RE: What's up, RMers? - kyonides - 01-01-2019
I have been dealing with a stupid bug I didn't manage to deal with for over a day, it seemed to be mystical by nature, something belonging to the realm of fantasy or a virus or anything corrupted by nature. Anybody would say it was caused by reaching my limits, that I was a small fish in the big ocean of programming and compilation. I had looked for an answer online as many would do it, and the only topic that handled my issue only had a single post, meaning it had been never been answered by knowledgeable rubyists or programmers. Then I found that a function definition was available at a specific file. Since I had downloaded the Ruby source code, that was no problem for me to open it and search for information. First I checked out the function declaration, but it was cryptic at best, then I read the definition, and I just discovered the method I had been using could be squeezed in a single function call...
Nope, that didn't mean I had an actual answer to my strange issue. Then I realized Ruby's nature had a lot to do with it, it IS weakly typed so I would never get an excellent explanation on certain functions even while looking at code. Later on I suspected I didn't read carefully or overlook some vital information. A few moments later, not really long after, not even five minutes after my suspicion had arouse, I finally got the whole picture! I overlooked the true nature of what I was defining a single value with a specific but not so temporary value. Guess what? I was making it extremely local instead of using it in a wider scope by calling the actual VALUE I needed to address from the very beginning...
What is the short explanation on what had happened to me then? I just tried to use a variable in the same way I used another one that is not supposed to have the same scope in the Ruby side. By retrieving and setting its value the very same way I could do it with the second one, plus a slight change in the function name, it would NEVER work. I had to be clever and understand the actual meaning of the first argument I was passing. Once I did so, the test game, the compiler, everything stopped complaining about errors... =_=
I cannot really say I am falling asleep even if it's 5:30 a.m. here, it seems that I just preferred to be lazy and stop looking for the actual implementation of the feature I was coding in the last few days...
RE: What's up, RMers? - DerVVulfman - 01-02-2019
Every once and a while, I do google searches for stuff. Of these, one is to make sure that my demos exclusive to Save-Point are exactly that; exclusive. It was over a year ago when I discovered a member of "Mundo RPG Maker" ripped the entire post from Save-Point with the exclusive Paperdoll demos, and posted it there. It surprised the guy that I joined the site and made a post in Portuguese asking he just remove the paperdoll demo link. But don't bother going there.... the site is now gone (dangit).
So today, I decided to do the same 'search' for Lycan. What turned up? Well, I was aware of two sites, Tạo Trò Chơi (Vietnamese) and Universo Maker (Spanish), that made simpler posts which only have the first non-paperdoll demo. They never updated it since 2015, so they don't have story #2. And though Avangs.Info (Korean) copied the Save-Point page years ago and didn't remove the Paperdoll links.... sucks for them. They copied the old Fileden linkies that died a long time ago and they never doublechecked).
RE: What's up, RMers? - kyonides - 01-04-2019
I have updated my KMessage XP script this cold morning, but I don't feel like I am going to upload and post it here any time soon, guys!
The brand new feature is about choices!
It will let you prevent the player from picking some specific choice if you as the developer have disabled it at any given time. Of course, you can turn it on at will as well.
Err, I gotta admit it is a simple system to keep track of choices.
By the way, the blocked options now get grayed out in version 1.0.3!!
RE: What's up, RMers? - kyonides - 01-09-2019
Both, KPortrait and KMessage XP got upgraded a few times lately. They just include minor fixes and very few new features like making it unnecessary to tell the game the text it is going to display should be grayed out or not. This is related to those times you are setting up some choices, especially non repeatable ones. It should not interfere with the normal text that is not related to any choice. Maracuyá also wanted to differentiate the clear all from clearing an specific portrait or face so I renamed the original clear method, now known as clear_all, and added a specific clear(position) method as well.
Their latest versions as of early this morning are 1.0.5 and 1.0.6 respectively.
RE: What's up, RMers? - DerVVulfman - 01-10-2019
I'm currently working on a request. Okay, still a good number but meh. This latest one is a means to increase, decrease and in almost every way mess around with the element rates for actors and/or enemies. This includes setting individual 6-tier (A to F) rates for each element, so the normal fire element might be the same, but the 6-tier element rate for Undead could be painstakingly hellish for the heroes. There's that, and that status effects can change element rates while Actor Armor can have fun effects.
Still evaluating some things I did.
RE: What's up, RMers? - kyonides - 01-10-2019
Guess what, fellow RM'ers? I have released KPortrait and KMessage XP early this morning. They have reached version 1.0.7 already. Did I say "released"? Well, actually I only sent it to the only authorized user in existence and nobody else. Curiously it seems they don't need any further debugging nor upgrade of any kind... unless that forumer comes up with another crazy idea... =_= Why do I say that? Because I have to implement some sort of typewriter speedometer! I also changed the default settings for face alignment as per request... I fixed some issues with not clearing images properly as well.
