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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-09 06:04:59 +00:00
Rewrote Bag screen
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@@ -27,12 +27,7 @@ class PokemonMartAdapter
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end
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def getDisplayName(item)
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item_name = GameData::Item.get(item).name
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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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return GameData::Item.get(item).display_name
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end
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def getDisplayNamePlural(item)
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@@ -162,7 +157,7 @@ class SellAdapter
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def getDisplayPrice(item)
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if @adapter.showQuantity?(item)
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return sprintf("x%d", @adapter.getQuantity(item))
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return sprintf("×%d", @adapter.getQuantity(item))
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else
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return ""
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end
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@@ -309,6 +304,10 @@ class PokemonMart_Scene
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end
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def pbStartSellScene2(bag, adapter)
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# TODO: Don't have a subscene. Make a new BagVisuals class for choosing an
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# item to sell, and open that. It can inherit from class
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# UI::BagVisuals and add the money window (that may be all that needs
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# adding).
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@subscene = PokemonBag_Scene.new
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@adapter = adapter
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@viewport2 = Viewport.new(0, 0, Graphics.width, Graphics.height)
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@@ -487,7 +486,7 @@ class PokemonMart_Scene
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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}", curnumber, (curnumber * itemprice).to_s_formatted)
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numwindow.text = _INTL("×{1}<r>$ {2}", 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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@@ -500,28 +499,28 @@ class PokemonMart_Scene
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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}", curnumber, (curnumber * itemprice).to_s_formatted)
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numwindow.text = _INTL("×{1}<r>$ {2}", 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}", curnumber, (curnumber * itemprice).to_s_formatted)
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numwindow.text = _INTL("×{1}<r>$ {2}", 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}", curnumber, (curnumber * itemprice).to_s_formatted)
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numwindow.text = _INTL("×{1}<r>$ {2}", 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}", curnumber, (curnumber * itemprice).to_s_formatted)
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numwindow.text = _INTL("×{1}<r>$ {2}", 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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