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Messages - TheHackMan

1
RMXP Script Database / Re: [XP] Tax
October 05, 2008, 05:16:39 pm
Sure, here you go:

Spoiler: ShowHide
#===============================================================================
#  Leon's Shopping System
#-------------------------------------------------------------------------------
#  3/10/2007
#  v. 1.0
#-------------------------------------------------------------------------------
#  Instructions:
# Place above main, and below the other default scripts.
#   (Yes, that is all of the instructions)
#
#  Features:
# Replaces the default shop system.
#
#===============================================================================


#===============================================================================
#  Window_Shop_Info
#===============================================================================
class Window_Shop_Info < Window_Base
  def initialize
super(160, 0, 480, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
  end
 
  def refresh(selection = 0)
self.contents.clear
if selection == 0
  self.contents.draw_text(0, 0, 448, 32, "Buy, sell, or leave?", 1)
else
  self.contents.draw_text(0, 0, 448, 32, "Press 'Z' for character compatabilitiy.", 1)
end
  end
end
#===============================================================================
#  END Window_Shop_Info
#===============================================================================


#===============================================================================
#  Window_Shop_Option
#===============================================================================
class Window_Shop_Option < Window_Selectable
  def initialize
super(0, 0, 160, 128)
@option = ["Buy", "Sell", "Leave"]
@item_max = @option.size
self.contents = Bitmap.new(width - 32, height - 32)
self.index = 0
self.active = true
refresh
  end
 
  def refresh
self.contents.clear
for i in 0...@option.size
  y = i * 32
  self.contents.draw_text(0, y, 128, 32, @option[i], 1)
end
  end
end
#===============================================================================
#  END Window_Shop_Option
#===============================================================================


#===============================================================================
#  Window_Shop_Gold
#===============================================================================
class Window_Shop_Gold < Window_Base
  def initialize
super(0, 128, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
  end
 
  def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 60, 32, $data_system.words.gold + ":")
self.contents.font.color = normal_color
self.contents.draw_text(0, 0, 128, 32, $game_party.gold.to_s, 2)
  end
end
#===============================================================================
#  END Window_Shop_Gold
#===============================================================================


#===============================================================================
#  Window_Shop_Own
#===============================================================================
class Window_Shop_Own < Window_Base
  def initialize
super(0, 192, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
item = nil
refresh(item)
  end
 
  def refresh(item)
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 48, 32, "Own:")
if item == nil
  return
end
self.contents.font.color = normal_color
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
self.contents.draw_text(0, 0, 128, 32, number.to_s, 2)
  end
end
#===============================================================================
#  END Window_Shop_Own
#===============================================================================


#===============================================================================
#  Window_Shop_List
#===============================================================================
class Window_Shop_List < Window_Selectable
  def initialize(shop_goods)
super(160, 64, 480, 192)
self.contents = Bitmap.new(width - 32, height - 32)
self.active = false
self.index = 0
self.visible = false
@shop_goods = shop_goods
@sell = false
  end
 
  def item
if @data != nil
  return @data[index]
end
  end
 
  def refresh
@sell = false
@option_index = nil
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
@item_max = @data.size
if @item_max > 0
  self.contents = Bitmap.new(width - 32, row_max * 32)
  for i in 0...@item_max
draw_item(i)
  end
end
  end
 
  def refresh_sell(option_index)
@sell = true
@option_index = option_index
if self.contents != nil
  self.contents.dispose
  self.contents = nil
end
@data = []
for i in 1...$data_items.size
  if $game_party.item_number(i) > 0
@data.push($data_items[i])
  end
end
for i in 1...$data_weapons.size
  if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
  end
end
for i in 1...$data_armors.size
  if $game_party.armor_number(i) > 0
@data.push($data_armors[i])
  end
end
@item_max = @data.size
if @item_max > 0
  self.contents = Bitmap.new(width - 32, row_max * 32)
  for i in 0...@item_max
draw_item(i)
  end
end
  end

  def draw_item(index)
  item = @data[index]
  item.price = Integer(item.price * ( (100 + $game_system.tax) / 100.0))
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 @option_index == nil
  if item.price <= $game_party.gold and number < 99
self.contents.font.color = normal_color
  else
self.contents.font.color = disabled_color
  end
else
  self.contents.font.color = normal_color
end
x = 4
y = index * 32
if item.price == 0
  self.contents.font.color = disabled_color
else
  self.contents.font.color = normal_color
end
if @sell == false
  if item.price <= $game_party.gold and number < 99
self.contents.font.color = normal_color
  else
self.contents.font.color = disabled_color
  end
end
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)
if @option_index == nil
  self.contents.draw_text(x + 350, y, 88, 32, item.price.to_s, 2)
else
  item_price = (item.price / 2).round
  self.contents.draw_text(x + 350, y, 88, 32, item_price.to_s, 2)
end
  end
end
#===============================================================================
#  END Window_Shop_List
#===============================================================================


