#=============================================================================== # Abstraction layer for Pokemon Essentials #=============================================================================== class PokemonMartAdapter def getMoney return $Trainer.money end def getMoneyString return pbGetGoldString end def setMoney(value) $Trainer.money=value end def getInventory return $PokemonBag end def getName(item) return GameData::Item.get(item).name end def getDisplayName(item) item_name = getName(item) 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 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 $PokemonBag.pbQuantity(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 else return $game_temp.mart_prices[item][0] if $game_temp.mart_prices[item][0] > 0 end end return GameData::Item.get(item).price end def getDisplayPrice(item, selling = false) price = getPrice(item, selling).to_s_formatted return _INTL("$ {1}", price) end def canSell?(item) return getPrice(item, true) > 0 && !GameData::Item.get(item).is_important? end def addItem(item) return $PokemonBag.pbStoreItem(item) end def removeItem(item) return $PokemonBag.pbDeleteItem(item) end end #=============================================================================== # Buy and Sell adapters #=============================================================================== class BuyAdapter def initialize(adapter) @adapter = adapter end def getDisplayName(item) @adapter.getDisplayName(item) end def getDisplayPrice(item) @adapter.getDisplayPrice(item, false) end def isSelling? return false end end #=============================================================================== # #=============================================================================== class SellAdapter def initialize(adapter) @adapter = adapter end def getDisplayName(item) @adapter.getDisplayName(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/Pictures/martSel") @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 - 4, false, 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 - 4, false, self.baseColor, self.shadowColor]) textpos.push([qty, xQty, ypos - 4, false, self.baseColor, self.shadowColor]) end pbDrawTextPositions(self.contents, textpos) end end #=============================================================================== # #=============================================================================== class PokemonMart_Scene def initialize(currency_name="Money") @currency_name = currency_name end def update pbUpdateSpriteHash(@sprites) @subscene.pbUpdate if @subscene 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.") itemwindow.refresh end @sprites["moneywindow"].text = _INTL("{2}:\r\n{1}", @adapter.getMoneyString,@currency_name) 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/Pictures/martScreen") @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, 12, 330 + 16, Graphics.height - 126) @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.new(0, 0, 0) @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) pbDeactivateWindows(@sprites) @buying = buying pbRefresh Graphics.frame_reset end def pbStartBuyScene(stock, adapter) pbStartBuyOrSellScene(true, stock, adapter) end def pbStartSellScene(bag, adapter) if $PokemonBag 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 numFrames = Graphics.frame_rate * 4 / 10 alphaDiff = (255.0 / numFrames).ceil for j in 0..numFrames col = Color.new(0, 0, 0, j * alphaDiff) @viewport2.color = col Graphics.update Input.update end @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 if @subscene pbDisposeSpriteHash(@sprites) if @viewport2 numFrames = Graphics.frame_rate * 4 / 10 alphaDiff = (255.0 / numFrames).ceil for j in 0..numFrames col = Color.new(0, 0, 0, (numFrames - j) * alphaDiff) @viewport2.color = col Graphics.update Input.update 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 pbDisplay(msg, brief = false) cw = @sprites["helpwindow"] cw.letterbyletter = true cw.text = msg pbBottomLeftLines(cw, 2) cw.visible = true i = 0 pbPlayDecisionSE loop do Graphics.update Input.update self.update if !cw.busy? return if brief pbRefresh if i == 0 end if Input.trigger?(Input::USE) && cw.busy? cw.resume end return if i >= Graphics.frame_rate * 3 / 2 i += 1 if !cw.busy? 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) && cw.resume && !cw.busy? @sprites["helpwindow"].visible = false return 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) itemprice /= 2 if !