RE: What's up, RMers? - kyonides - 01-12-2019
I have been thinking about adding appraisals in KyoDiscounts series so the shopkeepers can act as appraisers as well. In few words, storekeepers might find out what kind of item you have got, he or she will identify it for you. I will try to make it optional as some people might not want to let their players get their mysterious items appraised in every single town they included in their games.
RE: What's up, RMers? - Steel Beast 6Beets - 01-12-2019
Sounds like a good idea. What about having to pay a fee to get your items appraised? This way, you could gatekeep really rare items behind exorbitant prices to prevent the players from getting them earlier.
On a different subject, is there a way to make a status buff permanent on a player once they have learned a skill on XP?
RE: What's up, RMers? - kyonides - 01-13-2019
Here I will leave my KyoDiscounts XP version 1.5.0 alpha or beta release in case anybody wants to report any issues with features already present in the previous version. That means people might test everything except for appraisals themselves since I haven't really worked on it. Nope, that is not a problem, what happened here is that I wanted to implement a different way to determine which command or buy or sell or discount window should be active at any given time to reduce the number of required checks and support future improvements, including appraisals. That might also mean I still have stuff that I have not fixed, yet...
Code: # * KyoDiscounts XP
# Scripter : Kyonides-Arkanthos
# v1.5.0 - 2019-01-12
# Whenever you obtain a discount card, such discount will be applied to all
# of your purchases if you have picked a card till it expires after a certain
# number of steps. Additional steps will be quickly added to your current card
# whenever you purchase any additional card of the same kind.
# One coupon will be spent every single time you purchase any specific item,
# you will need another one to purchase a different item later on.
# The discount card or coupon price is used to calculate the corresponding
# discount on every single purchase the player makes with it.
# Place this script below KItemRefill XP or KyoScriptPack Item XP if you
# included any of those scripts in your current game project.
# Now you can also setup exclusive store discount cards as well. Just keep in
# mind that you will need to setup the in game variable you picked so it will
# be able to store the Exclusive Store Code (an Integer) before you can add
# the shop event command. Common stores don't need any Store Code at all.
# Besides the player can also place orders to get an item that is supposed to
# be found at another store only. The player will be charged an extra fee, but
# he or she won't need to go back to another store. The player would only need
# to keep walking for a while before the goods are available at the store.
# Now the required steps for each placed order will be automatically increased
# between 0% and 50%, making it look a bit random but also kind of realistic.
# Script Calls #
# $game_party.discount_cards_expire
# Makes all Discount Cards expire as part of the game's plot.
# $game_party.disc_card_expire(Card_ID)
# Makes an specific Discount Card expire as part of the game's plot.
# KyoShopOrders << [Percent1, Percent2, etc.]
# Defines a Commission percent for every Item in the Place Order List.
# KyoShopOrders.steps = [Steps1, Steps2, etc.]
# KyoShopOrders.steps += [Steps5, Steps6, etc.]
# Defines Steps required by every Order in the Place Order List.
# The 2nd call will be required only if you couldn't include all steps.
# KyoShop.scarcity_lvl = 0 or higher
# Define all prices and maximum number of units per shop item.
# 0 means no scarcity, 1 or higher reflects how severe it is.
# You also have to configure the @scarce_limits hash in order to predefine
# :price and :max per scarcity level. The maximum scarcity level depends on
# how many values you entered in both :price and :max arrays.
# In few words, you define the maximum scarcity level ever possible!
module KyoShop
# Maximum number of units for each shop item
NUMBERMAX = 99
# Button that will open the Discount window while on the shop menu
DISCOUNTBUTTON = Input::A
# Add Discount Card Object IDs
DISCOUNT_IDS = [33, 34]
# Add Discount Coupon Object IDs
COUPON_IDS = [36, 37]
# Maximum Steps before Discount Card expires : ID => Steps
STEPS = { 33 => 500, 34 => 300, 35 => 150 }
# Exclusive Stores In Game Variable ID
STORECODEVARID = 1
# Exclusive Stores List : Object ID => Exclusive Store Code
EXCLUSIVESTORES = { 35 => 102 }
# Switch ID : deactivates Store to add Goods found elsewhere
GOODSSWITCHID = 1
# Store IDs for stores where you have invested some gold
INVESTSTOREIDS = [101]
# Maximum Number of Shares & Share Price
SHARESMAXMIN = [10000, 100]
INVESTMENTS = {} # Store Investments - Do Not Edit This Line
INVESTMENTS.default = {} # Do Not Edit This Line
# Available Improvements #
# :discount : [:discount, 25]
# :goods : [:goods, 'i10', 'w4', 'a6']
# :orders : [:orders, 'i11', 'w5', 'a7']
# [Store ID] = { Shares => Prize, Shares => Another Prize, etc. }
INVESTMENTS[101] = { 50 => [:goods,'i10','w5','a6'], 100 => [:discount,10] }
APPRAISALS = {} # Do Not Edit This Line!