#===============================================================================
#  Window_Shop_Description_Item
#===============================================================================
class Window_Shop_Description_Item < Window_Base
  def initialize
super(90, 256, 460, 192)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
item = nil
refresh(item)
  end
 
  def refresh(item)
self.contents.clear
if item == nil
  return
end
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(0, 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(28, 0, 120, 32, item.name)
self.contents.draw_text(0, 32, 428, 32, item.description)
self.contents.font.color = system_color
self.contents.draw_text(0, 64, 120, 32, "Range:")
self.contents.draw_text(0, 96, 140, 32, "% HP Recovered:")
self.contents.draw_text(0, 128, 140, 32, "% SP Recovered:")
self.contents.draw_text(230, 96, 120, 32, "HP Recovered:")
self.contents.draw_text(230, 128, 120, 32, "SP Recovered:")
self.contents.font.color = normal_color
self.contents.draw_text(150, 96, 90, 32, item.recover_hp_rate.to_s)
self.contents.draw_text(150, 128, 90, 32, item.recover_sp_rate.to_s)
self.contents.draw_text(360, 96, 90, 32, item.recover_hp.to_s)
self.contents.draw_text(360, 128, 90, 32, item.recover_sp.to_s)
case item.scope
when 0
  self.contents.draw_text(70, 64, 120, 32, "None")
when 1
  self.contents.draw_text(70, 64, 120, 32, "One Enemy")
when 2
  self.contents.draw_text(70, 64, 120, 32, "All Enemies")
when 3
  self.contents.draw_text(70, 64, 120, 32, "One Ally")
when 4
  self.contents.draw_text(70, 64, 120, 32, "All Allies")
when 5
  self.contents.draw_text(70, 64, 120, 32, "One Dead Ally")
when 6
  self.contents.draw_text(70, 64, 120, 32, "All Dead Allies")
when 7
  self.contents.draw_text(70, 64, 120, 32, "User")
end
  end
end
#===============================================================================
#  END Window_Shop_Description_Item
#===============================================================================


#===============================================================================
#  Window_Shop_Description_Equipment
#===============================================================================
class Window_Shop_Description_Equipment < Window_Base
  def initialize
super(0, 256, 640, 224)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
item = nil
refresh(item)
  end
 
  def refresh(item)
self.contents.clear
if item == nil
  return
end
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(0, 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(28, 0, 120, 32, item.name)
self.contents.draw_text(0, 32, 460, 32, item.description)
self.contents.font.color = system_color
if item.is_a?(RPG::Weapon)
  self.contents.draw_text(0, 64, 75, 32, "Attack:")
  self.contents.draw_text(0, 96, 120, 32, "Phys. Def:")
  self.contents.draw_text(0, 128, 120, 32, "Mag. Def:")
  self.contents.draw_text(165, 64, 120, 32, "Str:")
  self.contents.draw_text(165, 96, 120, 32, "Dex:")
  self.contents.draw_text(165, 128, 120, 32, "Agi:")
  self.contents.draw_text(165, 160, 120, 32, "Int:")
  self.contents.draw_text(290, 64, 120, 32, "Elements:")
  self.contents.draw_text(470, 64, 120, 32, "Inflicts:")
else
  self.contents.draw_text(0, 64, 120, 32, "Phys. Def:")
  self.contents.draw_text(0, 96, 120, 32, "Mag. Def:")
  self.contents.draw_text(0, 128, 120, 32, "Evade:")
  self.contents.draw_text(0, 160, 120, 32, "Auto:")
  self.contents.draw_text(165, 64, 120, 32, "Str:")
  self.contents.draw_text(165, 96, 120, 32, "Dex:")
  self.contents.draw_text(165, 128, 120, 32, "Agi:")
  self.contents.draw_text(165, 160, 120, 32, "Int:")
  self.contents.draw_text(370, 64, 120, 32, "Guards Against:")
end
self.contents.font.color = normal_color
if item.is_a?(RPG::Weapon)
  self.contents.draw_text(60, 64, 75, 32, item.atk.to_s)
  self.contents.draw_text(90, 96, 75, 32, item.pdef.to_s)
  self.contents.draw_text(90, 128, 75, 32, item.mdef.to_s)
  self.contents.draw_text(195, 64, 50, 32, item.str_plus.to_s, 2)
  self.contents.draw_text(195, 96, 50, 32, item.dex_plus.to_s, 2)
  self.contents.draw_text(195, 128, 50, 32, item.agi_plus.to_s, 2)
  self.contents.draw_text(195, 160, 50, 32, item.int_plus.to_s, 2)
  self.contents.font.size = 14
  for i in 0...item.element_set.size
x = 265 + i % 2 * 75
y = 80 + i / 2 * 14
self.contents.draw_text(x, y, 120, 32, $data_system.elements[item.element_set[i]])
  end
  for i in 0...item.plus_state_set.size
x = 445 + i % 2 * 75
y = 80 + i / 2 * 14
self.contents.draw_text(x, y, 120, 32, $data_states[item.plus_state_set[i]].name)
  end
else
  self.contents.draw_text(90, 64, 75, 32, item.pdef.to_s)
  self.contents.draw_text(90, 96, 75, 32, item.mdef.to_s)
  self.contents.draw_text(60, 128, 75, 32, item.eva.to_s)
  if $data_states[item.auto_state_id] != nil
self.contents.draw_text(55, 160, 75, 32, $data_states[item.auto_state_id].name)
  end
  self.contents.draw_text(195, 64, 50, 32, item.str_plus.to_s, 2)
  self.contents.draw_text(195, 96, 50, 32, item.dex_plus.to_s, 2)
  self.contents.draw_text(195, 128, 50, 32, item.agi_plus.to_s, 2)
  self.contents.draw_text(195, 160, 50, 32, item.int_plus.to_s, 2)
  self.contents.font.size = 14
  @defense = []
  for i in 0...item.guard_element_set.size
@defense.push($data_system.elements[item.guard_element_set[i]])
  end
  for i in 0...item.guard_state_set.size
@defense.push($data_states[item.guard_state_set[i]].name)
  end
  for i in 0...@defense.size
x = 265 + i % 4 * 80
y = 80 + i / 4 * 14
self.contents.draw_text(x + 15, y, 85, 32, @defense[i])
  end
end
self.contents.font.size = 22
  end
end
#===============================================================================
#  END Window_Shop_Description_Equipment
#===============================================================================


