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> Assistance with Leon's Shopping System [RESOLVED], Show map scene in the background?
Wonderjosh
post Mar 20 2012, 12:03 PM
Post #1


Level 3
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Group: Member
Posts: 33
Type: Artist
RM Skill: Undisclosed




Well I haven't been able to find any info on how to do this, so I'm hoping someone can help me out, if it's not that tough of a mod. But I'd like to show the map scene in the background with the player sprites, etc. (when the shop windows aren't taking up the whole screen, of course) when this shop script is called. Right now, when there's empty space (windows aren't covering the whole screen), the background is just black (I suppose being it's a whole new scene). If it's not a lot of trouble, some assistance on this would be GREATLY appreciated.

Thanks in advance!

Here's the script:

CODE
#===============================================================================
#  Leon's Shopping System
#-------------------------------------------------------------------------------
#  3/10/2007
#  v. 1.0
#-------------------------------------------------------------------------------
#  Instructions:
#   Place above main, and below the other default scripts.
#     (Yes, that is all of the instructions)
#
#  Features:
#   Replaces the default shop system.
#
#===============================================================================


#===============================================================================
#  Window_Shop_Info
#===============================================================================
class Window_Shop_Info < Window_Base
  def initialize
    super(160, 0, 480, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end

  def refresh(selection = 0)
    self.contents.clear
    if selection == 0
      self.contents.draw_text(0, 0, 448, 32, "Buy, sell, or leave?", 1)
    else
      self.contents.draw_text(0, 0, 448, 32, "Press 'Z' for character compatabilitiy.", 1)
    end
  end
end
#===============================================================================
#  END Window_Shop_Info
#===============================================================================


#===============================================================================
#  Window_Shop_Option
#===============================================================================
class Window_Shop_Option < Window_Selectable
  def initialize
    super(0, 0, 160, 128)
    @option = ["Buy", "Sell", "Leave"]
    @item_max = @option.size
    self.contents = Bitmap.new(width - 32, height - 32)
    self.index = 0
    self.active = true
    refresh
  end

  def refresh
    self.contents.clear
    for i in 0...@option.size
      y = i * 32
      self.contents.draw_text(0, y, 128, 32, @option[i], 1)
    end
  end
end
#===============================================================================
#  END Window_Shop_Option
#===============================================================================


#===============================================================================
#  Window_Shop_Gold
#===============================================================================
class Window_Shop_Gold < Window_Base
  def initialize
    super(0, 128, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end

  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 60, 32, $data_system.words.gold)
    self.contents.font.color = normal_color
    self.contents.draw_text(0, 0, 128, 32, $game_party.gold.to_s, 2)
  end
end
#===============================================================================
#  END Window_Shop_Gold
#===============================================================================


#===============================================================================
#  Window_Shop_Own
#===============================================================================
class Window_Shop_Own < Window_Base
  def initialize
    super(0, 192, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    item = nil
    refresh(item)
  end

  def refresh(item)
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 48, 32, "Own:")
    if item == nil
      return
    end
    self.contents.font.color = normal_color
    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.draw_text(0, 0, 128, 32, number.to_s, 2)
  end
end
#===============================================================================
#  END Window_Shop_Own
#===============================================================================


#===============================================================================
#  Window_Shop_List
#===============================================================================
class Window_Shop_List < Window_Selectable
  def initialize(shop_goods)
    super(160, 64, 480, 192)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.active = false
    self.index = 0
    self.visible = false
    @shop_goods = shop_goods
    @sell = false
  end

  def item
    if @data != nil
      return @data[index]
    end
  end

  def refresh
    @sell = false
    @option_index = nil
    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
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end

  def refresh_sell(option_index)
    @sell = true
    @option_index = option_index
    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
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end

  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
    if @option_index == nil
      if item.price <= $game_party.gold and number < 99
        self.contents.font.color = normal_color
      else
        self.contents.font.color = disabled_color
      end
    else
      self.contents.font.color = normal_color
    end
    x = 4
    y = index * 32
    if item.price == 0
      self.contents.font.color = disabled_color
    else
      self.contents.font.color = normal_color
    end
    if @sell == false
      if item.price <= $game_party.gold and number < 99
        self.contents.font.color = normal_color
      else
        self.contents.font.color = disabled_color
      end
    end
    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 + 28, y, 212, 32, item.name, 0)
    if @option_index == nil
      self.contents.draw_text(x + 350, y, 88, 32, item.price.to_s, 2)
    else
      item_price = (item.price / 2).round
      self.contents.draw_text(x + 350, y, 88, 32, item_price.to_s, 2)
    end
  end
end
#===============================================================================
#  END Window_Shop_List
#===============================================================================


#===============================================================================
#  Window_Shop_Description_Item
#===============================================================================
class Window_Shop_Description_Item < Window_Base
  def initialize
    super(90, 256, 460, 192)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.visible = false
    item = nil
    refresh(item)
  end

  def refresh(item)
    self.contents.clear
    if item == nil
      return
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(0, 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(28, 0, 120, 32, item.name)
    self.contents.draw_text(0, 32, 428, 32, item.description)
    self.contents.font.color = system_color
    self.contents.draw_text(0, 64, 120, 32, "Range:")
    case item.scope
    when 0
      self.contents.draw_text(70, 64, 120, 32, "None")
    when 1
      self.contents.draw_text(70, 64, 120, 32, "One Enemy")
    when 2
      self.contents.draw_text(70, 64, 120, 32, "All Enemies")
    when 3
      self.contents.draw_text(70, 64, 120, 32, "One Ally")
    when 4
      self.contents.draw_text(70, 64, 120, 32, "All Allies")
    when 5
      self.contents.draw_text(70, 64, 120, 32, "One Dead Ally")
    when 6
      self.contents.draw_text(70, 64, 120, 32, "All Dead Allies")
    when 7
      self.contents.draw_text(70, 64, 120, 32, "User")
    end
  end
end
#===============================================================================
#  END Window_Shop_Description_Item
#===============================================================================


#===============================================================================
#  Window_Shop_Description_Equipment
#===============================================================================
class Window_Shop_Description_Equipment < Window_Base
  def initialize
    super(0, 256, 640, 224)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.visible = false
    item = nil
    refresh(item)
  end