# [Store ID] = { price => $, success rate => %, bad result => "item1",
# goods => [item4, weapon2, armor3, etc.] }
APPRAISALS[101] = { :price => 100, :rate => 10, :default => 'i1',
:goods => ['i2','i3','i9','i10'] }
@scarce_limits = {
:price => [0, 25, 50, 100, 250, 350, 500, 650, 800],
:max => [NUMBERMAX, NUMBERMAX - 10, NUMBERMAX - 25, NUMBERMAX - 35,
NUMBERMAX - 50, NUMBERMAX - 65, NUMBERMAX - 80, NUMBERMAX - 90, 1]
#:item => [1, 2, 3, 4, 5, 6],
#:weapon => [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12],
#:armor => [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12],
}
@scarce_lvl = 0 # Initial Level
def self.current_item_max() @scarce_limits[:max][@scarce_lvl] end
def self.current_price_max() @scarce_limits[:price][@scarce_lvl] end
def self.scarcity_limits() @scarce_limits end
def self.scarcity_lvl() @scarce_lvl end
def self.scarcity_lvl=(lvl) @scarce_lvl = lvl end
end
module KyoShopLabels
BASIC = ["Buy", "Sell", "Exit"]
MOREOPTIONS = "Options"
# Buy Stuff & Place Order & Pick Up Items Label
BUYPLACEPICKUP = ['Buy Items', 'Place Order', 'Pick Up Items',
'Appraise', 'Invest']
# Subtotal, Commission Percent and Total Amount
PRICELABELS = ['Subtotal', 'Commission %', 'Total']
# Place an Order Label
PLACEORDER = 'Do you wish to place an order?'
# Pick Up Order Label
PICKUPORDER = 'Do you want to pick up an order?'
# No Order Found Label
NOORDERFOUND = 'There is nothing left, boss!'
# Available Discounts Label
SOMEDISCOUNTS = 'Press A to get a discount'
# No Discount Available Label
NODISCOUNTS = 'No Discount Available'
# Select a Discount Card or Coupon Label
SELECTDISCOUNT = 'Choose a Card or Coupon'
# Apply Discount Label
APPLYDISCOUNT = "Discount Applied %s%"
# Warning about Extra Fees for Placing Orders
FEESAPPLY = 'Extra Fees Apply'
# Discount Card's Steps Left Label
STEPSLEFT = " %s steps left."
# Investment Label...
INVESTMENT = 'Want to invest in this store?'
# Share Number Label
SHARES = 'Share Number'
# Adquired or Purchased Shares Label
TOTALSHARES = 'Total Shares'
end
# DO NOT EDIT ANYTHING ELSE #
module KyoShopOrders
@commissions = []
@steps = []
class << self
attr_accessor :store_event_id, :goods_id
attr_reader :steps, :commissions
def steps=(val) @steps = val.map {|n| n + rand((n / 2) + 2) } end
def <<(val)
@commissions += val
@commissions = @commissions.flatten
end
end
end
module WindowModule
def appear
self.active = true
self.visible = true
end
def disappear
self.active = false
self.visible = false
end
end
class Game_System
attr_accessor :shop_goods
attr_reader :placed_orders, :shop_shares
alias kyon_discounts_gm_sys_init initialize
def initialize
@shop_goods = []
@placed_orders = {}
@placed_orders.default = []
@shop_shares = {}
@shop_shares.default = 0
kyon_discounts_gm_sys_init
end
def disc_store?(disc_id) !KyoShop::EXCLUSIVESTORES[disc_id] end
def excl_disc_store?(disc_id)
exclusive = KyoShop::EXCLUSIVESTORES[disc_id]
exclusive == $game_variables[KyoShop::STORECODEVARID]
end
def check_shares(shop_id)
results = []
shares = @shop_shares[shop_id]
investments = KyoShop::INVESTMENTS[shop_id]
limits = KyoShop::INVESTMENTS[shop_id].keys.sort
results = investments.select{|limit| shares >= limit[0] }.map {|r| r[1] }
end
end
class Game_Party
attr_reader :discounts
alias kyon_discounts_gm_party_init initialize
alias kyon_discounts_gm_party_gain_item gain_item
def initialize
@discounts = {}
kyon_discounts_gm_party_init
end
def gain_item(item_id, n)
kyon_discounts_gm_party_gain_item(item_id, n)
return if item_id == 0 or n == 0
return unless KyoShop::DISCOUNT_IDS.include?(item_id)
if @discounts[item_id]
@discounts[item_id] += KyoShop::STEPS[item_id]
@items[item_id] = 1
else
@discounts[item_id] = KyoShop::STEPS[item_id]
end
end
def check_discounts
unless @discounts.empty?
