#เวลาแทนเงิน
# 23-11-2013
# V.1
# by jojo741963
module TIME
#ไอดีของตัวแปรสำหรับจำค่าเวลาที่มี
GOLD = 1
#ไอดีของตัวแปรอันที่สอง ไว้จำเวลาที่ใช้ไปแล้ว
TIME_USED = 2
#ไอดีของตัวแปรอันที่สาม ไว้จำเวลาที่ได้รับมาทั้งหมด
TIME_SAVE = 3
#ไอดีของตัวสวิตช์ ถ้าเปิด จะไม่มีการเพิ่มเงิน(เวลา)
TIME_STOP = 1
end
def gain_gold_form_time
$game_variables[TIME::TIME_SAVE] += Graphics.frame_count / Graphics.frame_rate
$game_variables[TIME::TIME_SAVE] -= $game_variables[TIME::TIME_USED]
unless $game_switches[TIME::TIME_STOP]
$game_variables[TIME::GOLD] += $game_variables[TIME::TIME_SAVE]
$game_variables[TIME::GOLD] -= $game_variables[TIME::TIME_USED]
end
$game_variables[TIME::TIME_USED] = Graphics.frame_count / Graphics.frame_rate
@gold_window.refresh if @gold_window != nil
end
#ส่วนที่เพิ่มเข้ามา
class Scene_Map
alias gain_gold_form_time_update update #กำหนดให่้หัวเรื่องมีการอัพเดท
def update
gain_gold_form_time_update #อัพเดทหัวเรื่อง
gain_gold_form_time
end
end
class Scene_Menu
alias gain_gold_form_time_update update #กำหนดให่้หัวเรื่องมีการอัพเดท
def update
gain_gold_form_time_update #อัพเดทหัวเรื่อง
gain_gold_form_time
end
end
class Window_Message < Window_Selectable
alias gain_gold_form_time_update update #กำหนดให่้หัวเรื่องมีการอัพเดท
def update
gain_gold_form_time_update #อัพเดทหัวเรื่อง
gain_gold_form_time
end
end
#จบ
#==============================================================================
# * Window_Gold
#------------------------------------------------------------------------------
# It is the window which indicates the gold.
#==============================================================================
class Window_Gold < Window_Base
#--------------------------------------------------------------------------
# - Object initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
end
#--------------------------------------------------------------------------
# - Refreshment
#--------------------------------------------------------------------------
def refresh
self.contents.clear
cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
#self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.draw_text(4, 0, 120-cx-2, 32, $game_variables[TIME::GOLD].to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
end
end
#==============================================================================
# * Window_ShopBuy
#------------------------------------------------------------------------------
# In the shop picture, it is the window which indicates the summary of the
# commodity which can be purchased.
#==============================================================================
class Window_ShopBuy < Window_Selectable
#--------------------------------------------------------------------------
# - Object initialization
# shop_goods : Commodity
#--------------------------------------------------------------------------
def initialize(shop_goods)
super(0, 128, 368, 352)
@shop_goods = shop_goods
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# - Acquisition of item
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# - Refreshment
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for goods_item in @shop_goods
case goods_item[0]
when 0
item = $data_items[goods_item[1]]
when 1
item = $data_weapons[goods_item[1]]
when 2
item = $data_armors[goods_item[1]]
end
if item != nil
@data.push(item)
end
end
# If the number of items is not 0, it draws up bit map, drawing all item
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# - Drawing of item
# index : Item number
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
# Acquiring the frequency of possession of the item
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
# If price is not below the money in hand, at the same time the frequency of possession 99, usually in letter color
# So if is not, it sets to invalid letter color
#if item.price <= $game_party.gold and number < 99
if item.price <= $game_variables[TIME::GOLD] and number < 99
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4
y = index * 32
rect = Rect.new(x, y, self.width - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 240, y, 88, 32, item.price.to_s, 2)
end
#--------------------------------------------------------------------------
# - Help text renewal
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#==============================================================================
# * Scene_Shop
#------------------------------------------------------------------------------
# It is the class which processes the shop picture.
#==============================================================================
class Scene_Shop
#--------------------------------------------------------------------------
# - Main processing
#--------------------------------------------------------------------------
def main
# Drawing up the help window
@help_window = Window_Help.new
# Drawing up the command window
@command_window = Window_ShopCommand.new
# Drawing up the Goldwyn dough
@gold_window = Window_Gold.new
@gold_window.x = 480
@gold_window.y = 64
# Drawing up the dummy window
@dummy_window = Window_Base.new(0, 128, 640, 352)
# Drawing up the purchase window
@buy_window = Window_ShopBuy.new($game_temp.shop_goods)
@buy_window.active = false
@buy_window.visible = false
@buy_window.help_window = @help_window
# Drawing up the sale window
@sell_window = Window_ShopSell.new
@sell_window.active = false
@sell_window.visible = false
@sell_window.help_window = @help_window
# Drawing up the quantity input window
@number_window = Window_ShopNumber.new
@number_window.active = false
@number_window.visible = false
# Drawing up the status window
@status_window = Window_ShopStatus.new
@status_window.visible = false
# Transition execution
Graphics.transition
# Main loop
loop do
# Renewing the game picture
Graphics.update
# Updating the information of input
Input.update
# Frame renewal
update
# When the picture changes, discontinuing the loop
if $scene != self
break
end
end
# Transition preparation
Graphics.freeze
# Releasing the window
@help_window.dispose
@command_window.dispose
@gold_window.dispose
@dummy_window.dispose
@buy_window.dispose
@sell_window.dispose
@number_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# - Frame renewal
#--------------------------------------------------------------------------
def update
gain_gold_form_time
# Renewing the window
@help_window.update
@command_window.update
@gold_window.update
@dummy_window.update
@buy_window.update
@sell_window.update
@number_window.update
@status_window.update
# When the command window is active,: Update_command is called
if @command_window.active
update_command
return
end
# When the purchase window is active,: Update_buy is called
if @buy_window.active
update_buy
return
end
# When the sale window is active,: Update_sell is called
if @sell_window.active
update_sell
return
end
# When the quantity input window is active,: Update_number is called
if @number_window.active
update_number
return
end
end
#--------------------------------------------------------------------------
# - When frame renewal (the command window is active)
#--------------------------------------------------------------------------
def update_command
# The B when button is pushed
if Input.trigger?(Input::B)
# Performing cancellation SE
$game_system.se_play($data_system.cancel_se)
# Change to map picture
$scene = Scene_Map.new
return
end
# When C button is pushed
if Input.trigger?(Input::C)
# It diverges at cursor position of the command window
case @command_window.index
when 0 # It purchases
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# State of window to purchase mode
@command_window.active = false
@dummy_window.visible = false
@buy_window.active = true
@buy_window.visible = true
@buy_window.refresh
@status_window.visible = true
when 1 # It sells
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# State of window to sale mode
@command_window.active = false
@dummy_window.visible = false
@sell_window.active = true
@sell_window.visible = true
@sell_window.refresh
when 2 # It stops
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# Change to map picture
$scene = Scene_Map.new
end
return
end
end
#--------------------------------------------------------------------------
# - When frame renewal (the purchase window is active)
#--------------------------------------------------------------------------
def update_buy
# Setting the item of the status window
@status_window.item = @buy_window.item
# The B when button is pushed
if Input.trigger?(Input::B)
# Performing cancellation SE
$game_system.se_play($data_system.cancel_se)
# State of window to early mode
@command_window.active = true
@dummy_window.visible = true
@buy_window.active = false
@buy_window.visible = false
@status_window.visible = false
@status_window.item = nil
# Eliminating the help text
@help_window.set_text("")
return
end
# When C button is pushed
if Input.trigger?(Input::C)
# Acquiring the item
@item = @buy_window.item