  def refresh(item)
    self.contents.clear
    if item == nil
      return
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(0, 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(28, 0, 120, 32, item.name)
    self.contents.draw_text(0, 32, 460, 32, item.description)
    self.contents.font.color = system_color
    if item.is_a?(RPG::Weapon)
      self.contents.draw_text(0, 64, 75, 32, "Offense:")
      self.contents.draw_text(0, 96, 120, 32, "Defense:")
      self.contents.draw_text(0, 128, 120, 32, "Nerve:")
      self.contents.draw_text(165, 64, 120, 32, "Power:")
      self.contents.draw_text(165, 96, 120, 32, "Hit:")
      self.contents.draw_text(165, 128, 120, 32, "Speed:")
      self.contents.draw_text(165, 160, 120, 32, "Will:")
      self.contents.draw_text(290, 64, 120, 32, "Elements:")
      self.contents.draw_text(470, 64, 120, 32, "Inflicts:")
    else
      self.contents.draw_text(0, 64, 120, 32, "Defense:")
      self.contents.draw_text(0, 96, 120, 32, "Nerve:")
      self.contents.draw_text(0, 128, 120, 32, "Evasion:")
      self.contents.draw_text(0, 160, 120, 32, "Auto:")
      self.contents.draw_text(165, 64, 120, 32, "Power:")
      self.contents.draw_text(165, 96, 120, 32, "Hit:")
      self.contents.draw_text(165, 128, 120, 32, "Speed:")
      self.contents.draw_text(165, 160, 120, 32, "Will:")
      self.contents.draw_text(290, 64, 120, 32, "Defends:")
      self.contents.draw_text(470, 64, 120, 32, "Resists:")
    end
    self.contents.font.color = normal_color
    if item.is_a?(RPG::Weapon)
      self.contents.draw_text(90, 64, 75, 32, item.atk.to_s)
      self.contents.draw_text(90, 96, 75, 32, item.pdef.to_s)
      self.contents.draw_text(90, 128, 75, 32, item.mdef.to_s)
      self.contents.draw_text(195, 64, 50, 32, item.str_plus.to_s, 2)
      self.contents.draw_text(195, 96, 50, 32, item.dex_plus.to_s, 2)
      self.contents.draw_text(195, 128, 50, 32, item.agi_plus.to_s, 2)
      self.contents.draw_text(195, 160, 50, 32, item.int_plus.to_s, 2)
      self.contents.font.size = 14
      for i in 0...item.element_set.size
        x = 265 + i % 2 * 75
        y = 80 + i / 2 * 14
        self.contents.draw_text(x, y, 120, 32, $data_system.elements[item.element_set[i]])
      end
      states = item.plus_state_set.map { |i| $data_states[i] }
      draw_states(states, 470, 100)
    else
      self.contents.draw_text(90, 64, 75, 32, item.pdef.to_s)
      self.contents.draw_text(90, 96, 75, 32, item.mdef.to_s)
      self.contents.draw_text(90, 128, 75, 32, item.eva.to_s)
      if $data_states[item.auto_state_id] != nil
         draw_states(states, 90, 128)
      end
      self.contents.draw_text(195, 64, 50, 32, item.str_plus.to_s, 2)
      self.contents.draw_text(195, 96, 50, 32, item.dex_plus.to_s, 2)
      self.contents.draw_text(195, 128, 50, 32, item.agi_plus.to_s, 2)
      self.contents.draw_text(195, 160, 50, 32, item.int_plus.to_s, 2)
      self.contents.font.size = 14
      @defense = []
      for i in 0...item.guard_element_set.size
        @defense.push($data_system.elements[item.guard_element_set[i]])
      end
      states = item.guard_state_set.map { |i| $data_states[i] }
      for i in 0...@defense.size
        x = 265 + i % 4 * 80
        y = 80 + i / 4 * 14
        draw_states(states, 470, 100)
      end
    end
    self.contents.font.size = 22
  end
end

#===============================================================================
#  END Window_Shop_Description_Equipment
#===============================================================================


#===============================================================================
#  Window_Shop_Actors
#===============================================================================
class Window_Shop_Actors < Window_Base
  def initialize
    super(84, 32, 472, 416)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.visible = false
    self.active = false
    self.z += 100
    item = nil
    refresh(item)
  end

  def refresh(item)
    self.contents.clear
    if item == nil
      return
    end
    for i in 0...$game_party.actors.size
      x = i%2 * 236
      y = i/2 * 192
      draw_actor_graphic($game_party.actors[i], x + 16, y + 48)
      draw_actor_name($game_party.actors[i], x + 48, y + 8)
      pdef1 = item.pdef
      mdef1 = item.mdef
      str1 = item.str_plus
      dex1 = item.dex_plus
      agi1 = item.agi_plus
      int1 = item.int_plus
      atk2 = 0
      eva2 = 0
      pdef2 = 0
      mdef2 = 0
      str2 = 0
      dex2 = 0
      agi2 = 0
      int2 = 0
      if item.is_a?(RPG::Weapon)
        if $data_weapons[$game_party.actors[i].weapon_id] != nil
          atk1 = item.atk
          atk2 = $data_weapons[$game_party.actors[i].weapon_id].atk
          pdef2 = $data_weapons[$game_party.actors[i].weapon_id].pdef
          mdef2 = $data_weapons[$game_party.actors[i].weapon_id].mdef
          str2 = $data_weapons[$game_party.actors[i].weapon_id].str_plus
          dex2 = $data_weapons[$game_party.actors[i].weapon_id].dex_plus
          agi2 = $data_weapons[$game_party.actors[i].weapon_id].agi_plus
          int2 = $data_weapons[$game_party.actors[i].weapon_id].int_plus
        end
      else
        eva1 = item.eva
        case item.kind
        when 0
        if $data_armors[$game_party.actors[i].armor1_id] != nil
          eva2 = $data_armors[$game_party.actors[i].armor1_id].eva
          pdef2 = $data_armors[$game_party.actors[i].armor1_id].pdef
          mdef2 = $data_armors[$game_party.actors[i].armor1_id].mdef
          str2 = $data_armors[$game_party.actors[i].armor1_id].str_plus
          dex2 = $data_armors[$game_party.actors[i].armor1_id].dex_plus
          agi2 = $data_armors[$game_party.actors[i].armor1_id].agi_plus
          int2 = $data_armors[$game_party.actors[i].armor1_id].int_plus
        end
        when 1
        if $data_armors[$game_party.actors[i].armor2_id] != nil
          eva2 = $data_armors[$game_party.actors[i].armor2_id].eva
          pdef2 = $data_armors[$game_party.actors[i].armor2_id].pdef
          mdef2 = $data_armors[$game_party.actors[i].armor2_id].mdef
          str2 = $data_armors[$game_party.actors[i].armor2_id].str_plus
          dex2 = $data_armors[$game_party.actors[i].armor2_id].dex_plus
          agi2 = $data_armors[$game_party.actors[i].armor2_id].agi_plus
          int2 = $data_armors[$game_party.actors[i].armor2_id].int_plus
        end
        when 2
        if $data_armors[$game_party.actors[i].armor3_id] != nil
          eva2 = $data_armors[$game_party.actors[i].armor3_id].eva
          pdef2 = $data_armors[$game_party.actors[i].armor3_id].pdef
          mdef2 = $data_armors[$game_party.actors[i].armor3_id].mdef
          str2 = $data_armors[$game_party.actors[i].armor3_id].str_plus
          dex2 = $data_armors[$game_party.actors[i].armor3_id].dex_plus
          agi2 = $data_armors[$game_party.actors[i].armor3_id].agi_plus
          int2 = $data_armors[$game_party.actors[i].armor3_id].int_plus
        end
        when 3
        if $data_armors[$game_party.actors[i].armor4_id] != nil
          eva2 = $data_armors[$game_party.actors[i].armor4_id].eva
          pdef2 = $data_armors[$game_party.actors[i].armor4_id].pdef
          mdef2 = $data_armors[$game_party.actors[i].armor4_id].mdef
          str2 = $data_armors[$game_party.actors[i].armor4_id].str_plus
          dex2 = $data_armors[$game_party.actors[i].armor4_id].dex_plus
          agi2 = $data_armors[$game_party.actors[i].armor4_id].agi_plus
          int2 = $data_armors[$game_party.actors[i].armor4_id].int_plus
        end
        end
      end
      color1 = Color.new(25, 210, 25, 255)
      color2 = Color.new(210, 25, 25, 255)
      if $game_party.actors[i].equippable?(item)
        self.contents.font.color = normal_color
        # PDEF
        if (pdef1 - pdef2) > 0
          self.contents.font.color = color1
        elsif (pdef1 - pdef2) < 0
          self.contents.font.color = color2
        else
          self.contents.font.color = normal_color
        end
        self.contents.draw_text(x + 25, y + 80, 70, 32, (pdef1 - pdef2).to_s, 2)
        # MDEF
        if (mdef1 - mdef2) > 0
          self.contents.font.color = color1
        elsif (mdef1 - mdef2) < 0
          self.contents.font.color = color2
        else
          self.contents.font.color = normal_color
        end
        self.contents.draw_text(x + 25, y + 112, 70, 32, (mdef1 - mdef2).to_s, 2)
        # STR
        if (str1 - str2) > 0
          self.contents.font.color = color1
        elsif (str1 - str2) < 0
          self.contents.font.color = color2
        else
          self.contents.font.color = normal_color
        end
        self.contents.draw_text(x + 125, y + 48, 70, 32, (str1 - str2).to_s, 2)
        # DEX
        if (dex1 - dex2) > 0
          self.contents.font.color = color1
        elsif (dex1 - dex2) < 0
          self.contents.font.color = color2
        else
          self.contents.font.color = normal_color
        end
        self.contents.draw_text(x + 125, y + 80, 70, 32, (dex1 - dex2).to_s, 2)
        # AGI
        if (agi1 - agi2) > 0
          self.contents.font.color = color1
        elsif (agi1 - agi2) < 0
          self.contents.font.color = color2
        else
          self.contents.font.color = normal_color
        end
        self.contents.draw_text(x + 125, y + 112, 70, 32, (agi1 - agi2).to_s, 2)
        # INT
        if (int1 - int2) > 0
          self.contents.font.color = color1
        elsif (int1 - int2) < 0
          self.contents.font.color = color2
        else
          self.contents.font.color = normal_color
        end
        self.contents.draw_text(x + 125, y + 144, 70, 32, (int1 - int2).to_s, 2)
        if item.is_a?(RPG::Weapon)
          self.contents.font.color = system_color
          self.contents.draw_text(x, y + 48, 80, 32, "Off:")
          self.contents.draw_text(x, y + 80, 80, 32, "Def:")
          self.contents.draw_text(x, y + 112, 80, 32, "Nrv:")
          self.contents.draw_text(x + 110, y + 48, 80, 32, "Pwr:")
          self.contents.draw_text(x + 110, y + 80, 80, 32, "Hit:")
          self.contents.draw_text(x + 110, y + 112, 80, 32, "Spd:")
          self.contents.draw_text(x + 110, y + 144, 80, 32, "Wil:")
          self.contents.font.color = normal_color
          #  ATTACK
          if (atk1 - atk2) > 0
            self.contents.font.color = color1
          elsif (atk1 - atk2) < 0
            self.contents.font.color = color2
          else
            self.contents.font.color = normal_color
          end
          self.contents.draw_text(x + 25, y + 48, 70, 32, (atk1 - atk2).to_s, 2)
          #  ELSE if armor...
        else
          self.contents.font.color = system_color
          self.contents.draw_text(x, y + 48, 80, 32, "Eva:")
          self.contents.draw_text(x, y + 80, 80, 32, "Def:")
          self.contents.draw_text(x, y + 112, 80, 32, "Nrv:")
          self.contents.draw_text(x + 110, y + 48, 80, 32, "Pwr:")
          self.contents.draw_text(x + 110, y + 80, 80, 32, "Hit:")
          self.contents.draw_text(x + 110, y + 112, 80, 32, "Spd:")
          self.contents.draw_text(x + 110, y + 144, 80, 32, "Wil:")
          self.contents.font.color = normal_color
          if (eva1 - eva2) > 0
            self.contents.font.color = color1
          elsif (eva1 - eva2) < 0
            self.contents.font.color = color2
          else
            self.contents.font.color = normal_color
          end
          self.contents.draw_text(x + 25, y + 48, 70, 32, (eva1 - eva2).to_s, 2)
        end
      else
        self.contents.font.color = disabled_color
        self.contents.draw_text(x + 10, y + 80, 120, 32, "Can't Equip")
        self.contents.font.color = normal_color
      end
    end
  end
end
#===============================================================================
#  END Window_Shop_Actors
#===============================================================================


