With this script you can add taxes to shops, or even add discounts. Depending on the item's price, you can make taxes or discounts everywhere. You can even create shops which will give you money when you buy an item if you overdo the discounts.
Features
Taxes (in percentage)
Discounts (in percentage)
Taxes (in amounts)
Discounts (in amounts)
Free items
Free items with money
Items (that are free normally) with a price
Screens
[Show/Hide] Normally

[Show/Hide] With Tax

[Show/Hide] With Discount

[Show/Hide] Overdid it a little =P

Script
[Show/Hide] Beta 2.5
CODE
#============================================================================
# Tax Script 2.5 (BETA)(VX)
#----------------------------------------------------------------------------
# Originally made by Falcon for RMXP (see further info at bottom of this part)
# Edited by Delyemerald2 to fit the RMVX
#----------------------------------------------------------------------------
# This system adds something to shop status, but in the same process, copies
# Everything normally there.
# With this script, you can add taxes or discounts.
# In order to do so, use the command Script in an event and enter this:
# (For Taxes)
# $game_system.tax.percent = x
# Where x is a value above 0 (will be counted in percentages)
# $game_system.tax.direct = y
# Where y is a value above 0 (this will be added to the base prices)
# (For Discounts)
# $game_system.tax.percent = x
# Where x is a value below 0 (will be counted in percentages)
# $game_system.tax.direct = y
# Where y is a value below 0 (this will be added to the base prices)
#----------------------------------------------------------------------------
# Credits to:
# Falcon for the original script
# Blizard for the idea that triggered version 2.0 (Falcon's Credits)
# You, becuase you eat a cookie in your life =D
#----------------------------------------------------------------------------
# ORIGINAL INFO (RMXP Version)
#----------------------------------------------------------------------------
# By Falcon
# Thanks to Blizzard for the idea that triggered version 2.0
#----------------------------------------------------------------------------
# This system should be compatible with all shop systems, but the
# Shop Status window will only show the tax/discount rate for the default
#============================================================================
# setup the variable that will hold the tax rate
class Game_System::Tax
Direct_First = true
attr_accessor :percent
attr_accessor :direct
def initialize
@percent = 0
@direct = 0
end
end
class Game_System
attr_reader :tax
alias_method :delyemerald2_tax_init, :initialize
def initialize
delyemerald2_tax_init
@tax = Tax.new
end
end
# increase the price of the following items by the tax rate
class RPG::Item
def price
return Integer(@price + $game_system.tax.direct + @price * $game_system.tax.percent / 100)
end
end
class RPG::Weapon
def price
return Integer(@price + $game_system.tax.direct + @price * $game_system.tax.percent / 100)
end
end
class RPG::Armor
def price
return Integer(@price + $game_system.tax.direct + @price * $game_system.tax.percent / 100)
end
end
class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 240, 304)
@item = nil
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if @item != nil
number = $game_party.item_number(@item)
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 200, WLH, Vocab::Possession)
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 200, WLH, number, 2)
