Hello all new script
#1
Hello all new script
Chrono Cry
Apr 3 2005

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Im not exactly ace at scripting lol but here we go

Hey all i have made a edit of the shop system i cant say its exactly ace but certain people might be after a certain shop display so tell me what you think :D

Right first off replace all the contents of Scene_Shop with this
Code:
#==============================================================================
# â–�  Scene_Shop
#------------------------------------------------------------------------------
#  ショップ画��処� を行� クラス��。
#==============================================================================

class Scene_Shop
#--------------------------------------------------------------------------
# � メイン処�
#--------------------------------------------------------------------------
def main
   # ヘルプウィンドウを作æˆ?
   @help_window = Window_Help.new
   # コマンドウィンドウを作æˆ?
   @command_window = Window_ShopCommand.new
   # ゴールドウィンドウを作æˆ?
   @gold_window = Window_Gold.new
   @gold_window.x = 520
   @gold_window.y = 64
   @gold_window.width = 120
   # ダミーウィンドウを作æˆ?
   @playtime_window = Window_Base.new(0, 0, 0, 0)
   # 購入ウィンドウを作æˆ?
   @buy_window = Window_ShopBuy.new($game_temp.shop_goods)
   @buy_window.active = false
   @buy_window.visible = false
   @buy_window.help_window = @help_window
   # 売å?´ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã‚’作æˆ?
   @sell_window = Window_ShopSell.new
   @sell_window.active = false
   @sell_window.visible = false
   @sell_window.help_window = @help_window
   # 個数入å� ›ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã‚’作æˆ?
   @number_window = Window_ShopNumber.new
   @number_window.active = false
   @number_window.visible = false
   # スãƒ� ータスウィンドウを作æˆ?
   @status_window = Window_ShopStatus.new
   @status_window.visible = false
   # トランジション実行
   Graphics.transition
   # メインループ
   loop do
     # ゲーãƒ� ç”»é?¢ã‚’æ›´æ–°
     Graphics.update
     # å…¥å� ›æƒ…å� ±ã‚’æ›´æ–°
     Input.update
     # フレーãƒ� æ›´æ–°
     update
     # ç”»é?¢ã?Œåˆ‡ã‚� 替ã‚?ã?£ã?Ÿã‚‰ãƒ«ãƒ¼ãƒ—を中断
     if $scene != self
       break
     end
   end
   # トランジション準備
   Graphics.freeze
   # ウィンドウを解放
   @help_window.dispose
   @command_window.dispose
   @gold_window.dispose
   @playtime_window.dispose
   @buy_window.dispose
   @sell_window.dispose
   @number_window.dispose
   @status_window.dispose
end
#--------------------------------------------------------------------------
# � フレー� 更新
#--------------------------------------------------------------------------
def update
   # ウィンドウを更新
   @help_window.update
   @command_window.update
   @gold_window.update
   @playtime_window.update
   @buy_window.update
   @sell_window.update
   @number_window.update
   @status_window.update
   # コマンドウィンドウã?Œã‚¢ã‚¯ãƒ� ィブã?®å� ´å?ˆ: update_command を呼ã?¶
   if @command_window.active
     update_command
     return
   end
   # 購入ウィンドウã?Œã‚¢ã‚¯ãƒ� ィブã?®å� ´å?ˆ: update_buy を呼ã?¶
   if @buy_window.active
     update_buy
     return
   end
   # 売å?´ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã?Œã‚¢ã‚¯ãƒ� ィブã?®å� ´å?ˆ: update_sell を呼ã?¶
   if @sell_window.active
     update_sell
     return
   end
   # 個数入å� ›ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã?Œã‚¢ã‚¯ãƒ� ィブã?®å� ´å?ˆ: update_number を呼ã?¶
   if @number_window.active