#===============================================================================
#  Window_Shop_Amount
#===============================================================================
class Window_Shop_Amount < Window_Selectable

  attr_accessor :amount

  def initialize
    super(80, 256, 480, 96)
    @item_max = 1
    self.contents = Bitmap.new(width - 32, height - 32)
    self.visible = false
    self.z += 100
    @amount = 1
    item = $data_items[1]
    option_index = 0
    refresh(item, option_index)
  end

  def refresh(item, option_index)
    self.contents.clear
    if item == nil
      return
    end
    if option_index == nil
      return
    end
    if option_index == 0
      self.contents.font.color = system_color
      self.contents.draw_text(0, 0, 200, 32, "How many?")
      self.contents.font.color = normal_color
      if $game_party.gold < (@amount * item.price)
        self.contents.font.color = disabled_color
      end
      bitmap = RPG::Cache.icon(item.icon_name)
      opacity = self.contents.font.color == normal_color ? 255 : 128
      self.contents.blt(0, 36, bitmap, Rect.new(0, 0, 24, 24), opacity)
      self.contents.draw_text(28, 32, 120, 32, item.name)
      self.contents.draw_text(335, 32, 10, 32, "x")
      self.contents.draw_text(280, 32, 30, 32, @amount.to_s, 2)
      self.cursor_rect.set(284, 32, 32, 32)
      self.contents.draw_text(370, 32, 70, 32, (@amount * item.price).to_s, 2)
    else
      self.contents.font.color = system_color
      self.contents.draw_text(0, 0, 200, 32, "How many?")
      self.contents.font.color = normal_color
      bitmap = RPG::Cache.icon(item.icon_name)
      opacity = self.contents.font.color == normal_color ? 255 : 128
      self.contents.blt(0, 36, bitmap, Rect.new(0, 0, 24, 24), opacity)
      self.contents.draw_text(28, 32, 120, 32, item.name)
      self.contents.draw_text(335, 32, 10, 32, "x")
      self.contents.draw_text(280, 32, 30, 32, @amount.to_s, 2)
      self.cursor_rect.set(284, 32, 32, 32)
      self.contents.draw_text(370, 32, 70, 32, (@amount * (item.price / 2)).to_s, 2)
    end
  end
end
#===============================================================================
#  END Window_Shop_Amount
#===============================================================================


#===============================================================================
#  Scene_Shop
#===============================================================================
class Scene_Shop
  def main
    @counter = 0
    @info_window = Window_Shop_Info.new
    @option_window = Window_Shop_Option.new
    @gold_window = Window_Shop_Gold.new
    @own_window = Window_Shop_Own.new
    @list_window = Window_Shop_List.new($game_temp.shop_goods)
    @desc_item_window = Window_Shop_Description_Item.new
    @desc_equip_window = Window_Shop_Description_Equipment.new
    @actor_window = Window_Shop_Actors.new
    @amount_window = Window_Shop_Amount.new
  
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
  
    @info_window.dispose
    @option_window.dispose
    @gold_window.dispose
    @own_window.dispose
    @list_window.dispose
    @desc_item_window.dispose
    @desc_equip_window.dispose
    @actor_window.dispose
    @amount_window.dispose
  end

  def update
    @info_window.update
    @option_window.update
    @gold_window.update
    @own_window.update
    @list_window.update
    @desc_item_window.update
    @desc_equip_window.update
    @actor_window.update
    @amount_window.update
  
    if @option_window.active
      update_option
      return
    end
  
    if @list_window.active
      update_list
      return
    end
  
    if @actor_window.visible
      update_actors
      return
    end
  
    if @amount_window.active and @option_window.index == 0
      update_amount
      return
    end
  
    if @amount_window.active and @option_window.index == 1
      update_sell
      return
    end
  end

  def update_option
    @info_window.refresh(0)
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      case @option_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        @list_window.refresh
        @option_window.active = false
        @list_window.visible = true
        @list_window.active = true
        @list_window.index = 0
      when 1
        $game_system.se_play($data_system.decision_se)
        @list_window.refresh_sell(@option_window.index)
        @option_window.active = false
        @list_window.visible = true
        @list_window.active = true
        @list_window.index = 0
      when 2
        $game_system.se_play($data_system.cancel_se)
        $scene = Scene_Map.new
        return
      end
    end
  end