for did in KyoShop::DISCOUNT_IDS
next unless @discounts[did] and @discounts[did] > 0
return true if $game_system.disc_store?(did)
return true if $game_system.excl_disc_store?(did)
end
end
for cid in KyoShop::COUPON_IDS
next unless item_number(cid) > 0
return true if $game_system.disc_store?(cid)
return true if $game_system.excl_disc_store?(cid)
end
return false
end
def decrease_discounts
KyoShop::DISCOUNT_IDS.each {|n| next unless @discounts[n]
@discounts[n] -= 1 if @discounts[n] > 0 }
end
def discount_cards_expire
KyoShop::DISCOUNT_IDS.each {|n| @discounts[n] = 0 if @discounts[n] }
end
def disc_card_expire(dc_id) @discounts[dc_id] = 0 end
end
class Game_Player
alias kyon_discounts_coupons_gm_player_increase_steps increase_steps
def increase_steps
kyon_discounts_coupons_gm_player_increase_steps
$game_party.decrease_discounts
end
end
class Window_Selectable
include WindowModule
end
# * Begin of Window_Help Add-On for KyoDiscounts XP
class Window_Help
def set_text(item_id, text=nil, align=0)
if item_id.is_a?(String)
if KyoShop::DISCOUNT_IDS.include?(KyoShopOrders.goods_id)
steps = $game_party.discounts[KyoShopOrders.goods_id].to_s
text = item_id + sprintf(KyoShopLabels::STEPSLEFT, steps)
KyoShopOrders.goods_id = item_id = nil
end
end
if text.is_a?(String)
text = text.gsub(/\\[Uu]/){$game_system.refill_items[item_id].sips.to_s}
elsif text.is_a?(Integer)
align = text
text = item_id
else
text = item_id
end
if text != @text or align != @align
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
@text = text
@align = align
@actor = nil
end
self.visible = true
end
end
class Window_Item
alias kyon_discounts_win_item_up_help update_help
def update_help
KyoShopOrders.goods_id = self.item.id
kyon_discounts_win_item_up_help
end
end
# * End of Window_Help Add-On
class Window_ShopCommand
def initialize
super(0, 64, 480, 64)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 3
@column_max = 3
@commands = KyoShopLabels::BASIC.dup
if KyoShop::APPRAISALS[$game_variables[KyoShop::STORECODEVARID]]
@commands[0] = KyoShopLabels::MOREOPTIONS.dup
end
refresh
self.index = 0
end
end
class Window_ShopBuy
attr_accessor :discount
def initialize(shop_goods)
super(0, 128, 368, 288)
@shop_goods = shop_goods
@discount = 0
refresh
self.index = 0
end
def deliver(goods)
@shop_goods = goods
if goods.size - 1 < @index
@index = goods.size > 0 ? (@index + goods.size - 1) % goods.size : 0
update_cursor_rect
end
refresh
self.index = 0
end
def draw_item(index)
item = @data[index]
number = case item
when RPG::Item then $game_party.item_number(item.id)
when RPG::Weapon then $game_party.weapon_number(item.id)
when RPG::Armor then $game_party.armor_number(item.id)
end
enough = (item.price <= $game_party.gold and number < 99)
self.contents.font.color = enough ? normal_color : disabled_color
y = index * 32
rect = Rect.new(4, y, self.width - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = enough ? 255 : 128
self.contents.blt(4, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(32, y, 212, 32, item.name, 0)
price = item.price - item.price * @discount / 100
self.contents.draw_text(244, y, 88, 32, price.to_s, 2)
end
end
class Window_ShopPickUp < Window_ShopBuy
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for good in @shop_goods
new_item = case good[0]
when 0 then $data_items[good[1]]
when 1 then $data_weapons[good[1]]
when 2 then $data_armors[good[1]]
end
@data << new_item if new_item
end
@item_max = @data.size
return if @item_max == 0
self.contents = Bitmap.new(width - 32, row_max * 32)
(0...@item_max).each {|i| draw_item(i) }
end
def draw_item(index)
item = @data[index]
qty, steps = @shop_goods[index][2..3]
number = case item
when RPG::Item then $game_party.item_number(item.id)
when RPG::Weapon then $game_party.weapon_number(item.id)
when RPG::Armor then $game_party.armor_number(item.id)
end
enough = (number + qty < 100 and steps <= $game_party.steps)
self.contents.font.color = enough ? normal_color : disabled_color
y = index * 32
rect = Rect.new(4, y, self.width - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = enough ? 255 : 128
self.contents.blt(4, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(32, y, 212, 32, item.name, 0)
self.contents.draw_text(244, y, 88, 32, qty.to_s, 2)
end
undef discount, discount=
end
class Window_ShopNumber
include WindowModule
def initialize
super(0, 128, 368, 288)
self.contents = Bitmap.new(width - 32, height - 32)
@item = nil
@max = 1
@price = 0
@number = 1
@multiplier = 1
end
def reset_multiplier
@multiplier = 1
@number = 1
refresh
end
def set(item, max, price, percent=nil, multiplier=1)
@item = item
@max = max
@price = price
@number = 1
@multiplier = multiplier
@percent = percent
refresh
end
def update
super
return unless self.active
if Input.repeat?(Input::RIGHT) and @number < @max # Cursor right (+1)
$game_system.se_play($data_system.cursor_se)
@number += @multiplier
refresh
end
if Input.repeat?(Input::LEFT) and @number > @multiplier # Cursor left (-1)
$game_system.se_play($data_system.cursor_se)
@number -= @multiplier
refresh
end
if Input.repeat?(Input::UP) and @number < @max # Cursor up (+10)
$game_system.se_play($data_system.cursor_se)
@number = [@number + 10 * @multiplier, @max].min
refresh
end
if Input.repeat?(Input::DOWN) and @number > @multiplier # Cursor down (-10)
$game_system.se_play($data_system.cursor_se)
@number = [@number - 10 * @multiplier, 1].max
refresh
end
end
def refresh
self.contents.clear
draw_item_name(@item, 4, 96)
self.contents.font.color = normal_color
if @multiplier == 1
cx1, cx2, cx3, cw1, cw2 = [272, 308, 304, 24, 32]
else
cx1, cx2, cx3, cw1, cw2 = [260, 264, 272, 68, 64]
end
self.contents.draw_text(cx1, 96, 32, 32, "")
self.contents.draw_text(cx2, 96, cw1, 32, @number.to_s, 2)
self.cursor_rect.set(cx3, 96, cw2, 32)
gold = $data_system.words.gold
cx = contents.text_size(gold).width
subtotal_price = @item.price * @number
total_price = @price * @number
labels = KyoShopLabels::PRICELABELS
if total_price > subtotal_price and @multiplier < 2
self.contents.font.color = system_color
self.contents.draw_text(120, 128, 100, 32, labels[0], 2)
self.contents.draw_text(332-cx, 128, cx, 32, gold, 2)
self.contents.draw_text(80, 160, 140, 32, labels[1], 2)
self.contents.draw_text(328-cx, 160, cx + 4, 32, '%', 2)
self.contents.font.color = normal_color
self.contents.draw_text(4, 128, 328-cx-2, 32, subtotal_price.to_s, 2)
self.contents.draw_text(4, 160, 328-cx-2, 32, @percent.to_s, 2)
end
self.contents.draw_text(4, 192, 328-cx-2, 32, total_price.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(120, 192, 100, 32, labels[2], 2)
self.contents.draw_text(332-cx, 192, cx, 32, gold, 2)
end
end
class Window_ShopBuyOptions < Window_Selectable
def initialize
commands = KyoShopLabels::BUYPLACEPICKUP.dup
varid = $game_variables[KyoShop::STORECODEVARID]
commands.pop unless KyoShop::INVESTSTOREIDS.include?(varid)
super(214, 148, 212, commands.size * 32 + 32)
@commands = commands
@item_max = @commands.size
self.contents = Bitmap.new(width - 32, @item_max * 32)
refresh
self.index = 0
end
def refresh
self.contents.clear
@item_max.times {|i| @commands[i]
contents.draw_text(4, i * 32, 172, 32, @commands[i]) }
end
end
class Window_ShopDiscountAlert < Window_Base
def initialize
super(0, 416, 368, 64)
self.contents = Bitmap.new(width - 32, height - 32)
end
def set_text(text)
self.contents.clear
self.contents.draw_text(0, 0, width - 32, height - 32, text)
end
end
class Window_ShopDiscountCoupon < Window_Selectable
def initialize
super(0, 128, 368, 288)
self.index = 0
refresh
end
def item() @data[@index] end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
dc_ids = $game_party.discounts.keys.sort
dc_ids.each {|i| next if $game_party.discounts[i] == 0
next if !$game_system.disc_store?(i) and !$game_system.excl_disc_store?(i)
@data << $data_items[i] }
KyoShop::COUPON_IDS.each {|i| next unless $game_party.item_number(i) > 0
@data << $data_items[i] }
@item_max = @data.size
return if @item_max == 0
self.index -= 1 if @index > @item_max - 1
self.contents = Bitmap.new(width - 32, row_max * 32)
(0...@item_max).each {|i| draw_item(i) }
end
def draw_item(index)
item = @data[index]
number = $game_party.item_number(item.id)
x = 4
y = index * 32
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)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), 255)
self.contents.draw_text(x + 28, y, 212, 32, item.name)
self.contents.draw_text(x + 28, y, 244, 32, ': ' + number.to_s, 2)
end
def update_help
KyoShopOrders.goods_id = self.item.id
@help_window.set_text(self.item.description)
end
end
class Window_ShopStatus
alias kyon_discounts_win_shop_status_refresh refresh
def refresh
if @investment
refresh_investment
return
end
kyon_discounts_win_shop_status_refresh
end
def investment=(bool)
@investment = bool
refresh
end
def refresh_investment
shares = $game_system.shop_shares[$game_variables[KyoShop::STORECODEVARID]]
contents.font.color = system_color
contents.draw_text(0, 0, 240, 32, KyoShopLabels::TOTALSHARES)
contents.font.color = normal_color
contents.draw_text(0, 0, 240, 32, shares.to_s, 2)
end
end
class Interpreter
alias kyon_discounts_inter_comm_302 command_302
def command_302
if $game_switches[KyoShop::GOODSSWITCHID]
KyoShopOrders.store_event_id = @event_id
$game_switches[KyoShop::GOODSSWITCHID] = false
$game_system.shop_goods = [@parameters]
loop do
@index += 1
if @list[@index].code == 605
$game_system.shop_goods << @list[@index].parameters
else
return false
end
end
end
kyon_discounts_inter_comm_302
end
end
class Scene_Shop
alias kyon_discounts_scn_shop_up update
def main
start
Graphics.transition
loop do
Graphics.update
Input.update
update
break if @exit
end
Graphics.freeze
terminate
end
def start
@stage = :main
@shop_id = $game_variables[KyoShop::STORECODEVARID]
@goods = $game_temp.shop_goods.dup
@orders = $game_system.shop_goods.dup
update_goods_orders_after_investment
make_basic_windows
@discount_window = Window_ShopDiscountCoupon.new
@discount_window.disappear
@discount_window.help_window = @help_window
unless $game_system.shop_goods.empty?
@order_window = Window_ShopBuy.new($game_system.shop_goods)
@order_window.disappear
@order_window.help_window = @help_window
@option_window = Window_ShopBuyOptions.new
@option_window.disappear
end
@purchase_window = Window_ShopBuy.new($game_temp.shop_goods)
@purchase_window.disappear
@purchase_window.help_window = @help_window
@pack_id = [$game_map.map_id, KyoShopOrders.store_event_id]
goods = $game_system.placed_orders[@pack_id]
goods = [] unless goods
@pickup_window = Window_ShopPickUp.new(goods)
@pickup_window.disappear
@pickup_window.help_window = @help_window
@sell_window = Window_ShopSell.new
@sell_window.disappear
@sell_window.help_window = @help_window
@number_window = Window_ShopNumber.new
@number_window.disappear
@status_window = Window_ShopStatus.new
@status_window.visible = false
end
def update_goods_orders_after_investment
gds = []
orders = []
stuff = $game_system.check_shares(@shop_id)
return if stuff.empty?
stuff.each {|b| gds += strings_goods_conversion(b[1..-1]) if b[0] == :goods
orders += string_good_conversion(b[1..-1]) if b[0] == :orders }
$game_system.shop_goods = (@orders + orders).sort.uniq
$game_temp.shop_goods = (@goods + gds).sort.uniq
end
def strings_goods_conversion(strings)
data = []
for string in strings
item = case string[0,1]
when 'i' then [0, string[1..-1].to_i]
when 'w' then [1, string[1..-1].to_i]
when 'a' then [2, string[1..-1].to_i]
end
data << item
end
data
end
def make_basic_windows
@help_window = Window_Help.new
@command_window = Window_ShopCommand.new
@gold_window = Window_Gold.new
@gold_window.x = 480
@gold_window.y = 64
@dummy_window = Window_Base.new(0, 128, 640, 352)
@question_window = Window_ShopDiscountAlert.new
@question_window.visible = false
end
def terminate
@help_window.dispose
@command_window.dispose
@gold_window.dispose
@dummy_window.dispose
@purchase_window.dispose
@pickup_window.dispose
@sell_window.dispose
@number_window.dispose
@status_window.dispose
@question_window.dispose
@discount_window.dispose
$game_variables[KyoShop::STORECODEVARID] = 0
return if $game_system.shop_goods.empty?
@order_window.dispose
@option_window.dispose
$game_system.shop_goods.clear
KyoShopOrders.commissions.clear
KyoShopOrders.steps.clear
KyoShopOrders.store_event_id = nil
@stage = @exit = nil
end
def update_discount_message
cd = $game_party.check_discounts
text = cd ? KyoShopLabels::SOMEDISCOUNTS : KyoShopLabels::NODISCOUNTS
@question_window.set_text(text)
end
def update
@help_window.update
@gold_window.update
@dummy_window.update
@sell_window.update
@status_window.update
case @stage
when :main then update_command
when :option then update_option
when :purchase then update_purchase
when :place then update_place_order
when :pickup then update_pickup_order
when :discount then update_discount
when :appraise then update_appraisal
when :sell then update_sell
when :number then update_number
end
end
def update_command
@command_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return @exit = true
elsif Input.trigger?(Input::C)
case @command_window.index
when 0 # buy
$game_system.se_play($data_system.decision_se)
@command_window.active = false
if $game_system.shop_goods.empty?
