
       Skill_Shop::Skill_Point_Cost[skill_id] : Skill_Shop::Default_SP_Cost
     self.contents.font.color = can_learn ? system_color : disabled_system_color
     self.contents.draw_text(194, 128, 186, 32, "Skill Point Cost:")
     self.contents.font.color = can_learn ? normal_color : disabled_color
     self.contents.draw_text(190, 128, 190, 32, cost.to_s, 2)
   end
   # Draws Level Requried
   self.contents.font.color = can_learn ? system_color : disabled_system_color
   self.contents.draw_text(95, 160, 190, 32, 'Level Required :')
   req_lvl = Skill_Shop::Level_Requirements.has_key?(skill_id) ?
     Skill_Shop::Level_Requirements[skill_id].to_s : 'None'
   self.contents.font.color = can_learn ? normal_color : disabled_color
   self.contents.draw_text(95, 160, 190, 32, req_lvl, 2)
   # Actor Requirment
   self.contents.font.color = can_learn ? system_color : disabled_system_color
   self.contents.draw_text(0, 192, 384, 32, 'Actors Allowed Skills', 1)
   self.contents.font.color = can_learn ? normal_color : disabled_color
   if Skill_Shop::Actor_Requirements.has_key?(skill_id)
     actors = Skill_Shop::Actor_Requirements[skill_id].dup
     actors.collect! { |x| $data_actors[x].name}
     actors = actors.join(' - ')
   else
     actors = 'All Actors'
   end
   self.contents.draw_text(0, 224, 384, 32, actors, 1)
   # Draws Previous Skill Requirements
   self.contents.font.color = can_learn ? system_color : disabled_system_color
   self.contents.draw_text(0, 256, 384, 32, 'Previous Skill Requirements', 1)
   self.contents.font.color = can_learn ? normal_color : disabled_color
   if Skill_Shop::Previous_Skill_Requirments.has_key?(skill_id)
     skills = Skill_Shop::Previous_Skill_Requirments[skill_id].dup
     skills.collect! {|x| $data_skills[x]}
     for i in 0...skills.size
       skill = skills[i]
       x = 4 + i % 2 * 190
       y = i / 2 * 32 + 288
       bitmap = RPG::Cache.icon(skill.icon_name)
       self.contents.blt(x + 4, y + 4, bitmap, Rect.new(0, 0, 24, 24), can_learn ? 255 : 160)
       self.contents.draw_text(x + 32, y, 154, 32, skill.name)
     end
   else
     self.contents.draw_text(0, 288, 384, 32, 'No Skills Required', 1)
   end
 end
end

#==============================================================================
# ** Scene_SkillShop
#==============================================================================