# Here you can customize what there will stand when there's a tax. You can also
# edit the heights of the words and numbers. One warning: Don't make it to long
# or it will overlap the percentages.
if $game_system.tax.percent > 0 # If there is tax
self.contents.draw_text(4, 16, 200, WLH, "Current Tax")
self.contents.font.color = normal_color
self.contents.draw_text(100, 16, 104, WLH, $game_system.tax.percent.to_s + "%", 2)
elsif 0 > $game_system.tax.percent # If there is a discount rate
self.contents.draw_text(4, 16, 200, WLH, "Discount")
self.contents.font.color = normal_color
self.contents.draw_text(100, 16, 104, WLH, $game_system.tax.percent.to_s + "%", 2)
end
if $game_system.tax.direct > 0 # If there is tax
self.contents.draw_text(4, 32, 200, WLH, "Tax (A)")
self.contents.font.color = normal_color
self.contents.draw_text(100, 32, 104, WLH, $game_system.tax.direct.to_s , 2)
elsif 0 > $game_system.tax.direct # If there is a discount rate
self.contents.draw_text(4, 32, 200, WLH, "Discount (A)")
self.contents.font.color = normal_color
self.contents.draw_text(100, 32, 104, WLH, $game_system.tax.direct.to_s , 2)
end
for actor in $game_party.members
x = 4
y = WLH * (2 + actor.index * 2)
draw_actor_parameter_change(actor, x, y)
end
end
end
#--------------------------------------------------------------------------
# * Draw Actor's Current Equipment and Parameters
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_parameter_change(actor, x, y)
return if @item.is_a?(RPG::Item)
enabled = actor.equippable?(@item)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x, y, 200, WLH, actor.name)
if @item.is_a?(RPG::Weapon)
item1 = weaker_weapon(actor)
elsif actor.two_swords_style and @item.kind == 0
item1 = nil
else
item1 = actor.equips[1 + @item.kind]
end
if enabled
if @item.is_a?(RPG::Weapon)
atk1 = item1 == nil ? 0 : item1.atk
atk2 = @item == nil ? 0 : @item.atk
change = atk2 - atk1
else
def1 = item1 == nil ? 0 : item1.def
def2 = @item == nil ? 0 : @item.def
change = def2 - def1
end
self.contents.draw_text(x, y, 200, WLH, sprintf("%+d", change), 2)
end
draw_item_name(item1, x, y + WLH, enabled)
end
#--------------------------------------------------------------------------
# * Get Weaker Weapon Equipped by the Actor (for dual wielding)
# actor : actor
#--------------------------------------------------------------------------
def weaker_weapon(actor)
if actor.two_swords_style
weapon1 = actor.weapons[0]
weapon2 = actor.weapons[1]
if weapon1 == nil or weapon2 == nil
return nil
elsif weapon1.atk < weapon2.atk
return weapon1
else
return weapon2
end
else
return actor.weapons[0]
end
end
#--------------------------------------------------------------------------
# * Set Item
# item : new item
#--------------------------------------------------------------------------
def item=(item)
if @item != item
@item = item
refresh
end
end
end
# Tax Script 2.5 (BETA)(VX)
#----------------------------------------------------------------------------
# Originally made by Falcon for RMXP (see further info at bottom of this part)
# Edited by Delyemerald2 to fit the RMVX
#----------------------------------------------------------------------------
# This system adds something to shop status, but in the same process, copies
# Everything normally there.
# With this script, you can add taxes or discounts.
# In order to do so, use the command Script in an event and enter this:
# (For Taxes)
# $game_system.tax.percent = x
# Where x is a value above 0 (will be counted in percentages)
# $game_system.tax.direct = y
# Where y is a value above 0 (this will be added to the base prices)
# (For Discounts)
# $game_system.tax.percent = x
# Where x is a value below 0 (will be counted in percentages)
# $game_system.tax.direct = y
# Where y is a value below 0 (this will be added to the base prices)
#----------------------------------------------------------------------------
# Credits to:
# Falcon for the original script
# Blizard for the idea that triggered version 2.0 (Falcon's Credits)
# You, becuase you eat a cookie in your life =D
#----------------------------------------------------------------------------
# ORIGINAL INFO (RMXP Version)
#----------------------------------------------------------------------------
# By Falcon
# Thanks to Blizzard for the idea that triggered version 2.0
#----------------------------------------------------------------------------
# This system should be compatible with all shop systems, but the
# Shop Status window will only show the tax/discount rate for the default
#============================================================================
# setup the variable that will hold the tax rate
class Game_System::Tax
Direct_First = true
attr_accessor :percent
attr_accessor :direct
def initialize
@percent = 0
@direct = 0
end
end
class Game_System
attr_reader :tax
alias_method :delyemerald2_tax_init, :initialize
def initialize
delyemerald2_tax_init
@tax = Tax.new
end
end
# increase the price of the following items by the tax rate
class RPG::Item
def price
return Integer(@price + $game_system.tax.direct + @price * $game_system.tax.percent / 100)
end
end
class RPG::Weapon
def price
return Integer(@price + $game_system.tax.direct + @price * $game_system.tax.percent / 100)
end
end
class RPG::Armor
def price
return Integer(@price + $game_system.tax.direct + @price * $game_system.tax.percent / 100)
end
end
class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 240, 304)
@item = nil
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if @item != nil
number = $game_party.item_number(@item)
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 200, WLH, Vocab::Possession)
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 200, WLH, number, 2)