@buying pbDisplay(helptext, true) using(numwindow = Window_AdvancedTextPokemon.new("")) { # Showing number of items qty = @adapter.getQuantity(item) using(inbagwindow = Window_AdvancedTextPokemon.new("")) { # Showing quantity in bag pbPrepareWindow(numwindow) pbPrepareWindow(inbagwindow) numwindow.viewport = @viewport numwindow.width = 224 numwindow.height = 64 numwindow.baseColor = Color.new(88, 88, 80) numwindow.shadowColor = Color.new(168, 184, 184) inbagwindow.visible = @buying inbagwindow.viewport = @viewport inbagwindow.width = 190 inbagwindow.height = 64 inbagwindow.baseColor = Color.new(88, 88, 80) inbagwindow.shadowColor = Color.new(168, 184, 184) inbagwindow.text = _INTL("In Bag:{1} ", qty) numwindow.text = _INTL("x{1}$ {2}", curnumber, (curnumber * itemprice).to_s_formatted) pbBottomRight(numwindow) numwindow.y -= helpwindow.height pbBottomLeft(inbagwindow) inbagwindow.y -= helpwindow.height loop do Graphics.update Input.update numwindow.update inbagwindow.update self.update if Input.repeat?(Input::LEFT) pbPlayCursorSE curnumber -= 10 curnumber = 1 if curnumber < 1 numwindow.text = _INTL("x{1}$ {2}", curnumber, (curnumber * itemprice).to_s_formatted) elsif Input.repeat?(Input::RIGHT) pbPlayCursorSE curnumber += 10 curnumber = maximum if curnumber > maximum numwindow.text = _INTL("x{1}$ {2}", curnumber, (curnumber * itemprice).to_s_formatted) elsif Input.repeat?(Input::UP) pbPlayCursorSE curnumber += 1 curnumber = 1 if curnumber > maximum numwindow.text = _INTL("x{1}$ {2}", curnumber, (curnumber * itemprice).to_s_formatted) elsif Input.repeat?(Input::DOWN) pbPlayCursorSE curnumber -= 1 curnumber = maximum if curnumber < 1 numwindow.text = _INTL("x{1}$ {2}", curnumber, (curnumber * itemprice).to_s_formatted) elsif Input.trigger?(Input::USE) pbPlayDecisionSE ret = curnumber break elsif Input.trigger?(Input::BACK) pbPlayCancelSE ret = 0 break end end } } helpwindow.visible = false return ret end def pbChooseBuyItem itemwindow = @sprites["itemwindow"] @sprites["helpwindow"].visible = false pbActivateWindow(@sprites, "itemwindow") { pbRefresh loop do Graphics.update Input.update olditem = itemwindow.item self.update if itemwindow.item != olditem @sprites["icon"].item = itemwindow.item @sprites["itemtextwindow"].text = (itemwindow.item) ? @adapter.getDescription(itemwindow.item) : _INTL("Quit shopping.") end 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 def pbChooseSellItem if @subscene return @subscene.pbChooseItem else return pbChooseBuyItem end end end #=============================================================================== # #=============================================================================== class PokemonMartScreen def initialize(scene,stock,adapter=PokemonMartAdapter.new) @scene=scene @stock=stock @adapter=adapter 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.getDisplayName(item) price=@adapter.getPrice(item) if @adapter.getMoney Settings::BAG_MAX_PER_SLOT quantity=@scene.pbChooseNumber( _INTL("{1}? Certainly. How many would you like?",itemname),item,maxafford) next if quantity==0 price*=quantity if !pbConfirm(_INTL("{1}, and you want {2}. That will be ${3}. OK?", itemname,quantity,price.to_s_formatted)) next end end if @adapter.getMoney=10 && GameData::Item.get(item).is_poke_ball? && GameData::Item.exists?(:PREMIERBALL) if @adapter.addItem(GameData::Item.get(:PREMIERBALL)) pbDisplayPaused(_INTL("I'll throw in a Premier Ball, too.")) end end end end end @scene.pbEndBuyScene end def pbSellScreen item=@scene.pbStartSellScene(@adapter.getInventory,@adapter) loop do item=@scene.pbChooseSellItem break if !item itemname=@adapter.getDisplayName(item) price=@adapter.getPrice(item,true) if !@adapter.canSell?(item) pbDisplayPaused(_INTL("{1}? Oh, no. I can't buy that.",itemname)) next end qty=@adapter.getQuantity(item) next if qty==0 @scene.pbShowMoney if qty>1 qty=@scene.pbChooseNumber( _INTL("{1}? How many would you like to sell?",itemname),item,qty) end if qty==0 @scene.pbHideMoney next end price/=2 price*=qty if pbConfirm(_INTL("I can pay ${1}. Would that be OK?",price.to_s_formatted)) @adapter.setMoney(@adapter.getMoney+price) qty.times do @adapter.removeItem(item) end pbDisplayPaused(_INTL("Turned over the {1} and received ${2}.",itemname,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) for i in 0...stock.length stock[i] = GameData::Item.get(stock[i]).id stock[i] = nil if GameData::Item.get(stock[i]).is_important? && $PokemonBag.pbHasItem?(stock[i]) end stock.compact! commands = [] cmdBuy = -1 cmdSell = -1 cmdQuit = -1 commands[cmdBuy = commands.length] = _INTL("Buy") commands[cmdSell = commands.length] = _INTL("Sell") if !cantsell commands[cmdQuit = commands.length] = _INTL("Quit") cmd = pbMessage( speech ? speech : _INTL("Welcome! How may I serve 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("Please come again!")) break end cmd = pbMessage(_INTL("Is there anything else I can help you with?"), commands,cmdQuit+1) end $game_temp.clear_mart_prices end