     update_number
     return
   end
end
     #--------------------------------------------------------------------------
# â—? フレーãƒ� æ›´æ–° (コマンドウィンドウã?Œã‚¢ã‚¯ãƒ� ィブã?®å� ´å?ˆ)
#--------------------------------------------------------------------------
def update_command
   # B ボタンã?Œæ� ¼ã?•ã‚Œã?Ÿå� ´å?ˆ
   if Input.trigger?(Input::B)
     # キャンセル SE ã‚’æ¼”å¥?
     $game_system.se_play($data_system.cancel_se)
     # マップ画é?¢ã?«åˆ‡ã‚� 替ã?ˆ
     $scene = Scene_Map.new
     return
   end
   # C ボタンã?Œæ� ¼ã?•ã‚Œã?Ÿå� ´å?ˆ
   if Input.trigger?(Input::C)
     # コマンドウィンドウã?®ã‚«ãƒ¼ã‚½ãƒ«ä½?ç½®ã?§åˆ� å²?
     case @command_window.index
     when 0  # 購入ã?™ã‚‹
       # 決定 SE ã‚’æ¼”å¥?
       $game_system.se_play($data_system.decision_se)
       # ウィンドウã?®ç� ¶æ…‹ã‚’購入モードã?¸
       @command_window.active = false
       @playtime_window.visible = false
       @buy_window.active = true
       @buy_window.visible = true
       @buy_window.refresh
       @status_window.visible = true
     when 1  # 売å?´ã?™ã‚‹
       # 決定 SE ã‚’æ¼”å¥?
       $game_system.se_play($data_system.decision_se)
       # ウィンドウã?®ç� ¶æ…‹ã‚’売å?´ãƒ¢ãƒ¼ãƒ‰ã?¸
       @command_window.active = false
       @playtime_window.visible = false
       @sell_window.active = true
       @sell_window.visible = true
       @sell_window.refresh
     when 2  # ã‚„ã‚?ã‚‹
       # 決定 SE ã‚’æ¼”å¥?
       $game_system.se_play($data_system.decision_se)
       # マップ画é?¢ã?«åˆ‡ã‚� 替ã?ˆ
       $scene = Scene_Map.new
     end
     return
   end
end
#--------------------------------------------------------------------------
# â—? フレーãƒ� æ›´æ–° (購入ウィンドウã?Œã‚¢ã‚¯ãƒ� ィブã?®å� ´å?ˆ)
#--------------------------------------------------------------------------
def update_buy
   # スãƒ� ータスウィンドウã?®ã‚¢ã‚¤ãƒ� ãƒ� を設定
   @status_window.item = @buy_window.item
   # B ボタンã?Œæ� ¼ã?•ã‚Œã?Ÿå� ´å?ˆ
   if Input.trigger?(Input::B)
     # キャンセル SE ã‚’æ¼”å¥?
     $game_system.se_play($data_system.cancel_se)
     # ウィンドウã?®ç� ¶æ…‹ã‚’åˆ?期モードã?¸
     @command_window.active = true
     @playtime_window.visible = true
     @buy_window.active = false
     @buy_window.visible = false
     @status_window.visible = false
     @status_window.item = nil
     # ヘルプãƒ� キストを消去
     @help_window.set_text("")
     return
   end
   # C ボタンã?Œæ� ¼ã?•ã‚Œã?Ÿå� ´å?ˆ
   if Input.trigger?(Input::C)
     # アイãƒ� ãƒ� ã‚’å?–å¾—
     @item = @buy_window.item
     # アイãƒ� ãƒ� ã?Œç„¡å� ¹ã?®å� ´å?ˆã€?ã?¾ã?Ÿã?¯ä¾¡æ� ¼ã?Œæ‰€æŒ?金よã‚� ä¸� ã?®å� ´å?ˆ
     if @item == nil or @item.price > $game_party.gold
       # ブザー SE ã‚’æ¼”å¥?
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # アイãƒ� ãƒ� ã?®æ‰€æŒ?æ•°ã‚’å?–å¾—
     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
     # ã?™ã?§ã?« 99 個所æŒ?ã?—ã?¦ã?„ã‚‹å� ´å?ˆ
     if number == 99
       # ブザー SE ã‚’æ¼”å¥?
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # 決定 SE ã‚’æ¼”å¥?
     $game_system.se_play($data_system.decision_se)
     # 最大購入å?¯èƒ½å€‹æ•°ã‚’計算
     max = @item.price == 0 ? 99 : $game_party.gold / @item.price
     max = [max, 99 - number].min
     # ウィンドウã?®ç� ¶æ…‹ã‚’個数入å� ›ãƒ¢ãƒ¼ãƒ‰ã?¸
     @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
#--------------------------------------------------------------------------
# â—? フレーãƒ� æ›´æ–° (売å?´ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã?Œã‚¢ã‚¯ãƒ� ィブã?®å� ´å?ˆ)
#--------------------------------------------------------------------------