# Here you can customize what there will stand when there's a tax. You can also
# edit the heights of the words and numbers. One warning: Don't make it to long
# or it will overlap the percentages.
if $game_system.tax.percent > 0 # If there is tax
self.contents.draw_text(4, 16, 200, WLH, "Current Tax")
self.contents.font.color = normal_color
self.contents.draw_text(100, 16, 104, WLH, $game_system.tax.percent.to_s + "%", 2)
elsif 0 > $game_system.tax.percent # If there is a discount rate
self.contents.draw_text(4, 16, 200, WLH, "Discount")
self.contents.font.color = normal_color
self.contents.draw_text(100, 16, 104, WLH, $game_system.tax.percent.to_s + "%", 2)
end
if $game_system.tax.direct > 0 # If there is tax
self.contents.draw_text(4, 32, 200, WLH, "Tax (A)")
self.contents.font.color = normal_color
self.contents.draw_text(100, 32, 104, WLH, $game_system.tax.direct.to_s , 2)
elsif 0 > $game_system.tax.direct # If there is a discount rate
self.contents.draw_text(4, 32, 200, WLH, "Discount (A)")
self.contents.font.color = normal_color
self.contents.draw_text(100, 32, 104, WLH, $game_system.tax.direct.to_s , 2)
end
for actor in $game_party.members
x = 4
y = WLH * (2 + actor.index * 2)
draw_actor_parameter_change(actor, x, y)
end
end
end
#--------------------------------------------------------------------------
# * Draw Actor's Current Equipment and Parameters
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_parameter_change(actor, x, y)
return if @item.is_a?(RPG::Item)
enabled = actor.equippable?(@item)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x, y, 200, WLH, actor.name)
if @item.is_a?(RPG::Weapon)
item1 = weaker_weapon(actor)
elsif actor.two_swords_style and @item.kind == 0
item1 = nil
else
item1 = actor.equips[1 + @item.kind]
end
if enabled
if @item.is_a?(RPG::Weapon)
atk1 = item1 == nil ? 0 : item1.atk
atk2 = @item == nil ? 0 : @item.atk
change = atk2 - atk1
else
def1 = item1 == nil ? 0 : item1.def
def2 = @item == nil ? 0 : @item.def
change = def2 - def1
end
self.contents.draw_text(x, y, 200, WLH, sprintf("%+d", change), 2)
end
draw_item_name(item1, x, y + WLH, enabled)
end
#--------------------------------------------------------------------------
# * Get Weaker Weapon Equipped by the Actor (for dual wielding)
# actor : actor
#--------------------------------------------------------------------------
def weaker_weapon(actor)
if actor.two_swords_style
weapon1 = actor.weapons[0]
weapon2 = actor.weapons[1]
if weapon1 == nil or weapon2 == nil
return nil
elsif weapon1.atk < weapon2.atk
return weapon1
else
return weapon2
end
else
return actor.weapons[0]
end
end
#--------------------------------------------------------------------------
# * Set Item
# item : new item
#--------------------------------------------------------------------------
def item=(item)
