RPG MAKER XP
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RPG MAKER XP

Vous êtes débutant du logiciel rpg maker xp et vous souhaitez en apprendre plus c'est ici qu'il faut chercher.Vous cherchez ressource, script, tutorial ou autre c'est ici aussi.Bonne visite à vous !
 
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Chasseur41
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Nombre de messages : 49
Age : 31
Localisation : Vendôme (41) et Tours (37)
Loisirs : Création de jeu, musique, livre et sortit
Date d'inscription : 04/07/2007

Feuille de personnage
Prénom du Personnage: Brutus
Nom du Personnage: Macligan
Âge du Personnage: 28 ans

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MessageSujet: TVA ajoutez à l'achat   TVA ajoutez à l'achat Icon_minitimeMer 4 Juil - 16:58

Comme expliquez 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:

Code:
#============================================================================
# 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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