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[REQUEST] can't get this to work need help plz

0 Members and 1 Guest are viewing this topic.

***
Rep:
Level 81
Monster Hunter
as the title says i would like to know how to make this script work:
found here:  http://cacaosoft.web.fc2.com/tkool/script/exshop4.html

translation:  http://translate.googleusercontent.com/translate_c?hl=fr&ie=UTF-8&sl=auto&tl=en&u=http://cacaosoft.web.fc2.com/tkool/script/exshop4.html&prev=_t&rurl=translate.google.com&usg=ALkJrhg8MS0psJszEWRmF66weJgHcYkXSQ

Script:
Spoiler for:
Code: [Select]
#******************************************************************************
#
#    ? ??????????
#
#  --------------------------------------------------------------------------
#    ????? ?  1.0.5
#    ?      ? ?  RPG????VX : RGSS2
#    ?  ?  ? ?  ?????
#    ?  ?  ? ?  http://cacaosoft.web.fc2.com/
#  --------------------------------------------------------------------------
#   == ?? ==
#
#    ? ??????????????????
#
#  --------------------------------------------------------------------------
#   == ???? ==
#
#    ? ?????????????Cacao Base Script ??????
#    ? ??????????????????????????????
#
#  --------------------------------------------------------------------------
#   == ???? ==
#
#    ? ????????
#     144 x 24 ????ShopIcon?? "Graphics/System" ?????????
#     ? ?????????????????
#
#
#******************************************************************************


#/////////////////////////////////////////////////////////////////////////////#
#                                                                             #
#                  ????????????????????                   #
#                                                                             #
#/////////////////////////////////////////////////////////////////////////////#


module CAO::KSHOP
  # ???????????
  FILE_ITME_ICON = "ShopIcon"
 
  # ??????????????
  SE_PAGE = ["Audio/SE/Book", 90, 150]
 
  # ??????????????
  NUM_ALIGN = 2
 
  # ???????
  TEXT_SELL = "?????"
  TEXT_HAVE = "????"
 
  #--------------------------------------------------------------------------
  # ? ???????
  #--------------------------------------------------------------------------
  def self.get_sell_price(price)
    return price / 2
  end
  #--------------------------------------------------------------------------
  # ? KGC[????]???
  #--------------------------------------------------------------------------
  def self.in_kgc_equip_ext?
    return Hash === $imported && $imported["EquipExtension"]
  end
  #--------------------------------------------------------------------------
  # ? ???????????
  #--------------------------------------------------------------------------
  def self.item_max
    if in_kgc_equip_ext?
      return KGC::EquipExtension::EQUIP_TYPE.uniq.size + 2
    else
      return 6  # ????, ??, ?, ?, ??, ??
    end
  end
  #--------------------------------------------------------------------------
  # ? ???????????
  #--------------------------------------------------------------------------
  def self.item_index(item)
    case item
    when RPG::Item
      index = 0
    when RPG::Weapon
      index = 1
    when RPG::Armor
      if in_kgc_equip_ext?
        index = 2 + KGC::EquipExtension::EQUIP_TYPE.index(item.kind)
      else
        index = 2 + item.kind
      end
    end
    return index
  end
end

class Window_ShopIcon < Window_Base
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  attr_accessor :index                    #
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def initialize
    super(0, 56, 384, 56)
    @item_max = CAO::KSHOP.item_max
    @index = 0
    @img_icon = Cache.system(CAO::KSHOP::FILE_ITME_ICON)
    refresh
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    cw = self.contents.width / @item_max
    for i in 0...@item_max
      x = cw * i + (cw - 24) / 2
      rect = Rect.new(24 * i, 0, 24, 24)
      self.contents.blt(x, 0, @img_icon, rect, (@index == i ? 255 : 128))
    end
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update
    super
    if Input.trigger?(Input::LEFT)
      @index = (@index - 1 + @item_max) % @item_max
    end
    if Input.trigger?(Input::RIGHT)
      @index = (@index + 1) % @item_max
    end
  end
end

class Window_ShopBuy < Window_Selectable
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  attr_accessor :item_index               #
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  alias _cao_initialize_kshop initialize
  def initialize(x, y)
    @item_index = 0
    _cao_initialize_kshop(x, y)
  end
  #--------------------------------------------------------------------------
  # ? ???????
  #--------------------------------------------------------------------------
  def item
    return @data[@item_index][self.index]
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def refresh
    @data = Array.new(CAO::KSHOP.item_max) { [] }
    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[CAO::KSHOP.item_index(item)].push(item)
      end
    end
    @item_max = @data[@item_index].size
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #     index : ????
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[@item_index][index]
    number = $game_party.item_number(item)
    enabled = (item.price <= $game_party.gold and number < 99)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    draw_item_name(item, rect.x, rect.y, enabled)
    rect.width -= 4
    self.contents.draw_text(rect, item.price, 2)
  end
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def update_help
    item = self.item
    @help_window.set_text(item == nil ? "" : item.description)
  end
end