  def update_list
    @info_window.refresh(1)
    @item = @list_window.item
    if @counter != 1
      if @item.is_a?(RPG::Item)
        @desc_item_window.refresh(@item)
        @counter = 1
      else
        @desc_equip_window.refresh(@item)
        @counter = 1
      end
    end
    @own_window.refresh(@list_window.item)
    if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN) or Input.repeat?(Input::UP) or Input.repeat?(Input::DOWN)
      @counter = 0
    end
    if @item.is_a?(RPG::Item)
      if @counter != 1
        @desc_item_window.refresh(@item)
        @counter = 1
      end
      @desc_item_window.visible = true
      @desc_equip_window.visible = false
    else
      if @counter != 1
        @desc_equip_window.refresh(@item)
        @counter = 1
      end
      @desc_item_window.visible = false
      @desc_equip_window.visible = true
    end
    if Input.trigger?(Input::B)
      @counter = 0
      $game_system.se_play($data_system.cancel_se)
      @desc_item_window.visible = false
      @desc_equip_window.visible = false
      @desc_item_window.refresh(nil)
      @desc_equip_window.refresh(nil)
      @option_window.active = true
      @list_window.visible = false
      @list_window.active = false
      @own_window.refresh(nil)
      return
    end
    if Input.trigger?(Input::A)
      unless @item.is_a?(RPG::Item)
        $game_system.se_play($data_system.decision_se)
        @actor_window.refresh(@item)
        @actor_window.visible = true
        @list_window.active = false
        return
      else
        $game_system.se_play($data_system.buzzer_se)
      end
    end
    if Input.trigger?(Input::C)
      if @item == nil or @item.id == 0 or @item.price == 0
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      if @option_window.index == 0
        case @item
        when RPG::Item
          if $game_party.item_number(@item.id) >= 99
            $game_system.se_play($data_system.buzzer_se)
            return
          end
        when RPG::Weapon
         if $game_party.weapon_number(@item.id) >= 99
            $game_system.se_play($data_system.buzzer_se)
            return
          end
        when RPG::Armor
          if $game_party.armor_number(@item.id) >= 99
            $game_system.se_play($data_system.buzzer_se)
            return
          end
        end
      end
      $game_system.se_play($data_system.decision_se)
      @amount_window.visible = true
      @amount_window.active = true
      @list_window.active = false
      return
    end
  end

  def update_actors
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @actor_window.visible = false
      @list_window.active = true
    end
  end

  def update_amount
    @amount_window.refresh(@item, @option_window.index)
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @amount_window.amount = 1
      @amount_window.visible = false
      @amount_window.active = false
      @list_window.active = true
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.gold >= (@amount_window.amount * @item.price)
        $game_system.se_play($data_system.decision_se)
        $game_party.lose_gold(@amount_window.amount * @item.price)
        case @item
        when RPG::Item
          $game_party.gain_item(@item.id, @amount_window.amount)
        when RPG::Weapon
          $game_party.gain_weapon(@item.id, @amount_window.amount)
        when RPG::Armor
          $game_party.gain_armor(@item.id, @amount_window.amount)
        end
        @gold_window.refresh
        @amount_window.amount = 1
        @amount_window.visible = false
        @amount_window.active = false
        @list_window.active = true
        @list_window.refresh
        return
      else
        $game_system.se_play($data_system.buzzer_se)
      end
    end
    if Input.trigger?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @amount_window.amount -= 1
      if @amount_window.amount == 0
        @amount_window.amount = 1
      end
      return
    end
    if Input.trigger?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      @amount_window.amount += 1
      case @item
      when RPG::Item
        if ($game_party.item_number(@item.id) + @amount_window.amount) > 99
          @amount_window.amount = (99 - $game_party.item_number(@item.id))
        end
      when RPG::Weapon
        if ($game_party.weapon_number(@item.id) + @amount_window.amount) > 99
          @amount_window.amount = (99 - $game_party.weapon_number(@item.id))
        end
      when RPG::Armor
        if ($game_party.armor_number(@item.id) + @amount_window.amount) > 99
          @amount_window.amount = (99 - $game_party.armor_number(@item.id))
        end
      end
      return
    end
    if Input.trigger?(Input::UP)
      $game_system.se_play($data_system.cursor_se)
      @amount_window.amount += 10
      case @item
      when RPG::Item
        if ($game_party.item_number(@item.id) + @amount_window.amount) > 99
          @amount_window.amount = (99 - $game_party.item_number(@item.id))
        end
      when RPG::Weapon
        if ($game_party.weapon_number(@item.id) + @amount_window.amount) > 99
          @amount_window.amount = (99 - $game_party.weapon_number(@item.id))
        end
      when RPG::Armor
        if ($game_party.armor_number(@item.id) + @amount_window.amount) > 99
          @amount_window.amount = (99 - $game_party.armor_number(@item.id))
        end
      end
      return
    end
    if Input.trigger?(Input::DOWN)
      $game_system.se_play($data_system.cursor_se)
      @amount_window.amount -= 10
      if @amount_window.amount < 1
        @amount_window.amount = 1
      end
      return
    end
  end

  def update_sell
    @amount_window.refresh(@item, @option_window.index)
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @amount_window.amount = 1
      @amount_window.visible = false
      @amount_window.active = false
      @list_window.active = true
      return
    end
    if Input.trigger?(Input::C)
      if @item.price == 0
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      case @item
      when RPG::Item
        $game_party.gain_gold(@amount_window.amount * (@item.price / 2))
        $game_party.lose_item(@item.id, @amount_window.amount)
      when RPG::Weapon
        $game_party.gain_gold(@amount_window.amount * (@item.price / 2))
        $game_party.lose_weapon(@item.id, @amount_window.amount)
      when RPG::Armor
        $game_party.gain_gold(@amount_window.amount * (@item.price / 2))
        $game_party.lose_armor(@item.id, @amount_window.amount)
      end
      @gold_window.refresh
      @amount_window.amount = 1
      @amount_window.visible = false
      @amount_window.active = false
      @list_window.active = true
      @list_window.refresh_sell(@option_window.index)
      @desc_equip_window.refresh(nil)
      @desc_item_window.refresh(nil)
    end
    if Input.trigger?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @amount_window.amount -= 1
      if @amount_window.amount < 1
        @amount_window.amount = 1
      end
    end
    if Input.trigger?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      case @item
      when RPG::Item
        @amount_window.amount += 1
        if @amount_window.amount > $game_party.item_number(@item.id)
          @amount_window.amount = $game_party.item_number(@item.id)
        end
      when RPG::Weapon
        @amount_window.amount += 1
        if @amount_window.amount > $game_party.weapon_number(@item.id)
          @amount_window.amount = $game_party.weapon_number(@item.id)
        end
      when RPG::Armor
        @amount_window.amount += 1
        if @amount_window.amount > $game_party.armor_number(@item.id)
          @amount_window.amount = $game_party.armor_number(@item.id)
        end
      end
    end
    if Input.trigger?(Input::UP)
      $game_system.se_play($data_system.cursor_se)
      case @item
      when RPG::Item
        @amount_window.amount += 10
        if @amount_window.amount > $game_party.item_number(@item.id)
          @amount_window.amount = $game_party.item_number(@item.id)
        end
      when RPG::Weapon
        @amount_window.amount += 10
        if @amount_window.amount > $game_party.weapon_number(@item.id)
          @amount_window.amount = $game_party.weapon_number(@item.id)
        end
      when RPG::Armor
        @amount_window.amount += 10
        if @amount_window.amount > $game_party.armor_number(@item.id)
          @amount_window.amount = $game_party.armor_number(@item.id)
        end
      end
    end
    if Input.trigger?(Input::DOWN)
      $game_system.se_play($data_system.cursor_se)
      @amount_window.amount -= 10
      if @amount_window.amount < 1
        @amount_window.amount = 1
      end
    end
  end

end


This post has been edited by Night_Runner: Mar 22 2012, 04:49 AM
Reason for edit: Edited for readability
Go to the top of the page
 
+Quote Post
   
The Law G14
post Mar 20 2012, 01:14 PM
Post #2


Scripter FTW
Group Icon

Group: Local Mod
Posts: 1,346
Type: Scripter
RM Skill: Skilled
Rev Points: 5




Here you go, this should work smile.gif

CODE
#===============================================================================
#  Leon's Shopping System
#-------------------------------------------------------------------------------
#  3/10/2007
#  v. 1.0
#-------------------------------------------------------------------------------
#  Instructions:
#   Place above main, and below the other default scripts.
#     (Yes, that is all of the instructions)
#
#  Features:
#   Replaces the default shop system.
#
#===============================================================================


