——— — Before you ask! Read! ;) —
You must have 30+ Posts to create a topic here!
— Thanks for reading! — ———
|
|
  |
Switch currency tag location? [SOLVED], From 100 $ to $100? |
|
|
|
|
Feb 17 2012, 09:28 PM
|

Level 4

Group: Member
Posts: 51
Type: None
RM Skill: Undisclosed

|
He means for the gold value to be displayed after the string so instead of the gold menu saying "100 $" to say "$100" I know how to do this in RGSS2 but sadly not RGSS  it's a very easy edit, it should be in Scene_Menu if RGSS has the same name for it.
This post has been edited by Myst: Feb 17 2012, 09:29 PM
|
|
|
|
|
|
|
|
|
Feb 18 2012, 01:09 PM
|

Level 3

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

|
Wow, hey thanks for the quick responses!
So I plugged the thing in, however the string still shows up in default form in battle (not using any battle scripts at the moment) and within Ryex's menu system, it's still in the same spot too, but the gold amount is squished up more toward the right where the string still is
At the moment I'm looking through the default scripts to see if I can edit it a bit. I know very little Javascript which lets me understand Ruby a little bit, but I'm more arts-oriented than I am script-oriented, haha. EDIT: Nope, no clue, haha.
Oh, and I mean to switch it up everywhere the gold amount is shown! I figure I will just use "$" since my project is modern-ish.
This post has been edited by Wonderjosh: Feb 18 2012, 01:41 PM
|
|
|
|
|
|
|
|
|
Feb 18 2012, 04:08 PM
|

Level 50

Group: +Gold Member
Posts: 1,522
Type: Scripter
RM Skill: Undisclosed

|
I've tested this with Ryex's_Collapsing_CMS V 2.52 and it seems to work for me, but like Resource Dragon's script you'll need to change the G in the database to $. CODE #============================================================================== # ** XP: Night_Runner's Alternate Gold Layout #------------------------------------------------------------------------------ # History: # Date Created: 19/Feb/2012 # Created for: Wonderjosh # @> http://www.rpgrevolution.com/forums/index.php?showtopic=55404 # # Description: # This script changes the order of the gold text, so the gold symbol is in # front of the gold value. # # Compatibility. # This only works with the default scripts, with the gold in the pause # menu, the shop window and the battle results window. # Having said that, I've tried to make the module as standard as possible # by creating a draw_gold method, which was implemented in VX, so it may # work with other scripts that use the same standards. # # How to Install: # Copy this entire script. In your game editor select Tools >> Script # Editor. Along the left hand side scroll to the bottom, right click on # 'Main' and select 'Insert'. Past on the right. #==============================================================================
#============================================================================== # ** Window_Gold #------------------------------------------------------------------------------ # This window displays amount of gold. #==============================================================================
class Window_Base #-------------------------------------------------------------------------- # * Draw Gold #-------------------------------------------------------------------------- def draw_gold(*args) # Get the data from the input case args.size when 0 x = y = 0 width = 120 gold = $game_party.gold when 2 x, y = args width = 120 gold = $game_party.gold when 3 x, y, width = args gold = $game_party.gold when 4 gold, x, y, width = args end # Create a rectangle to draw the text in draw_rect = Rect.new(x, y, width, 32) # Clear the bitmap self.contents.fill_rect(draw_rect, Color.new(0, 0, 0, 0)) # Get the width of the gold string cx = contents.text_size($data_system.words.gold).width gx = contents.text_size(gold.to_s).width # Draw the strings self.contents.font.color = system_color self.contents.draw_text(x, y, width - gx, 32, $data_system.words.gold, 2) self.contents.font.color = normal_color self.contents.draw_text(x, y, width, 32, gold.to_s, 2) end end
#============================================================================== # ** Window_Gold #------------------------------------------------------------------------------ # This window displays amount of gold. #==============================================================================
class Window_Gold #-------------------------------------------------------------------------- # * Alias Methods #-------------------------------------------------------------------------- alias nr_moneyprefix_refresh refresh unless $@ #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh(*args) nr_moneyprefix_refresh(*args) draw_gold($game_party.gold, 4, 0, 120) end end
#============================================================================== # ** Window_ShopNumber #------------------------------------------------------------------------------ # This window is for inputting quantity of items to buy or sell on the # shop screen. #==============================================================================
class Window_ShopNumber #-------------------------------------------------------------------------- # * Alias Methods #-------------------------------------------------------------------------- alias nr_moneyprefix_refresh refresh unless $@ #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh(*args) nr_moneyprefix_refresh(*args) draw_gold(@price * @number, 4, 160, 328) end end
#============================================================================== # ** Window_BattleResult #------------------------------------------------------------------------------ # This window displays amount of gold and EXP acquired at the end of a battle. #==============================================================================
class Window_BattleResult #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear x = 4 self.contents.font.color = normal_color cx = contents.text_size(@exp.to_s).width self.contents.draw_text(x, 0, cx, 32, @exp.to_s) x += cx + 4 self.contents.font.color = system_color cx = contents.text_size("EXP").width self.contents.draw_text(x, 0, 64, 32, "EXP") x += cx + 16 draw_text($game_party.gold, x, 0, 128) y = 32 for item in @treasures draw_item_name(item, 4, y) y += 32 end end end
#============================================================================== # ** End of Script. #==============================================================================
__________________________
K.I.S.S. Want help with your scripting problems? Upload a demo! Or at the very least; provide links to the scripts in question. Most important guide ever: Newbie's Guide to Switches
|
|
|
|
|
|
|
|
|
Feb 18 2012, 04:37 PM
|