class Window_ShopSell < Window_Item
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  attr_accessor :item_index               #
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    super(x, y, width, height)
    @column_max = 1
    @item_index = 0
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def refresh
    @data = []
    for item in $game_party.items
      next unless include?(item)
      @data.push(item)
      if item.is_a?(RPG::Item) and item.id == $game_party.last_item_id
        self.index = @data.size - 1
      end
    end
    @data.push(nil) if include?(nil)
    @item_max = @data.size
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #     index : ????
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    item = @data[index]
    if item != nil
      number = $game_party.item_number(item)
      enabled = enable?(item)
      draw_item_name(item, rect.x, rect.y, enabled)
      self.contents.font.color = system_color
      self.contents.draw_text(244, rect.y, 95, WLH, CAO::KSHOP::TEXT_SELL)
      self.contents.draw_text(413, rect.y, 75, WLH, CAO::KSHOP::TEXT_HAVE)
      self.contents.font.color = normal_color
      price = CAO::KSHOP.get_sell_price(item.price)
      align = CAO::KSHOP::NUM_ALIGN
      self.contents.draw_text(339, rect.y, 70, WLH, price, align)
      self.contents.draw_text(488, rect.y, 20, WLH, number, align)
    end
  end
  #--------------------------------------------------------------------------
  # ?
  #--------------------------------------------------------------------------
  def include?(item)
    return false if item == nil
    return @item_index == CAO::KSHOP.item_index(item)
  end
  #--------------------------------------------------------------------------
  # ? ????????
  #     item    : ???? (????????????)
  #     x       : ??? X ??
  #     y       : ??? Y ??
  #     enabled : ??????false ?????????
  #--------------------------------------------------------------------------
  def draw_item_name(item, x, y, enabled = true)
    if item != nil
      draw_icon(item.icon_index, x, y, enabled)
      self.contents.font.color = normal_color
      self.contents.font.color.alpha = enabled ? 255 : 128
      self.contents.draw_text(x + 24, y, 240, WLH, item.name)
    end
  end
end

class Window_ShopNumber < Window_Base
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, 304, 304)
    @item = nil
    @max = 1
    @price = 0
    @index = 1
    @number = 1
    @digits_max = 2
  end
  #--------------------------------------------------------------------------
  # ? ???????????????
  #--------------------------------------------------------------------------
  def set(item, max, price)
    @item = item
    @max = max
    @price = price
    @number = 1
    @index = 1
    refresh
    update_cursor
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def refresh
    y = 96
    self.contents.clear
    draw_item_name(@item, 0, y)
    self.contents.font.color = normal_color
    self.contents.draw_text(212, y, 20, WLH, "×")
    s = sprintf("%0*d", @digits_max, @number)
    for i in 0...@digits_max
      self.contents.draw_text(240 + i * 14, y, 14, WLH, s[i,1], 1)
    end
    draw_currency_value(@price * @number, 4, y + WLH * 2, 264)
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update
    super
    if self.active
      if Input.repeat?(Input::UP) or Input.repeat?(Input::DOWN)
        Sound.play_cursor
        place = 10 ** (@digits_max - 1 - @index)
        n = @number / place % 10
        @number -= n * place
        n = (n + 1) % 10 if Input.repeat?(Input::UP)
        n = (n + 9) % 10 if Input.repeat?(Input::DOWN)
        @number += n * place
        @number = [@number, @max].min
        refresh
      end
      last_index = @index
      if Input.repeat?(Input::RIGHT)
        if @index < @digits_max - 1 or Input.trigger?(Input::RIGHT)
          @index = (@index + 1) % @digits_max
        end
      end
      if Input.repeat?(Input::LEFT)
        if @index > 0 or Input.trigger?(Input::LEFT)
          @index = (@index + @digits_max - 1) % @digits_max
        end
      end
      if @index != last_index
        Sound.play_cursor
      end
      update_cursor
    end
  end
  #--------------------------------------------------------------------------
  # ? ???????
  #--------------------------------------------------------------------------
  def update_cursor
    self.cursor_rect.set(240 + @index * 14, 96, 14, WLH)
  end
end