def update_sell
   # B ボタンã?Œæ� ¼ã?•ã‚Œã?Ÿå� ´å?ˆ
   if Input.trigger?(Input::B)
     # キャンセル SE ã‚’æ¼”å¥?
     $game_system.se_play($data_system.cancel_se)
     # ウィンドウã?®ç� ¶æ…‹ã‚’åˆ?期モードã?¸
     @command_window.active = true
     @playtime_window.visible = true
     @sell_window.active = false
     @sell_window.visible = false
     @status_window.item = nil
     # ヘルプãƒ� キストを消去
     @help_window.set_text("")
     return
   end
   # C ボタンã?Œæ� ¼ã?•ã‚Œã?Ÿå� ´å?ˆ
   if Input.trigger?(Input::C)
     # アイãƒ� ãƒ� ã‚’å?–å¾—
     @item = @sell_window.item
     # スãƒ� ータスウィンドウã?®ã‚¢ã‚¤ãƒ� ãƒ� を設定
     @status_window.item = @item
     # アイãƒ� ãƒ� ã?Œç„¡å� ¹ã?®å� ´å?ˆã€?ã?¾ã?Ÿã?¯ä¾¡æ� ¼ã?Œ 0 (売å?´ä¸?å?¯) ã?®å� ´å?ˆ
     if @item == nil or @item.price == 0
       # ブザー SE ã‚’æ¼”å¥?
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # 決定 SE ã‚’æ¼”å¥?
     $game_system.se_play($data_system.decision_se)
     # アイãƒ� ãƒ� ã?®æ‰€æŒ?æ•°ã‚’å?–å¾—
     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
     # 最大売å?´å€‹æ•° = アイãƒ� ãƒ� ã?®æ‰€æŒ?æ•°
     max = number
     # ウィンドウã?®ç� ¶æ…‹ã‚’個数入å� ›ãƒ¢ãƒ¼ãƒ‰ã?¸
     @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
#--------------------------------------------------------------------------
# â—? フレーãƒ� æ›´æ–° (個数入å� ›ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã?Œã‚¢ã‚¯ãƒ� ィブã?®å� ´å?ˆ)
#--------------------------------------------------------------------------
def update_number
   # B ボタンã?Œæ� ¼ã?•ã‚Œã?Ÿå� ´å?ˆ
   if Input.trigger?(Input::B)
     # キャンセル SE ã‚’æ¼”å¥?
     $game_system.se_play($data_system.cancel_se)
     # 個数入å� ›ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã‚’é?žã‚¢ã‚¯ãƒ� ィブ・ä¸?å?¯è¦–ã?«è¨­å®š
     @number_window.active = false
     @number_window.visible = false
     # コマンドウィンドウã?®ã‚«ãƒ¼ã‚½ãƒ«ä½?ç½®ã?§åˆ� å²?
     case @command_window.index
     when 0  # 購入ã?™ã‚‹
       # ウィンドウã?®ç� ¶æ…‹ã‚’購入モードã?¸
       @buy_window.active = true
       @buy_window.visible = true
     when 1  # 売å?´ã?™ã‚‹
       # ウィンドウã?®ç� ¶æ…‹ã‚’売å?´ãƒ¢ãƒ¼ãƒ‰ã?¸
       @sell_window.active = true
       @sell_window.visible = true
       @status_window.visible = false
     end
     return
   end
   # C ボタンã?Œæ� ¼ã?•ã‚Œã?Ÿå� ´å?ˆ
   if Input.trigger?(Input::C)
     # ショップ SE ã‚’æ¼”å¥?
     $game_system.se_play($data_system.shop_se)
     # 個数入å� ›ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã‚’é?žã‚¢ã‚¯ãƒ� ィブ・ä¸?å?¯è¦–ã?«è¨­å®š
     @number_window.active = false
     @number_window.visible = false
     # コマンドウィンドウã?®ã‚«ãƒ¼ã‚½ãƒ«ä½?ç½®ã?§åˆ� å²?
     case @command_window.index
     when 0  # 購入ã?™ã‚‹
       # 購入処ç?�
       $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
       # å?„ウィンドウをリフレッシã�
�¥
       @gold_window.refresh
       @buy_window.refresh
       @status_window.refresh
       # ウィンドウã?®ç� ¶æ…‹ã‚’購入モードã?¸
       @buy_window.active = true
       @buy_window.visible = true
     when 1  # 売å?´ã?™ã‚‹
       # 売å?´å‡¦ç?�
       $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
       # å?„ウィンドウをリフレッシã�
�¥
       @gold_window.refresh
       @sell_window.refresh
       @status_window.refresh
       # ウィンドウã?®ç� ¶æ…‹ã‚’売å?´ãƒ¢ãƒ¼ãƒ‰ã?¸
       @sell_window.active = true
       @sell_window.visible = true
       @status_window.visible = false
     end
     return
   end
end
end

