mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
Added BP shop and prices to various items
This commit is contained in:
@@ -6,6 +6,7 @@ module GameData
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attr_reader :pocket
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attr_reader :price
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attr_reader :sell_price
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attr_reader :bp_price
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attr_reader :field_use
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attr_reader :battle_use
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attr_reader :flags
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@@ -25,6 +26,7 @@ module GameData
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"Pocket" => [:pocket, "v"],
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"Price" => [:price, "u"],
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"SellPrice" => [:sell_price, "u"],
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"BPPrice" => [:bp_price, "u"],
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"FieldUse" => [:field_use, "e", { "OnPokemon" => 1, "Direct" => 2, "TM" => 3,
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"HM" => 4, "TR" => 5 }],
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"BattleUse" => [:battle_use, "e", { "OnPokemon" => 1, "OnMove" => 2, "OnBattler" => 3,
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@@ -50,6 +52,7 @@ module GameData
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["Pocket", PocketProperty, _INTL("Pocket in the Bag where this item is stored.")],
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["Price", LimitProperty.new(Settings::MAX_MONEY), _INTL("Purchase price of this item.")],
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["SellPrice", LimitProperty2.new(Settings::MAX_MONEY), _INTL("Sell price of this item. If blank, is half the purchase price.")],
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["BPPrice", LimitProperty.new(Settings::MAX_BATTLE_POINTS), _INTL("Purchase price of this item in Battle Points (BP).")],
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["FieldUse", EnumProperty.new(field_use_array), _INTL("How this item can be used outside of battle.")],
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["BattleUse", EnumProperty.new(battle_use_array), _INTL("How this item can be used within a battle.")],
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["Flags", StringListProperty, _INTL("Words/phrases that can be used to group certain kinds of items.")],
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@@ -111,6 +114,7 @@ module GameData
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@pocket = hash[:pocket] || 1
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@price = hash[:price] || 0
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@sell_price = hash[:sell_price] || (@price / 2)
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@bp_price = hash[:bp_price] || 1
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@field_use = hash[:field_use] || 0
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@battle_use = hash[:battle_use] || 0
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@flags = hash[:flags] || []
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@@ -163,7 +167,7 @@ module GameData
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return false
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end
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def can_hold?; return !is_important?; end
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def can_hold?; return !is_important?; end
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def consumed_after_use?
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return !is_important? && @consumable
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@@ -224,6 +228,8 @@ module GameData
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case key
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when "SellPrice"
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ret = nil if ret == @price / 2
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when "BPPrice"
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ret = nil if ret == 1
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when "FieldUse", "BattleUse"
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ret = nil if ret == 0
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when "Consumable"
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522
Data/Scripts/016_UI/021_BattlePointShop.rb
Normal file
522
Data/Scripts/016_UI/021_BattlePointShop.rb
Normal file
@@ -0,0 +1,522 @@
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#===============================================================================
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# Abstraction layer for Pokemon Essentials
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#===============================================================================
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class BattlePointShopAdapter
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def getBP
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return $player.battle_points
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end
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def getBPString
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return _INTL("{1} BP", $player.battle_points.to_s_formatted)
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end
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def setBP(value)
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$player.battle_points = value
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end
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def getInventory
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return $bag
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end
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def getName(item)
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return GameData::Item.get(item).name
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end
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def getNamePlural(item)
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return GameData::Item.get(item).name_plural
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end
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def getDisplayName(item)
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item_name = getName(item)
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if GameData::Item.get(item).is_machine?
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machine = GameData::Item.get(item).move
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item_name = _INTL("{1} {2}", item_name, GameData::Move.get(machine).name)
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end
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return item_name
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end
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def getDisplayNamePlural(item)
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item_name_plural = getNamePlural(item)
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if GameData::Item.get(item).is_machine?
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machine = GameData::Item.get(item).move
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item_name_plural = _INTL("{1} {2}", item_name_plural, GameData::Move.get(machine).name)
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end
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return item_name_plural
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end
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def getDescription(item)
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return GameData::Item.get(item).description
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end
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def getItemIcon(item)
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return (item) ? GameData::Item.icon_filename(item) : nil
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end
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# Unused
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def getItemIconRect(_item)
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return Rect.new(0, 0, 48, 48)
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end
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def getQuantity(item)
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return $bag.quantity(item)
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end
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def showQuantity?(item)
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return !GameData::Item.get(item).is_important?
