#=============================================================================== # Abstraction layer for Pokemon Essentials #=============================================================================== class PokemonMartAdapter def getMoney return $player.money end def getMoneyString return pbGetGoldString end def setMoney(value) $player.money = value end def getInventory return $bag end def getName(item) return GameData::Item.get(item).portion_name end def getNamePlural(item) return GameData::Item.get(item).portion_name_plural end def getDisplayName(item) item_name = GameData::Item.get(item).name if GameData::Item.get(item).is_machine? machine = GameData::Item.get(item).move item_name = _INTL("{1} {2}", item_name, GameData::Move.get(machine).name) end return item_name end def getDisplayNamePlural(item) item_name_plural = GameData::Item.get(item).name_plural if GameData::Item.get(item).is_machine? machine = GameData::Item.get(item).move item_name_plural = _INTL("{1} {2}", item_name_plural, GameData::Move.get(machine).name) end return item_name_plural end def getDescription(item) return GameData::Item.get(item).description end def getItemIcon(item) return (item) ? GameData::Item.icon_filename(item) : nil end # Unused def getItemIconRect(_item) return Rect.new(0, 0, 48, 48) end def getQuantity(item) return $bag.quantity(item) end def showQuantity?(item) return !GameData::Item.get(item).is_important? end def getPrice(item, selling = false) if $game_temp.mart_prices && $game_temp.mart_prices[item] if selling return $game_temp.mart_prices[item][1] if $game_temp.mart_prices[item][1] >= 0 elsif $game_temp.mart_prices[item][0] > 0 return $game_temp.mart_prices[item][0] end end return GameData::Item.get(item).sell_price if selling return GameData::Item.get(item).price end def getDisplayPrice(item, selling = false) price = getPrice(item, selling).to_s_formatted return _INTL("$ {1}", price) end def canSell?(item) return getPrice(item, true) > 0 && !GameData::Item.get(item).is_important? end def addItem(item) return $bag.add(item) end def removeItem(item) return $bag.remove(item) end end #=============================================================================== # Buy and Sell adapters #=============================================================================== class BuyAdapter def initialize(adapter) @adapter = adapter end # For showing in messages def getName(item) @adapter.getName(item) end # For showing in messages def getNamePlural(item) @adapter.getNamePlural(item) end # For showing in the list of items def getDisplayName(item) @adapter.getDisplayName(item) end # For showing in the list of items def getDisplayNamePlural(item) @adapter.getDisplayNamePlural(item) end def getDisplayPrice(item) @adapter.getDisplayPrice(item, false) end def isSelling? return false end end #=============================================================================== # #=============================================================================== class SellAdapter def initialize(adapter) @adapter = adapter end # For showing in messages def getName(item) @adapter.getName(item) end # For showing in messages def getNamePlural(item) @adapter.getNamePlural(item) end # For showing in the list of items def getDisplayName(item) @adapter.getDisplayName(item) end # For showing in the list of items def getDisplayNamePlural(item) @adapter.getDisplayNamePlural(item) end def getDisplayPrice(item) if @adapter.showQuantity?