mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
523 lines
16 KiB
Ruby
523 lines
16 KiB
Ruby
#===============================================================================
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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).portion_name
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end
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def getNamePlural(item)
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return GameData::Item.get(item).portion_name_plural
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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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end
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def getDisplayNamePlural(item)
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item_name_plural = GameData::Item.get(item).name_plural
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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/UI/Mart/cursor")
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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, :left, 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, :left, self.baseColor, self.shadowColor])
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textpos.push([qty, xQty, ypos + 2, :left, 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:\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/UI/Mart/bg")
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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") do
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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
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end
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end
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end
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end
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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 BattlePointShopScreen
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def initialize(scene, stock)
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@scene = scene
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@stock = stock
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@adapter = BattlePointShopAdapter.new
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end
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def pbConfirm(msg)
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return @scene.pbConfirm(msg)
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end
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def pbDisplay(msg)
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return @scene.pbDisplay(msg)
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end
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def pbDisplayPaused(msg, &block)
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return @scene.pbDisplayPaused(msg, &block)
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end
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def pbBuyScreen
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@scene.pbStartScene(@stock, @adapter)
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item = nil
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loop do
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item = @scene.pbChooseItem
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break if !item
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quantity = 0
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itemname = @adapter.getName(item)
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itemnameplural = @adapter.getNamePlural(item)
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price = @adapter.getPrice(item)
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if @adapter.getBP < price
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pbDisplayPaused(_INTL("You don't have enough BP."))
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next
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end
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if GameData::Item.get(item).is_important?
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next if !pbConfirm(_INTL("You would like the {1}?\nThat will be {2} BP.",
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itemname, price.to_s_formatted))
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quantity = 1
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else
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maxafford = (price <= 0) ? Settings::BAG_MAX_PER_SLOT : @adapter.getBP / price
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maxafford = Settings::BAG_MAX_PER_SLOT if maxafford > Settings::BAG_MAX_PER_SLOT
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quantity = @scene.pbChooseNumber(
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_INTL("How many {1} would you like?", itemnameplural), item, maxafford
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)
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next if quantity == 0
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price *= quantity
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if quantity > 1
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next if !pbConfirm(_INTL("You would like {1} {2}?\nThey'll be {3} BP.",
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quantity, itemnameplural, price.to_s_formatted))
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elsif quantity > 0
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next if !pbConfirm(_INTL("So you want {1} {2}?\nIt'll be {3} BP.",
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quantity, itemname, price.to_s_formatted))
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end
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end
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if @adapter.getBP < price
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pbDisplayPaused(_INTL("I'm sorry, you don't have enough BP."))
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next
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end
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added = 0
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quantity.times do
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break if !@adapter.addItem(item)
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added += 1
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end
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if added == quantity
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$stats.battle_points_spent += price
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# TODO: Add bpshop_items_bought to $stats?
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# $stats.bpshop_items_bought += quantity
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@adapter.setBP(@adapter.getBP - price)
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@stock.delete_if { |itm| GameData::Item.get(itm).is_important? && $bag.has?(itm) }
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pbDisplayPaused(_INTL("Here you are! Thank you!")) { pbSEPlay("Mart buy item") }
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else
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added.times do
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if !@adapter.removeItem(item)
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raise _INTL("Failed to delete stored items")
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end
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end
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pbDisplayPaused(_INTL("You have no room in your Bag."))
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end
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end
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@scene.pbEndScene
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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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def pbBattlePointShop(stock, speech = nil)
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stock.delete_if { |item| GameData::Item.get(item).is_important? && $bag.has?(item) }
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if speech.nil?
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pbMessage(_INTL("Welcome to the Exchange Service Corner!"))
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pbMessage(_INTL("We can exchange your BP for fabulous items."))
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else
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pbMessage(speech)
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end
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|
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
|