Then replace Window_ShopCommand with
Code:
#==============================================================================
# â–�  Window_ShopCommand
#------------------------------------------------------------------------------
#  ショップ画é?¢ã?§ã€?用件をé?¸æ� žã?™ã‚‹ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã?§ã?™ã€‚
#==============================================================================

class Window_ShopCommand < Window_Selectable
#--------------------------------------------------------------------------
# � オブジェクト�期化
#--------------------------------------------------------------------------
def initialize
    $fontface = "Times New Roman"
   super(520, 128, 120, 130)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = $fontface
   self.contents.font.size = $fontsize
   @item_max = 3
   @row_max = 3
   @commands = ["Buy", "Sell", "Exit"]
   refresh
   self.index = 0
end
#--------------------------------------------------------------------------
# � リフレッシュ
#--------------------------------------------------------------------------
def refresh
   self.contents.clear
   for i in 0...@item_max
     draw_item(i)
   end
end
#--------------------------------------------------------------------------
# â—? é� …ç›®ã?®æ??ç”»
#     index : é� …目番å?·
#--------------------------------------------------------------------------
def draw_item(index)
      y = 4 + index * 30
   self.contents.draw_text(26, y , 128, 32, @commands[index])
end
   end


Then replace Window_ShopBuy with
Code:
#==============================================================================
# â–�  Window_ShopBuy
#------------------------------------------------------------------------------
#  ショップ画é?¢ã?§ã€?購入ã?§ã??ã‚‹å•� å“?ã?®ä¸€è¦§ã‚’表示ã?™ã‚‹ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã?§ã?™ã€‚
#==============================================================================

class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# � オブジェクト�期化
#     shop_goods : å•� å“?
#--------------------------------------------------------------------------
def initialize(shop_goods)
        $fontface = "Times New Roman"
     $fontsize = 20
   super(0, 64, 520, 254)
   @shop_goods = shop_goods
   refresh
   self.index = 0
   @column_max = 2
end
#--------------------------------------------------------------------------
# � アイ� � ��得
#--------------------------------------------------------------------------
def item
   return @data[self.index]
end
#--------------------------------------------------------------------------
# � リフレッシュ
#--------------------------------------------------------------------------
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
   # é� …目数ã?Œ 0 ã?§ã?ªã?‘ã‚Œã?°ãƒ“ットマップを作æˆ?ã?—ã€?å…¨é� …目をæ??ç”»
   @item_max = @data.size
   if @item_max > 0
     self.contents = Bitmap.new(width - 32, row_max * 32)
     self.contents.font.name = $fontface
     self.contents.font.size = $fontsize
     for i in 0...@item_max
       draw_item(i)
     end
   end
end
#--------------------------------------------------------------------------
# â—? é� …ç›®ã?®æ??ç”»
#     index : é� …目番å?·
#--------------------------------------------------------------------------
def draw_item(index)
   item = @data[index]
   # アイãƒ� ãƒ� ã?®æ‰€æŒ?æ•°ã‚’å?–å¾—
   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
   # 価æ� ¼ã?Œæ‰€æŒ?金以下ã€?ã?‹ã?¤æ‰€æŒ?æ•°ã?Œ 99 ã?§ã?ªã?‘ã‚Œã?°é€šå¸¸æ–‡å­—色ã?«ã€?
   # ã??ã?� ã?§ã?ªã?‘ã‚Œã?°ç„¡å� ¹æ–‡å­—色ã?«è¨­å®š
   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 + index % 2 * (255 + 2)
   y = index / 2 * 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 + 25, y, 130, 32, item.name, 0)
   self.contents.draw_text(x + 120, y, 88, 32, item.price.to_s, 2)
end
#--------------------------------------------------------------------------
# � ヘルプ� キスト更新
#--------------------------------------------------------------------------
def update_help
   @help_window.set_text(self.item == nil ? "" : self.item.description)
end
end