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end
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def getPrice(item)
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if $game_temp.mart_prices && $game_temp.mart_prices[item]
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if $game_temp.mart_prices[item][0] > 0
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return $game_temp.mart_prices[item][0]
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end
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end
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return GameData::Item.get(item).bp_price
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end
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def getDisplayPrice(item, selling = false)
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price = getPrice(item).to_s_formatted
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return _INTL("{1} BP", price)
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end
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def addItem(item)
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return $bag.add(item)
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end
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def removeItem(item)
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return $bag.remove(item)
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end
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end
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#===============================================================================
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# Battle Point Shop
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#===============================================================================
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class Window_BattlePointShop < Window_DrawableCommand
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def initialize(stock, adapter, x, y, width, height, viewport = nil)
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@stock = stock
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@adapter = adapter
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super(x, y, width, height, viewport)
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@selarrow = AnimatedBitmap.new("Graphics/Pictures/martSel")
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@baseColor = Color.new(88, 88, 80)
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@shadowColor = Color.new(168, 184, 184)
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self.windowskin = nil
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end
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def itemCount
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return @stock.length + 1
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end
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def item
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return (self.index >= @stock.length) ? nil : @stock[self.index]
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end
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def drawItem(index, count, rect)
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textpos = []
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rect = drawCursor(index, rect)
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ypos = rect.y
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if index == count - 1
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textpos.push([_INTL("CANCEL"), rect.x, ypos + 2, false, self.baseColor, self.shadowColor])
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else
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item = @stock[index]
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itemname = @adapter.getDisplayName(item)
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qty = @adapter.getDisplayPrice(item)
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sizeQty = self.contents.text_size(qty).width
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xQty = rect.x + rect.width - sizeQty - 2 - 16
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textpos.push([itemname, rect.x, ypos + 2, false, self.baseColor, self.shadowColor])
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textpos.push([qty, xQty, ypos + 2, false, self.baseColor, self.shadowColor])
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end
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pbDrawTextPositions(self.contents, textpos)
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end
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end
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#===============================================================================
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#
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#===============================================================================
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class BattlePointShop_Scene
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def update
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pbUpdateSpriteHash(@sprites)
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@subscene&.pbUpdate
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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["itemtextwindow"].text =
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(itemwindow.item) ? @adapter.getDescription(itemwindow.item) : _INTL("Quit shopping.")
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@sprites["qtywindow"].visible = !itemwindow.item.nil?
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@sprites["qtywindow"].text = _INTL("In Bag:<r>{1}", @adapter.getQuantity(itemwindow.item))
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@sprites["qtywindow"].y = Graphics.height - 102 - @sprites["qtywindow"].height
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itemwindow.refresh
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end
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@sprites["battlepointwindow"].text = _INTL("Battle Points:\r\n<r>{1}", @adapter.getBPString)
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end
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def pbStartScene(stock, adapter)
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# Scroll right before showing screen
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pbScrollMap(6, 5, 5)
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@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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@viewport.z = 99999
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@stock = stock
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@adapter = adapter
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@sprites = {}
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@sprites["background"] = IconSprite.new(0, 0, @viewport)
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@sprites["background"].setBitmap("Graphics/Pictures/martScreen")
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@sprites["icon"] = ItemIconSprite.new(36, Graphics.height - 50, nil, @viewport)
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winAdapter = BattlePointShopAdapter.new()
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@sprites["itemwindow"] = Window_BattlePointShop.new(
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stock, winAdapter, Graphics.width - 316 - 16, 10, 330 + 16, Graphics.height - 124
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)
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@sprites["itemwindow"].viewport = @viewport
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@sprites["itemwindow"].index = 0
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@sprites["itemwindow"].refresh
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@sprites["itemtextwindow"] = Window_UnformattedTextPokemon.newWithSize(
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"", 64, Graphics.height - 96 - 16, Graphics.width - 64, 128, @viewport
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)
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pbPrepareWindow(@sprites["itemtextwindow"])
