Gold converted to decimals
#1
Gold converted to decimals
by Jadant
Nov 18 2006

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The basic idea is to convert the monetary values into decimals each time they are displayed on-screen. I also added a dollar sign to the display to make it appear as american currency.

This is my first attempt at making a script, but it's been working without any problems as far as I can tell. I appreciate any suggestions about how I might make it better, cleaner, etc.

Oh, and big thanks to everybody that's taken the time to make a tutorial, I'm really learning a lot.

Edit: Line 22 was changed to correctly log SDK. That's what I get for trying to cut/paste when I'm tired.

Code:
#==============================================================================
# ■ Dollars
#==============================================================================
# Jadant
# Version 1
# 18.11.06
#
#Used to convert gold to dollars and cents.
#The change is purely superficial and only changes the window displays,
#no changes to actual gold calculations.
#==============================================================================


#--------------------------------------------------------------------------
# * SDK Log Script
#--------------------------------------------------------------------------
SDK.log("Dollars", "Jadant", 1, "18.11.06")

#--------------------------------------------------------------------------
# * Begin SDK Enable Test
#--------------------------------------------------------------------------
if SDK.state("Dollars") == true
  
  
  #===================================================
  # ▼ CLASS Window_Gold additional code begins
  #===================================================

  
  class Window_Gold < Window_Base
  
    alias jadant_dollars_window_gold_refresh refresh
  
    def refresh
    
      @totalcents = $game_party.gold          
      dollars = @totalcents / 100 % 100      
      cents = @totalcents % 100              
      money = sprintf("$%s.%02d", dollars.to_s, cents)
    
      self.contents.clear
      cx = contents.text_size($data_system.words.gold).width
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 0, 120-cx-2, 32, money.to_s, 2)
      self.contents.font.color = system_color
      self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
    end
  end


  #===================================================
  # ▲ CLASS Window_Gold additional code ends
  #===================================================
  
  
  #===================================================
  # ▼ CLASS Window_ShopBuy additional code begins
  #===================================================

  
  class Window_ShopBuy < Window_Selectable
  
    alias jadant_dollars_window_shopbuy_draw_item draw_item

    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 <= $game_party.gold and number < 99
        self.contents.font.color = normal_color
      else
        self.contents.font.color = disabled_color
      end
      x = 4
      y = index * 32
      rect = Rect.new(x, y, self.width - 32, 32)
      self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
      bitmap = RPG::Cache.icon(item.icon_name)
      opacity = self.contents.font.color == normal_color ? 255 : 128
      self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
      self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
      @totalcents_price = item.price
      dollars_price = @totalcents_price / 100 % 100
      cents_price = @totalcents_price % 100
      item_price = sprintf("$%s.%02d", dollars_price.to_s, cents_price)
      self.contents.draw_text(x + 240, y, 88, 32, item_price, 2)
    end
  end
  
  #===================================================
  # ▲ CLASS Window_ShopBuy additional code ends
  #===================================================
  
  #===================================================
  # ▼ CLASS Window_ShopNumber additional code begins
  #===================================================


  class Window_ShopNumber < Window_Base
    alias jadant_dollars_Window_ShopNumber_refresh refresh

    def refresh
      self.contents.clear
      draw_item_name(@item, 4, 96)
      self.contents.font.color = normal_color
      self.contents.draw_text(272, 96, 32, 32, "×")
      self.contents.draw_text(308, 96, 24, 32, @number.to_s, 2)
      self.cursor_rect.set(304, 96, 32, 32)

      domination = $data_system.words.gold
      cx = contents.text_size(domination).width
      total_price = @price * @number
      dollars = total_price / 100 % 100
      cents = total_price % 100
      money = sprintf("$%s.%02d", dollars.to_s, cents)
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 160, 328-cx-2, 32, money, 2)
      self.contents.font.color = system_color
      self.contents.draw_text(332-cx, 160, cx, 32, domination, 2)
    end
  end

  
  #===================================================
  # ▲ CLASS Window_ShopBuy additional code ends
  #===================================================
  
  
  #===================================================
  # ▼ CLASS Window_BattleResult additional code begins
  #===================================================

  
  class Window_BattleResult < Window_Base
  
    alias jadant_dollars_window_battleresult_refresh refresh

    def refresh
      dollars = @gold / 100 % 100
      cents = @gold % 100
      money = sprintf("$%s.%02d", dollars.to_s, cents)
      self.contents.clear
      x = 4
      self.contents.font.color = normal_color
      cx = contents.text_size(@exp.to_s).width
      self.contents.draw_text(x, 0, cx, 32, @exp.to_s)
      x += cx + 4
      self.contents.font.color = system_color
      cx = contents.text_size("Exp").width
      self.contents.draw_text(x, 0, 64, 32, "Exp")
      x += cx + 16
      self.contents.font.color = normal_color
      cx = contents.text_size(money).width
      self.contents.draw_text(x, 0, cx, 32, money)
      x += cx + 4
      self.contents.font.color = system_color
      self.contents.draw_text(x, 0, 128, 32, $data_system.words.gold)
      y = 32
      for item in @treasures
        draw_item_name(item, 4, y)
        y += 32
      end
    end
  end

  #===================================================
  # ▲ CLASS Window_BattleResult additional code ends
  #===================================================


#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end
}


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