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[XP] Skill Shop

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***
Rep:
Level 84
Yes, hoh my gawd!
Skill Shop
Authors: game_guy
Version: 1.5
Type: Skill Buying Script
Key Term: Custom Skill System

Introduction

What this script does is act as a shop but sells skills instead that you can teach to your party members.

Features

  • Sells Skills to teach Actors
  • Make it any actor can learn any skill
  • Make skills class specific
  • Easy to configure then most skill shops I've seen

Screenshots

N/A

Demo

Removed because demo had bugged version

Script


Spoiler for:
Code: [Select]
cc#===============================================================================
# Skill Shop
# Author: Game_guy
# Date: June 7th, 2009
# Version: 1.5
#===============================================================================
#
# Intro:
# What this script does is act as a shop but sells skills instead.
#
# Instructions:
# 1: First how do you want it setup? Theres two ways
#    1: -Any person can learn any skill
#    or
#    2: -Classes learn different skills then other classes
#
#    Go down to UseClasses and set it to false for 1: or true for 2:

# 2: Ok now that thats over lets move onto price. Go down to CONFIG PRICE and follow
#    the instructions there.
#  
# 3: Skip this step if you set UseClasses to false.
#    Go to CONFIG CLASS SKILLS and follow the instructions there.
#    
# 4: Ok so everythings setup now. Time to actually find out how to open the
#    skillshop right? You use this line
#    $scene = SkillShop.new([skill id's go here])
#    example
#    $scene = SkillShop.new([1, 2]) will make a shop with the skills
#    Heal and Great Heal
#===============================================================================
module GameGuy
  #==========================
  # BEGIN CONFIG
  #==========================
  UseClasses = true # if false anyone can learn any skill
                     # if true only classes can learn the defined skills
end
module RPG
  class Skill
    def price
      case id
      #==========================
      # CONFIG PRICE
      #==========================
      # use
      # when skill_id then return price
      when 1 then return 50
      when 57 then return 75
      end
      return 10
    end
  end
  class Class
    def learnskills
      case id
      #==========================
      # CONFIG CLASS SKILLS
      #==========================
      # use
      # when class_id then return [skill id's here]
      when 1 then return [57, 58, 59, 60]
      when 8 then return [1, 2, 3, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18]
      when 9 then return [69, 70, 71, 72, 57, 58, 59, 60, 61, 62, 63, 64]
      when 10 then return [30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40]
      end
      return []
    end
  #==========================
  # END CONFIG
  #==========================
  end
end

class Window_SkillCommand < Window_Selectable
  def initialize
    super(0, 64, 480, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    @item_max = 2
    @column_max = 2
    @commands = ["Learn", "Exit"]
    refresh
    self.index = 0
  end
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i)
    end
  end
  def draw_item(index)
    x = 4 + index * 240
    self.contents.draw_text(x, 0, 128, 32, @commands[index])
  end
end

class Window_SkillBuy < Window_Selectable
  def initialize(shop_goods)
    super(0, 128, 368, 352)
    @skill_shop_goods = shop_goods
    self.active = false
    refresh
    self.index = 0
  end
  def skill
    return @data[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    for i in 0...@skill_shop_goods.size
      skill = $data_skills[@skill_shop_goods[i]]
      if skill != nil
        @data.push(skill)
      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
  def draw_item(index)
    skill = @data[index]
    price = skill.price
    enabled = (price <= $game_party.gold)
    if enabled
      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(skill.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, skill.name, 0)
    self.contents.draw_text(x + 240, y, 88, 32, price.to_s, 2)
  end
  def update_help
    @help_window.set_text(skill == nil ? "" : skill.description)
  end
end