class Scene_Shop < Scene_Base
  #--------------------------------------------------------------------------
  # ? ????
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_command_window
    @help_window = Window_Help.new
    @gold_window = Window_Gold.new(384, 56)
    @dummy_window = Window_Base.new(0, 112, 544, 304)
    @buy_window = Window_ShopBuy.new(0, 112)
    @buy_window.active = false
    @buy_window.visible = false
    @buy_window.help_window = @help_window
    @sell_window = Window_ShopSell.new(0, 112, 544, 304)
    @sell_window.active = false
    @sell_window.visible = false
    @sell_window.help_window = @help_window
    @number_window = Window_ShopNumber.new(0, 112)
    @number_window.active = false
    @number_window.visible = false
    @status_window = Window_ShopStatus.new(304, 112)
    @status_window.visible = false
  end
  #--------------------------------------------------------------------------
  # ? ????
  #--------------------------------------------------------------------------
  alias _cao_start_kshop start
  def start
    _cao_start_kshop
    @icon_window = Window_ShopIcon.new
    @icon_window.active = false
    @icon_window.visible = false
  end
  #--------------------------------------------------------------------------
  # ? ????
  #--------------------------------------------------------------------------
  alias _cao_terminate_kshop terminate
  def terminate
    _cao_terminate_kshop
    @icon_window.dispose
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @help_window.update
    @command_window.update
    @gold_window.update
    @dummy_window.update
    @buy_window.update
    @sell_window.update
    @number_window.update
    @status_window.update
    if @command_window.active
      update_command_selection
    elsif @buy_window.active
      update_buy_selection
      update_item_kind
    elsif @sell_window.active
      update_sell_selection
      update_item_kind
    elsif @number_window.active
      update_number_input
    end
  end
  #--------------------------------------------------------------------------
  # ? ????????????
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::ShopBuy
    s2 = Vocab::ShopSell
    s3 = Vocab::ShopCancel
    @command_window = CAO::Window_Command.new(0, 56, 384, 56, [s1,s2,s3], 1, 3)
    if $game_temp.shop_purchase_only
      @command_window.draw_item(1, false)
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      case @command_window.index
      when 0
        Sound.play_decision
        @command_window.active = false
        @command_window.visible = false
        @icon_window.active = true
        @icon_window.visible = true
        @icon_window.refresh
        @dummy_window.visible = false
        @buy_window.active = true
        @buy_window.visible = true
        @buy_window.refresh
        @status_window.visible = true
      when 1
        if $game_temp.shop_purchase_only
          Sound.play_buzzer
        else
          Sound.play_decision
          @command_window.active = false
          @command_window.visible = false
          @icon_window.active = true
          @icon_window.visible = true
          @icon_window.refresh
          @dummy_window.visible = false
          @sell_window.active = true
          @sell_window.visible = true
          @sell_window.refresh
        end
      when 2
        Sound.play_decision
        $scene = Scene_Map.new
      end
    end
  end
  #--------------------------------------------------------------------------
  # ? ???????????
  #--------------------------------------------------------------------------
  def update_item_kind
    last_index = @icon_window.index
    @icon_window.update
    if @icon_window.index != last_index
      Audio.se_play(*CAO::KSHOP::SE_PAGE)
      @icon_window.refresh
      @buy_window.index = 0
      @sell_window.index = 0
      @buy_window.item_index = @icon_window.index
      @sell_window.item_index = @icon_window.index
      if @buy_window.active
        @buy_window.refresh
      elsif @sell_window.active
        @sell_window.refresh
      end
    end
  end
  #--------------------------------------------------------------------------
  # ? ???????????
  #--------------------------------------------------------------------------
  def update_buy_selection
    @status_window.item = @buy_window.item
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @command_window.active = true
      @command_window.visible = true
      @icon_window.active = false
      @icon_window.visible = false
      @dummy_window.visible = true
      @buy_window.active = false
      @buy_window.visible = false
      @status_window.visible = false
      @status_window.item = nil
      @help_window.set_text("")
    elsif Input.trigger?(Input::C)
      @item = @buy_window.item
      number = $game_party.item_number(@item)
      if @item == nil or @item.price > $game_party.gold or number == 99
        Sound.play_buzzer
      else
        Sound.play_decision
        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
  end
  #--------------------------------------------------------------------------
  # ? ???????????
  #--------------------------------------------------------------------------
  def update_sell_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      @command_window.active = true
      @command_window.visible = true
      @icon_window.active = false
      @icon_window.visible = false
      @dummy_window.visible = true
      @sell_window.active = false
      @sell_window.visible = false
      @status_window.item = nil
      @help_window.set_text("")
    elsif Input.trigger?(Input::C)
      @item = @sell_window.item
      @status_window.item = @item
      if @item == nil or @item.price == 0
        Sound.play_buzzer
      else
        Sound.play_decision
        max = $game_party.item_number(@item)
        @sell_window.active = false
        @sell_window.visible = false
        @number_window.set(@item, max, CAO::KSHOP.get_sell_price(@item.price))
        @number_window.active = true
        @number_window.visible = true
        @status_window.visible = true
      end
    end
  end
end

*****
Rep:
Level 84
This text is way too personal.
Bronze - GIAW 11 (Hard)Silver - GIAW Halloween
1) Copy the Script and put it below materials but still above main.
2) Copy the Cacao Base Script and put it right above the script.
3) Put the ShopIcon.png in your Graphics/System Folder.

***
Rep:
Level 81
Monster Hunter

2) Copy the Cacao Base Script and put it right above the script.


lol , i forgot about the base script ^^ i'll see if it works thanks.