Ele é simples e usar e funcionar normalmente quando você manda inicar um shop por eventos.
Só colocar esse script aqui em um acima do Main que ele funcionará perfeitamente:
Código:
#======================================
#
# 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 = ["Compra", "Venda", "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)
end
end
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons)
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors)
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 informações 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
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 + 18)
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 actor.equippable?(@item)
if @item.is_a?(RPG::Weapon)
atk1 = item1 != nil ? item1.atk : 0
atk2 = @item != nil ? @item.atk : 0
change = atk2 - atk1
end
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
self.contents.draw_text(124, 5 + 50 * i + 40, 112, 32,
sprintf("%+d", change), 2)
end
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, 0-40, 24, 24), opacity)
self.contents.draw_text(x + 25, 5 + 50 * i + 40, 212, 32, item1.name)
end
end
end
#-------------------------------------------------------------------
# Verificando item
#-------------------------------------------------------------------
def item=(item)
if @item != item
@item = item
refresh
end
end
end
#==========================================
# Window_Help
#==========================================
class Window_HelpShop < Window_Base
#--------------------------------------------------------------------------
# Iniciando
#--------------------------------------------------------------------------
def initialize
super(0, 0, 580, 64)
self.contents = Bitmap.new(width - 32, height - 32)
end
#--------------------------------------------------------------------------
# Definindo texto
#--------------------------------------------------------------------------
def set_text(text, align = 0)
if text != @text or align != @align
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
@text = text
@align = align
@actor = nil
end
self.visible = true
end
#--------------------------------------------------------------------------
# Verificando heroi
#--------------------------------------------------------------------------
def set_actor(actor)
if actor != @actor
self.contents.clear
draw_actor_name(actor, 4, 0)
draw_actor_state(actor, 140, 0)
draw_actor_hp(actor, 284, 0)
draw_actor_sp(actor, 460, 0)
@actor = actor
@text = nil
self.visible = true
end
end
#--------------------------------------------------------------------------
# Verificando inimigo
#--------------------------------------------------------------------------
def set_enemy(enemy)
text = enemy.name
state_text = make_battler_state_text(enemy, 112, false)
if state_text != ""
text += " " + state_text
end
set_text(text, 1)
end
end
#======================================
# Scene_Shop
#---------------------------------------------------------------------
# Comando principal
#======================================
class Scene_Shop
#-------------------------------------------------------------------
# Definindo janelas
#-------------------------------------------------------------------
def main
#Mapa no fundo
@spriteset = Spriteset_Map.new
#Janela de ajuda
@help_window = Window_HelpShop.new
@help_window.x = 30
@help_window.y = 68
@help_window.back_opacity = 192
#Janela de comandos
@command_window = Window_ShopCommand.new
@command_window.x = 320 - @command_window.width / 2
@command_window.y = 440 - @command_window.height / 2
@command_window.back_opacity = 192
#Janela de dinheiro
@gold_window = Window_Gold.new
@gold_window.x = 320 - @gold_window.width / 2
@gold_window.y = 5
@gold_window.back_opacity = 192
#Janela de compra
@buy_window = Window_ShopBuy.new($game_temp.shop_goods)
@buy_window.active = false
@buy_window.visible = false
@buy_window.x = 0
@buy_window.y += 3
@buy_window.back_opacity = 192
@buy_window.help_window = @help_window
#Janela de vendas
@sell_window = Window_ShopSell.new
@sell_window.active = false
@sell_window.visible = false
@sell_window.x += 0
@sell_window.y += 3
@sell_window.back_opacity = 192
@sell_window.help_window = @help_window
#Janela de numeros
@number_window = Window_ShopNumber.new
@number_window.active = false
@number_window.visible = false
@number_window.x = 0
@number_window.y += 3
@number_window.back_opacity = 192
#Janela de status
@status_window = Window_ShopStatus.new
@status_window.visible = false
@status_window.x -= 39
@status_window.y += 3
@status_window.back_opacity = 192
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@command_window.dispose
@gold_window.dispose
@buy_window.dispose
@sell_window.dispose
@number_window.dispose
@status_window.dispose
@spriteset.dispose
end
#-------------------------------------------------------------------
# Atualizações principais
#-------------------------------------------------------------------
def update
@help_window.update
@command_window.update
@gold_window.update
@buy_window.update
@sell_window.update
@number_window.update
@status_window.update
if @command_window.active
update_command
return
end
if @buy_window.active
update_buy
return
end
if @sell_window.active
update_sell
return
end
if @number_window.active
update_number
return
end
end
#-------------------------------------------------------------------
# Atualizando comandos
#-------------------------------------------------------------------
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@buy_window.active = true
@buy_window.visible = true
@buy_window.refresh
@status_window.visible = true
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@sell_window.active = true
@sell_window.visible = true
@sell_window.refresh
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
end
return
end
end
#--------------------------------------------------------------------
# Atualizando janelas de compras
#--------------------------------------------------------------------
def update_buy
@status_window.item = @buy_window.item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@buy_window.active = false
@buy_window.visible = false
@status_window.visible = false
@status_window.item = nil
@help_window.set_text("")
return
end
if Input.trigger?(Input::C)
@item = @buy_window.item
if @item == nil or @item.price > $game_party.gold
$game_system.se_play($data_system.buzzer_se)
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
if number == 99
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
max = @item.price == 0 ? 99 : $game_party.gold / @item.price
max = [max, 99 - number].min
@buy_window.active = false
@buy_window.visible = false
@number_window.set(@item, max, @item.price)
@number_window.active = true
@number_window.visible = true
end
end
#------------------------------------------------------------------
# Atualizando janela de vendas
#------------------------------------------------------------------
def update_sell
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@sell_window.active = false
@sell_window.visible = false
@status_window.item = nil
@help_window.set_text("")
return
end
if Input.trigger?(Input::C)
@item = @sell_window.item
@status_window.item = @item
if @item == nil or @item.price == 0
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
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
max = number
@sell_window.active = false
@sell_window.visible = false
@number_window.set(@item, max, @item.price / 2)
@number_window.active = true
@number_window.visible = true
@status_window.visible = true
end
end
#------------------------------------------------------------------
# Atualizando numeros
#------------------------------------------------------------------
def update_number
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@number_window.active = false
@number_window.visible = false
case @command_window.index
when 0
@buy_window.active = true
@buy_window.visible = true
when 1
@sell_window.active = true
@sell_window.visible = true
@status_window.visible = false
end
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.shop_se)
@number_window.active = false
@number_window.visible = false
case @command_window.index
when 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
@gold_window.refresh
@buy_window.refresh
@status_window.refresh
@buy_window.active = true
@buy_window.visible = true
when 1
$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
@gold_window.refresh
@sell_window.refresh
@status_window.refresh
@sell_window.active = true
@sell_window.visible = true
@status_window.visible = false
end
return
end
end
end
Aqui algumas screens: