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. # #===============================================================================
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 #===============================================================================
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 #===============================================================================
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 #===============================================================================
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 #===============================================================================
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 #===============================================================================
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
Group: Local Mod
Posts: 1,348
Type: Scripter
RM Skill: Skilled
Rev Points: 5
Here you go, this should work
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. # #===============================================================================
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 #===============================================================================
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 #===============================================================================
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 #===============================================================================
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 #===============================================================================
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 #===============================================================================
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
"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!
If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others. -Exiled One
Group: Member
Posts: 33
Type: Artist
RM Skill: Undisclosed
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
Group: Local Mod
Posts: 1,348
Type: Scripter
RM Skill: Skilled
Rev Points: 5
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.
"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!
If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others. -Exiled One
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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There is a game out there for everyone. All you have to do is to find it.
Group: Member
Posts: 33
Type: Artist
RM Skill: Undisclosed
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