#===============================================================================
#  Window_Shop_Info
#===============================================================================
class Window_Shop_Info < Window_Base
  def initialize
    super(160, 0, 480, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end

  def refresh(selection = 0)
    self.contents.clear
    if selection == 0
      self.contents.draw_text(0, 0, 448, 32, "Buy, sell, or leave?", 1)
    else
      self.contents.draw_text(0, 0, 448, 32, "Press 'Z' for character compatabilitiy.", 1)
    end
  end
end
#===============================================================================
#  END Window_Shop_Info
#===============================================================================


#===============================================================================
#  Window_Shop_Option
#===============================================================================
class Window_Shop_Option < Window_Selectable
  def initialize
    super(0, 0, 160, 128)
    @option = ["Buy", "Sell", "Leave"]
    @item_max = @option.size
    self.contents = Bitmap.new(width - 32, height - 32)
    self.index = 0
    self.active = true
    refresh
  end

  def refresh
    self.contents.clear
    for i in 0...@option.size
      y = i * 32
      self.contents.draw_text(0, y, 128, 32, @option[i], 1)
    end
  end
end
#===============================================================================
#  END Window_Shop_Option
#===============================================================================


#===============================================================================
#  Window_Shop_Gold
#===============================================================================
class Window_Shop_Gold < Window_Base
  def initialize
    super(0, 128, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end

  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 60, 32, $data_system.words.gold)
    self.contents.font.color = normal_color
    self.contents.draw_text(0, 0, 128, 32, $game_party.gold.to_s, 2)
  end
end
#===============================================================================
#  END Window_Shop_Gold
#===============================================================================


#===============================================================================
#  Window_Shop_Own
#===============================================================================
class Window_Shop_Own < Window_Base
  def initialize
    super(0, 192, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    item = nil
    refresh(item)
  end

  def refresh(item)
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 48, 32, "Own:")
    if item == nil
      return
    end
    self.contents.font.color = normal_color
    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.draw_text(0, 0, 128, 32, number.to_s, 2)
  end
end
#===============================================================================
#  END Window_Shop_Own
#===============================================================================


#===============================================================================
#  Window_Shop_List
#===============================================================================
class Window_Shop_List < Window_Selectable
  def initialize(shop_goods)
    super(160, 64, 480, 192)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.active = false
    self.index = 0
    self.visible = false
    @shop_goods = shop_goods
    @sell = false
  end

  def item
    if @data != nil
      return @data[index]
    end
  end

  def refresh
    @sell = false
    @option_index = nil
    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
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end

  def refresh_sell(option_index)
    @sell = true
    @option_index = option_index
    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
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end

  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
    if @option_index == nil
      if item.price <= $game_party.gold and number < 99
        self.contents.font.color = normal_color
      else
        self.contents.font.color = disabled_color
      end
    else
      self.contents.font.color = normal_color
    end
    x = 4
    y = index * 32
    if item.price == 0
      self.contents.font.color = disabled_color
    else
      self.contents.font.color = normal_color
    end
    if @sell == false
      if item.price <= $game_party.gold and number < 99
        self.contents.font.color = normal_color
      else
        self.contents.font.color = disabled_color
      end
    end
    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 + 28, y, 212, 32, item.name, 0)
    if @option_index == nil
      self.contents.draw_text(x + 350, y, 88, 32, item.price.to_s, 2)
    else
      item_price = (item.price / 2).round
      self.contents.draw_text(x + 350, y, 88, 32, item_price.to_s, 2)
    end
  end
end
#===============================================================================
#  END Window_Shop_List
#===============================================================================


#===============================================================================
#  Window_Shop_Description_Item
#===============================================================================
class Window_Shop_Description_Item < Window_Base
  def initialize
    super(90, 256, 460, 192)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.visible = false
    item = nil
    refresh(item)
  end

  def refresh(item)
    self.contents.clear
    if item == nil
      return
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(0, 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(28, 0, 120, 32, item.name)
    self.contents.draw_text(0, 32, 428, 32, item.description)
    self.contents.font.color = system_color
    self.contents.draw_text(0, 64, 120, 32, "Range:")
    case item.scope
    when 0
      self.contents.draw_text(70, 64, 120, 32, "None")
    when 1
      self.contents.draw_text(70, 64, 120, 32, "One Enemy")
    when 2
      self.contents.draw_text(70, 64, 120, 32, "All Enemies")
    when 3
      self.contents.draw_text(70, 64, 120, 32, "One Ally")
    when 4
      self.contents.draw_text(70, 64, 120, 32, "All Allies")
    when 5
      self.contents.draw_text(70, 64, 120, 32, "One Dead Ally")
    when 6
      self.contents.draw_text(70, 64, 120, 32, "All Dead Allies")
    when 7
      self.contents.draw_text(70, 64, 120, 32, "User")
    end
  end
end
#===============================================================================
#  END Window_Shop_Description_Item
#===============================================================================


#===============================================================================
#  Window_Shop_Description_Equipment
#===============================================================================
class Window_Shop_Description_Equipment < Window_Base
  def initialize
    super(0, 256, 640, 224)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.visible = false
    item = nil
    refresh(item)
  end

  def refresh(item)
    self.contents.clear
    if item == nil
      return
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(0, 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(28, 0, 120, 32, item.name)
    self.contents.draw_text(0, 32, 460, 32, item.description)
    self.contents.font.color = system_color
    if item.is_a?(RPG::Weapon)
      self.contents.draw_text(0, 64, 75, 32, "Offense:")
      self.contents.draw_text(0, 96, 120, 32, "Defense:")
      self.contents.draw_text(0, 128, 120, 32, "Nerve:")
      self.contents.draw_text(165, 64, 120, 32, "Power:")
      self.contents.draw_text(165, 96, 120, 32, "Hit:")
      self.contents.draw_text(165, 128, 120, 32, "Speed:")
      self.contents.draw_text(165, 160, 120, 32, "Will:")
      self.contents.draw_text(290, 64, 120, 32, "Elements:")
      self.contents.draw_text(470, 64, 120, 32, "Inflicts:")
    else
      self.contents.draw_text(0, 64, 120, 32, "Defense:")
      self.contents.draw_text(0, 96, 120, 32, "Nerve:")
      self.contents.draw_text(0, 128, 120, 32, "Evasion:")
      self.contents.draw_text(0, 160, 120, 32, "Auto:")
      self.contents.draw_text(165, 64, 120, 32, "Power:")
      self.contents.draw_text(165, 96, 120, 32, "Hit:")
      self.contents.draw_text(165, 128, 120, 32, "Speed:")
      self.contents.draw_text(165, 160, 120, 32, "Will:")
      self.contents.draw_text(290, 64, 120, 32, "Defends:")
      self.contents.draw_text(470, 64, 120, 32, "Resists:")
    end
    self.contents.font.color = normal_color
    if item.is_a?(RPG::Weapon)
      self.contents.draw_text(90, 64, 75, 32, item.atk.to_s)
      self.contents.draw_text(90, 96, 75, 32, item.pdef.to_s)
      self.contents.draw_text(90, 128, 75, 32, item.mdef.to_s)
      self.contents.draw_text(195, 64, 50, 32, item.str_plus.to_s, 2)
      self.contents.draw_text(195, 96, 50, 32, item.dex_plus.to_s, 2)
      self.contents.draw_text(195, 128, 50, 32, item.agi_plus.to_s, 2)
      self.contents.draw_text(195, 160, 50, 32, item.int_plus.to_s, 2)
      self.contents.font.size = 14
      for i in 0...item.element_set.size
        x = 265 + i % 2 * 75
        y = 80 + i / 2 * 14
        self.contents.draw_text(x, y, 120, 32, $data_system.elements[item.element_set[i]])
      end
      states = item.plus_state_set.map { |i| $data_states[i] }
      draw_states(states, 470, 100)
    else
      self.contents.draw_text(90, 64, 75, 32, item.pdef.to_s)
      self.contents.draw_text(90, 96, 75, 32, item.mdef.to_s)
      self.contents.draw_text(90, 128, 75, 32, item.eva.to_s)
      if $data_states[item.auto_state_id] != nil
         draw_states(states, 90, 128)
      end
      self.contents.draw_text(195, 64, 50, 32, item.str_plus.to_s, 2)
      self.contents.draw_text(195, 96, 50, 32, item.dex_plus.to_s, 2)
      self.contents.draw_text(195, 128, 50, 32, item.agi_plus.to_s, 2)
      self.contents.draw_text(195, 160, 50, 32, item.int_plus.to_s, 2)
      self.contents.font.size = 14
      @defense = []
      for i in 0...item.guard_element_set.size
        @defense.push($data_system.elements[item.guard_element_set[i]])
      end
      states = item.guard_state_set.map { |i| $data_states[i] }
      for i in 0...@defense.size
        x = 265 + i % 4 * 80
        y = 80 + i / 4 * 14
        draw_states(states, 470, 100)
      end
    end
    self.contents.font.size = 22
  end
end