(item) return sprintf("x%d", @adapter.getQuantity(item)) else return "" end end def isSelling? return true end end #=============================================================================== # Pokémon Mart #=============================================================================== class Window_PokemonMart < Window_DrawableCommand def initialize(stock, adapter, x, y, width, height, viewport = nil) @stock = stock @adapter = adapter super(x, y, width, height, viewport) @selarrow = AnimatedBitmap.new("Graphics/UI/Mart/cursor") @baseColor = Color.new(88, 88, 80) @shadowColor = Color.new(168, 184, 184) self.windowskin = nil end def itemCount return @stock.length + 1 end def item return (self.index >= @stock.length) ? nil : @stock[self.index] end def drawItem(index, count, rect) textpos = [] rect = drawCursor(index, rect) ypos = rect.y if index == count - 1 textpos.push([_INTL("CANCEL"), rect.x, ypos + 2, :left, self.baseColor, self.shadowColor]) else item = @stock[index] itemname = @adapter.getDisplayName(item) qty = @adapter.getDisplayPrice(item) sizeQty = self.contents.text_size(qty).width xQty = rect.x + rect.width - sizeQty - 2 - 16 textpos.push([itemname, rect.x, ypos + 2, :left, self.baseColor, self.shadowColor]) textpos.push([qty, xQty, ypos + 2, :left, self.baseColor, self.shadowColor]) end pbDrawTextPositions(self.contents, textpos) end end #=============================================================================== # #=============================================================================== class PokemonMart_Scene def update pbUpdateSpriteHash(@sprites) @subscene&.pbUpdate end def pbRefresh if @subscene @subscene.pbRefresh else itemwindow = @sprites["itemwindow"] @sprites["icon"].item = itemwindow.item @sprites["itemtextwindow"].text = (itemwindow.item) ? @adapter.getDescription(itemwindow.item) : _INTL("Quit shopping.") @sprites["qtywindow"].visible = !itemwindow.item.nil? @sprites["qtywindow"].text = _INTL("In Bag:{1}", @adapter.getQuantity(itemwindow.item)) @sprites["qtywindow"].y = Graphics.height - 102 - @sprites["qtywindow"].height itemwindow.refresh end @sprites["moneywindow"].text = _INTL("Money:\n{1}", @adapter.getMoneyString) end def pbStartBuyOrSellScene(buying, stock, adapter) # Scroll right before showing screen pbScrollMap(6, 5, 5) @viewport = Viewport.new(0, 0, Graphics.width, Graphics.height) @viewport.z = 99999 @stock = stock @adapter = adapter @sprites = {} @sprites["background"] = IconSprite.new(0, 0, @viewport) @sprites["background"].setBitmap("Graphics/UI/Mart/bg") @sprites["icon"] = ItemIconSprite.new(36, Graphics.height - 50, nil, @viewport) winAdapter = buying ? BuyAdapter.new(adapter) : SellAdapter.new(adapter) @sprites["itemwindow"] = Window_PokemonMart.new( stock, winAdapter, Graphics.width - 316 - 16, 10, 330 + 16, Graphics.height - 124 ) @sprites["itemwindow"].viewport = @viewport @sprites["itemwindow"].index = 0 @sprites["itemwindow"].refresh @sprites["itemtextwindow"] = Window_UnformattedTextPokemon.newWithSize( "", 64, Graphics.height - 96 - 16, Graphics.width - 64, 128, @viewport ) pbPrepareWindow(@sprites["itemtextwindow"]) @sprites["itemtextwindow"].baseColor = Color.new(248, 248, 248) @sprites["itemtextwindow"].shadowColor = Color.black @sprites["itemtextwindow"].windowskin = nil @sprites["helpwindow"] = Window_AdvancedTextPokemon.new("") pbPrepareWindow(@sprites["helpwindow"]) @sprites["helpwindow"].visible = false @sprites["helpwindow"].viewport = @viewport pbBottomLeftLines(@sprites["helpwindow"], 1) @sprites["moneywindow"] = Window_AdvancedTextPokemon.new("") pbPrepareWindow(@sprites["moneywindow"]) @sprites["moneywindow"].setSkin("Graphics/Windowskins/goldskin") @sprites["moneywindow"].visible = true @sprites["moneywindow"].viewport = @viewport @sprites["moneywindow"].x = 0 @sprites["moneywindow"].y = 0 @sprites["moneywindow"].width = 190 @sprites["moneywindow"].height = 96 @sprites["moneywindow"].baseColor = Color.new(88, 88, 80) @sprites["moneywindow"].shadowColor = Color.new(168, 184, 184) @sprites["qtywindow"] = Window_AdvancedTextPokemon.new("") pbPrepareWindow(@sprites["qtywindow"]) @sprites["qtywindow"].setSkin("Graphics/Windowskins/goldskin") @sprites["qtywindow"].viewport = @viewport @sprites["qtywindow"].width = 190 @sprites["qtywindow"].height = 64 @sprites["qtywindow"].baseColor = Color.new(88, 88, 80) @sprites["qtywindow"].shadowColor = Color.new(168, 184, 184) @sprites["qtywindow"].text = _INTL("In Bag:{1}", @adapter.getQuantity(@sprites["itemwindow"].item)) @sprites["qtywindow"].y = Graphics.height - 102 - @sprites["qtywindow"].height pbDeactivateWindows(@sprites) @buying = buying pbRefresh Graphics.frame_reset end def pbStartBuyScene(stock, adapter) pbStartBuyOrSellScene(true, stock, adapter) end def pbStartSellScene(bag, adapter) if $bag pbStartSellScene2(bag, adapter) else pbStartBuyOrSellScene(false, bag, adapter) end end def pbStartSellScene2(bag, adapter) @subscene = PokemonBag_Scene.new @adapter = adapter @viewport2 = Viewport.new(0, 0, Graphics.width, Graphics.height) @viewport2.z = 99999 pbWait(0.4) do |delta_t| @viewport2.color.alpha = lerp(0, 255, 0.4, delta_t) end @viewport2.color.alpha = 255 @subscene.pbStartScene(bag) @viewport = Viewport.new(0, 0, Graphics.width, Graphics.height) @viewport.z = 99999 @sprites = {} @sprites["helpwindow"] = Window_AdvancedTextPokemon.new("") pbPrepareWindow(@sprites["helpwindow"]) @sprites["helpwindow"].visible = false @sprites["helpwindow"].viewport = @viewport pbBottomLeftLines(@sprites["helpwindow"], 1) @sprites["moneywindow"] = Window_AdvancedTextPokemon.new("") pbPrepareWindow(@sprites["moneywindow"]) @sprites["moneywindow"].setSkin("Graphics/Windowskins/goldskin") @sprites["moneywindow"].visible = false @sprites["moneywindow"].viewport = @viewport @sprites["moneywindow"].x = 0 @sprites["moneywindow"].y = 0 @sprites["moneywindow"].width = 186 @sprites["moneywindow"].height = 96 @sprites["moneywindow"].baseColor = Color.new(88, 88, 80) @sprites["moneywindow"].shadowColor = Color.new(168, 184, 184) pbDeactivateWindows(@sprites) @buying = false pbRefresh end def pbEndBuyScene pbDisposeSpriteHash(@sprites) @viewport.dispose # Scroll left after showing screen pbScrollMap(4, 5, 5) end def pbEndSellScene @subscene&.pbEndScene pbDisposeSpriteHash(@sprites) if @viewport2 pbWait(0.4) do |delta_t| @viewport2.color.alpha = lerp(255, 0, 0.4, delta_t) end @viewport2.dispose end @viewport.dispose pbScrollMap(4, 5, 5) if !@subscene end def pbPrepareWindow(window) window.visible = true window.letterbyletter = false end def pbShowMoney pbRefresh @sprites["moneywindow"].visible = true end def pbHideMoney pbRefresh @sprites["moneywindow"].visible = false end def pbShowQuantity pbRefresh @sprites["qtywindow"].visible = true end def pbHideQuantity pbRefresh @sprites["qtywindow"].visible = false end def pbDisplay(msg, brief = false) cw = @sprites["helpwindow"] cw.letterbyletter = true cw.text = msg pbBottomLeftLines(cw, 2) cw.visible = true pbPlayDecisionSE refreshed_after_busy = false timer_start = System.uptime loop do Graphics.update Input.update self.update if !cw.busy? return if brief if !refreshed_after_busy pbRefresh timer_start = System.uptime refreshed_after_busy = true end end if Input.trigger?(Input::USE) || Input.trigger?(Input::BACK) cw.resume if cw.busy? end return if refreshed_after_busy && System.uptime - timer_start >= 1.5 end end def pbDisplayPaused(msg) cw = @sprites["helpwindow"] cw.letterbyletter = true cw.text = msg pbBottomLeftLines(cw, 2) cw.visible = true yielded = false pbPlayDecisionSE loop do Graphics.update Input.update wasbusy = cw.busy? self.update if !cw.busy? && !yielded yield if block_given? # For playing SE as soon as the message is all shown yielded = true end pbRefresh if !cw.busy? && wasbusy if Input.trigger?(Input::USE) || Input.trigger?(Input::BACK) if cw.resume && !cw.busy? @sprites["helpwindow"].visible = false break end end end end def pbConfirm(msg) dw = @sprites["helpwindow"] dw.letterbyletter = true dw.text = msg dw.visible = true pbBottomLeftLines(dw, 2) commands = [_INTL("Yes"), _INTL("No")] cw = Window_CommandPokemon.new(commands) cw.viewport = @viewport pbBottomRight(cw) cw.y -= dw.height cw.index = 0 pbPlayDecisionSE loop do cw.visible = !dw.busy? Graphics.update Input.update cw.update self.update if Input.trigger?