class Window_SkillStatus2 < Window_Selectable
  def initialize
    super(368, 128, 272, 352)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
    self.z = 200
    self.active = false
    self.index = -1
  end
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 64
      y = i * 80
      actor = $game_party.actors[i]
      draw_actor_graphic(actor, x - 40, y + 60)
      draw_actor_name(actor, x, y + 10)
      if actor.skill_learn?($thing.id)
        $text = "Aquired"
      elsif GameGuy::UseClasses#$data_classes[actor.class_id].learnskills.include?($thing.id)
        if $data_classes[actor.class_id].learnskills.include?($thing.id)
          $text = "Can Learn"
        else
          $text = "Can't Learn"
        end
        
      else
        $text = "Can Learn"
      end
      
      self.contents.draw_text(x, y + 40, 200, 32, $text)
    end
  end
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
    end
  end
end

class SkillShop
  def initialize(skills)
    @skills = skills
  end
  def main
    @command = Window_SkillCommand.new
    @help_window = Window_Help.new
    @skillbuy = Window_SkillBuy.new(@skills)
    @skillbuy.active = false
    @skillbuy.help_window = @help_window
    $thing = @skillbuy.skill
    @status = Window_SkillStatus2.new
    #@status.visible = false
    @gold = Window_Gold.new
    @gold.x = 480
    @gold.y = 64
    
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @gold.dispose
    @skillbuy.dispose
    @help_window.dispose
    @command.dispose
    @status.dispose
  end
  def update
    @gold.update
    @status.update
    @gold.refresh
    @command.update
    @skillbuy.update
    @help_window.update
    $thing = @skillbuy.skill
    @status.refresh
    if @command.active
      update_command
      return
    end
    
    if @status.active
      update_status
      return
    end
    
    if @skillbuy.active
      update_buy
      return
    end
  end
  
  def update_buy
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @skillbuy.active = false
      @command.active = true
      return
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      @skillbuy.active = false
      @status.active = true
      @status.visible = true
      @status.index = 0
    end
  end
  
  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)
      $game_system.se_play($data_system.decision_se)
      case @command.index
      when 0
        @command.active = false
        @skillbuy.active = true
      when 1
        $game_system.se_play($data_system.cancel_se)
        $scene = Scene_Map.new
      end
      return
    end
  end
  
  def update_status
    if Input.trigger?(Input::B)
      @status.active = false
      @skillbuy.active = true
      return
    end
    if Input.trigger?(Input::C)
      price = @skillbuy.skill.price
      @actort = $game_party.actors[@status.index]
      enabled = (price <= $game_party.gold)
      @status.active = false
      @skillbuy.active = true
      if enabled
        if @actort.skill_learn?(@skillbuy.skill.id)
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        if GameGuy::UseClasses
          if $data_classes[@actort.class_id].learnskills.include?(@skillbuy.skill.id)
            @actort.learn_skill(@skillbuy.skill.id)
            $game_party.lose_gold(@skillbuy.skill.price)
            $game_system.se_play($data_system.decision_se)
            @status.refresh
            return
          else
            $game_system.se_play($data_system.buzzer_se)
            return
          end
        else
          @actort.learn_skill(@skillbuy.skill.id)
          $game_party.lose_gold(@skillbuy.skill.price)
          $game_system.se_play($data_system.decision_se)
          @status.refresh
          return
        end
        
      else
        $game_system.se_play($data_system.buzzer_se)
        return
      end
    end
  end

end



Instructions

In the script

Compatibility

Not tested with SDK. Wont work with other skill shop scripts

Credits and Thanks

  • game_guy ~ For making it

Author's Notes

Give credits and enjoy!
« Last Edit: June 07, 2009, 04:03:27 PM by game_guy »

*
Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Use of Avatar and Signature Space2011 Best RPG Maker User (Scripting)2011 Most Mature Member2011 Favourite Staff Member2011 Best Veteran2010 Most Mature Member2010 Favourite Staff Member
Looks nice. I will have to test it out.

***
Rep:
Level 84
Yes, hoh my gawd!
Yea I am trying to get as good as a scripter as I can. I enjoy doing this tell me if it works all right I only know of one person who actually tested it.