Then replace Window_ShopSell with
Code:
#==============================================================================
# â–�  Window_ShopSell
#------------------------------------------------------------------------------
#  ショップ画���売�����所�アイ� � �一覧を表示�るウィンドウ��。
#==============================================================================

class Window_ShopSell < Window_Selectable
#--------------------------------------------------------------------------
# � オブジェクト�期化
#--------------------------------------------------------------------------
def initialize
   super(0, 64, 520, 194)
   @column_max = 2
   refresh
   self.index = 0
end
#--------------------------------------------------------------------------
# � アイ� � ��得
#--------------------------------------------------------------------------
def item
   return @data[self.index]
end
#--------------------------------------------------------------------------
# � リフレッシュ
#--------------------------------------------------------------------------
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[i])
     end
   end
   for i in 1...$data_weapons.size
     if $game_party.weapon_number(i) > 0
       @data.push($data_weapons[i])
     end
   end
   for i in 1...$data_armors.size
     if $game_party.armor_number(i) > 0
       @data.push($data_armors[i])
     end
   end
   # é� …目数ã?Œ 0 ã?§ã?ªã?‘ã‚Œã?°ãƒ“ットマップを作æˆ?ã?—ã€?å…¨é� …目をæ??ç”»
   @item_max = @data.size
   if @item_max > 0
     self.contents = Bitmap.new(width - 32, row_max * 32)
     self.contents.font.name = $fontface
     self.contents.font.size = $fontsize
     for i in 0...@item_max
       draw_item(i)
     end
   end
end
#--------------------------------------------------------------------------
# â—? é� …ç›®ã?®æ??ç”»
#     index : é� …目番å?·
#--------------------------------------------------------------------------
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
   # 売å?´å?¯èƒ½ã?ªã‚‰é€šå¸¸æ–‡å­—色ã?«ã€?ã??ã?� ã?§ã?ªã?„ã?ªã‚‰ç„¡å� ¹æ–‡å­—色ã?«è¨­å®š
   if item.price > 0
     self.contents.font.color = normal_color
   else
     self.contents.font.color = disabled_color
   end
   x = 4 + index % 2 * (255 + 2)
   y = index / 2 * 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 + 25, y, 130, 32, item.name, 0)
   self.contents.draw_text(x + 120, y, 88, 32, item.price.to_s, 2)
end
#--------------------------------------------------------------------------
# � ヘルプ� キスト更新
#--------------------------------------------------------------------------
def update_help
   @help_window.set_text(self.item == nil ? "" : self.item.description)
end
end


Lol this lags on

Then replace Window_ShopNumber with

Code:
#==============================================================================
# â–�  Window_ShopNumber
#------------------------------------------------------------------------------
#  ショップ画é?¢ã?§ã€?購入ã?¾ã?Ÿã?¯å£²å?´ã?™ã‚‹ã‚¢ã‚¤ãƒ� ãƒ� ã?®å€‹æ•°ã‚’å…¥å� ›ã?™ã‚‹ã‚¦ã‚£ãƒ³ãƒ‰ã‚¦ã?§ã?™ã€‚
#==============================================================================