#===============================================================================
#  Window_Shop_Actors
#===============================================================================
class Window_Shop_Actors < Window_Base
  def initialize
super(84, 32, 472, 416)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.active = false
self.z += 100
item = nil
refresh(item)
  end
 
  def refresh(item)
self.contents.clear
if item == nil
  return
end
for i in 0...$game_party.actors.size
  x = i%2 * 236
  y = i/2 * 192
  draw_actor_graphic($game_party.actors[i], x + 16, y + 48)
  draw_actor_name($game_party.actors[i], x + 48, y + 8)
  pdef1 = item.pdef
  mdef1 = item.mdef
  str1 = item.str_plus
  dex1 = item.dex_plus
  agi1 = item.agi_plus
  int1 = item.int_plus
  atk2 = 0
  eva2 = 0
  pdef2 = 0
  mdef2 = 0
  str2 = 0
  dex2 = 0
  agi2 = 0
  int2 = 0
  if item.is_a?(RPG::Weapon)
if $data_weapons[$game_party.actors[i].weapon_id] != nil
  atk1 = item.atk
  atk2 = $data_weapons[$game_party.actors[i].weapon_id].atk
  pdef2 = $data_weapons[$game_party.actors[i].weapon_id].pdef
  mdef2 = $data_weapons[$game_party.actors[i].weapon_id].mdef
  str2 = $data_weapons[$game_party.actors[i].weapon_id].str_plus
  dex2 = $data_weapons[$game_party.actors[i].weapon_id].dex_plus
  agi2 = $data_weapons[$game_party.actors[i].weapon_id].agi_plus
  int2 = $data_weapons[$game_party.actors[i].weapon_id].int_plus
end
  else
eva1 = item.eva
case item.kind
when 0
if $data_armors[$game_party.actors[i].armor1_id] != nil
  eva2 = $data_armors[$game_party.actors[i].armor1_id].eva
  pdef2 = $data_armors[$game_party.actors[i].armor1_id].pdef
  mdef2 = $data_armors[$game_party.actors[i].armor1_id].mdef
  str2 = $data_armors[$game_party.actors[i].armor1_id].str_plus
  dex2 = $data_armors[$game_party.actors[i].armor1_id].dex_plus
  agi2 = $data_armors[$game_party.actors[i].armor1_id].agi_plus
  int2 = $data_armors[$game_party.actors[i].armor1_id].int_plus
end
when 1
if $data_armors[$game_party.actors[i].armor2_id] != nil
  eva2 = $data_armors[$game_party.actors[i].armor2_id].eva
  pdef2 = $data_armors[$game_party.actors[i].armor2_id].pdef
  mdef2 = $data_armors[$game_party.actors[i].armor2_id].mdef
  str2 = $data_armors[$game_party.actors[i].armor2_id].str_plus
  dex2 = $data_armors[$game_party.actors[i].armor2_id].dex_plus
  agi2 = $data_armors[$game_party.actors[i].armor2_id].agi_plus
  int2 = $data_armors[$game_party.actors[i].armor2_id].int_plus
end
when 2
if $data_armors[$game_party.actors[i].armor3_id] != nil
  eva2 = $data_armors[$game_party.actors[i].armor3_id].eva
  pdef2 = $data_armors[$game_party.actors[i].armor3_id].pdef
  mdef2 = $data_armors[$game_party.actors[i].armor3_id].mdef
  str2 = $data_armors[$game_party.actors[i].armor3_id].str_plus
  dex2 = $data_armors[$game_party.actors[i].armor3_id].dex_plus
  agi2 = $data_armors[$game_party.actors[i].armor3_id].agi_plus
  int2 = $data_armors[$game_party.actors[i].armor3_id].int_plus
end
when 3
if $data_armors[$game_party.actors[i].armor4_id] != nil
  eva2 = $data_armors[$game_party.actors[i].armor4_id].eva
  pdef2 = $data_armors[$game_party.actors[i].armor4_id].pdef
  mdef2 = $data_armors[$game_party.actors[i].armor4_id].mdef
  str2 = $data_armors[$game_party.actors[i].armor4_id].str_plus
  dex2 = $data_armors[$game_party.actors[i].armor4_id].dex_plus
  agi2 = $data_armors[$game_party.actors[i].armor4_id].agi_plus
  int2 = $data_armors[$game_party.actors[i].armor4_id].int_plus
end
end
  end
  color1 = Color.new(25, 210, 25, 255)