if @item != item
@item = item
refresh
end
end
end
[Show/Hide] 2.0
CODE
#============================================================================
# Tax Script 2.0 (VX)
#----------------------------------------------------------------------------
# Originally made by Falcon for RMXP (see further info at bottom of this part)
# Edited by Delyemerald2 to fit the RMVX
#----------------------------------------------------------------------------
# This system adds something to shop status, but in the same process, copies
# Everything normally there.
# With this script, you can add taxes or discounts.
# In order to do so, use the command Script in an event and enter this:
# (For Taxes)
# $game_system.taxrate = x
# Where x is a value above 0 (will be counted in percentages)
# $game_system.taxamount = y
# Where y is a value above 0 (this will be added to the base prices)
# (For Discounts)
# $game_system.taxrate = x
# Where x is a value below 0 (will be counted in percentages)
# $game_system.taxamount = y
# Where y is a value below 0 (this will be added to the base prices)
#----------------------------------------------------------------------------
# Credits to:
# Falcon for the original script
# Blizard for the idea that triggered version 2.0 (Falcon's Credits)
# You, becuase you eat a cookie in your life =D
#----------------------------------------------------------------------------
# ORIGINAL INFO (RMXP Version)
#----------------------------------------------------------------------------
# By Falcon
# Thanks to Blizzard for the idea that triggered version 2.0
#----------------------------------------------------------------------------
# This system should be compatible with all shop systems, but the
# Shop Status window will only show the tax/discount rate for the default
#============================================================================
# setup the variable that will hold the tax rate
class Game_System
attr_accessor :taxrate
attr_accessor :taxamount
alias declaration initialize
def initialize
declaration
@taxrate = 0
@taxammount = 0
end
end
# increase the price of the following items by the tax rate
class RPG::Item
def price
return Integer(@price + $game_system.taxamount + @price * $game_system.taxrate / 100)
end
end
class RPG::Weapon
def price
return Integer(@price + $game_system.taxamount + @price * $game_system.taxrate / 100)
end
end
class RPG::Armor
def price
return Integer(@price + $game_system.taxamount + @price * $game_system.taxrate / 100)
end
end
class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 240, 304)
@item = nil
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if @item != nil
number = $game_party.item_number(@item)
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 200, WLH, Vocab::Possession)
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 200, WLH, number, 2)
# Here you can customize what there will stand when there's a tax. You can also
# edit the heights of the words and numbers. One warning: Don't make it to long
# or it will overlap the percentages.
if $game_system.taxrate > 0 # If there is tax
self.contents.draw_text(4, 16, 200, WLH, "Current Tax")
self.contents.font.color = normal_color
self.contents.draw_text(100, 16, 104, WLH, $game_system.taxrate.to_s + "%", 2)
elsif 0 > $game_system.taxrate # If there is a discount rate
self.contents.draw_text(4, 16, 200, WLH, "Discount")
self.contents.font.color = normal_color
self.contents.draw_text(100, 16, 104, WLH, $game_system.taxrate.to_s + "%", 2)
end
if $game_system.taxamount > 0 # If there is tax
self.contents.draw_text(4, 32, 200, WLH, "Tax (A)")
self.contents.font.color = normal_color
self.contents.draw_text(100, 32, 104, WLH, $game_system.taxamount.to_s , 2)
elsif 0 > $game_system.taxamount # If there is a discount rate
self.contents.draw_text(4, 32, 200, WLH, "Discount (A)")
self.contents.font.color = normal_color
self.contents.draw_text(100, 32, 104, WLH, $game_system.taxamount.to_s , 2)
end
for actor in $game_party.members
x = 4
y = WLH * (2 + actor.index * 2)
draw_actor_parameter_change(actor, x, y)
end
end
end
#--------------------------------------------------------------------------