(Input::BACK) && dw.resume && !dw.busy? cw.dispose @sprites["helpwindow"].visible = false return false end if Input.trigger?(Input::USE) && dw.resume && !dw.busy? cw.dispose @sprites["helpwindow"].visible = false return (cw.index == 0) end end end def pbChooseNumber(helptext, item, maximum) curnumber = 1 ret = 0 helpwindow = @sprites["helpwindow"] itemprice = @adapter.getPrice(item, !@buying) pbDisplay(helptext, true) using(numwindow = Window_AdvancedTextPokemon.new("")) do # Showing number of items pbPrepareWindow(numwindow) numwindow.viewport = @viewport numwindow.width = 224 numwindow.height = 64 numwindow.baseColor = Color.new(88, 88, 80) numwindow.shadowColor = Color.new(168, 184, 184) numwindow.text = _INTL("x{1}$ {2}", curnumber, (curnumber * itemprice).to_s_formatted) pbBottomRight(numwindow) numwindow.y -= helpwindow.height loop do Graphics.update Input.update numwindow.update update oldnumber = curnumber if Input.repeat?(Input::LEFT) curnumber -= 10 curnumber = 1 if curnumber < 1 if curnumber != oldnumber numwindow.text = _INTL("x{1}$ {2}", curnumber, (curnumber * itemprice).to_s_formatted) pbPlayCursorSE end elsif Input.repeat?(Input::RIGHT) curnumber += 10 curnumber = maximum if curnumber > maximum if curnumber != oldnumber numwindow.text = _INTL("x{1}$ {2}", curnumber, (curnumber * itemprice).to_s_formatted) pbPlayCursorSE end elsif Input.repeat?(Input::UP) curnumber += 1 curnumber = 1 if curnumber > maximum if curnumber != oldnumber numwindow.text = _INTL("x{1}$ {2}", curnumber, (curnumber * itemprice).to_s_formatted) pbPlayCursorSE end elsif Input.repeat?(Input::DOWN) curnumber -= 1 curnumber = maximum if curnumber < 1 if curnumber != oldnumber numwindow.text = _INTL("x{1}$ {2}", curnumber, (curnumber * itemprice).to_s_formatted) pbPlayCursorSE end elsif Input.trigger?(Input::USE) ret = curnumber break elsif Input.trigger?(Input::BACK) pbPlayCancelSE ret = 0 break end end end helpwindow.visible = false return ret end def pbChooseBuyItem itemwindow = @sprites["itemwindow"] @sprites["helpwindow"].visible = false pbActivateWindow(@sprites, "itemwindow") do pbRefresh loop do Graphics.update Input.update olditem = itemwindow.item self.update pbRefresh if itemwindow.item != olditem if Input.trigger?(Input::BACK) pbPlayCloseMenuSE return nil elsif Input.trigger?(Input::USE) if itemwindow.index < @stock.length pbRefresh return @stock[itemwindow.index] else return nil end end end end end def pbChooseSellItem if @subscene return @subscene.pbChooseItem else return pbChooseBuyItem end end end #=============================================================================== # #=============================================================================== class PokemonMartScreen def initialize(scene, stock) @scene = scene @stock = stock @adapter = PokemonMartAdapter.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.pbStartBuyScene(@stock, @adapter) item = nil loop do item = @scene.pbChooseBuyItem break if !item quantity = 0 itemname = @adapter.getName(item) itemnameplural = @adapter.getNamePlural(item) price = @adapter.getPrice(item) if @adapter.getMoney < price pbDisplayPaused(_INTL("You don't have enough money.")) next end if GameData::Item.get(item).is_important? next if !pbConfirm(_INTL("So you want the {1}?\nIt'll be ${2}. All right?", itemname, price.to_s_formatted)) quantity = 1 else maxafford = (price <= 0) ? Settings::BAG_MAX_PER_SLOT : @adapter.getMoney / price maxafford = Settings::BAG_MAX_PER_SLOT if maxafford > Settings::BAG_MAX_PER_SLOT quantity = @scene.pbChooseNumber( _INTL("So how many {1}?", itemnameplural), item, maxafford ) next if quantity == 0 price *= quantity if quantity > 1 next if !pbConfirm(_INTL("So you want {1} {2}?