  color2 = Color.new(210, 25, 25, 255)
  if $game_party.actors[i].equippable?(item)
self.contents.font.color = normal_color
# PDEF
if (pdef1 - pdef2) > 0
  self.contents.font.color = color1
elsif (pdef1 - pdef2) < 0
  self.contents.font.color = color2
else
  self.contents.font.color = normal_color
end
self.contents.draw_text(x + 25, y + 80, 70, 32, (pdef1 - pdef2).to_s, 2)
# MDEF
if (mdef1 - mdef2) > 0
  self.contents.font.color = color1
elsif (mdef1 - mdef2) < 0
  self.contents.font.color = color2
else
  self.contents.font.color = normal_color
end
self.contents.draw_text(x + 25, y + 112, 70, 32, (mdef1 - mdef2).to_s, 2)
# STR
if (str1 - str2) > 0
  self.contents.font.color = color1
elsif (str1 - str2) < 0
  self.contents.font.color = color2
else
  self.contents.font.color = normal_color
end
self.contents.draw_text(x + 125, y + 48, 70, 32, (str1 - str2).to_s, 2)
# DEX
if (dex1 - dex2) > 0
  self.contents.font.color = color1
elsif (dex1 - dex2) < 0
  self.contents.font.color = color2
else
  self.contents.font.color = normal_color
end
self.contents.draw_text(x + 125, y + 80, 70, 32, (dex1 - dex2).to_s, 2)
# AGI
if (agi1 - agi2) > 0
  self.contents.font.color = color1
elsif (agi1 - agi2) < 0
  self.contents.font.color = color2
else
  self.contents.font.color = normal_color
end
self.contents.draw_text(x + 125, y + 112, 70, 32, (agi1 - agi2).to_s, 2)
# INT
if (int1 - int2) > 0
  self.contents.font.color = color1
elsif (int1 - int2) < 0
  self.contents.font.color = color2
else
  self.contents.font.color = normal_color
end
self.contents.draw_text(x + 125, y + 144, 70, 32, (int1 - int2).to_s, 2)
if item.is_a?(RPG::Weapon)
  self.contents.font.color = system_color
  self.contents.draw_text(x, y + 48, 80, 32, "Atk:")
  self.contents.draw_text(x, y + 80, 80, 32, "Pdef:")
  self.contents.draw_text(x, y + 112, 80, 32, "Mdef:")
  self.contents.draw_text(x + 110, y + 48, 80, 32, "Str:")
  self.contents.draw_text(x + 110, y + 80, 80, 32, "Dex:")
  self.contents.draw_text(x + 110, y + 112, 80, 32, "Agi:")
  self.contents.draw_text(x + 110, y + 144, 80, 32, "Int:")
  self.contents.font.color = normal_color
  #  ATTACK
  if (atk1 - atk2) > 0
self.contents.font.color = color1
  elsif (atk1 - atk2) < 0
self.contents.font.color = color2
  else
self.contents.font.color = normal_color
  end
  self.contents.draw_text(x + 25, y + 48, 70, 32, (atk1 - atk2).to_s, 2)
  #  ELSE if armor...
else
  self.contents.font.color = system_color
  self.contents.draw_text(x, y + 48, 80, 32, "Eva:")
  self.contents.draw_text(x, y + 80, 80, 32, "Pdef:")
  self.contents.draw_text(x, y + 112, 80, 32, "Mdef:")
  self.contents.draw_text(x + 110, y + 48, 80, 32, "Str:")
  self.contents.draw_text(x + 110, y + 80, 80, 32, "Dex:")
  self.contents.draw_text(x + 110, y + 112, 80, 32, "Agi:")
  self.contents.draw_text(x + 110, y + 144, 80, 32, "Int:")
  self.contents.font.color = normal_color
  if (eva1 - eva2) > 0
self.contents.font.color = color1
  elsif (eva1 - eva2) < 0
self.contents.font.color = color2
  else
self.contents.font.color = normal_color
  end
  self.contents.draw_text(x + 25, y + 48, 70, 32, (eva1 - eva2).to_s, 2)
end
  else
self.contents.font.color = disabled_color
self.contents.draw_text(x + 10, y + 80, 120, 32, "Cannot Equip")
self.contents.font.color = normal_color
  end
end
  end
end
#===============================================================================
#  END Window_Shop_Actors
#===============================================================================


