Files
infinitefusion-e18/Data/Scripts/017_UI/025_PScreen_Mart.rb
2020-09-06 17:31:12 +01:00

927 lines
24 KiB
Ruby

#===============================================================================
# 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 getDisplayName(item)
itemname = PBItems.getName(item)
if pbIsMachine?(item)
machine = pbGetMachine(item)
itemname = _INTL("{1} {2}",itemname,PBMoves.getName(machine))
end
return itemname
end
def getName(item)
return PBItems.getName(item)
end
def getDescription(item)
return pbGetMessage(MessageTypes::ItemDescriptions,item)
end
def getItemIcon(item)
return nil if !item
return pbItemIconFile(item)
end
def getItemIconRect(_item)
return Rect.new(0,0,48,48)
end
def getQuantity(item)
return $PokemonBag.pbQuantity(item)
end
def showQuantity?(item)
return !pbIsImportantItem?(item)
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 $game_temp.mart_prices[item][0]>0
end
end
return pbGetPrice(item)
end
def getDisplayPrice(item,selling=false)
price = getPrice(item,selling).to_s_formatted
return _INTL("$ {1}",price)
end
def canSell?(item)
return (getPrice(item,true)>0 && !pbIsImportantItem?(item))
end
def addItem(item)
return $PokemonBag.pbStoreItem(item)
end
def removeItem(item)
return $PokemonBag.pbDeleteItem(item)
end
end
#===============================================================================
# Abstraction layer for RPG Maker XP/VX
# Won't be used if $PokemonBag exists
#===============================================================================
class RpgxpMartAdapter
def getMoney
return $game_party.gold
end
def getMoneyString
return pbGetGoldString
end
def setMoney(value)
$game_party.gain_gold(-$game_party.gold)
$game_party.gain_gold(value)
end
def getPrice(item,_selling=false)
return item.price
end
def getItemIcon(item)
return nil if !item
if item==0
return sprintf("Graphics/Icons/itemBack")
elsif item.respond_to?("icon_index")
return "Graphics/System/IconSet"
else
return sprintf("Graphics/Icons/%s",item.icon_name)
end
end
def getItemIconRect(item)
if item && item.respond_to?("icon_index")
ix=item.icon_index % 16 * 24
iy=item.icon_index / 16 * 24
return Rect.new(ix,iy,24,24)
else
return Rect.new(0,0,32,32)
end
end
def getInventory()
data = []
for i in 1...$data_items.size
data.push($data_items[i]) if getQuantity($data_items[i]) > 0
end
for i in 1...$data_weapons.size
data.push($data_weapons[i]) if getQuantity($data_weapons[i]) > 0
end
for i in 1...$data_armors.size
data.push($data_armors[i]) if getQuantity($data_armors[i]) > 0
end
return data
end
def canSell?(item)
return item ? item.price>0 : false
end
def getName(item)
return item ? item.name : ""
end
def getDisplayName(item)
return item ? item.name : ""
end
def getDisplayPrice(item,_selling=false)
price=item.price
return price.to_s
end
def getDescription(item)
return item ? item.description : ""
end
def addItem(item)
ret=(getQuantity(item)<99)
if $game_party.respond_to?("gain_weapon")
case item
when RPG::Item
$game_party.gain_item(item.id, 1) if ret
when RPG::Weapon
$game_party.gain_weapon(item.id, 1) if ret
when RPG::Armor
$game_party.gain_armor(item.id, 1) if ret
end
else
$game_party.gain_item(item,1) if ret
end
return ret
end
def getQuantity(item)
ret=0
if $game_party.respond_to?("weapon_number")
case item
when RPG::Item
ret=$game_party.item_number(item.id)
when RPG::Weapon
ret=($game_party.weapon_number(item.id))
when RPG::Armor
ret=($game_party.armor_number(item.id))
end
else
return $game_party.item_number(item)
end
return ret
end
def showQuantity?(_item)
return true
end
def removeItem(item)
ret=(getQuantity(item)>0)
if $game_party.respond_to?("lose_weapon")
case item
when RPG::Item
$game_party.lose_item(item.id, 1) if ret
when RPG::Weapon
$game_party.lose_weapon(item.id, 1) if ret
when RPG::Armor
$game_party.lose_armor(item.id, 1) if ret
end
else
$game_party.lose_item(item,1) if ret
end
return ret
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 ? 0 : @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,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+2,false,self.baseColor,self.shadowColor])
textpos.push([qty,xQty,ypos+2,false,self.baseColor,self.shadowColor])
end
pbDrawTextPositions(self.contents,textpos)
end
end
class PokemonMart_Scene
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==0) ? _INTL("Quit shopping.") :
@adapter.getDescription(itemwindow.item)
itemwindow.refresh
end
@sprites["moneywindow"].text=_INTL("Money:\r\n<r>{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/Pictures/martScreen")
@sprites["icon"]=ItemIconSprite.new(36,Graphics.height-50,-1,@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.new("")
pbPrepareWindow(@sprites["itemtextwindow"])
@sprites["itemtextwindow"].x=64
@sprites["itemtextwindow"].y=Graphics.height-96-16
@sprites["itemtextwindow"].width=Graphics.width-64
@sprites["itemtextwindow"].height=128
@sprites["itemtextwindow"].baseColor=Color.new(248,248,248)
@sprites["itemtextwindow"].shadowColor=Color.new(0,0,0)
@sprites["itemtextwindow"].visible=true
@sprites["itemtextwindow"].viewport=@viewport
@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
if @subscene
@subscene.pbEndScene
end
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
if !@subscene
pbScrollMap(4,5,5)
end
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::C) && 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::C) && 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::B) && dw.resume && !dw.busy?
