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=begin =============================================================================== Custom Prices Version 1.0 by KK20 [11/25/2013] =============================================================================== _______________________________________________________________________________ + Introduction RPG Maker only allows items to have one set of prices. The sell price of items is half the price set in the database. With this script, you can modify the prices of items, weapons, and armors to whatever you want. The change is only temporary, so you can have shops sell certain items at unique prices. You can also change the sell price to anything. Make an item cost a high amount, but make it unavailable to sell. Have shops buy specific kinds of items. The choice is up to you! _______________________________________________________________________________ + Instructions Place this script below any custom scripts that rely on item prices. To change the prices of items, use one of these script calls: price(TYPE, ID, BUY_PRICE) price(TYPE, ID, BUY_PRICE, SELL_PRICE) where TYPE can be 0 (Item), 1 (Weapon), or 2 (Armor) ID refers to the item's ID in the database BUY_PRICE is the new price of the item SELL_PRICE is the new sell price of the item SELL_PRICE is optional. If you do not put a sell price, items will default to being half the BUY_PRICE. If you ever need to reset the price changes, use the script call: reset_prices This is only needed if using custom scripts that rely on item prices but are not considered shops (e.g. ForeverZer0's Blacksmith Shop). ------------- Examples: ------------- price(0, 1, 300) # Potion prices: BUY = 300, SELL = 150 price(1, 1, 5000, 100) # Bronze Sword prices: BUY = 5000, SELL = 100 price(2, 25, 9001, 0) # Ring of Strength prices: BUY = 9001, SELL = Can't sell at this shop _______________________________________________________________________________ + Notes It is recommended to put these script calls just before the 'Shop Processing' command. Immediately after the player exits the shop, the item prices WILL revert back to their original database prices. This script may be compatible with some Custom Shop Systems. The more complex the script, the less likely. _______________________________________________________________________________ + Credits KK20 - for writing the script firevenge007 - requester =============================================================================== =end #============================================================================== # ** Interpreter #------------------------------------------------------------------------------ # This interpreter runs event commands. This class is used within the # Game_System class and the Game_Event class. #============================================================================== class Interpreter #-------------------------------------------------------------------------- # * Set new item prices temporarily #-------------------------------------------------------------------------- def price(type, id, buyp, sellp=buyp/2) case type when 0 $game_temp.changed_prices.push([$data_items[id], $data_items[id].price]) $data_items[id].price = [buyp, sellp] when 1 $game_temp.changed_prices.push([$data_weapons[id], $data_weapons[id].price]) $data_weapons[id].price = [buyp, sellp] when 2 $game_temp.changed_prices.push([$data_armors[id], $data_armors[id].price]) $data_armors[id].price = [buyp, sellp] else return false end return true end #-------------------------------------------------------------------------- # * Revert items back to their original database prices #-------------------------------------------------------------------------- def reset_prices $game_temp.changed_prices.each{|item| item[0].price = item[1] } $game_temp.changed_prices.clear end end #============================================================================== # ** Game_Temp #------------------------------------------------------------------------------ # This class handles temporary data that is not included with save data. # Refer to "$game_temp" for the instance of this class. #============================================================================== class Game_Temp attr_accessor :changed_prices, :sell_flag #-------------------------------------------------------------------------- # * Initialize two more variables #-------------------------------------------------------------------------- alias init_changed_item_prices initialize def initialize init_changed_item_prices @changed_prices = [] @sell_flag = false end end #============================================================================== # ** Various RPG classes #------------------------------------------------------------------------------ # Redefine item prices to have individual buy and sell prices. #============================================================================== class RPG::Item def price if @price.is_a?(Array) return ($game_temp.sell_flag ? @price[1]*2 : @price[0]) else return @price end end end class RPG::Weapon def price if @price.is_a?(Array) return ($game_temp.sell_flag ? @price[1]*2 : @price[0]) else return @price end end end class RPG::Armor def price if @price.is_a?(Array) return ($game_temp.sell_flag ? @price[1]*2 : @price[0]) else return @price end end end #============================================================================== # ** Scene_Shop #------------------------------------------------------------------------------ # This class performs shop screen processing. #============================================================================== class Scene_Shop #-------------------------------------------------------------------------- # * Main Processing # Reverts item prices back to their database amounts when closed #-------------------------------------------------------------------------- alias revert_item_prices_after main def main # Calls main/default method revert_item_prices_after # Revert all items back to their original prices $game_temp.changed_prices.each{|item| item[0].price = item[1] } $game_temp.changed_prices.clear end #-------------------------------------------------------------------------- # * Frame Update (when command window is active) #-------------------------------------------------------------------------- alias update_sell_flag update_command def update_command # If C button was pressed if Input.trigger?(Input::C) && !Input.trigger?(Input::B) # Branch by command window cursor position case @command_window.index when 0 # buy $game_temp.sell_flag = false when 1 # sell $game_temp.sell_flag = true end end update_sell_flag end end
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