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@sprites["itemtextwindow"].baseColor = Color.new(248, 248, 248)
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@sprites["itemtextwindow"].shadowColor = Color.new(0, 0, 0)
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@sprites["itemtextwindow"].windowskin = nil
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@sprites["helpwindow"] = Window_AdvancedTextPokemon.new("")
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pbPrepareWindow(@sprites["helpwindow"])
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@sprites["helpwindow"].visible = false
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@sprites["helpwindow"].viewport = @viewport
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pbBottomLeftLines(@sprites["helpwindow"], 1)
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@sprites["battlepointwindow"] = Window_AdvancedTextPokemon.new("")
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pbPrepareWindow(@sprites["battlepointwindow"])
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@sprites["battlepointwindow"].setSkin("Graphics/Windowskins/goldskin")
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@sprites["battlepointwindow"].visible = true
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@sprites["battlepointwindow"].viewport = @viewport
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@sprites["battlepointwindow"].x = 0
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@sprites["battlepointwindow"].y = 0
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@sprites["battlepointwindow"].width = 190
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@sprites["battlepointwindow"].height = 96
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@sprites["battlepointwindow"].baseColor = Color.new(88, 88, 80)
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@sprites["battlepointwindow"].shadowColor = Color.new(168, 184, 184)
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@sprites["qtywindow"] = Window_AdvancedTextPokemon.new("")
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pbPrepareWindow(@sprites["qtywindow"])
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@sprites["qtywindow"].setSkin("Graphics/Windowskins/goldskin")
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@sprites["qtywindow"].viewport = @viewport
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@sprites["qtywindow"].width = 190
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@sprites["qtywindow"].height = 64
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@sprites["qtywindow"].baseColor = Color.new(88, 88, 80)
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@sprites["qtywindow"].shadowColor = Color.new(168, 184, 184)
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@sprites["qtywindow"].text = _INTL("In Bag:<r>{1}", @adapter.getQuantity(@sprites["itemwindow"].item))
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@sprites["qtywindow"].y = Graphics.height - 102 - @sprites["qtywindow"].height
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pbDeactivateWindows(@sprites)
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pbRefresh
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Graphics.frame_reset
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end
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def pbEndScene
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pbDisposeSpriteHash(@sprites)
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@viewport.dispose
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# Scroll left after showing screen
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pbScrollMap(4, 5, 5)
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end
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def pbPrepareWindow(window)
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window.visible = true
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window.letterbyletter = false
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end
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def pbShowBattlePoints
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pbRefresh
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@sprites["battlepointwindow"].visible = true
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end
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def pbHideBattlePoints
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pbRefresh
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@sprites["battlepointwindow"].visible = false
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end
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def pbShowQuantity
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pbRefresh
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@sprites["qtywindow"].visible = true
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end
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def pbHideQuantity
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pbRefresh
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@sprites["qtywindow"].visible = false
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end
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def pbDisplay(msg, brief = false)
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cw = @sprites["helpwindow"]
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cw.letterbyletter = true
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cw.text = msg
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pbBottomLeftLines(cw, 2)
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cw.visible = true
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i = 0
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pbPlayDecisionSE
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loop do
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Graphics.update
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Input.update
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self.update
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if !cw.busy?
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return if brief
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pbRefresh if i == 0
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end
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if Input.trigger?(Input::USE) || Input.trigger?(Input::BACK)
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cw.resume if cw.busy?
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end
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return if i >= Graphics.frame_rate * 3 / 2
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i += 1 if !cw.busy?
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end
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end
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def pbDisplayPaused(msg)
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cw = @sprites["helpwindow"]
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cw.letterbyletter = true
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cw.text = msg
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pbBottomLeftLines(cw, 2)
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cw.visible = true
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yielded = false
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pbPlayDecisionSE
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loop do
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Graphics.update
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Input.update
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wasbusy = cw.busy?
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self.update
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if !cw.busy? && !yielded
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yield if block_given? # For playing SE as soon as the message is all shown
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yielded = true
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end
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pbRefresh if !cw.busy? && wasbusy
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if Input.trigger?(Input::USE) || Input.trigger?(Input::BACK)
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if cw.resume && !cw.busy?