#===============================================================================
#  END Window_Shop_Description_Equipment
#===============================================================================


#===============================================================================
#  Window_Shop_Actors
#===============================================================================
class Window_Shop_Actors < Window_Base
  def initialize
    super(84, 32, 472, 416)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.visible = false
    self.active = false
    self.z += 100
    item = nil
    refresh(item)
  end

  def refresh(item)
    self.contents.clear
    if item == nil
      return
    end
    for i in 0...$game_party.actors.size
      x = i%2 * 236
      y = i/2 * 192
      draw_actor_graphic($game_party.actors[i], x + 16, y + 48)
      draw_actor_name($game_party.actors[i], x + 48, y + 8)
      pdef1 = item.pdef
      mdef1 = item.mdef
      str1 = item.str_plus
      dex1 = item.dex_plus
      agi1 = item.agi_plus
      int1 = item.int_plus
      atk2 = 0
      eva2 = 0
      pdef2 = 0
      mdef2 = 0
      str2 = 0
      dex2 = 0
      agi2 = 0
      int2 = 0
      if item.is_a?(RPG::Weapon)
        if $data_weapons[$game_party.actors[i].weapon_id] != nil
          atk1 = item.atk
          atk2 = $data_weapons[$game_party.actors[i].weapon_id].atk
          pdef2 = $data_weapons[$game_party.actors[i].weapon_id].pdef
          mdef2 = $data_weapons[$game_party.actors[i].weapon_id].mdef
          str2 = $data_weapons[$game_party.actors[i].weapon_id].str_plus
          dex2 = $data_weapons[$game_party.actors[i].weapon_id].dex_plus
          agi2 = $data_weapons[$game_party.actors[i].weapon_id].agi_plus
          int2 = $data_weapons[$game_party.actors[i].weapon_id].int_plus
        end
      else
        eva1 = item.eva
        case item.kind
        when 0
        if $data_armors[$game_party.actors[i].armor1_id] != nil
          eva2 = $data_armors[$game_party.actors[i].armor1_id].eva
          pdef2 = $data_armors[$game_party.actors[i].armor1_id].pdef
          mdef2 = $data_armors[$game_party.actors[i].armor1_id].mdef
          str2 = $data_armors[$game_party.actors[i].armor1_id].str_plus
          dex2 = $data_armors[$game_party.actors[i].armor1_id].dex_plus
          agi2 = $data_armors[$game_party.actors[i].armor1_id].agi_plus
          int2 = $data_armors[$game_party.actors[i].armor1_id].int_plus
        end
        when 1
        if $data_armors[$game_party.actors[i].armor2_id] != nil
          eva2 = $data_armors[$game_party.actors[i].armor2_id].eva
          pdef2 = $data_armors[$game_party.actors[i].armor2_id].pdef
          mdef2 = $data_armors[$game_party.actors[i].armor2_id].mdef
          str2 = $data_armors[$game_party.actors[i].armor2_id].str_plus
          dex2 = $data_armors[$game_party.actors[i].armor2_id].dex_plus
          agi2 = $data_armors[$game_party.actors[i].armor2_id].agi_plus
          int2 = $data_armors[$game_party.actors[i].armor2_id].int_plus
        end
        when 2
        if $data_armors[$game_party.actors[i].armor3_id] != nil
          eva2 = $data_armors[$game_party.actors[i].armor3_id].eva
          pdef2 = $data_armors[$game_party.actors[i].armor3_id].pdef
          mdef2 = $data_armors[$game_party.actors[i].armor3_id].mdef
          str2 = $data_armors[$game_party.actors[i].armor3_id].str_plus
          dex2 = $data_armors[$game_party.actors[i].armor3_id].dex_plus
          agi2 = $data_armors[$game_party.actors[i].armor3_id].agi_plus
          int2 = $data_armors[$game_party.actors[i].armor3_id].int_plus
        end
        when 3
        if $data_armors[$game_party.actors[i].armor4_id] != nil
          eva2 = $data_armors[$game_party.actors[i].armor4_id].eva
          pdef2 = $data_armors[$game_party.actors[i].armor4_id].pdef
          mdef2 = $data_armors[$game_party.actors[i].armor4_id].mdef
          str2 = $data_armors[$game_party.actors[i].armor4_id].str_plus
          dex2 = $data_armors[$game_party.actors[i].armor4_id].dex_plus
          agi2 = $data_armors[$game_party.actors[i].armor4_id].agi_plus
          int2 = $data_armors[$game_party.actors[i].armor4_id].int_plus
        end
        end
      end
      color1 = Color.new(25, 210, 25, 255)
      color2 = Color.new(210, 25, 25, 255)
      if $game_party.actors[i].equippable?(item)
        self.contents.font.color = normal_color
        # PDEF
        if (pdef1 - pdef2) > 0
          self.contents.font.color = color1
        elsif (pdef1 - pdef2) < 0
          self.contents.font.color = color2
        else
          self.contents.font.color = normal_color
        end
        self.contents.draw_text(x + 25, y + 80, 70, 32, (pdef1 - pdef2).to_s, 2)
        # MDEF
        if (mdef1 - mdef2) > 0
          self.contents.font.color = color1
        elsif (mdef1 - mdef2) < 0
          self.contents.font.color = color2
        else
          self.contents.font.color = normal_color
        end
        self.contents.draw_text(x + 25, y + 112, 70, 32, (mdef1 - mdef2).to_s, 2)
        # STR
        if (str1 - str2) > 0
          self.contents.font.color = color1
        elsif (str1 - str2) < 0
          self.contents.font.color = color2
        else
          self.contents.font.color = normal_color
        end
        self.contents.draw_text(x + 125, y + 48, 70, 32, (str1 - str2).to_s, 2)
        # DEX
        if (dex1 - dex2) > 0
          self.contents.font.color = color1
        elsif (dex1 - dex2) < 0
          self.contents.font.color = color2
        else
          self.contents.font.color = normal_color
        end
        self.contents.draw_text(x + 125, y + 80, 70, 32, (dex1 - dex2).to_s, 2)
        # AGI
        if (agi1 - agi2) > 0
          self.contents.font.color = color1
        elsif (agi1 - agi2) < 0
          self.contents.font.color = color2
        else
          self.contents.font.color = normal_color
        end
        self.contents.draw_text(x + 125, y + 112, 70, 32, (agi1 - agi2).to_s, 2)
        # INT
        if (int1 - int2) > 0
          self.contents.font.color = color1
        elsif (int1 - int2) < 0
          self.contents.font.color = color2
        else
          self.contents.font.color = normal_color
        end
        self.contents.draw_text(x + 125, y + 144, 70, 32, (int1 - int2).to_s, 2)
        if item.is_a?(RPG::Weapon)
          self.contents.font.color = system_color
          self.contents.draw_text(x, y + 48, 80, 32, "Off:")
          self.contents.draw_text(x, y + 80, 80, 32, "Def:")
          self.contents.draw_text(x, y + 112, 80, 32, "Nrv:")
          self.contents.draw_text(x + 110, y + 48, 80, 32, "Pwr:")
          self.contents.draw_text(x + 110, y + 80, 80, 32, "Hit:")
          self.contents.draw_text(x + 110, y + 112, 80, 32, "Spd:")
          self.contents.draw_text(x + 110, y + 144, 80, 32, "Wil:")
          self.contents.font.color = normal_color
          #  ATTACK
          if (atk1 - atk2) > 0
            self.contents.font.color = color1
          elsif (atk1 - atk2) < 0
            self.contents.font.color = color2
          else
            self.contents.font.color = normal_color
          end
          self.contents.draw_text(x + 25, y + 48, 70, 32, (atk1 - atk2).to_s, 2)
          #  ELSE if armor...
        else
          self.contents.font.color = system_color
          self.contents.draw_text(x, y + 48, 80, 32, "Eva:")
          self.contents.draw_text(x, y + 80, 80, 32, "Def:")
          self.contents.draw_text(x, y + 112, 80, 32, "Nrv:")
          self.contents.draw_text(x + 110, y + 48, 80, 32, "Pwr:")
          self.contents.draw_text(x + 110, y + 80, 80, 32, "Hit:")
          self.contents.draw_text(x + 110, y + 112, 80, 32, "Spd:")
          self.contents.draw_text(x + 110, y + 144, 80, 32, "Wil:")
          self.contents.font.color = normal_color
          if (eva1 - eva2) > 0
            self.contents.font.color = color1
          elsif (eva1 - eva2) < 0
            self.contents.font.color = color2
          else
            self.contents.font.color = normal_color
          end
          self.contents.draw_text(x + 25, y + 48, 70, 32, (eva1 - eva2).to_s, 2)
        end
      else
        self.contents.font.color = disabled_color
        self.contents.draw_text(x + 10, y + 80, 120, 32, "Can't Equip")
        self.contents.font.color = normal_color
      end
    end
  end
end
#===============================================================================
#  END Window_Shop_Actors
#===============================================================================


