Hi! Please help me whit these script....
Script Request Template
I use Script Skills That Consume Items (Non-RTAB) but can someone make it also consume gold too
RMXP
Or any script that consume gold when using and also checking if not enough gold....
Thank you.
Script Request Template
I use Script Skills That Consume Items (Non-RTAB) but can someone make it also consume gold too
# Skills That Consume Items (Non-RTAB) v 1.00 (08-19-2006)
# (Designed for the Default / Non-RTAB Battle System)
# Edited into working properly by DerVVulfman
#
# based on...
# Skills That Consume Items Ver 1.00a
# Distribution original support URL
# http://members.jcom.home.ne.jp/cogwheel/
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Set Skill Medium (Item(s) used by Skill)
#--------------------------------------------------------------------------
def medium(skill_id)
case $data_skills[skill_id].name
when "Heal"
return [["Potion"], ["High Perfume", 2]]
end
return false
end
#--------------------------------------------------------------------------
# * Get Item Name
#--------------------------------------------------------------------------
def item_name(name)
for item in $data_items
if item != nil and name == item.name
return item.id
end
end
end
#--------------------------------------------------------------------------
# * Determine if Skill can be Used
# skill_id : skill ID
#--------------------------------------------------------------------------
def skill_can_use?(skill_id)
items = medium(skill_id)
if items
for item in items
id = item_name(item[0])
if $game_party.item_number(id) < (item[1] == nil ? 1 : item[1])
return false
end
end
end
return super
end
end
#==============================================================================
# ** Scene_Battle (part 4)
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Make Skill Action Results
#--------------------------------------------------------------------------
def make_skill_action_result
# Get skill
@skill = $data_skills[@active_battler.current_action.skill_id]
# If not a forcing action
unless @active_battler.current_action.forcing
# If unable to use due to SP running out
unless @active_battler.skill_can_use?(@skill.id)
# Clear battler being forced into action
$game_temp.forcing_battler = nil
# Shift to step 1
@phase4_step = 1
return
end
end
# Use up SP
@active_battler.sp -= @skill.sp_cost
# Refresh status window
@status_window.refresh
# Show skill name on help window
@help_window.set_text(@skill.name, 1)
# Set animation ID
@animation1_id = @skill.animation1_id
@animation2_id = @skill.animation2_id
# Set command event ID
@common_event_id = @skill.common_event_id
# Set target battlers
set_target_battlers(@skill.scope)
# Apply skill effect
for target in @target_battlers
target.skill_effect(@active_battler, @skill)
end
# If item(s) are used
if @active_battler.is_a?(Game_Actor)
items = @active_battler.medium(@skill.id)
if items
for item in items
id = @active_battler.item_name(item[0])
num = item[1] == nil ? 1 : item[1]
# Check if consumable
if $data_items[id].consumable
$game_party.gain_item(id, -num)
end
end
end
end
end
end
#==============================================================================
# ** Scene_Skill
#------------------------------------------------------------------------------
# This class performs skill screen processing.
#==============================================================================
class Scene_Skill
#--------------------------------------------------------------------------
# * Frame Update (when target window is active)
#--------------------------------------------------------------------------
def update_target
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Erase target window
@skill_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If unable to use because SP ran out
unless @actor.skill_can_use?(@skill.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# If target is all
if @target_window.index == -1
# Apply skill use effects to entire party
used = false
for i in $game_party.actors
used |= i.skill_effect(@actor, @skill)
end
end
# If target is user
if @target_window.index <= -2
# Apply skill use effects to target actor
target = $game_party.actors[@target_window.index + 10]
used = target.skill_effect(@actor, @skill)
end
# If single target
if @target_window.index >= 0
# Apply skill use effects to target actor
target = $game_party.actors[@target_window.index]
used = target.skill_effect(@actor, @skill)
end
# If skill was used
if used
# If item(s) are used
if @actor.is_a?(Game_Actor)
items = @actor.medium(@skill.id)
if items
for item in items
id = @actor.item_name(item[0])
num = item[1] == nil ? 1 : item[1]
# Check if consumable
if $data_items[id].consumable
$game_party.gain_item(id, -num)
end
end
end
end
# Play skill use SE
$game_system.se_play(@skill.menu_se)
# Use up SP
@actor.sp -= @skill.sp_cost
# Remake each window content
@status_window.refresh
@skill_window.refresh
@target_window.refresh
# If entire party is dead
if $game_party.all_dead?
