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release 6.2
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144
Data/Scripts/050_Outfits/UI/clothesShop/ClothesShopView.rb
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144
Data/Scripts/050_Outfits/UI/clothesShop/ClothesShopView.rb
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class ClothesShopView < PokemonMart_Scene
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def initialize(currency_name="Money")
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@currency_name = currency_name
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end
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def pbStartBuyOrSellScene(buying, stock, adapter)
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super(buying, stock, adapter)
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@initial_direction = $game_player.direction
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@sprites["icon"].visible=false
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if @adapter.isShop?
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@sprites["background"].setBitmap("Graphics/Pictures/martScreenOutfit")
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else
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@sprites["background"].setBitmap("Graphics/Pictures/changeOutfitScreen")
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end
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preview_y = @adapter.isShop? ? 80 : 0
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@sprites["trainerPreview"] = TrainerClothesPreview.new(0, preview_y, true,"WALLET")
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@sprites["trainerPreview"].show()
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@sprites["moneywindow"].visible = false if !@adapter.isShop?
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Kernel.pbDisplayText(@adapter.toggleText, 80, 200, 99999) if @adapter.toggleText
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end
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def scroll_map
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pbScrollMap(DIRECTION_UP, 5, 5)
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pbScrollMap(DIRECTION_RIGHT, 7, 5)
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$game_player.turn_down
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pbRefreshSceneMap
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end
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def scroll_back_map
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@adapter.reset_player_clothes()
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pbScrollMap(DIRECTION_LEFT, 7, 5)
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pbScrollMap(DIRECTION_DOWN, 5, 5)
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$game_player.turn_generic(@initial_direction)
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pbRefreshSceneMap
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end
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def refreshStock(adapter)
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@adapter = adapter
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@sprites["itemwindow"].dispose
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@sprites["itemwindow"] = Window_PokemonMart.new(@stock, BuyAdapter.new(adapter),
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Graphics.width - 316 - 16, 12, 330 + 16, Graphics.height - 126)
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end
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def pbRefresh
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if @subscene
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@subscene.pbRefresh
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else
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itemwindow = @sprites["itemwindow"]
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#@sprites["icon"].item = itemwindow.item
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#@sprites["icon"].item = itemwindow.item
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@sprites["itemtextwindow"].text =
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(itemwindow.item) ? @adapter.getDescription(itemwindow.item) : _INTL("Quit.")
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itemwindow.refresh
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end
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@sprites["moneywindow"].text = _INTL("{2}:\r\n<r>{1}", @adapter.getMoneyString,@currency_name)
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end
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def updateTrainerPreview()
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displayNewItem(@sprites["itemwindow"])
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end
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def displayNewItem(itemwindow)
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@adapter.updateTrainerPreview(itemwindow.item,@sprites["trainerPreview"])
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@sprites["itemtextwindow"].text =
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(itemwindow.item) ? @adapter.getDescription(itemwindow.item) : _INTL("Quit.")
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end
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def pbChooseBuyItem
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itemwindow = @sprites["itemwindow"]
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displayNewItem(itemwindow)
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@sprites["helpwindow"].visible = false
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pbActivateWindow(@sprites, "itemwindow") {
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pbRefresh
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loop do
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Graphics.update
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Input.update
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olditem = itemwindow.item
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self.update
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if itemwindow.item != olditem
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displayNewItem(itemwindow)
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end
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if Input.trigger?(Input::AUX1)#L button
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@adapter.switchVersion(itemwindow.item,-1)
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updateTrainerPreview()
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end
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if Input.trigger?(Input::AUX2)#R button
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@adapter.switchVersion(itemwindow.item,1)
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updateTrainerPreview()
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end
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if Input.trigger?(Input::SPECIAL)#R button
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@adapter.toggleEvent(itemwindow.item)
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updateTrainerPreview()
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end
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if Input.trigger?(Input::BACK)
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pbPlayCloseMenuSE
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return nil
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elsif Input.trigger?(Input::USE)
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if itemwindow.index < @stock.length
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pbRefresh
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return @stock[itemwindow.index]
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else
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return nil
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end
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end
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end
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}
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end
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def update
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if Input.trigger?(Input::LEFT)
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pbSEPlay("GUI party switch", 80, 100)
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$game_player.turn_right_90
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pbRefreshSceneMap
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end
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if Input.trigger?(Input::RIGHT)
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pbSEPlay("GUI party switch", 80, 100)
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$game_player.turn_left_90
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pbRefreshSceneMap
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end
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super
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end
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def pbEndBuyScene
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@sprites["trainerPreview"].erase()
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@sprites["trainerPreview"]=nil
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pbDisposeSpriteHash(@sprites)
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@viewport.dispose
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Kernel.pbClearText()
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# Scroll left after showing screen
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scroll_back_map()
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end
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end
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