Level 3

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

|
Hey, right on, man! That works in the menu perfectly!
I ran it through a battle and I'm getting a NoMethodError for line 137. Says "undefined method 'draw_text'#<Window_BattleResult:0x31d2250>
This is line 137:
draw_text($game_party.gold, x, 0, 128)
Any ideas what this error is referring to?
Also, in the shop, is there a way to add the $ in front of the price of the items in stock? Shows up everywhere else perfectly! (Where your current gold is displayed and when you confirm purchases of items, just not in the listed in front of the price of the items in stock of the shop.) But I mean that's just a little detail so if it's too much of a hassle, don't worry about it. I'm totally thankful for what you've done so far.
This post has been edited by Wonderjosh: Feb 18 2012, 04:41 PM
|
|
|
|
|
|
|
|
|
Feb 19 2012, 02:46 AM
|

Level 50

Group: +Gold Member
Posts: 1,522
Type: Scripter
RM Skill: Undisclosed

|
Whoops, that was supposed to be draw_gold, not draw_text Attempt 2! CODE #============================================================================== # ** XP: Night_Runner's Alternate Gold Layout #------------------------------------------------------------------------------ # History: # Date Created: 19/Feb/2012 # Created for: Wonderjosh # @> http://www.rpgrevolution.com/forums/index.php?showtopic=55404 # # Description: # This script changes the order of the gold text, so the gold symbol is in # front of the gold value. # # Compatibility. # This only works with the default scripts, with the gold in the pause # menu, the shop window and the battle results window. # Having said that, I've tried to make the module as standard as possible # by creating a draw_gold method, which was implemented in VX, so it may # work with other scripts that use the same standards. # # How to Install: # Copy this entire script. In your game editor select Tools >> Script # Editor. Along the left hand side scroll to the bottom, right click on # 'Main' and select 'Insert'. Past on the right. #==============================================================================
#============================================================================== # ** Window_Gold #------------------------------------------------------------------------------ # This window displays amount of gold. #==============================================================================
class Window_Base #-------------------------------------------------------------------------- # * Draw Gold #-------------------------------------------------------------------------- def draw_gold(*args) # Get the data from the input case args.size when 0 x = y = 0 width = 120 gold = $game_party.gold when 2 x, y = args width = 120 gold = $game_party.gold when 3 x, y, width = args gold = $game_party.gold when 4 gold, x, y, width = args end # Store the default font colour default_font_color = self.contents.font.color.clone # Create a rectangle to draw the text in draw_rect = Rect.new(x, y, width, 32) # Clear the bitmap self.contents.fill_rect(draw_rect, Color.new(0, 0, 0, 0)) # Get the width of the gold string cx = contents.text_size($data_system.words.gold).width gx = contents.text_size(gold.to_s).width # Draw the strings self.contents.font.color = system_color self.contents.draw_text(x, y, width - gx, 32, $data_system.words.gold, 2) self.contents.font.color = default_font_color self.contents.draw_text(x, y, width, 32, gold.to_s, 2) end end
#============================================================================== # ** Window_Gold #------------------------------------------------------------------------------ # This window displays amount of gold. #==============================================================================
class Window_Gold #-------------------------------------------------------------------------- # * Alias Methods #-------------------------------------------------------------------------- alias nr_moneyprefix_refresh refresh unless $@ #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh(*args) nr_moneyprefix_refresh(*args) self.contents.font.color = normal_color draw_gold($game_party.gold, 4, 0, 120) end end
#============================================================================== # ** Window_ShopBuy #------------------------------------------------------------------------------ # This window displays buyable goods on the shop screen. #==============================================================================