\nThey'll be ${3}. All right?", quantity, itemnameplural, price.to_s_formatted)) elsif quantity > 0 next if !pbConfirm(_INTL("So you want {1} {2}?\nIt'll be ${3}. All right?", quantity, itemname, price.to_s_formatted)) end end if @adapter.getMoney < price pbDisplayPaused(_INTL("You don't have enough money.")) next end added = 0 quantity.times do break if !@adapter.addItem(item) added += 1 end if added == quantity $stats.money_spent_at_marts += price $stats.mart_items_bought += quantity @adapter.setMoney(@adapter.getMoney - price) @stock.delete_if { |itm| GameData::Item.get(itm).is_important? && $bag.has?(itm) } pbDisplayPaused(_INTL("Here you are! Thank you!")) { pbSEPlay("Mart buy item") } if quantity >= 10 && GameData::Item.exists?(:PREMIERBALL) if Settings::MORE_BONUS_PREMIER_BALLS && GameData::Item.get(item).is_poke_ball? premier_balls_added = 0 (quantity / 10).times do break if !@adapter.addItem(:PREMIERBALL) premier_balls_added += 1 end ball_name = GameData::Item.get(:PREMIERBALL).portion_name ball_name = GameData::Item.get(:PREMIERBALL).portion_name_plural if premier_balls_added > 1 $stats.premier_balls_earned += premier_balls_added pbDisplayPaused(_INTL("And have {1} {2} on the house!", premier_balls_added, ball_name)) elsif !Settings::MORE_BONUS_PREMIER_BALLS && GameData::Item.get(item) == :POKEBALL if @adapter.addItem(:PREMIERBALL) ball_name = GameData::Item.get(:PREMIERBALL).name $stats.premier_balls_earned += 1 pbDisplayPaused(_INTL("And have 1 {1} on the house!", ball_name)) end end end 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.pbEndBuyScene end def pbSellScreen item = @scene.pbStartSellScene(@adapter.getInventory, @adapter) loop do item = @scene.pbChooseSellItem break if !item itemname = @adapter.getName(item) itemnameplural = @adapter.getNamePlural(item) if !@adapter.canSell?(item) pbDisplayPaused(_INTL("Oh, no. I can't buy {1}.", itemnameplural)) next end price = @adapter.getPrice(item, true) qty = @adapter.getQuantity(item) next if qty == 0 @scene.pbShowMoney if qty > 1 qty = @scene.pbChooseNumber( _INTL("How many {1} would you like to sell?", itemnameplural), item, qty ) end if qty == 0 @scene.pbHideMoney next end price *= qty if pbConfirm(_INTL("I can pay ${1}.\nWould that be OK?", price.to_s_formatted)) old_money = @adapter.getMoney @adapter.setMoney(@adapter.getMoney + price) $stats.money_earned_at_marts += @adapter.getMoney - old_money qty.times { @adapter.removeItem(item) } sold_item_name = (qty > 1) ? itemnameplural : itemname pbDisplayPaused(_INTL("You turned over the {1} and got ${2}.", sold_item_name, price.to_s_formatted)) { pbSEPlay("Mart buy item") } @scene.pbRefresh end @scene.pbHideMoney end @scene.pbEndSellScene end end #=============================================================================== # #=============================================================================== def pbPokemonMart(stock, speech = nil, cantsell = false) stock.delete_if { |item| GameData::Item.get(item).is_important? && $bag.has?(item) } commands = [] cmdBuy = -1 cmdSell = -1 cmdQuit = -1 commands[cmdBuy = commands.length] = _INTL("I'm here to buy") commands[cmdSell = commands.length] = _INTL("I'm here to sell") if !cantsell commands[cmdQuit = commands.length] = _INTL("No, thanks") cmd = pbMessage(speech || _INTL("Welcome! How may I help you?"), commands, cmdQuit + 1) loop do if cmdBuy >= 0 && cmd == cmdBuy scene = PokemonMart_Scene.new screen = PokemonMartScreen.new(scene, stock) screen.pbBuyScreen elsif cmdSell >= 0 && cmd == cmdSell scene = PokemonMart_Scene.new screen = PokemonMartScreen.new(scene, stock) screen.pbSellScreen else pbMessage(_INTL("Do come again!")) break end cmd = pbMessage(_INTL("Is there anything else I can do for you?"), commands, cmdQuit + 1) end $game_temp.clear_mart_prices end