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@sprites["helpwindow"].visible = false
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break
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end
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end
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end
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end
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def pbConfirm(msg)
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dw = @sprites["helpwindow"]
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dw.letterbyletter = true
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dw.text = msg
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dw.visible = true
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pbBottomLeftLines(dw, 2)
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commands = [_INTL("Yes"), _INTL("No")]
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cw = Window_CommandPokemon.new(commands)
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cw.viewport = @viewport
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pbBottomRight(cw)
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cw.y -= dw.height
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cw.index = 0
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pbPlayDecisionSE
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loop do
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cw.visible = !dw.busy?
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Graphics.update
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Input.update
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cw.update
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self.update
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if Input.trigger?(Input::BACK) && dw.resume && !dw.busy?
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cw.dispose
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@sprites["helpwindow"].visible = false
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return false
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end
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if Input.trigger?(Input::USE) && dw.resume && !dw.busy?
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cw.dispose
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@sprites["helpwindow"].visible = false
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return (cw.index == 0)
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end
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end
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end
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def pbChooseNumber(helptext, item, maximum)
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curnumber = 1
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ret = 0
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helpwindow = @sprites["helpwindow"]
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itemprice = @adapter.getPrice(item)
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itemprice /= 2 if !@buying
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pbDisplay(helptext, true)
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using(numwindow = Window_AdvancedTextPokemon.new("")) do # Showing number of items
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pbPrepareWindow(numwindow)
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numwindow.viewport = @viewport
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numwindow.width = 224
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numwindow.height = 64
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numwindow.baseColor = Color.new(88, 88, 80)
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numwindow.shadowColor = Color.new(168, 184, 184)
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numwindow.text = _INTL("x{1}<r>{2} BP", curnumber, (curnumber * itemprice).to_s_formatted)
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pbBottomRight(numwindow)
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numwindow.y -= helpwindow.height
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loop do
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Graphics.update
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Input.update
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numwindow.update
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update
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oldnumber = curnumber
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if Input.repeat?(Input::LEFT)
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curnumber -= 10
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curnumber = 1 if curnumber < 1
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if curnumber != oldnumber
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numwindow.text = _INTL("x{1}<r>{2} BP", curnumber, (curnumber * itemprice).to_s_formatted)
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pbPlayCursorSE
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end
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elsif Input.repeat?(Input::RIGHT)
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curnumber += 10
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curnumber = maximum if curnumber > maximum
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if curnumber != oldnumber
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numwindow.text = _INTL("x{1}<r>{2} BP", curnumber, (curnumber * itemprice).to_s_formatted)
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pbPlayCursorSE
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end
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elsif Input.repeat?(Input::UP)
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curnumber += 1
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curnumber = 1 if curnumber > maximum
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if curnumber != oldnumber
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numwindow.text = _INTL("x{1}<r>{2} BP", curnumber, (curnumber * itemprice).to_s_formatted)
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pbPlayCursorSE
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end
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elsif Input.repeat?(Input::DOWN)
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curnumber -= 1
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curnumber = maximum if curnumber < 1
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if curnumber != oldnumber
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numwindow.text = _INTL("x{1}<r>{2} BP", curnumber, (curnumber * itemprice).to_s_formatted)
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pbPlayCursorSE
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end
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elsif Input.trigger?(Input::USE)
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ret = curnumber
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break
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elsif Input.trigger?(Input::BACK)
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pbPlayCancelSE
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ret = 0
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break
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end
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end
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end
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helpwindow.visible = false
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return ret
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end
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def pbChooseItem
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itemwindow = @sprites["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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pbRefresh if itemwindow.item != olditem
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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
|
||||
end
|
||||
end
|
||||
end
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
#===============================================================================
|
||||
#
|
||||
#===============================================================================
|
||||
class BattlePointShopScreen
|
||||
def initialize(scene, stock)
|
||||
@scene = scene
|
||||
@stock = stock
|
||||
@adapter = BattlePointShopAdapter.new
|
||||
end
|
||||
|
||||
def pbConfirm(msg)
|
||||
return @scene.pbConfirm(msg)
|
||||
end
|
||||
|
||||
def pbDisplay(msg)
|
||||
return @scene.pbDisplay(msg)
|
||||
end
|
||||
|
||||
def pbDisplayPaused(msg, &block)
|
||||
return @scene.pbDisplayPaused(msg, &block)
|
||||
end
|
||||
|
||||
def pbBuyScreen
|
||||
@scene.pbStartScene(@stock, @adapter)
|
||||
item = nil
|
||||
loop do
|
||||
item = @scene.pbChooseItem
|
||||
break if !item
|
||||
quantity = 0
|
||||
itemname = @adapter.getDisplayName(item)
|
||||
itemnameplural = @adapter.getDisplayNamePlural(item)
|
||||
price = @adapter.getPrice(item)
|
||||
if @adapter.getBP < price
|
||||
pbDisplayPaused(_INTL("You don't have enough BP."))