# When the item is invalid, or when price it is on from the money in hand
if @item == nil or @item.price > $game_variables[TIME::GOLD]#$game_party.gold
# Performing buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Acquiring the frequency of possession of the item
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
when RPG::Armor
number = $game_party.armor_number(@item.id)
end
# Already, when 99 places it has kept
if number == 99
# Performing buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# Calculating the maximum purchase possible quantity
#max = @item.price == 0 ? 99 : $game_party.gold / @item.price
max = @item.price == 0 ? 99 : $game_variables[TIME::GOLD] / @item.price
max = [max, 99 - number].min
# State of window to quantity input mode
@buy_window.active = false
@buy_window.visible = false
@number_window.set(@item, max, @item.price)
@number_window.active = true
@number_window.visible = true
end
end
#--------------------------------------------------------------------------
# - When frame renewal (the sale window is active)
#--------------------------------------------------------------------------
def update_sell
# The B when button is pushed
if Input.trigger?(Input::B)
# Performing cancellation SE
$game_system.se_play($data_system.cancel_se)
# State of window to early mode
@command_window.active = true
@dummy_window.visible = true
@sell_window.active = false
@sell_window.visible = false
@status_window.item = nil
# Eliminating the help text
@help_window.set_text("")
return
end
# When C button is pushed
if Input.trigger?(Input::C)
# Acquiring the item
@item = @sell_window.item
# Setting the item of the status window
@status_window.item = @item
# When the item is invalid, or when price 0 (sale failure) is
if @item == nil or @item.price == 0
# Performing buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# Acquiring the frequency of possession of the item
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
when RPG::Armor
number = $game_party.armor_number(@item.id)
end
# The frequency of possession of largest sale quantity = item
max = number
# State of window to quantity input mode
@sell_window.active = false
@sell_window.visible = false
@number_window.set(@item, max, @item.price / 2)
@number_window.active = true
@number_window.visible = true
@status_window.visible = true
end
end
#--------------------------------------------------------------------------
# - When frame renewal (the quantity input window is active)
#--------------------------------------------------------------------------
def update_number
# The B when button is pushed
if Input.trigger?(Input::B)
# Performing cancellation SE
$game_system.se_play($data_system.cancel_se)
# Non setting the quantity input window to active invisibility
@number_window.active = false
@number_window.visible = false
# It diverges at cursor position of the command window
case @command_window.index
when 0 # It purchases
# State of window to purchase mode
@buy_window.active = true
@buy_window.visible = true
when 1 # It sell
# State of window to sale mode
@sell_window.active = true
@sell_window.visible = true
@status_window.visible = false
end
return
end
# When C button is pushed
if Input.trigger?(Input::C)
# Performing shop SE
$game_system.se_play($data_system.shop_se)
# Non setting the quantity input window to active invisibility
@number_window.active = false
@number_window.visible = false
# It diverges at cursor position of the command window
case @command_window.index
when 0 # It purchases
# Purchase processing
$game_variables[TIME::GOLD] -= @number_window.number * @item.price
#$game_party.lose_gold(@number_window.number * @item.price)
case @item
when RPG::Item
$game_party.gain_item(@item.id, @number_window.number)
when RPG::Weapon
$game_party.gain_weapon(@item.id, @number_window.number)
when RPG::Armor
$game_party.gain_armor(@item.id, @number_window.number)
end
# Refreshing each window
@gold_window.refresh
@buy_window.refresh
@status_window.refresh
# State of window to purchase mode
@buy_window.active = true
@buy_window.visible = true
when 1 # It sells
# Sale processing
$game_variables[TIME::GOLD] += @number_window.number * (@item.price / 2)
#$game_party.gain_gold(@number_window.number * (@item.price / 2))
case @item
when RPG::Item
$game_party.lose_item(@item.id, @number_window.number)
when RPG::Weapon
$game_party.lose_weapon(@item.id, @number_window.number)
when RPG::Armor
$game_party.lose_armor(@item.id, @number_window.number)
end
# Refreshing each window
@gold_window.refresh
@sell_window.refresh
@status_window.refresh
# State of window to sale mode
@sell_window.active = true
@sell_window.visible = true
@status_window.visible = false
end
return
end
end
end