#===============================================================================
#  Window_Shop_Amount
#===============================================================================
class Window_Shop_Amount < Window_Selectable

  attr_accessor :amount

  def initialize
    super(80, 256, 480, 96)
    @item_max = 1
    self.contents = Bitmap.new(width - 32, height - 32)
    self.visible = false
    self.z += 100
    @amount = 1
    item = $data_items[1]
    option_index = 0
    refresh(item, option_index)
  end

  def refresh(item, option_index)
    self.contents.clear
    if item == nil
      return
    end
    if option_index == nil
      return
    end
    if option_index == 0
      self.contents.font.color = system_color
      self.contents.draw_text(0, 0, 200, 32, "How many?")
      self.contents.font.color = normal_color
      if $game_party.gold < (@amount * item.price)
        self.contents.font.color = disabled_color
      end
      bitmap = RPG::Cache.icon(item.icon_name)
      opacity = self.contents.font.color == normal_color ? 255 : 128
      self.contents.blt(0, 36, bitmap, Rect.new(0, 0, 24, 24), opacity)
      self.contents.draw_text(28, 32, 120, 32, item.name)
      self.contents.draw_text(335, 32, 10, 32, "x")
      self.contents.draw_text(280, 32, 30, 32, @amount.to_s, 2)
      self.cursor_rect.set(284, 32, 32, 32)
      self.contents.draw_text(370, 32, 70, 32, (@amount * item.price).to_s, 2)
    else
      self.contents.font.color = system_color
      self.contents.draw_text(0, 0, 200, 32, "How many?")
      self.contents.font.color = normal_color
      bitmap = RPG::Cache.icon(item.icon_name)
      opacity = self.contents.font.color == normal_color ? 255 : 128
      self.contents.blt(0, 36, bitmap, Rect.new(0, 0, 24, 24), opacity)
      self.contents.draw_text(28, 32, 120, 32, item.name)
      self.contents.draw_text(335, 32, 10, 32, "x")
      self.contents.draw_text(280, 32, 30, 32, @amount.to_s, 2)
      self.cursor_rect.set(284, 32, 32, 32)
      self.contents.draw_text(370, 32, 70, 32, (@amount * (item.price / 2)).to_s, 2)
    end
  end
end
#===============================================================================
#  END Window_Shop_Amount
#===============================================================================


#===============================================================================
#  Scene_Shop
#===============================================================================
class Scene_Shop
  def main
    @counter = 0
    @info_window = Window_Shop_Info.new
    @option_window = Window_Shop_Option.new
    @gold_window = Window_Shop_Gold.new
    @own_window = Window_Shop_Own.new
    @list_window = Window_Shop_List.new($game_temp.shop_goods)
    @desc_item_window = Window_Shop_Description_Item.new
    @desc_equip_window = Window_Shop_Description_Equipment.new
    @actor_window = Window_Shop_Actors.new
    @amount_window = Window_Shop_Amount.new
    # EDITS - TheLawG14
    @spriteset = Spriteset_Map.new
    # END EDITS
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
  
    @info_window.dispose
    @option_window.dispose
    @gold_window.dispose
    @own_window.dispose
    @list_window.dispose
    @desc_item_window.dispose
    @desc_equip_window.dispose
    @actor_window.dispose
    @amount_window.dispose
    # EDITS - TheLawG14
    @spriteset.dipose
    # END EDITS
  end

  def update
    @info_window.update
    @option_window.update
    @gold_window.update
    @own_window.update
    @list_window.update
    @desc_item_window.update
    @desc_equip_window.update
    @actor_window.update
    @amount_window.update
    # EDITS - TheLawG14
    @spriteset.update
    # END EDITS
  
    if @option_window.active
      update_option
      return
    end
  
    if @list_window.active
      update_list
      return
    end
  
    if @actor_window.visible
      update_actors
      return
    end
  
    if @amount_window.active and @option_window.index == 0
      update_amount
      return
    end
  
    if @amount_window.active and @option_window.index == 1
      update_sell
      return
    end
  end

  def update_option
    @info_window.refresh(0)
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      case @option_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        @list_window.refresh
        @option_window.active = false
        @list_window.visible = true
        @list_window.active = true
        @list_window.index = 0
      when 1
        $game_system.se_play($data_system.decision_se)
        @list_window.refresh_sell(@option_window.index)
        @option_window.active = false
        @list_window.visible = true
        @list_window.active = true
        @list_window.index = 0
      when 2
        $game_system.se_play($data_system.cancel_se)
        $scene = Scene_Map.new
        return
      end
    end
  end

  def update_list
    @info_window.refresh(1)
    @item = @list_window.item
    if @counter != 1
      if @item.is_a?(RPG::Item)
        @desc_item_window.refresh(@item)
        @counter = 1
      else
        @desc_equip_window.refresh(@item)
        @counter = 1
      end
    end
    @own_window.refresh(@list_window.item)
    if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN) or Input.repeat?(Input::UP) or Input.repeat?(Input::DOWN)
      @counter = 0
    end
    if @item.is_a?(RPG::Item)
      if @counter != 1
        @desc_item_window.refresh(@item)
        @counter = 1
      end
      @desc_item_window.visible = true
      @desc_equip_window.visible = false
    else
      if @counter != 1
        @desc_equip_window.refresh(@item)
        @counter = 1
      end
      @desc_item_window.visible = false
      @desc_equip_window.visible = true
    end
    if Input.trigger?(Input::B)
      @counter = 0
      $game_system.se_play($data_system.cancel_se)
      @desc_item_window.visible = false
      @desc_equip_window.visible = false
      @desc_item_window.refresh(nil)
      @desc_equip_window.refresh(nil)
      @option_window.active = true
      @list_window.visible = false
      @list_window.active = false
      @own_window.refresh(nil)
      return
    end
    if Input.trigger?(Input::A)
      unless @item.is_a?(RPG::Item)
        $game_system.se_play($data_system.decision_se)
        @actor_window.refresh(@item)
        @actor_window.visible = true
        @list_window.active = false
        return
      else
        $game_system.se_play($data_system.buzzer_se)
      end
    end
    if Input.trigger?(Input::C)
      if @item == nil or @item.id == 0 or @item.price == 0
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      if @option_window.index == 0
        case @item
        when RPG::Item
          if $game_party.item_number(@item.id) >= 99
            $game_system.se_play($data_system.buzzer_se)
            return
          end
        when RPG::Weapon
         if $game_party.weapon_number(@item.id) >= 99
            $game_system.se_play($data_system.buzzer_se)
            return
          end
        when RPG::Armor
          if $game_party.armor_number(@item.id) >= 99
            $game_system.se_play($data_system.buzzer_se)
            return
          end
        end
      end
      $game_system.se_play($data_system.decision_se)
      @amount_window.visible = true
      @amount_window.active = true
      @list_window.active = false
      return
    end
  end