#===============================================================================
#  Window_Shop_Amount
#===============================================================================
class Window_Shop_Amount < Window_Selectable
 
  attr_accessor :amount
 
  def initialize
super(80, 208, 480, 96)
@item_max = 1
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z += 100
@amount = 1
item = $data_items[1]
option_index = 0
refresh(item, option_index)
  end
 
  def refresh(item, option_index)
self.contents.clear
if item == nil
  return
end
if option_index == nil
  return
end
if option_index == 0
  self.contents.font.color = system_color
  self.contents.draw_text(0, 0, 200, 32, "How many?")
  self.contents.font.color = normal_color
  if $game_party.gold < (@amount * item.price)
self.contents.font.color = disabled_color
  end
  bitmap = RPG::Cache.icon(item.icon_name)
  opacity = self.contents.font.color == normal_color ? 255 : 128
  self.contents.blt(0, 36, bitmap, Rect.new(0, 0, 24, 24), opacity)
  self.contents.draw_text(28, 32, 120, 32, item.name)
  self.contents.draw_text(335, 32, 10, 32, "x")
  self.contents.draw_text(280, 32, 30, 32, @amount.to_s, 2)
  self.cursor_rect.set(284, 32, 32, 32)
  self.contents.draw_text(370, 32, 70, 32, (@amount * item.price).to_s, 2)
else
  self.contents.font.color = system_color
  self.contents.draw_text(0, 0, 200, 32, "How many?")
  self.contents.font.color = normal_color
  bitmap = RPG::Cache.icon(item.icon_name)
  opacity = self.contents.font.color == normal_color ? 255 : 128
  self.contents.blt(0, 36, bitmap, Rect.new(0, 0, 24, 24), opacity)
  self.contents.draw_text(28, 32, 120, 32, item.name)
  self.contents.draw_text(335, 32, 10, 32, "x")
  self.contents.draw_text(280, 32, 30, 32, @amount.to_s, 2)
  self.cursor_rect.set(284, 32, 32, 32)
  self.contents.draw_text(370, 32, 70, 32, (@amount * (item.price / 2)).to_s, 2)
end
  end
end
#===============================================================================
#  END Window_Shop_Amount
#===============================================================================


#===============================================================================
#  Scene_Shop
#===============================================================================
class Scene_Shop
  def main
@counter = 0
@info_window = Window_Shop_Info.new
@option_window = Window_Shop_Option.new
@gold_window = Window_Shop_Gold.new
@own_window = Window_Shop_Own.new
@list_window = Window_Shop_List.new($game_temp.shop_goods)
@desc_item_window = Window_Shop_Description_Item.new
@desc_equip_window = Window_Shop_Description_Equipment.new
@actor_window = Window_Shop_Actors.new
@amount_window = Window_Shop_Amount.new

Graphics.transition
loop do
  Graphics.update
  Input.update
  update
  if $scene != self
break
  end
end
Graphics.freeze

@info_window.dispose
@option_window.dispose
@gold_window.dispose
@own_window.dispose
@list_window.dispose
@desc_item_window.dispose
@desc_equip_window.dispose
@actor_window.dispose
@amount_window.dispose
  end
 
  def update
@info_window.update
@option_window.update
@gold_window.update
@own_window.update
@list_window.update
@desc_item_window.update
@desc_equip_window.update
@actor_window.update
@amount_window.update

if @option_window.active
  update_option
  return
end

if @list_window.active
  update_list
  return
end

if @actor_window.visible
  update_actors
  return
end

if @amount_window.active and @option_window.index == 0
  update_amount
  return
end

if @amount_window.active and @option_window.index == 1
  update_sell
  return
end
  end
 
  def update_option
@info_window.refresh(0)
if Input.trigger?(Input::B)
  $game_system.se_play($data_system.cancel_se)
  $scene = Scene_Map.new
  return
end
if Input.trigger?(Input::C)
  case @option_window.index
  when 0
$game_system.se_play($data_system.decision_se)
@list_window.refresh
@option_window.active = false
@list_window.visible = true
@list_window.active = true
@list_window.index = 0
  when 1
$game_system.se_play($data_system.decision_se)
@list_window.refresh_sell(@option_window.index)
@option_window.active = false
@list_window.visible = true
@list_window.active = true
@list_window.index = 0
  when 2
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
  end
end
  end
 