# * Draw Actor's Current Equipment and Parameters
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_parameter_change(actor, x, y)
return if @item.is_a?(RPG::Item)
enabled = actor.equippable?(@item)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x, y, 200, WLH, actor.name)
if @item.is_a?(RPG::Weapon)
item1 = weaker_weapon(actor)
elsif actor.two_swords_style and @item.kind == 0
item1 = nil
else
item1 = actor.equips[1 + @item.kind]
end
if enabled
if @item.is_a?(RPG::Weapon)
atk1 = item1 == nil ? 0 : item1.atk
atk2 = @item == nil ? 0 : @item.atk
change = atk2 - atk1
else
def1 = item1 == nil ? 0 : item1.def
def2 = @item == nil ? 0 : @item.def
change = def2 - def1
end
self.contents.draw_text(x, y, 200, WLH, sprintf("%+d", change), 2)
end
draw_item_name(item1, x, y + WLH, enabled)
end
#--------------------------------------------------------------------------
# * Get Weaker Weapon Equipped by the Actor (for dual wielding)
# actor : actor
#--------------------------------------------------------------------------
def weaker_weapon(actor)
if actor.two_swords_style
weapon1 = actor.weapons[0]
weapon2 = actor.weapons[1]
if weapon1 == nil or weapon2 == nil
return nil
elsif weapon1.atk < weapon2.atk
return weapon1
else
return weapon2
end
else
return actor.weapons[0]
end
end
#--------------------------------------------------------------------------
# * Set Item
# item : new item
#--------------------------------------------------------------------------
def item=(item)
if @item != item
@item = item
refresh
end
end
end
# Tax Script 2.0 (VX)
#----------------------------------------------------------------------------
# Originally made by Falcon for RMXP (see further info at bottom of this part)
# Edited by Delyemerald2 to fit the RMVX
#----------------------------------------------------------------------------
# This system adds something to shop status, but in the same process, copies
# Everything normally there.
# With this script, you can add taxes or discounts.
# In order to do so, use the command Script in an event and enter this:
# (For Taxes)
# $game_system.taxrate = x
# Where x is a value above 0 (will be counted in percentages)
# $game_system.taxamount = y
# Where y is a value above 0 (this will be added to the base prices)
# (For Discounts)
# $game_system.taxrate = x
# Where x is a value below 0 (will be counted in percentages)
# $game_system.taxamount = y
# Where y is a value below 0 (this will be added to the base prices)
#----------------------------------------------------------------------------
# Credits to:
# Falcon for the original script
# Blizard for the idea that triggered version 2.0 (Falcon's Credits)
# You, becuase you eat a cookie in your life =D
#----------------------------------------------------------------------------
# ORIGINAL INFO (RMXP Version)
#----------------------------------------------------------------------------
# By Falcon
# Thanks to Blizzard for the idea that triggered version 2.0
#----------------------------------------------------------------------------
# This system should be compatible with all shop systems, but the
# Shop Status window will only show the tax/discount rate for the default
#============================================================================
# setup the variable that will hold the tax rate
class Game_System
attr_accessor :taxrate
attr_accessor :taxamount
alias declaration initialize
def initialize
declaration
@taxrate = 0
@taxammount = 0
end
end
# increase the price of the following items by the tax rate
class RPG::Item
def price
return Integer(@price + $game_system.taxamount + @price * $game_system.taxrate / 100)
end
end
class RPG::Weapon
def price
return Integer(@price + $game_system.taxamount + @price * $game_system.taxrate / 100)
end
end
class RPG::Armor
def price
return Integer(@price + $game_system.taxamount + @price * $game_system.taxrate / 100)
end
end
class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 240, 304)
@item = nil
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if @item != nil
number = $game_party.item_number(@item)
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 200, WLH, Vocab::Possession)
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 200, WLH, number, 2)