|
||||
next
|
||||
end
|
||||
if GameData::Item.get(item).is_important?
|
||||
next if !pbConfirm(_INTL("You would like the {1}?\nThat will be {2} BP.",
|
||||
itemname, price.to_s_formatted))
|
||||
quantity = 1
|
||||
else
|
||||
maxafford = (price <= 0) ? Settings::BAG_MAX_PER_SLOT : @adapter.getBP / price
|
||||
maxafford = Settings::BAG_MAX_PER_SLOT if maxafford > Settings::BAG_MAX_PER_SLOT
|
||||
quantity = @scene.pbChooseNumber(
|
||||
_INTL("How many {1} would you like?", itemnameplural), item, maxafford
|
||||
)
|
||||
next if quantity == 0
|
||||
price *= quantity
|
||||
if quantity > 1
|
||||
next if !pbConfirm(_INTL("You would like {1} {2}?\nThey'll be {3} BP.",
|
||||
quantity, itemnameplural, price.to_s_formatted))
|
||||
elsif quantity > 0
|
||||
next if !pbConfirm(_INTL("So you want {1} {2}?\nIt'll be {3} BP.",
|
||||
quantity, itemname, price.to_s_formatted))
|
||||
end
|
||||
end
|
||||
if @adapter.getBP < price
|
||||
pbDisplayPaused(_INTL("I'm sorry, you don't have enough BP."))
|
||||
next
|
||||
end
|
||||
added = 0
|
||||
quantity.times do
|
||||
break if !@adapter.addItem(item)
|
||||
added += 1
|
||||
end
|
||||
if added == quantity
|
||||
$stats.battle_points_spent += price
|
||||
#Add bpshop_items_bought to $stats?
|
||||
#$stats.bpshop_items_bought += quantity
|
||||
@adapter.setBP(@adapter.getBP - price)
|
||||
@stock.delete_if { |item| GameData::Item.get(item).is_important? && $bag.has?(item) }
|
||||
pbDisplayPaused(_INTL("Here you are! Thank you!")) { pbSEPlay("Mart buy item") }
|
||||
else
|
||||
added.times do
|
||||
if !@adapter.removeItem(item)
|
||||
raise _INTL("Failed to delete stored items")
|
||||
end
|
||||
end
|
||||
pbDisplayPaused(_INTL("You have no room in your Bag."))
|
||||
end
|
||||
end
|
||||
@scene.pbEndScene
|
||||
end
|
||||
end
|
||||
|
||||
#===============================================================================
|
||||
#
|
||||
#===============================================================================
|
||||
def pbBattlePointShop(stock, speech = nil)
|
||||
stock.delete_if { |item| GameData::Item.get(item).is_important? && $bag.has?(item) }
|
||||
if speech.nil?
|
||||
pbMessage(_INTL("Welcome to the Exchange Service Corner!"))
|
||||
pbMessage(_INTL("We can exchange your BP for fabulous items."))
|
||||
else
|
||||
pbMessage(speech)
|
||||
end
|
||||
scene = BattlePointShop_Scene.new
|
||||
screen = BattlePointShopScreen.new(scene, stock)
|
||||
screen.pbBuyScreen
|
||||
pbMessage(_INTL("Thank you for visiting."))
|
||||
pbMessage(_INTL("Please visit us again when you have saved up more BP."))
|
||||
$game_temp.clear_mart_prices
|
||||
end
|
||||
Reference in New Issue
Block a user