cw.dispose
@sprites["helpwindow"].visible=false
return false
end
if Input.trigger?(Input::C) && dw.resume && !dw.busy?
cw.dispose
@sprites["helpwindow"].visible=false
return (cw.index==0)?true:false
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:<r>{1} ",qty)
numwindow.text=_INTL("x{1}<r>$ {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}<r>$ {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}<r>$ {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}<r>$ {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}<r>$ {2}",curnumber,(curnumber*itemprice).to_s_formatted)
elsif Input.trigger?(Input::C)
pbPlayDecisionSE()
ret=curnumber
break
elsif Input.trigger?(Input::B)
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==0) ? _INTL("Quit shopping.") :
@adapter.getDescription(itemwindow.item)
end
if Input.trigger?(Input::B)
pbPlayCloseMenuSE
return 0
elsif Input.trigger?(Input::C)
if itemwindow.index<@stock.length
pbRefresh
return @stock[itemwindow.index]
else
return 0
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=$PokemonBag ? PokemonMartAdapter.new : RpgxpMartAdapter.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=0
loop do
item=@scene.pbChooseBuyItem
quantity=0
break if item==0
itemname=@adapter.getDisplayName(item)
price=@adapter.getPrice(item)
if @adapter.getMoney<price
pbDisplayPaused(_INTL("You don't have enough money."))
next
end
if pbIsImportantItem?(item)
if !pbConfirm(_INTL("Certainly. You want {1}. That will be ${2}. OK?",
itemname,price.to_s_formatted))
next
end
quantity=1
else
maxafford=(price<=0) ? BAG_MAX_PER_SLOT : @adapter.getMoney/price
maxafford=BAG_MAX_PER_SLOT if maxafford>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<price
pbDisplayPaused(_INTL("You don't have enough money."))
next
end
added=0
quantity.times do
if !@adapter.addItem(item)
break
end
added+=1
end
if added!=quantity
added.times do
if !@adapter.removeItem(item)
raise _INTL("Failed to delete stored items")
end
end
pbDisplayPaused(_INTL("You have no more room in the Bag."))
else
@adapter.setMoney(@adapter.getMoney-price)
for i in 0...@stock.length
if pbIsImportantItem?(@stock[i]) && $PokemonBag.pbHasItem?(@stock[i])
@stock[i]=nil
end
end
@stock.compact!
pbDisplayPaused(_INTL("Here you are! Thank you!")) { pbSEPlay("Mart buy item") }
if $PokemonBag
if quantity>=10 && pbIsPokeBall?(item) && hasConst?(PBItems,:PREMIERBALL)
if @adapter.addItem(getConst(PBItems,: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==0
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] = getID(PBItems,stock[i])
if !stock[i] || stock[i]==0 ||
(pbIsImportantItem?(stock[i]) && $PokemonBag.pbHasItem?(stock[i]))
stock[i] = nil
end
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
class Game_Temp
attr_writer :mart_prices
def mart_prices
@mart_prices = [] if !@mart_prices
return @mart_prices
end
def clear_mart_prices
@mart_prices = []
end
end
class Interpreter
def getItem(p)
if p[0]==0; return $data_items[p[1]]
elsif p[0]==1; return $data_weapons[p[1]]
elsif p[0]==2; return $data_armors[p[1]]
end
return nil
end
def command_302
$game_temp.battle_abort = true
shop_goods = [getItem(@parameters)]
# Loop
loop do
# Advance index
@index += 1
# If next event command has shop on second line or after
if @list[@index].code == 605
# Add goods list to new item
shop_goods.push(getItem(@list[@index].parameters))
else
# End
pbPokemonMart(shop_goods.compact)
return true
end
end
end
def setPrice(item,buyprice=-1,sellprice=-1)
item = getID(PBItems,item)
$game_temp.mart_prices[item] = [-1,-1] if !$game_temp.mart_prices[item]
$game_temp.mart_prices[item][0] = buyprice if buyprice>0
if sellprice>=0 # 0=can't sell
$game_temp.mart_prices[item][1] = sellprice*2
else
$game_temp.mart_prices[item][1] = buyprice if buyprice>0
end
end
def setSellPrice(item,sellprice)
setPrice(item,-1,sellprice)
end
end
class Game_Interpreter
def getItem(p)
if p[0]==0; return $data_items[p[1]]
elsif p[0]==1; return $data_weapons[p[1]]
elsif p[0]==2; return $data_armors[p[1]]
end
return nil
end
def command_302
shop_goods = [getItem(@params)]
# Loop
loop do
# Advance index
@index += 1
# If next event command has shop on second line or after
if @list[@index].code == 605
# Add goods list to new item
shop_goods.push(getItem(@list[@index].parameters))
else
# End
pbPokemonMart(shop_goods.compact,nil,@params[2])
return true
end
end
end
end