  def update_actors
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @actor_window.visible = false
      @list_window.active = true
    end
  end

  def update_amount
    @amount_window.refresh(@item, @option_window.index)
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @amount_window.amount = 1
      @amount_window.visible = false
      @amount_window.active = false
      @list_window.active = true
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.gold >= (@amount_window.amount * @item.price)
        $game_system.se_play($data_system.decision_se)
        $game_party.lose_gold(@amount_window.amount * @item.price)
        case @item
        when RPG::Item
          $game_party.gain_item(@item.id, @amount_window.amount)
        when RPG::Weapon
          $game_party.gain_weapon(@item.id, @amount_window.amount)
        when RPG::Armor
          $game_party.gain_armor(@item.id, @amount_window.amount)
        end
        @gold_window.refresh
        @amount_window.amount = 1
        @amount_window.visible = false
        @amount_window.active = false
        @list_window.active = true
        @list_window.refresh
        return
      else
        $game_system.se_play($data_system.buzzer_se)
      end
    end
    if Input.trigger?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @amount_window.amount -= 1
      if @amount_window.amount == 0
        @amount_window.amount = 1
      end
      return
    end
    if Input.trigger?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      @amount_window.amount += 1
      case @item
      when RPG::Item
        if ($game_party.item_number(@item.id) + @amount_window.amount) > 99
          @amount_window.amount = (99 - $game_party.item_number(@item.id))
        end
      when RPG::Weapon
        if ($game_party.weapon_number(@item.id) + @amount_window.amount) > 99
          @amount_window.amount = (99 - $game_party.weapon_number(@item.id))
        end
      when RPG::Armor
        if ($game_party.armor_number(@item.id) + @amount_window.amount) > 99
          @amount_window.amount = (99 - $game_party.armor_number(@item.id))
        end
      end
      return
    end
    if Input.trigger?(Input::UP)
      $game_system.se_play($data_system.cursor_se)
      @amount_window.amount += 10
      case @item
      when RPG::Item
        if ($game_party.item_number(@item.id) + @amount_window.amount) > 99
          @amount_window.amount = (99 - $game_party.item_number(@item.id))
        end
      when RPG::Weapon
        if ($game_party.weapon_number(@item.id) + @amount_window.amount) > 99
          @amount_window.amount = (99 - $game_party.weapon_number(@item.id))
        end
      when RPG::Armor
        if ($game_party.armor_number(@item.id) + @amount_window.amount) > 99
          @amount_window.amount = (99 - $game_party.armor_number(@item.id))
        end
      end
      return
    end
    if Input.trigger?(Input::DOWN)
      $game_system.se_play($data_system.cursor_se)
      @amount_window.amount -= 10
      if @amount_window.amount < 1
        @amount_window.amount = 1
      end
      return
    end
  end

  def update_sell
    @amount_window.refresh(@item, @option_window.index)
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @amount_window.amount = 1
      @amount_window.visible = false
      @amount_window.active = false
      @list_window.active = true
      return
    end
    if Input.trigger?(Input::C)
      if @item.price == 0
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      case @item
      when RPG::Item
        $game_party.gain_gold(@amount_window.amount * (@item.price / 2))
        $game_party.lose_item(@item.id, @amount_window.amount)
      when RPG::Weapon
        $game_party.gain_gold(@amount_window.amount * (@item.price / 2))
        $game_party.lose_weapon(@item.id, @amount_window.amount)
      when RPG::Armor
        $game_party.gain_gold(@amount_window.amount * (@item.price / 2))
        $game_party.lose_armor(@item.id, @amount_window.amount)
      end
      @gold_window.refresh
      @amount_window.amount = 1
      @amount_window.visible = false
      @amount_window.active = false
      @list_window.active = true
      @list_window.refresh_sell(@option_window.index)
      @desc_equip_window.refresh(nil)
      @desc_item_window.refresh(nil)
    end
    if Input.trigger?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @amount_window.amount -= 1
      if @amount_window.amount < 1
        @amount_window.amount = 1
      end
    end
    if Input.trigger?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      case @item
      when RPG::Item
        @amount_window.amount += 1
        if @amount_window.amount > $game_party.item_number(@item.id)
          @amount_window.amount = $game_party.item_number(@item.id)
        end
      when RPG::Weapon
        @amount_window.amount += 1
        if @amount_window.amount > $game_party.weapon_number(@item.id)
          @amount_window.amount = $game_party.weapon_number(@item.id)
        end
      when RPG::Armor
        @amount_window.amount += 1
        if @amount_window.amount > $game_party.armor_number(@item.id)
          @amount_window.amount = $game_party.armor_number(@item.id)
        end
      end
    end
    if Input.trigger?(Input::UP)
      $game_system.se_play($data_system.cursor_se)
      case @item
      when RPG::Item
        @amount_window.amount += 10
        if @amount_window.amount > $game_party.item_number(@item.id)
          @amount_window.amount = $game_party.item_number(@item.id)
        end
      when RPG::Weapon
        @amount_window.amount += 10
        if @amount_window.amount > $game_party.weapon_number(@item.id)
          @amount_window.amount = $game_party.weapon_number(@item.id)
        end
      when RPG::Armor
        @amount_window.amount += 10
        if @amount_window.amount > $game_party.armor_number(@item.id)
          @amount_window.amount = $game_party.armor_number(@item.id)
        end
      end
    end
    if Input.trigger?(Input::DOWN)
      $game_system.se_play($data_system.cursor_se)
      @amount_window.amount -= 10
      if @amount_window.amount < 1
        @amount_window.amount = 1
      end
    end
  end

end


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Wonderjosh
post Mar 20 2012, 01:30 PM
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Hey thanks, Law! Yep, it shows the map wonderfully in the back!
There's just a little typo on line 708 where "dipose" should be "dispose". Creates a little error, but's an obvious fix! Just for those who later use this script and wonder why smile.gif

Thanks so very much! biggrin.gif
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yamina-chan
post Mar 22 2012, 04:36 AM
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There is, however, still a bug in it.
If the shop is selling weapons and you scroll down to them this error shows up:


All other item formats seem to be working fine.


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The Law G14
post Mar 22 2012, 04:58 AM
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Hm, that error is something that was already in the script before me touching, but basically what it means is that when you click a weapon the script decides to "draw states". However, the method being called to do this (draw_states), does not exist in the script. Meaning there must be another script the user is using that already has this method, or the creator just forgot to add it.


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yamina-chan
post Mar 22 2012, 06:53 AM
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I see.
I was a bit surprised about it anyway, seeing as you probably wouldn't touch that part of the script for what you did anyway.
But, you never know, accidents happen and I though I'd rather be to cautious and mention it then the other way.
Thanks for your good work Law (and taking a minute to reply ^^)


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Wonderjosh
post Mar 22 2012, 09:04 AM
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QUOTE
Hm, that error is something that was already in the script before me touching, but basically what it means is that when you click a weapon the script decides to "draw states". However, the method being called to do this (draw_states), does not exist in the script. Meaning there must be another script the user is using that already has this method, or the creator just forgot to add it.


Ah yes, that's right! This is a modified version of it that I'm using that shows weapon and armor states as icons rather than text! Also, the stat names are what I'm using personally, as well. Sorry about the confusion!

The link to the original without any of the changes that I had made to it can be found here.

This post has been edited by Wonderjosh: Mar 22 2012, 09:05 AM
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