class Window_ShopNumber < Window_Base
#--------------------------------------------------------------------------
# � オブジェクト�期化
#--------------------------------------------------------------------------
def initialize
   super(0, 64, 520, 254)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = $fontface
   self.contents.font.size = $fontsize
   @item = nil
   @max = 1
   @price = 0
   @number = 1
end
#--------------------------------------------------------------------------
# â—? アイãƒ� ãƒ� ã€?最大個数ã€?価æ� ¼ã?®è¨­å®š
#--------------------------------------------------------------------------
def set(item, max, price)
   @item = item
   @max = max
   @price = price
   @number = 1
   refresh
end
#--------------------------------------------------------------------------
# â—? å…¥å� ›ã?•ã‚Œã?Ÿå€‹æ•°ã?®è¨­å®š
#--------------------------------------------------------------------------
def number
   return @number
end
#--------------------------------------------------------------------------
# � リフレッシュ
#--------------------------------------------------------------------------
def refresh
   self.contents.clear
   draw_item_name(@item, 4, 96)
   self.contents.font.color = normal_color
   self.contents.draw_text(272, 96, 32, 32, "×")
   self.contents.draw_text(308, 96, 24, 32, @number.to_s, 2)
   self.cursor_rect.set(304, 96, 32, 32)
   # å?ˆè¨ˆä¾¡æ� ¼ã?¨é€šè²¨å?˜ä½?ã‚’æ??ç”»
   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(4, 160, 328-cx-2, 32, total_price.to_s, 2)
   self.contents.font.color = system_color
   self.contents.draw_text(332-cx, 160, cx, 32, domination, 2)
end
#--------------------------------------------------------------------------
# � フレー� 更新
#--------------------------------------------------------------------------
def update
   super
   if self.active
     # カーソルå?³ (+1)
     if Input.repeat?(Input::RIGHT) and @number < @max
       $game_system.se_play($data_system.cursor_se)
       @number += 1
       refresh
     end
     # カーソル左 (-1)
     if Input.repeat?(Input::LEFT) and @number > 1
       $game_system.se_play($data_system.cursor_se)
       @number -= 1
       refresh
     end
     # カーソルä¸�  (+98)
     if Input.repeat?(Input::UP) and @number < @max
       $game_system.se_play($data_system.cursor_se)
       @number = [@number + 98, @max].min
       refresh
     end
     # カーソル下 (-98)
     if Input.repeat?(Input::DOWN) and @number > 1
       $game_system.se_play($data_system.cursor_se)
       @number = [@number - 98, 1].max
       refresh
     end
   end
end
end

And then finally replace Window_ShopStatus with

Code:
#==============================================================================
# â–�  Window_ShopStatus
#------------------------------------------------------------------------------
#  ショップ画���アイ� � �所�数やアクター�装備を表示�るウィンドウ��。
#==============================================================================

class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# � オブジェクト�期化
#--------------------------------------------------------------------------
def initialize
   super(520, 258, 120, 60)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = $fontface
   self.contents.font.size = $fontsize
   @item = nil
   refresh
end
#--------------------------------------------------------------------------
# � リフレッシュ
#--------------------------------------------------------------------------
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 = $game_party.armor_number(@item.id)
   end
   self.contents.font.color = system_color
   self.contents.draw_text(0, 0, 100, 32, "Owned")
   self.contents.font.color = normal_color
   self.contents.draw_text(56, 0, 32, 32, number.to_s, 2)
   if @item.is_a?(RPG::Item)
     return
   end
   # 装備å“?追å� � 情å� ±
   for i in 0...$game_party.actors.size
     # アクターをå?–å¾—
     actor = $game_party.actors[i]
     # 装備å?¯èƒ½ã?ªã‚‰é€šå¸¸æ–‡å­—色ã?«ã€?ä¸?å?¯èƒ½ã?ªã‚‰ç„¡å� ¹æ–‡å­—色ã?«è¨­å®š
     if actor.equippable?(@item)
       self.contents.font.color = normal_color
     else
       self.contents.font.color = disabled_color
     end
     # アクターã?®å??å‰?ã‚’æ??ç”»
     self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)
     # ç?¾åœ¨ã?®è£…å‚™å“?ã‚’å?–å¾—
     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
     # 装備å?¯èƒ½ã?ªå� ´å?ˆ
     if actor.equippable?(@item)
       # 武器ã?®å� ´å?ˆ
       if @item.is_a?(RPG::Weapon)
         atk1 = item1 != nil ? item1.atk : 0
         atk2 = @item != nil ? @item.atk : 0
         change = atk2 - atk1
       end
       # 防具ã?®å� ´å?ˆ
       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
       # パラメータã?®å¤‰åŒ–値をæ??ç”»
       self.contents.draw_text(124, 64 + 64 * i, 112, 32,
         sprintf("%+d", change), 2)
     end
     # アイãƒ� ãƒ� ã‚’æ??ç”»
     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
#--------------------------------------------------------------------------
# � アイ� � �設定
#     item : æ–°ã?—ã?„アイãƒ� ãƒ�
#--------------------------------------------------------------------------
def item=(item)
   if @item != item
     @item = item
     refresh
   end
end
end


And that should do it :D hope you like it farewell
}


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