# Switch to game over screen
$scene = Scene_Gameover.new
return
end
# If command event ID is valid
if @skill.common_event_id > 0
# Command event call reservation
$game_temp.common_event_id = @skill.common_event_id
# Switch to map screen
$scene = Scene_Map.new
return
end
end
# If skill wasn't used
unless used
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
# (Designed for the Default / Non-RTAB Battle System)
# Edited into working properly by DerVVulfman
#
# based on...
# Skills That Consume Items Ver 1.00a
# Distribution original support URL
# http://members.jcom.home.ne.jp/cogwheel/
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Set Skill Medium (Item(s) used by Skill)
#--------------------------------------------------------------------------
def medium(skill_id)
case $data_skills[skill_id].name
when "Heal"
return [["Potion"], ["High Perfume", 2]]
end
return false
end
#--------------------------------------------------------------------------
# * Get Item Name
#--------------------------------------------------------------------------
def item_name(name)
for item in $data_items
if item != nil and name == item.name
return item.id
end
end
end
#--------------------------------------------------------------------------
# * Determine if Skill can be Used
# skill_id : skill ID
#--------------------------------------------------------------------------
def skill_can_use?(skill_id)
items = medium(skill_id)
if items
for item in items
id = item_name(item[0])
if $game_party.item_number(id) < (item[1] == nil ? 1 : item[1])
return false
end
end
end
return super
end
end
#==============================================================================
# ** Scene_Battle (part 4)
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Make Skill Action Results
#--------------------------------------------------------------------------
def make_skill_action_result
# Get skill
@skill = $data_skills[@active_battler.current_action.skill_id]
# If not a forcing action
unless @active_battler.current_action.forcing
# If unable to use due to SP running out
unless @active_battler.skill_can_use?(@skill.id)
# Clear battler being forced into action
$game_temp.forcing_battler = nil
# Shift to step 1
@phase4_step = 1
return
end
end
# Use up SP
@active_battler.sp -= @skill.sp_cost
# Refresh status window
@status_window.refresh
# Show skill name on help window
@help_window.set_text(@skill.name, 1)
# Set animation ID
@animation1_id = @skill.animation1_id
@animation2_id = @skill.animation2_id
# Set command event ID
@common_event_id = @skill.common_event_id
# Set target battlers
set_target_battlers(@skill.scope)
# Apply skill effect
for target in @target_battlers
target.skill_effect(@active_battler, @skill)
end
# If item(s) are used
if @active_battler.is_a?(Game_Actor)
items = @active_battler.medium(@skill.id)
if items
for item in items
id = @active_battler.item_name(item[0])
num = item[1] == nil ? 1 : item[1]
# Check if consumable
if $data_items[id].consumable
$game_party.gain_item(id, -num)
end
end
end
end
end
end
#==============================================================================
# ** Scene_Skill
#------------------------------------------------------------------------------
# This class performs skill screen processing.
#==============================================================================
class Scene_Skill
#--------------------------------------------------------------------------
# * Frame Update (when target window is active)
#--------------------------------------------------------------------------
def update_target
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Erase target window
@skill_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If unable to use because SP ran out
unless @actor.skill_can_use?(@skill.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# If target is all
if @target_window.index == -1
# Apply skill use effects to entire party
used = false
for i in $game_party.actors
used |= i.skill_effect(@actor, @skill)
end
end
# If target is user
if @target_window.index <= -2
# Apply skill use effects to target actor
target = $game_party.actors[@target_window.index + 10]
used = target.skill_effect(@actor, @skill)
end
# If single target
if @target_window.index >= 0
# Apply skill use effects to target actor
target = $game_party.actors[@target_window.index]
used = target.skill_effect(@actor, @skill)
end
# If skill was used
if used
# If item(s) are used
if @actor.is_a?(Game_Actor)
items = @actor.medium(@skill.id)
if items
for item in items
id = @actor.item_name(item[0])
num = item[1] == nil ? 1 : item[1]
# Check if consumable
if $data_items[id].consumable
$game_party.gain_item(id, -num)
end
end
end
end
# Play skill use SE
$game_system.se_play(@skill.menu_se)
# Use up SP
@actor.sp -= @skill.sp_cost
# Remake each window content
@status_window.refresh
@skill_window.refresh
@target_window.refresh
# If entire party is dead
if $game_party.all_dead?
# Switch to game over screen
$scene = Scene_Gameover.new
return
end
# If command event ID is valid
if @skill.common_event_id > 0
# Command event call reservation
$game_temp.common_event_id = @skill.common_event_id
# Switch to map screen
$scene = Scene_Map.new
return
end
end
# If skill wasn't used
unless used
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
RMXP
Or any script that consume gold when using and also checking if not enough gold....
Thank you.