  def update_list
@info_window.refresh(1)
@item = @list_window.item
if @counter != 1
  if @item.is_a?(RPG::Item)
@desc_item_window.refresh(@item)
@counter = 1
  else
@desc_equip_window.refresh(@item)
@counter = 1
  end
end
@own_window.refresh(@list_window.item)
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN) or Input.repeat?(Input::UP) or Input.repeat?(Input::DOWN)
  @counter = 0
end
if @item.is_a?(RPG::Item)
  if @counter != 1
@desc_item_window.refresh(@item)
@counter = 1
  end
  @desc_item_window.visible = true
  @desc_equip_window.visible = false
else
  if @counter != 1
@desc_equip_window.refresh(@item)
@counter = 1
  end
  @desc_item_window.visible = false
  @desc_equip_window.visible = true
end
if Input.trigger?(Input::B)
  @counter = 0
  $game_system.se_play($data_system.cancel_se)
  @desc_item_window.visible = false
  @desc_equip_window.visible = false
  @desc_item_window.refresh(nil)
  @desc_equip_window.refresh(nil)
  @option_window.active = true
  @list_window.visible = false
  @list_window.active = false
  @own_window.refresh(nil)
  return
end
if Input.trigger?(Input::A)
  unless @item.is_a?(RPG::Item)
$game_system.se_play($data_system.decision_se)
@actor_window.refresh(@item)
@actor_window.visible = true
@list_window.active = false
return
  else
$game_system.se_play($data_system.buzzer_se)
  end
end
if Input.trigger?(Input::C)
  if @item == nil or @item.id == 0 or @item.price == 0
$game_system.se_play($data_system.buzzer_se)
return
  end
  if @option_window.index == 0
case @item
when RPG::Item
  if $game_party.item_number(@item.id) >= 99
$game_system.se_play($data_system.buzzer_se)
return
  end
when RPG::Weapon
if $game_party.weapon_number(@item.id) >= 99
$game_system.se_play($data_system.buzzer_se)
return
  end
when RPG::Armor
  if $game_party.armor_number(@item.id) >= 99
$game_system.se_play($data_system.buzzer_se)
return
  end
end
  end
  $game_system.se_play($data_system.decision_se)
  @amount_window.visible = true
  @amount_window.active = true
  @list_window.active = false
  return
end
  end
 
  def update_actors
if Input.trigger?(Input::B)
  $game_system.se_play($data_system.cancel_se)
  @actor_window.visible = false
  @list_window.active = true
end
  end
 
  def update_amount
@amount_window.refresh(@item, @option_window.index)
if Input.trigger?(Input::B)
  $game_system.se_play($data_system.cancel_se)
  @amount_window.amount = 1
  @amount_window.visible = false
  @amount_window.active = false
  @list_window.active = true
  return
end
if Input.trigger?(Input::C)
  if $game_party.gold >= (@amount_window.amount * @item.price)
$game_system.se_play($data_system.decision_se)
$game_party.lose_gold(@amount_window.amount * @item.price)
case @item
when RPG::Item
  $game_party.gain_item(@item.id, @amount_window.amount)
when RPG::Weapon
  $game_party.gain_weapon(@item.id, @amount_window.amount)
when RPG::Armor
  $game_party.gain_armor(@item.id, @amount_window.amount)
end
@gold_window.refresh
@amount_window.amount = 1
@amount_window.visible = false
@amount_window.active = false
@list_window.active = true
@list_window.refresh
return
  else
$game_system.se_play($data_system.buzzer_se)
  end
end
if Input.trigger?(Input::LEFT)
  $game_system.se_play($data_system.cursor_se)
  @amount_window.amount -= 1
  if @amount_window.amount == 0
@amount_window.amount = 1
  end
  return
end
if Input.trigger?(Input::RIGHT)
  $game_system.se_play($data_system.cursor_se)
  @amount_window.amount += 1
  case @item
  when RPG::Item
if ($game_party.item_number(@item.id) + @amount_window.amount) > 99
  @amount_window.amount = (99 - $game_party.item_number(@item.id))
end
  when RPG::Weapon
if ($game_party.weapon_number(@item.id) + @amount_window.amount) > 99
  @amount_window.amount = (99 - $game_party.weapon_number(@item.id))
end
  when RPG::Armor
if ($game_party.armor_number(@item.id) + @amount_window.amount) > 99
  @amount_window.amount = (99 - $game_party.armor_number(@item.id))
end
  end
  return
end
if Input.trigger?(Input::UP)
  $game_system.se_play($data_system.cursor_se)
  @amount_window.amount += 10
  case @item
  when RPG::Item
if ($game_party.item_number(@item.id) + @amount_window.amount) > 99
  @amount_window.amount = (99 - $game_party.item_number(@item.id))
end
  when RPG::Weapon
if ($game_party.weapon_number(@item.id) + @amount_window.amount) > 99
  @amount_window.amount = (99 - $game_party.weapon_number(@item.id))
end
  when RPG::Armor
if ($game_party.armor_number(@item.id) + @amount_window.amount) > 99
  @amount_window.amount = (99 - $game_party.armor_number(@item.id))
end
  end
  return
end
if Input.trigger?(Input::DOWN)
  $game_system.se_play($data_system.cursor_se)
  @amount_window.amount -= 10
  if @amount_window.amount < 1
@amount_window.amount = 1
  end
  return
end
  end
 