class Window_ShopBuy #-------------------------------------------------------------------------- # * Alias Methods #-------------------------------------------------------------------------- alias nr_moneyprefix_draw_item draw_item unless $@ #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- def draw_item(index, *args) # Run the original draw_item nr_moneyprefix_draw_item(index, *args) # Get the item, x & y item = @data[index] x = 4 y = index * 32 draw_gold(item.price, x + 240, y, 88) end end
#============================================================================== # ** Window_ShopNumber #------------------------------------------------------------------------------ # This window is for inputting quantity of items to buy or sell on the # shop screen. #==============================================================================
class Window_ShopNumber #-------------------------------------------------------------------------- # * Alias Methods #-------------------------------------------------------------------------- alias nr_moneyprefix_refresh refresh unless $@ #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh(*args) nr_moneyprefix_refresh(*args) self.contents.font.color = normal_color draw_gold(@price * @number, 4, 160, 328) end end
#============================================================================== # ** Window_BattleResult #------------------------------------------------------------------------------ # This window displays amount of gold and EXP acquired at the end of a battle. #==============================================================================
class Window_BattleResult #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear x = 4 self.contents.font.color = normal_color cx = contents.text_size(@exp.to_s).width self.contents.draw_text(x, 0, cx, 32, @exp.to_s) x += cx + 4 self.contents.font.color = system_color cx = contents.text_size("EXP").width self.contents.draw_text(x, 0, 64, 32, "EXP") x += cx + 16 self.contents.font.color = normal_color draw_gold(@gold, x, 0, 128) y = 32 for item in @treasures draw_item_name(item, 4, y) y += 32 end end end
#============================================================================== # ** End of Script. #==============================================================================
__________________________
K.I.S.S. Want help with your scripting problems? Upload a demo! Or at the very least; provide links to the scripts in question. Most important guide ever: Newbie's Guide to Switches
|
|
|
|
|
|
|
|
|
Feb 21 2012, 09:41 AM
|

Level 3

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

|
It's been a few days so hopefully I'm ok double-posting (sorry if it's not) but I just noticed that at the end of battle when the battle result window pops up, the gold amount shown is the party's total gold and not the gold received from the battle. EDIT: Wait! I think I fixed it. I changed this line: CODE draw_gold(@$game_party.gold, x, 0, 128) to this: CODE draw_gold(@gold.to_s, x, 0, 128) in the battle results section. Just looked at the default battle results script and made the change. Is this right? I won't run into any errors along the way? Haha
This post has been edited by Wonderjosh: Feb 21 2012, 09:43 AM
|
|
|
|
|
|
|
|
|
Feb 22 2012, 04:50 AM
|

Level 50

Group: +Gold Member
Posts: 1,522
Type: Scripter
RM Skill: Undisclosed

|
You're a more observant man than I am  You're right about the @gold, you don't need the .to_s to convert the gold integer to a string, my code takes care of that automatically, but it won't hurt if you add it  I've edited post #8 so the code has your fix, for future generations that are looking for something similar
__________________________
K.I.S.S. Want help with your scripting problems? Upload a demo! Or at the very least; provide links to the scripts in question. Most important guide ever: Newbie's Guide to Switches
|
|
|
|
|
|
|
|
|
Feb 22 2012, 12:44 PM
|

Level 3

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

|
QUOTE (Night_Runner @ Feb 22 2012, 06:50 AM)  You're a more observant man than I am  You're right about the @gold, you don't need the .to_s to convert the gold integer to a string, my code takes care of that automatically, but it won't hurt if you add it  I've edited post #8 so the code has your fix, for future generations that are looking for something similar  Right on! Haha and well I noticed it since I have a map where I test a bunch of things out before really implementing them and I had a test treasure chest that gave me $900,000, so when I saw that at the end of a battle (when the enemy only give me like $150) I knew something was off, haha. And posterity, yes! This should help out others who want the same effect in their game. *High five.* Consider this thread solved for reals.
|
|
|
|
|
|
|
|
  |
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:
RPG RPG Revolution is an Privacy
Policy and Legal
|
|