12-11-2012, 10:43 AM
Hi All,
I’m having a small issue with a shop script – see below.
It’s geared at showing currently equipped items on party members. However it only returns four party members and not five – I can’t seem to find a way to change this! I believe this is controlled by the section:
Window_ShopStatus – but I could be wrong – any help would be appreciated!
I’m having a small issue with a shop script – see below.
Code:
#_______________________________________________________________________________
# MOG Scene Shop V1.0
#_______________________________________________________________________________
# By Moghunter
#_______________________________________________________________________________
if true
module MOG
#Transition Time.
MNSHPT= 30
#Transition Type (Name)
MNSHPTT= "006-Stripe02"
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_"] = true
###############
# Window_Base #
###############
class Window_Base < Window
def draw_item_name_ex(item, x, y)
if item == nil
return
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, 150, 32, item.name)
end
def nada
face = RPG::Cache.picture("")
end
def drw_face(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc") rescue nada
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, face, src_rect)
end
end
################
# Win_Shop_Sel #
################
class Win_Shop_Sel < Window_Base
attr_reader :index
def initialize(x, y, width, height)
super(x, y, width, height)
@item_max = 1
@column_max = 1
@index = -1
end
def index=(index)
@index = index
update_cursor_rect
end
def row_max
return (@item_max + @column_max - 1) / @column_max
end
def top_row
return self.oy / 32
end
def top_row=(row)
if row < 0
row = 0
end
if row > row_max - 1
row = row_max - 1
end
self.oy = row * 32
end
def page_row_max
return (self.height - 32) / 32
end
def page_item_max
return page_row_max * @column_max
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
cursor_width = self.width / @column_max - 32
x = @index % @column_max * 80
y = @index / @column_max * 32 - self.oy
self.cursor_rect.set(x, y, 32, 32)
end
def update
super
if self.active and @item_max > 0 and @index >= 0
if Input.repeat?(Input::RIGHT)
if @column_max >= 2 and @index < @item_max - 1
$game_system.se_play($data_system.cursor_se)
@index += 1
end
end
if Input.repeat?(Input::LEFT)
if @column_max >= 2 and @index > 0
$game_system.se_play($data_system.cursor_se)
@index -= 1
end
end
end
update_cursor_rect
end
end
######################
# Window_ShopCommand #
######################
class Window_ShopCommand < Win_Shop_Sel
def initialize
super(58, 68, 230, 64)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 3
@column_max = 3
@commands = ["", "", ""]
self.index = 0
end
end
##################
# Window_ShopBuy #
##################
class Window_ShopBuy < Window_Selectable
def initialize(shop_goods)
super(-10, 180, 310, 225)
@shop_goods = shop_goods
refresh
self.index = 0
end
def item
return @data[self.index]
end
def refresh
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 draw_item(index)
self.contents.font.name = "Georgia"
self.contents.font.bold = false
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
x = 4
y = index * 32
if item.price <= $game_party.gold and number < 99
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
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, 150, 32, item.name, 0)
self.contents.font.color = Color.new(50,250,150,255)
self.contents.draw_text(x + 150, y, 88, 32, "Yen", 1)
if item.price <= $game_party.gold
if number < 99
self.contents.font.color = Color.new(200,200,50,255)
else
self.contents.font.color = disabled_color
end
else
self.contents.font.color = Color.new(250,100,50,255)
end
self.contents.draw_text(x + 180, y, 88, 32, item.price.to_s, 2)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
###################
# Window_ShopSell #
###################
class Window_ShopSell < Window_Selectable
def initialize
super(-10, 180, 305, 225)
@column_max = 1
refresh
self.index = 0
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$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 item.price > 0
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
self.contents.font.name = "Georgia"
x = 4 + index % 1 * (288 + 32)
y = index / 1 * 32
rect = Rect.new(x, y, self.width / @column_max - 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, 150, 32, item.name, 0)
self.contents.draw_text(x + 230, y, 16, 32, ":", 1)
self.contents.draw_text(x + 240, y, 24, 32, number.to_s, 2)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#####################
# Window_ShopNumber #
#####################
class Window_ShopNumber < Window_Base
def initialize
super(-10, 180, 310, 225)
self.contents = Bitmap.new(width - 32, height - 32)
@item = nil
@max = 1
@price = 0
@number = 1
end
def set(item, max, price)
@item = item
@max = max
@price = price
@number = 1
refresh
end
def number
return @number
end
def refresh
self.contents.clear
self.contents.font.name = "Georgia"
self.contents.font.bold = true
draw_item_name_ex(@item, 4, 66)
self.contents.font.color = Color.new(50,150,250,255)
self.contents.draw_text(185, 66, 32, 32, "x")
self.contents.font.color = normal_color
self.contents.draw_text(208, 66, 24, 32, @number.to_s, 2)
self.cursor_rect.set(304, 66, 32, 32)
total_price = @price * @number
cx = contents.text_size("Yen").width
self.contents.font.color = Color.new(200,200,50,255)
self.contents.draw_text(4, 160, 228-2, 32, total_price.to_s, 2)
self.contents.font.color = Color.new(50,250,150,255)
self.contents.draw_text(90, 160, 88, 32, "Yen", 1)
end
def update
super
if self.active
if Input.repeat?(Input::RIGHT) and @number < @max
$game_system.se_play($data_system.cursor_se)
@number += 1
refresh
end
if Input.repeat?(Input::LEFT) and @number > 1
$game_system.se_play($data_system.cursor_se)
@number -= 1
refresh
end
if Input.repeat?(Input::UP) and @number < @max
$game_system.se_play($data_system.cursor_se)
@number = [@number + 10, @max].min
refresh
end
if Input.repeat?(Input::DOWN) and @number > 1
$game_system.se_play($data_system.cursor_se)
@number = [@number - 10, 1].max
refresh
end
end
end
end
#####################
# Window_ShopStatus #
#####################
class Window_ShopStatus < Window_Base
def initialize
super(300, 128, 350, 300)
self.contents = Bitmap.new(width - 32, height - 32)
@item = nil
refresh
end
def refresh
self.contents.clear
self.contents.font.name = "Georgia"
if @item == nil
return
end
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 = $game_party.armor_number(@item.id)
end
self.contents.font.color = system_color
self.contents.draw_text(210, 0, 200, 32, "Own :")
self.contents.font.color = normal_color
self.contents.draw_text(245, 0, 32, 32, number.to_s, 2)
if @item.is_a?(RPG::Item)
return
end
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.equippable?(@item)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
self.contents.draw_text(65, 0, 100, 32, "Equip", 2)
drw_face(actor,0 ,80 + 64 * i)
if @item.is_a?(RPG::Weapon)
item1 = $data_weapons[actor.weapon_id]
elsif @item.kind == 0
item1 = $data_armors[actor.armor1_id]
elsif @item.kind == 1
item1 = $data_armors[actor.armor2_id]
elsif @item.kind == 2
item1 = $data_armors[actor.armor3_id]
else
item1 = $data_armors[actor.armor4_id]
end
if actor.equippable?(@item)
if @item.is_a?(RPG::Weapon)
atk1 = item1 != nil ? item1.atk : 0
atk2 = @item != nil ? @item.atk : 0
pdef1 = item1 != nil ? item1.pdef : 0
mdef1 = item1 != nil ? item1.mdef : 0
pdef2 = @item != nil ? @item.pdef : 0
mdef2 = @item != nil ? @item.mdef : 0
self.contents.draw_text(-20, 50 + 64 * i, 112, 32,"Attack", 2)
self.contents.draw_text(70, 50 + 64 * i, 112, 32,"Def", 2)
self.contents.draw_text(170, 50 + 64 * i, 112, 32,"M.Def", 2)
change = atk2 - atk1
change2 = pdef2 - pdef1
change3 = mdef2 - mdef1
if atk2 > atk1
self.contents.font.color = Color.new(50,250,150,255)
elsif atk2 == atk1
self.contents.font.color = disabled_color
else
self.contents.font.color = Color.new(250,100,50,255)
end
self.contents.draw_text(20, 50 + 64 * i, 112, 32,sprintf("%d", change), 2)
if pdef2 > pdef1
self.contents.font.color = Color.new(50,250,150,255)
elsif pdef2 == pdef1
self.contents.font.color = disabled_color
else
self.contents.font.color = Color.new(250,100,50,255)
end
self.contents.draw_text(110, 50 + 64 * i, 112, 32,sprintf("%d", change2), 2)
if mdef2 > mdef1
self.contents.font.color = Color.new(50,250,150,255)
elsif mdef2 == mdef1
self.contents.font.color = disabled_color
else
self.contents.font.color = Color.new(250,100,50,255)
end
self.contents.draw_text(200, 50 + 64 * i, 112, 32,sprintf("%d", change3), 2)
end
if @item.is_a?(RPG::Armor)
pdef1 = item1 != nil ? item1.pdef : 0
mdef1 = item1 != nil ? item1.mdef : 0
eva1 = item1 != nil ? item1.eva : 0
pdef2 = @item != nil ? @item.pdef : 0
mdef2 = @item != nil ? @item.mdef : 0
eva2 = @item != nil ? @item.eva : 0
change = pdef2 - pdef1
change2 = mdef2 - mdef1
change3 = eva2 - eva1
self.contents.draw_text(-15, 50 + 64 * i, 112, 32,"Def", 2)
self.contents.draw_text(80, 50 + 64 * i, 112, 32,"M.Def", 2)
self.contents.draw_text(170, 50 + 64 * i, 112, 32,"Evade", 2)
if pdef2 > pdef1
self.contents.font.color = Color.new(50,250,150,255)
elsif pdef2 == pdef1
self.contents.font.color = disabled_color
else
self.contents.font.color = Color.new(250,100,50,255)
end
self.contents.draw_text(20, 50 + 64 * i, 112, 32,sprintf("%d", change), 2)
if mdef2 > mdef1
self.contents.font.color = Color.new(50,250,150,255)
elsif mdef2 == mdef1
self.contents.font.color = disabled_color
else
self.contents.font.color = Color.new(250,100,50,255)
end
self.contents.draw_text(110, 50 + 64 * i, 112, 32,sprintf("%d", change2), 2)
if eva2 > eva1
self.contents.font.color = Color.new(50,250,150,255)
elsif eva2 == eva1
self.contents.font.color = disabled_color
else
self.contents.font.color = Color.new(250,100,50,255)
end
self.contents.draw_text(200, 50 + 64 * i, 112, 32,sprintf("%d", change3), 2)
end
end
if item1 != nil
if actor.equippable?(@item)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4
y = 64 + 64 * i
bitmap = RPG::Cache.icon(item1.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x + 50, y - 35, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 75, y - 40, 212, 32, item1.name)
end
end
end
def item=(item)
if @item != item
@item = item
refresh
end
end
end
##############
# Scene_Shop #
##############
class Scene_Shop
def main
@mshop_back = Plane.new
@mshop_back.bitmap = RPG::Cache.picture("MN_BK2")
@mshop_back.z = 10
@mshop_lay = Sprite.new
@mshop_lay.bitmap = RPG::Cache.picture("Shop_Lay")
@mshop_lay.z = 15
@mshop_com = Sprite.new
@mshop_com.bitmap = RPG::Cache.picture("Shop_Com01")
@mshop_com.z = 20
@help_window = Window_Help.new
@help_window.contents.font.name = "Georgia"
@help_window.y = 413
@command_window = Window_ShopCommand.new
@command_window.visible = false
@gold_window = Window_Gold.new
@gold_window.x = 460
@gold_window.y = -5
@dummy_window = Window_Base.new(0, 128, 640, 352)
@buy_window = Window_ShopBuy.new($game_temp.shop_goods)
@buy_window.active = false
@buy_window.visible = false
@buy_window.help_window = @help_window
@sell_window = Window_ShopSell.new
@sell_window.active = false
@sell_window.visible = false
@sell_window.help_window = @help_window
@number_window = Window_ShopNumber.new
@number_window.active = false
@number_window.visible = false
@status_window = Window_ShopStatus.new
@status_window.visible = false
@help_window.opacity = 0
@status_window.opacity = 0
@sell_window.opacity = 0
@buy_window.opacity = 0
@gold_window.opacity = 0
@command_window.opacity = 0
@number_window.opacity = 0
@dummy_window.opacity = 0
Graphics.transition(MOG::MNSHPT, "Graphics/Transitions/" + MOG::MNSHPTT)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 0..30
@mshop_back.ox += 1
@help_window.x -= 15
@gold_window.x += 15
@mshop_lay.zoom_x += 0.1
@mshop_lay.opacity -= 10
@command_window.x -= 15
@mshop_com.x -= 15
Graphics.update
end
Graphics.freeze
@help_window.dispose
@command_window.dispose
@gold_window.dispose
@dummy_window.dispose
@buy_window.dispose
@sell_window.dispose
@number_window.dispose
@status_window.dispose
@mshop_back.dispose
@mshop_lay.dispose
@mshop_com.dispose
end
def update
@mshop_back.ox += 1
if @help_window.x < 0
@help_window.x += 10
@help_window.contents_opacity += 10
elsif @help_window.x >= 0
@help_window.x = 0
@help_window.contents_opacity = 255
end
if @buy_window.x < -10
@buy_window.x += 15
@buy_window.contents_opacity += 6
elsif @buy_window.x >= -10
@buy_window.x = -10
@buy_window.contents_opacity = 255
end
if @buy_window.visible == false
@buy_window.x = -300
end
if @sell_window.x < -10
@sell_window.x += 15
@sell_window.contents_opacity += 6
elsif @buy_window.x >= -10
@sell_window.x = -10
@sell_window.contents_opacity = 255
end
if @sell_window.visible == false
@sell_window.x = -300
end
if @number_window.x < -10
@number_window.x += 15
@number_window.contents_opacity += 6
elsif @number_window.x >= -10
@number_window.x = -10
@number_window.contents_opacity = 255
end
if @number_window.visible == false
@number_window.x = -300
end
if @number_window.active == false
if Input.trigger?(Input.dir4) or Input.trigger?(Input::C) or
Input.trigger?(Input::L) or Input.trigger?(Input::R)
@help_window.x = -200
@help_window.contents_opacity = 0
end
end
@help_window.update
@command_window.update
@gold_window.update
@dummy_window.update
@buy_window.update
@sell_window.update
@number_window.update
@status_window.update
case @command_window.index
when 0
@mshop_com.bitmap = RPG::Cache.picture("Shop_Com01")
when 1
@mshop_com.bitmap = RPG::Cache.picture("Shop_Com02")
when 2
@mshop_com.bitmap = RPG::Cache.picture("Shop_Com03")
end
if @command_window.active
update_command
return
end
if @buy_window.active
update_buy
return
end
if @sell_window.active
update_sell
return
end
if @number_window.active
update_number
return
end
end
def update_command
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 @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@dummy_window.visible = false
@buy_window.active = true
@buy_window.visible = true
@buy_window.refresh
@status_window.visible = true
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@dummy_window.visible = false
@sell_window.active = true
@sell_window.visible = true
@sell_window.refresh
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
end
return
end
end
def update_buy
@status_window.item = @buy_window.item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@dummy_window.visible = true
@buy_window.active = false
@buy_window.visible = false
@status_window.visible = false
@status_window.item = nil
@help_window.set_text("")
return
end
if Input.trigger?(Input::C)
@item = @buy_window.item
if @item == nil or @item.price > $game_party.gold
$game_system.se_play($data_system.buzzer_se)
return
end
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 number == 99
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
max = @item.price == 0 ? 99 : $game_party.gold / @item.price
max = [max, 99 - number].min
@buy_window.active = false
@buy_window.visible = false
@number_window.set(@item, max, @item.price)
@number_window.active = true
@number_window.visible = true
end
end
def update_sell
@status_window.item = @sell_window.item
@status_window.visible = true
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@dummy_window.visible = true
@sell_window.active = false
@sell_window.visible = false
@status_window.item = nil
@help_window.set_text("")
return
end
if Input.trigger?(Input::C)
@item = @sell_window.item
@status_window.item = @item
if @item == nil or @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
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
max = number
@sell_window.active = false
@sell_window.visible = false
@number_window.set(@item, max, @item.price / 2)
@number_window.active = true
@number_window.visible = true
@status_window.visible = true
end
end
def update_number
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@number_window.active = false
@number_window.visible = false
case @command_window.index
when 0
@buy_window.active = true
@buy_window.visible = true
when 1
@sell_window.active = true
@sell_window.visible = true
@status_window.visible = false
end
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.shop_se)
@number_window.active = false
@number_window.visible = false
case @command_window.index
when 0
$game_party.lose_gold(@number_window.number * @item.price)
case @item
when RPG::Item
$game_party.gain_item(@item.id, @number_window.number)
when RPG::Weapon
$game_party.gain_weapon(@item.id, @number_window.number)
when RPG::Armor
$game_party.gain_armor(@item.id, @number_window.number)
end
@gold_window.refresh
@buy_window.refresh
@status_window.refresh
@buy_window.active = true
@buy_window.visible = true
when 1
$game_party.gain_gold(@number_window.number * (@item.price / 2))
case @item
when RPG::Item
$game_party.lose_item(@item.id, @number_window.number)
when RPG::Weapon
$game_party.lose_weapon(@item.id, @number_window.number)
when RPG::Armor
$game_party.lose_armor(@item.id, @number_window.number)
end
@gold_window.refresh
@sell_window.refresh
@status_window.refresh
@sell_window.active = true
@sell_window.visible = true
@status_window.visible = false
end
return
end
end
end
end
It’s geared at showing currently equipped items on party members. However it only returns four party members and not five – I can’t seem to find a way to change this! I believe this is controlled by the section:
Window_ShopStatus – but I could be wrong – any help would be appreciated!