Thread: [Question] buying things with coins
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Old June 24th, 2012 (08:50 AM). Edited June 25th, 2012 by p.claydon.
p.claydon p.claydon is offline
Team Kalos
 
Join Date: Jan 2011
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Posts: 301
ok thank you for the help managed to get something working

EDIT
ok for those who wish to use the script im using for my game corner shop here it is

Code:
def pbcoinvalue
  $game_variables[32]=$PokemonGlobal.coins
  $game_variables[31]=$Trainer.money
  $Trainer.money=$game_variables[32]
end

def pbgoldvalue
  $game_variables[32]=$Trainer.money
  $Trainer.money=$game_variables[31]
  $PokemonGlobal.coins=$game_variables[32]
end

class GameCornerScene
  def update
    pbUpdateSpriteHash(@sprites)
    @subscene.update if @subscene
  end

  def pbChooseNumber(helptext,item,maximum)
    curnumber=1
    ret=0
    helpwindow=@sprites["helpwindow"]
    itemprice=@adapter.getPrice(item)
    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=_ISPRINTF("In Bag:<r>{1:d}  ",qty)
          numwindow.text=_ISPRINTF("x{1:d}<r>$ {2:d}",curnumber,curnumber*itemprice)
          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=_ISPRINTF("x{1:d}<r>$ {2:d}",curnumber,curnumber*itemprice)
            elsif Input.repeat?(Input::RIGHT)
              pbPlayCursorSE()
              curnumber+=10
              curnumber=maximum if curnumber>maximum
              numwindow.text=_ISPRINTF("x{1:d}<r>$ {2:d}",curnumber,curnumber*itemprice)
            elsif Input.repeat?(Input::UP)
              pbPlayCursorSE()
              curnumber+=1
              curnumber=1 if curnumber>maximum
              numwindow.text=_ISPRINTF("x{1:d}<r>$ {2:d}",curnumber,curnumber*itemprice)
            elsif Input.repeat?(Input::DOWN)
              pbPlayCursorSE()
              curnumber-=1
              curnumber=maximum if curnumber<1
              numwindow.text=_ISPRINTF("x{1:d}<r>$ {2:d}",curnumber,curnumber*itemprice)
            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 pbPrepareWindow(window)
    window.visible=true
    window.letterbyletter=false
  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"]=IconSprite.new(12,Graphics.height-74,@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"].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
    for j in 0..17
      col=Color.new(0,0,0,j*15)
      @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"].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 pbShowMoney
    pbRefresh
    @sprites["moneywindow"].visible=true
  end

  def pbHideMoney
    pbRefresh
    @sprites["moneywindow"].visible=false
  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
      for j in 0..17
        col=Color.new(0,0,0,(17-j)*15)
        @viewport2.color=col
        Graphics.update
        Input.update
      end
      @viewport2.dispose
    end
    @viewport.dispose
    if !@subscene
      pbScrollMap(4,5,5)
    end
  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 brief && !cw.busy?
        return
      end
      if i==0 && !cw.busy?
        pbRefresh
      end
      if Input.trigger?(Input::C) && cw.busy?
        cw.resume
      end
      if i==60
        return
      end
      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
    i=0
    pbPlayDecisionSE()
    loop do
      Graphics.update
      Input.update
      wasbusy=cw.busy?
      self.update
      if !cw.busy? && wasbusy
        pbRefresh
      end
      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 pbRefresh
    if !@subscene
      itemwindow=@sprites["itemwindow"]
      filename=@adapter.getItemIcon(itemwindow.item)
      @sprites["icon"].setBitmap(filename)
      @sprites["icon"].src_rect=@adapter.getItemIconRect(itemwindow.item)   
      @sprites["itemtextwindow"].text=(itemwindow.item==0) ? _INTL("Quit shopping.") :
         @adapter.getDescription(itemwindow.item)
      itemwindow.refresh
    end
    @sprites["moneywindow"].text=_INTL("Coins\n<r>$ {1}",@adapter.getMoney())
  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
           filename=@adapter.getItemIcon(itemwindow.item)
           @sprites["icon"].setBitmap(filename)
           @sprites["icon"].src_rect=@adapter.getItemIconRect(itemwindow.item)   
           @sprites["itemtextwindow"].text=(itemwindow.item==0) ? _INTL("Quit shopping.") :
              @adapter.getDescription(itemwindow.item)
         end
         if Input.trigger?(Input::B)
           return 0
         end
         if 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


def pbgamecorner(stock,speech=nil,cantsell=false)
  pbcoinvalue
  for i in 0...stock.length
    if pbIsImportantItem?(stock[i]) && $PokemonBag.pbQuantity(stock[i])>0
      stock[i]=nil
    end
  end
  stock.compact!
  commands=[]
  cmdBuy=-1
  cmdQuit=-1
  commands[cmdBuy=commands.length]=_INTL("Buy")
  commands[cmdQuit=commands.length]=_INTL("Quit")
  cmd=Kernel.pbMessage(
     speech ? speech : _INTL("Welcome!\r\nHow may I serve you?"),
     commands,cmdQuit+1)
  loop do
    if cmdBuy>=0 && cmd==cmdBuy
      scene=GameCornerScene.new
      screen=PokemonMartScreen.new(scene,stock)
      screen.pbBuyScreen
    else
      Kernel.pbMessage(_INTL("Please come again!"))
      break
    end
    cmd=Kernel.pbMessage(
       _INTL("Is there anything else I can help you with?"),commands,cmdQuit+1)
     end
    pbgoldvalue
end
its used excatly like a pokemart shop except it uses your coins rather than your money/pokédollars

to use just do a script call like this
Code:
pbgamecorner([
PBItems::POKEBALL,
PBItems::POTION,
PBItems::ANTIDOTE,])
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