# Here you can customize what there will stand when there's a tax. You can also
# edit the heights of the words and numbers. One warning: Don't make it to long
# or it will overlap the percentages.
if $game_system.taxrate > 0 # If there is tax
self.contents.draw_text(4, 16, 200, WLH, "Current Tax")
self.contents.font.color = normal_color
self.contents.draw_text(100, 16, 104, WLH, $game_system.taxrate.to_s + "%", 2)
elsif 0 > $game_system.taxrate # If there is a discount rate
self.contents.draw_text(4, 16, 200, WLH, "Discount")
self.contents.font.color = normal_color
self.contents.draw_text(100, 16, 104, WLH, $game_system.taxrate.to_s + "%", 2)
end
if $game_system.taxamount > 0 # If there is tax
self.contents.draw_text(4, 32, 200, WLH, "Tax (A)")
self.contents.font.color = normal_color
self.contents.draw_text(100, 32, 104, WLH, $game_system.taxamount.to_s , 2)
elsif 0 > $game_system.taxamount # If there is a discount rate
self.contents.draw_text(4, 32, 200, WLH, "Discount (A)")
self.contents.font.color = normal_color
self.contents.draw_text(100, 32, 104, WLH, $game_system.taxamount.to_s , 2)
end
for actor in $game_party.members
x = 4
y = WLH * (2 + actor.index * 2)
draw_actor_parameter_change(actor, x, y)
end
end
end
#--------------------------------------------------------------------------
# * Draw Actor's Current Equipment and Parameters
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_parameter_change(actor, x, y)
return if @item.is_a?(RPG::Item)
enabled = actor.equippable?(@item)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x, y, 200, WLH, actor.name)
if @item.is_a?(RPG::Weapon)
item1 = weaker_weapon(actor)
elsif actor.two_swords_style and @item.kind == 0
item1 = nil
else
item1 = actor.equips[1 + @item.kind]
end
if enabled
if @item.is_a?(RPG::Weapon)
atk1 = item1 == nil ? 0 : item1.atk
atk2 = @item == nil ? 0 : @item.atk
change = atk2 - atk1
else
def1 = item1 == nil ? 0 : item1.def
def2 = @item == nil ? 0 : @item.def
change = def2 - def1
end
self.contents.draw_text(x, y, 200, WLH, sprintf("%+d", change), 2)
end
draw_item_name(item1, x, y + WLH, enabled)
end
#--------------------------------------------------------------------------
# * Get Weaker Weapon Equipped by the Actor (for dual wielding)
# actor : actor
#--------------------------------------------------------------------------
def weaker_weapon(actor)
if actor.two_swords_style
weapon1 = actor.weapons[0]
weapon2 = actor.weapons[1]
if weapon1 == nil or weapon2 == nil
return nil
elsif weapon1.atk < weapon2.atk
return weapon1
else
return weapon2
end
else
return actor.weapons[0]
end
end
#--------------------------------------------------------------------------
# * Set Item
# item : new item
#--------------------------------------------------------------------------
def item=(item)
if @item != item
@item = item
refresh
end
end
end
Instructions
Paste above main, underneath ALL standard shop scripts.
Depending on the version you use:
(v2.0)Use the command Script in an event and enter this:
(For Taxes)
$game_system.taxrate = x
Where x is a value above 0 (will be counted in percentages)
$game_system.taxamount = y
Where y is a value above 0 (this will be added to the base prices)
(For Discounts)
$game_system.taxrate = x
Where x is a value below 0 (will be counted in percentages)
$game_system.taxamount = y
Where y is a value below 0 (this will be added to the base prices)
(v2.5)Use the command Script in an event and enter this:
(For Taxes)
$game_system.tax.percent = x
Where x is a value above 0 (will be counted in percentages)
$game_system.tax.direct = y
Where y is a value above 0 (this will be added to the base prices)
(For Discounts)
$game_system.tax.percent = x
Where x is a value below 0 (will be counted in percentages)
$game_system.tax.direct= y
Where y is a value below 0 (this will be added to the base prices)
Coming
Nothing coming yet.
Credits
Falcon for the original RMXP version
Sephirothspawn for giving me a small modified part of the script as start of v2.5
