#=======================================================================
# ? [VX] ? On-Screen Shop ? ?
#-------------------------------------------------------------------
# ? by Woratana [woratana@hotmail.com]
# ? Thaiware RPG Maker Community
# ? Released on: 14/05/2008
# ? Version: 1.0
#=======================================================================
class Scene_Shop < Scene_Base
USE_SPRITESET = true
# Do you want to use real map as background? (tile will animate)
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
alias wora_sceshop_str_oshop start
def start
wora_sceshop_str_oshop
@spriteset = Spriteset_Map.new if USE_SPRITESET
@gold_window.x = Graphics.width - @gold_window.width - 24
@gold_window.y = Graphics.height - @gold_window.height - 24
@buy_window.x = @sell_window.x = 0
@number_window.x = 0
@dummy_window.y = @help_window.height
@buy_window.y = @sell_window.y = @help_window.height
@number_window.y = @status_window.y = @help_window.height
@buy_window.height = @sell_window.height = 200
@number_window.height = @status_window.height = 200
@dummy_window.y = Graphics.height
@status_window.create_contents
@help_window.visible = false
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
alias wora_sceshop_ter_oshop terminate
def terminate
wora_sceshop_ter_oshop
@spriteset.dispose if USE_SPRITESET
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
alias wora_sceshop_upd_oshop update
def update
wora_sceshop_upd_oshop
if @command_window.active
@help_window.visible = false
elsif @buy_window.active
@help_window.visible = @buy_window.visible
elsif @sell_window.active
@help_window.visible = @sell_window.visible
end
@spriteset.update if USE_SPRITESET
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::ShopBuy
s2 = Vocab::ShopSell
s3 = Vocab::ShopCancel
@command_window = Window_Command.new(120, [s1, s2, s3])
@command_window.y = Graphics.height - @command_window.height - 24
@command_window.x = 24
if $game_temp.shop_purchase_only
@command_window.draw_item(1, false)
end
end
end
class Window_ShopNumber < Window_Base
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
y = 64
self.contents.clear
draw_item_name(@item, 0, y)
self.contents.font.color = normal_color
self.contents.draw_text(212, y, 20, WLH, "×")
self.contents.draw_text(248, y, 20, WLH, @number, 2)
self.cursor_rect.set(244, y, 28, WLH)
draw_currency_value(@price * @number, 4, y + WLH * 2, 264)
end
end
class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if @item != nil
number = $game_party.item_number(@item)
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 200, WLH, Vocab::Possession)
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 200, WLH, number, 2)
for actor in $game_party.members
x = 4
y = WLH * (2 + actor.index)
draw_actor_parameter_change(actor, x, y)
end
end
end
#--------------------------------------------------------------------------
# * Draw Actor's Current Equipment and Parameters
#--------------------------------------------------------------------------
def draw_actor_parameter_change(actor, x, y)
return if @item.is_a?(RPG::Item)
enabled = actor.equippable?(@item)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x, y, 200, WLH, actor.name)
if @item.is_a?(RPG::Weapon)
item1 = weaker_weapon(actor)
elsif actor.two_swords_style and @item.kind == 0
item1 = nil
else
item1 = actor.equips[1 + @item.kind]
end
if enabled
if @item.is_a?(RPG::Weapon)
atk1 = item1 == nil ? 0 : item1.atk
atk2 = @item == nil ? 0 : @item.atk
change = atk2 - atk1
else
def1 = item1 == nil ? 0 : item1.def
def2 = @item == nil ? 0 : @item.def
change = def2 - def1
end
if change > 0 # If increase status
elsif change < 0 # If decrease status
self.contents.font.color.alpha = 128
else # if not change status
self.contents.font.color.alpha = 128
end
self.contents.draw_text(x, y, 200, WLH, sprintf("%+d", change), 2)
end
end
end