@discount = 0
@dummy_window.visible = false
@question_window.visible = true
@status_window.visible = true
@purchase_window.appear
@purchase_window.refresh
update_discount_message
return @stage = :purchase
else
@option_window.appear
return @stage = :option
end
when 1 # sell
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@dummy_window.visible = false
@sell_window.appear
@sell_window.refresh
return
when 2 # quit
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
end
end
end
def update_option
@option_window.update
@order_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@option_window.disappear
@status_window.visible = false
@command_window.active = true
@dummy_window.visible = true
return @stage = :main
elsif Input.trigger?(Input::C)
shares = $game_system.shop_shares[@shop_id]
inv_max, inv_price = KyoShop::SHARESMAXMIN
if @option_window.index == 4 and inv_max == shares
return $game_system.se_play($data_system.buzzer_se)
end
$game_system.se_play($data_system.decision_se)
@dummy_window.visible = false
@option_window.disappear
@question_window.visible = true
@status_window.visible = true
case @option_window.index
when 0 # buy
@discount = 0
@purchase_window.discount = 0
disc = $game_system.check_shares(@shop_id)
disc.each {|b| @purchase_window.discount += b[1] if b[0] == :discount }
@status_window.item = @purchase_window.item
@purchase_window.refresh
@purchase_window.appear
update_discount_message
return @stage = :purchase
when 1 # place order
@status_window.item = @order_window.item
@order_window.appear
@order_window.refresh
@question_window.set_text(KyoShopLabels::PLACEORDER)
return @stage = :place
when 2 # pick up stuff
@status_window.item = @pickup_window.item
@pickup_window.appear
@pickup_window.refresh
@question_window.set_text(KyoShopLabels::PICKUPORDER)
return @stage = :pickup
when 3 # appraisal
return @stage = :appraise
when 4 # investments
@status_window.investment = @investment = true
inv_max = [inv_max - shares, $game_party.gold / inv_price].min
fake_item = RPG::Item.new
fake_item.name = KyoShopLabels::SHARES
@price = inv_price
@number_window.set(fake_item, inv_max, inv_price, nil, 10)
@number_window.appear
@question_window.set_text(KyoShopLabels::INVESTMENT)
@stage = :invest
end
end
end
def update_purchase
@purchase_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
if $game_system.shop_goods.empty?
@command_window.active = true
@stage = :main
else
@option_window.appear
@stage = :option
end
@discount = 0
@purchase_window.discount = 0
@dummy_window.visible = true
@purchase_window.disappear
@question_window.visible = false
@status_window.visible = false
@status_window.item = nil
@help_window.set_text("")
return
end
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
@status_window.item = @purchase_window.item
return
end
if Input.trigger?(KyoShop::DISCOUNTBUTTON)
unless $game_party.check_discounts
return $game_system.se_play($data_system.buzzer_se)
end
$game_system.se_play($data_system.decision_se)
@purchase_window.disappear
@discount_window.refresh
@discount_window.appear
@question_window.set_text(KyoShopLabels::SELECTDISCOUNT)
return @stage = :discount
elsif Input.trigger?(Input::C)
discount = @purchase_window.discount
percent = KyoShop.current_price_max
@item = @purchase_window.item
@price = @item.price + @item.price * percent / 100
@price -= @item.price * discount / 100 if discount > 0
if @item == nil or @price > $game_party.gold
return $game_system.se_play($data_system.buzzer_se)
end
shop_max = KyoShop.current_item_max
if (number = check_number) == shop_max
return $game_system.se_play($data_system.buzzer_se)
end
$game_system.se_play($data_system.decision_se)
max = @price == 0 ? shop_max : $game_party.gold / @price
max = [max, shop_max - number].min
@purchase_window.disappear
@number_window.set(@item, max, @price)
@number_window.appear
@last_stage = @stage
@stage = :number
end
end
def update_place_order
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@option_window.appear
@dummy_window.visible = true
@order_window.disappear
@question_window.visible = false
@status_window.visible = false
@status_window.item = nil
@help_window.set_text("")
return @stage = :option
end
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
@status_window.item = @order_window.item
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
@item = @order_window.item
@price = @item.price
percent = KyoShopOrders.commissions[@order_window.index]
percent += KyoShop.current_price_max
@price += percent * @item.price / 100 if percent > 0
if @item == nil or @price > $game_party.gold
return $game_system.se_play($data_system.buzzer_se)
end
number = check_number
shop_max = KyoShop.current_item_max
if number == shop_max
return $game_system.se_play($data_system.buzzer_se)
end
$game_system.se_play($data_system.decision_se)
max = @price == 0 ? shop_max : $game_party.gold / @price
max = [max, shop_max - number].min
@order_window.disappear
@place_order = true
@number_window.set(@item, max, @price, percent)
@number_window.appear
@question_window.set_text(KyoShopLabels::FEESAPPLY)
@last_stage = @stage
@stage = :number
end
end
def update_pickup_order
@pickup_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@dummy_window.visible = true
@question_window.visible = false
@status_window.visible = false
@pickup_window.disappear
@option_window.appear
return @stage = :option
end
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
@status_window.item = @pickup_window.item
return
end
if Input.trigger?(Input::C)
current_item = @pickup_window.item
goods = $game_system.placed_orders[@pack_id]
unless goods
return $game_system.se_play($data_system.buzzer_se)
end
goods = goods[@pickup_window.index]