class Scene_SkillShop
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize(actor_index = 0)
   @actor_index = actor_index
   @actor = $game_party.actors[actor_index]
 end
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
   # Creates Help Window
   @help_window = Window_Help.new
   @help_window.set_text("Welcome To the Skill Shop #{@actor.name} ~ Select Skill To Learn", 1)
   # Creates Skill List
   @skill_list_window = Window_SkillShop_SkillList.new(@actor_index)
   # Creates Skill Shop Cost Window
   @skill_cost_window = Window_SkillShop_Cost.new(@actor_index, @skill_list_window.skill_id)
   # Creates Skill Data Window
   @skill_data_window = Window_SkillShop_SkillData.new(@actor_index, @skill_list_window.skill_id)
   # Confirmation Window
   @confirmation_window = Window_Command.new(128, ['Yes', 'No'])
   @confirmation_window.x, @confirmation_window.y = 256, 208
   @confirmation_window.z = 1000
   @confirmation_window.visible = @confirmation_window.active = false
   # Scene Objects
   @scene_objects = [@help_window, @skill_list_window, @skill_cost_window,
     @skill_data_window, @confirmation_window]
   # Execute transition
   Graphics.transition
   # Main loop
   loop do
     # Update game screen
     Graphics.update
     # Update input information
     Input.update
     # Updates Scene Objects
     @scene_objects.each { |x| x.update }
     # Frame update
     update
     # Abort loop if screen is changed
     break if $scene != self
   end
   # Prepare for transition
   Graphics.freeze
   # Dispose Scene Objects
   @scene_objects.each { |x| x.dispose }
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   # If Skill List Window Active
   if @skill_list_window.active
     update_skill_select
     return
   # If Confirmation Window Active
   elsif @confirmation_window.active
     update_confirmation
     return
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update : Skill Select
 #--------------------------------------------------------------------------
 def update_skill_select
   # If Up or Down Is Pressed
   if Input.repeat?(Input::UP) || Input.repeat?(Input::DOWN)
     # Refresh Windows
     @skill_cost_window.refresh(@skill_list_window.skill_id)
     @skill_data_window.refresh(@skill_list_window.skill_id)
   end
   # If B Button Is Pressed
   if Input.trigger?(Input::B)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # Switch to map screen
     $scene = Scene_Map.new
     return
   end
   # If C Button Is Pressed
   if Input.trigger?(Input::C)
     # Can learn Check
     unless @actor.can_learn_shop_skill?(@skill_list_window.skill_id)
       # Play Buzzer SE
       $game_system.se_play($data_system.buzzer_se)
       # Set Help Text
       @help_window.set_text('Cannot Learn Skill', 1)
       return
     end
     # Play Decision SE
     $game_system.se_play($data_system.decision_se)
     # Turn Off Skill List Window
     @skill_list_window.active = false
     # Resets Index
     @confirmation_window.index = 0
     # Turns Window On
     @confirmation_window.visible = @confirmation_window.active = true
     # Gets Skill Name
     skill_name = $data_skills[@skill_list_window.skill_id].name
     # Updates Help Text
     @help_window.set_text("Do You Want to Learn #{skill_name} #{@actor.name}?", 1)
   end
   # If L is Pressed
   if Input.trigger?(Input::LEFT)
     # Play Cursor SE
     $game_system.se_play($data_system.cursor_se)
     # Changes Actor Index
     @actor_index == 0 ? @actor_index = $game_party.actors.size - 1: @actor_index -= 1
     # Resets Scene
     $scene = Scene_SkillShop.new(@actor_index)
   end
   # If R is Pressed
   if Input.trigger?(Input::RIGHT)
     # Play Cursor SE
     $game_system.se_play($data_system.cursor_se)
     # Changes Actor Index
     @actor_index == $game_party.actors.size - 1 ? @actor_index = 0 : @actor_index += 1
     # Resets Scene
     $scene = Scene_SkillShop.new(@actor_index)
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update : Confirmation
 #--------------------------------------------------------------------------
 def update_confirmation
   # If B Button Pressed
   if Input.trigger?(Input::B)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # Turn On Skill List Window
     @skill_list_window.active = true
     # Turns Off Confirmation Window
     @confirmation_window.visible = @confirmation_window.active = false
     # Updates Help Text
     @help_window.set_text("Welcome To the Skill Shop #{@actor.name} ~ Select Skill To Learn", 1)
   end
   # If C Button Pressed
   if Input.trigger?(Input::C)
     # Play Decision SE
     $game_system.se_play($data_system.decision_se)
     # Gets Skill ID
     skill_id = @skill_list_window.skill_id
     # Lose Gold
     if Skill_Shop::Spend_Gold
       cost = Skill_Shop::Skill_Gold_Cost.has_key?(skill_id) ?
         Skill_Shop::Skill_Gold_Cost[skill_id] : Skill_Shop::Default_Skill_Gold_Cost
       $game_party.lose_gold(cost)
     end
     # Lose Skill Points
     if Skill_Shop::Spend_Skill_Points
       cost = Skill_Shop::Skill_Point_Cost.has_key?(skill_id) ?
         Skill_Shop::Skill_Point_Cost[skill_id] : Skill_Shop::Default_SP_Cost
       @actor.skill_shop_points -= cost
     end
     # Learn Skill
     @actor.learn_shop_skill(skill_id)
     # Refresh Windows
     @skill_list_window.refresh
     @skill_cost_window.refresh(@skill_list_window.skill_id)
     @skill_data_window.refresh(@skill_list_window.skill_id)
     # Turn On Skill List Window
     @skill_list_window.active = true
     # Turns Off Confirmation Window
     @confirmation_window.visible = @confirmation_window.active = false
     # Gets Skill Name
     skill_name = $data_skills[@skill_list_window.skill_id].name
     # Updates Help Text
     @help_window.set_text("#{@actor.name} Learned #{skill_name}!", 1)
   end
 end
end

#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end
[/SPOILER]

Instrucciones:
+Arriba de Main y Debajo de SDK
+Puede quitarse la dependencia del SDK(solo borren sus lineas)

Creditos:
SephirothSpawn
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está muy bien,pero...se le pueden cambiar las letras y el tamaño de ellas??????
aparte de eso na,muy bueno. icon13.gif
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Por lo que veo Arkano, no se puede a menos que agregues un:

QUOTE
self.contents.font.size = #


En cierta parte del script para cambiar el tamaño de la fuente. Se reemplaza # por el tamaño de la fuente deseada.

También se puede agregar otra como:

QUOTE
self.contents.font.name = "Nombre de Fuente"


Para cambiar la fuente. Cambias lo que anda entre comillas (" ") por el nombre de la fuente deseada.

@sabin: A la próxima que hagas un mensaje tipo FLOOD como ese ya sabes lo que te viene. dry.gif
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como se llama el evento?

EDIT: ya lo encontre. no ase falta.
Esta muy bien Edited by Sampi
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Parece que se llama usando:
QUOTE
$scene = Scene_SkillShop.new(actor_index)
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grax xXDarkDragonXx!!!!!!!!
ahora si q el script está perfecto....
saludos..
xao
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