  def update_sell
@amount_window.refresh(@item, @option_window.index)
if Input.trigger?(Input::B)
  $game_system.se_play($data_system.cancel_se)
  @amount_window.amount = 1
  @amount_window.visible = false
  @amount_window.active = false
  @list_window.active = true
  return
end
if Input.trigger?(Input::C)
  if @item.price == 0
$game_system.se_play($data_system.buzzer_se)
return
  end
  $game_system.se_play($data_system.decision_se)
  case @item
  when RPG::Item
$game_party.gain_gold(@amount_window.amount * (@item.price / 2))
$game_party.lose_item(@item.id, @amount_window.amount)
  when RPG::Weapon
$game_party.gain_gold(@amount_window.amount * (@item.price / 2))
$game_party.lose_weapon(@item.id, @amount_window.amount)
  when RPG::Armor
$game_party.gain_gold(@amount_window.amount * (@item.price / 2))
$game_party.lose_armor(@item.id, @amount_window.amount)
  end
  @gold_window.refresh
  @amount_window.amount = 1
  @amount_window.visible = false
  @amount_window.active = false
  @list_window.active = true
  @list_window.refresh_sell(@option_window.index)
  @desc_equip_window.refresh(nil)
  @desc_item_window.refresh(nil)
end
if Input.trigger?(Input::LEFT)
  $game_system.se_play($data_system.cursor_se)
  @amount_window.amount -= 1
  if @amount_window.amount < 1
@amount_window.amount = 1
  end
end
if Input.trigger?(Input::RIGHT)
  $game_system.se_play($data_system.cursor_se)
  case @item
  when RPG::Item
@amount_window.amount += 1
if @amount_window.amount > $game_party.item_number(@item.id)
  @amount_window.amount = $game_party.item_number(@item.id)
end
  when RPG::Weapon
@amount_window.amount += 1
if @amount_window.amount > $game_party.weapon_number(@item.id)
  @amount_window.amount = $game_party.weapon_number(@item.id)
end
  when RPG::Armor
@amount_window.amount += 1
if @amount_window.amount > $game_party.armor_number(@item.id)
  @amount_window.amount = $game_party.armor_number(@item.id)
end
  end
end
if Input.trigger?(Input::UP)
  $game_system.se_play($data_system.cursor_se)
  case @item
  when RPG::Item
@amount_window.amount += 10
if @amount_window.amount > $game_party.item_number(@item.id)
  @amount_window.amount = $game_party.item_number(@item.id)
end
  when RPG::Weapon
@amount_window.amount += 10
if @amount_window.amount > $game_party.weapon_number(@item.id)
  @amount_window.amount = $game_party.weapon_number(@item.id)
end
  when RPG::Armor
@amount_window.amount += 10
if @amount_window.amount > $game_party.armor_number(@item.id)
  @amount_window.amount = $game_party.armor_number(@item.id)
end
  end
end
if Input.trigger?(Input::DOWN)
  $game_system.se_play($data_system.cursor_se)
  @amount_window.amount -= 10
  if @amount_window.amount < 1
@amount_window.amount = 1
  end
end
  end
 
end
2
RMXP Script Database / Re: [XP] Tax
October 03, 2008, 10:09:52 pm
Hmmm, I think it was something with the custom shop edit I had.
I was messing around with a few of the scripts I had and took out the custom shop script and now everything seems to be back on track and working normally.
3
RMXP Script Database / Re: [XP] Tax
October 02, 2008, 10:03:31 pm
Just tried putting in this script and something doesn't add up.
I used the call script command to set the tax rate to 7
Whenever I go into a shop to buy an item the price is at a rate such that the tax would have to be 22.4
Price w/out tax = 500
Tax Rate = 7
Price w/ tax should be = 535
Price w/ tax actually = 612
Then after buying 1 item at the 612 price, the price goes up to 699.
Also, it seems to go up when I have more money and even after I sell an item
4
Unless your computer is from 1992 or earlier your motherboard will have PCI slots
PCIe was first developed in 2004 so there is chance you don't have PCIe but you will have PCI.
Since you said you were looking for a graphics card with 256MB for a not so expensive price, perhaps check out the EVGA GeForce 6200 Video Card. Tiger Direct has it for $50.00 which is pretty good.
PCI slots look like this:
Spoiler: ShowHide
5
News / Suggestions / Feedback / Re: The new skin
September 23, 2008, 04:26:59 pm
MY EYES! *eyes are burning*
Its soo bright! *hiss*
*turns down the contrast*
Much better, I like the skin, can't wait for the dark version though.
6
Intelligent Debate / Re: End of the World?
September 11, 2008, 06:02:16 pm
Quote from: Terry16389 on September 10, 2008, 05:12:13 pm
Well, as most of you know, the world was believed to have a slight chance of ending today. Some supercollider or another was supposed to generate a black hole, ending Earth and our entire solar system.


This rumor is a load of bullshit on so many levels. For one we are already doing the same thing and the people who say this stuff spew this crap every time a new super-collider comes online. The truth is they are smashing photons of light and even if that near impossible chance came to be the black hole would be the size of a photon of light which won't do a thing. It would take a black hole at least as big as our sun to destroy the earth.

The biggest threat to life on earth is the current global warming threat we are facing right now and aside from that the next thing we have to worry about is in 2029 I believe when there is a 1:1000ish possibility that an asteroid will pass through a keyhole and hit us 7 years later(April Friday 13th).