unless current_item and goods[3] <= $game_party.steps
return $game_system.se_play($data_system.buzzer_se)
end
$game_system.se_play($data_system.decision_se)
number = goods[2]
case current_item
when RPG::Item then $game_party.gain_item(current_item.id, number)
when RPG::Weapon then $game_party.gain_weapon(current_item.id, number)
when RPG::Armor then $game_party.gain_armor(current_item.id, number)
end
$game_system.placed_orders[@pack_id].delete_at(@pickup_window.index)
@pickup_window.deliver($game_system.placed_orders[@pack_id])
end
end
def update_discount
@discount_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@discount_window.disappear
@purchase_window.appear
return @stage = :purchase
elsif Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
@coupons_allowed = KyoShop::COUPON_IDS.include?(@discount_window.item.id)
@purchase_window.discount -= @discount
@discount = @discount_window.item.price
@discount_window.disappear
@purchase_window.appear
discount = @purchase_window.discount += @discount
@purchase_window.refresh
text = sprintf(KyoShopLabels::APPLYDISCOUNT, discount)
@question_window.set_text(text)
@stage = :purchase
end
end
def update_appraisal
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@purchase_window.appear
return @stage = :option
elsif Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
end
end
def check_number
return number = case @item
when RPG::Item then $game_party.item_number(@item.id)
when RPG::Weapon then $game_party.weapon_number(@item.id)
when RPG::Armor then $game_party.armor_number(@item.id)
end
end
def update_number
@number_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@number_window.disappear
@number_window.reset_multiplier
case @command_window.index
when 0 # buy or place order
if @place_order
@place_order = nil
@order_window.appear
@question_window.set_text(KyoShopLabels::PLACEORDER)
elsif @investment
@investment = nil
@status_window.investment = nil
@option_window.appear
@question_window.visible = false
@status_window.visible = false
@dummy_window.visible = true
else
@purchase_window.appear
discount = @purchase_window.discount
if discount == 0
update_discount_message
else
text = sprintf(KyoShopLabels::APPLYDISCOUNT, discount) + "%"
@question_window.set_text(text)
end
end
when 1 # sell
update_discount_message
@sell_window.appear
@status_window.visible = false
end
@stage = @last_stage
return @last_stage = nil
elsif Input.trigger?(Input::C)
$game_system.se_play($data_system.shop_se)
@number_window.disappear
case @command_window.index
when 0 # buy
$game_party.lose_gold(@number_window.number * @price)
number = @number_window.number
if @place_order
update_number_place_order(number)
elsif @investment
update_number_investment(number)
else
update_number_purchase(number)
end
@stage = @last_stage
return @last_stage = nil
when 1 # sell
number = @number_window.number
$game_party.gain_gold(number * (@item.price / 2))
case @item
when RPG::Item then $game_party.lose_item(@item.id, number)
when RPG::Weapon then $game_party.lose_weapon(@item.id, number)
when RPG::Armor then $game_party.lose_armor(@item.id, number)
end
@gold_window.refresh
@sell_window.refresh
@status_window.refresh
@sell_window.appear
@status_window.visible = false
@stage = @last_stage
return @last_stage = nil
end
end
end
def update_number_place_order(number)
steps = $game_party.steps + KyoShopOrders.steps[@order_window.index]
order = [nil, @item.id, number, steps]
order[0] = case @item
when RPG::Item then 0
when RPG::Weapon then 1
when RPG::Armor then 2
end
$game_system.placed_orders[@pack_id] ||= []
$game_system.placed_orders[@pack_id] << order
@pickup_window.deliver($game_system.placed_orders[@pack_id])
@gold_window.refresh
@status_window.refresh
@place_order = nil
@order_window.refresh
@order_window.appear
@question_window.set_text(KyoShopLabels::PLACEORDER)
end
def update_number_investment(number)
@investment = nil
@status_window.investment = nil
$game_system.shop_shares[@shop_id] += number
update_goods_orders_after_investment
@order_window.deliver($game_system.shop_goods)
@purchase_window.deliver($game_temp.shop_goods)
@gold_window.refresh
@question_window.visible = false
@status_window.visible = false
@dummy_window.visible = true
@number_window.reset_multiplier
@number_window.disappear
@option_window.appear
end
def update_number_purchase(number)
case @item
when RPG::Item then $game_party.gain_item(@item.id, number)
when RPG::Weapon then $game_party.gain_weapon(@item.id, number)
when RPG::Armor then $game_party.gain_armor(@item.id, number)
end
if @coupons_allowed
@coupons_allowed = nil
$game_party.lose_item(@discount_window.item.id, 1)
update_discount_message
@discount_window.refresh
@purchase_window.discount = 0
@discount = 0
end
@gold_window.refresh
@status_window.refresh
@purchase_window.refresh
@purchase_window.appear
end
end
RE: What's up, RMers? - DerVVulfman - 01-13-2019
(01-12-2019, 12:03 PM)Steel Beast 6Beets Wrote: On a different subject, is there a way to make a status buff permanent on a player once they have learned a skill on XP?
Are you talking about having a status bonus effect such as "Haste"? I never saw anyone make a status effect fully permanent. Well, not one that is not concealed in some way (ie ... vampirism or something ^_^). It need not require a script either. Performing a test, I just took DAZZLE, and knocked off anything that made the state vanish: Unchecked the 'Release at the end of battle' , set 'after X turns' to 0, and set both chance to release values to 0%. Other than making Aluxes totally weak on combat it works just fine. I used an event and made him already "Dazzled" before he enters battle, and he emerges still Dazzled after.
|