As far as the total destruction of earth goes that will be happening in about 200 billion years as the sun continues to expand and due to gravitational forces it will probably stop expanding just short of the earth due to the fact that as the sun moves out the other planets will slowly move away too. The destruction will happen when the sun finally collapses into a red dwarf and the shock wave will spread out and turn the solar system into a few small rock balls and some dust and whatnot.

*The super-collider you are referring to is the LHC(Large Hadron Collider) run by CERN
7
RMXP Script Database / Re: [XP] Tax
September 08, 2008, 07:31:19 am
Yah, this doesn't work with custom shop scripts but its still awesome! Will switch back to old shop screen just for some nice and friendly taxes on the products >D

Edit: I did a little messing around and whatnot and there might be a way to have this work with custom shop scripts although it will only factor in the tax to the items price in the shop window, not display the current tax percentage as that would most likely be different for each custom shop edit.
In the custom shop edit, find the following lines in
#  Window_Shop_List:
  def draw_item(index)
  item = @data[index]

The right below those two lines insert:
  item.price = Integer(item.price * ( (100 + $game_system.tax) / 100.0))
8
Troubleshooting / Help / Re: Is this a bug?
September 07, 2008, 11:21:09 pm
Err >.> I meant to say height
I wish I could expand the width XD

For now to solve this problem I just expanded a couple water tiles so now its impossible to get in that little area there with the bug.
9
Troubleshooting / Help / Re: Is this a bug?
September 07, 2008, 11:16:00 pm
Just expanded the width, added the heights of all maps together and properly merged them all in paint leaving no off centered anything.
10
Troubleshooting / Help / Re: Is this a bug?
September 07, 2008, 11:09:18 pm
What makes this even stranger is that I copied the map, and pasted it as a new map. I then edited the properties of the new map and switched it back to the Plains tileset. This did cause several things to disappear as they were no longer on there and when I tried to test the game it acted as if the fence I had previously(disappeared when I switched back tilesets) and in test play it acted as though a fence was there but this time it acted as though the fence were stretched out an extra couple tiles and was blocking other areas as well.

I just tried to compress the game and run it through game.exe and still get the same errors

Did the F6 thing and it shows passable squares JUST in that one section of water where I am having the problem
11
Troubleshooting / Help / Re: Is this a bug?
September 07, 2008, 10:46:36 pm
Nothing is there on any other layer or as an event that might make this possible. All other corners and identical places like that are none passable but this one small strip of about 4 squares where it is possible to do this. I know the priorities are correct because I copied the Plains tileset(which copied all priorities and whatnot for that tileset too) and then just replaced it with the new one keeping the same permissions and all that for this stuff.
12
Troubleshooting / Help / Is this a bug?
September 07, 2008, 10:24:33 pm
Well I was working on the starting town to my game to try and fix it up a bit and I have combined a few tilesets and just got all the directional and priority stuff put in from the other ones. I haven't changed anything with the auto tiles and just double checked everything related to them. Well this issue is happening in only TWO squares on the entire tileset. I have tried to replicate the problem elsewhere but to no avail. The first issue is here:
Spoiler: ShowHide

And the other one happens almost identical to this except its when I walk right one square and then all the way to the top.
13
Projects / Games / Re: 9 Lord Rescue
September 07, 2008, 04:48:58 pm
Thank you  for your offer and I will probably take you up on that very soon but for now I am concentrating on getting a few more maps and dungeons made and then will move on to characters and that stuff. How good are you with making monster sprites btw?


-See main post for progress and ETA till next demo-
14
Projects / Games / Re: 9 Lord Rescue
September 04, 2008, 09:08:23 pm
I really do appreciate your review so far of the game in both a positive and critiquing light.


A) There's a spelling error over there. I don't know if you corrected it yet.
-Corrected as of right now, skipped through that section so many times I am surprised I never noticed it myself XD

B) I got this error when trying to equip a Bronze Sword these two Ghosts dropped in the Training Tent. I don't know why I'm equipping a Bronze Sword in exchange for a Bronze Sword, but oh well.
-I think this MIGHT be due to the fact I have Tons and didn't realize the Wep/Armor requirement thing was in there and added in a separate one. I just removed the additional one and turned on the one in Tons so I will test this out in another 10 minutes.

C) Is this a mapping error or a secret? o,o
-I believe it might be a mapping error if your referring to the single light square in the maze area.

D) *This one isn't in the pictures* I began the game and I realize I'm not full HP, is this intentional?
-I believe its because I have CSBS added on there and its giving a small bonus to a couple classes and since I haven't completely balanced the system or anything I am just leaving it as it is for now.

Arbor and all portions of the town have yet to get their second and latest graphic overhaul. I last worked on it a couple years ago so it still needs some work to get it looking better. I wanted to make the training dungeon just something to get newbies a bit more familiar with the game but yes, like you said, it is very noobish and will get a reworking within the next few days after I get some of the more important dungeons looking better.
15
Electronic and Computer Section / Re: Computer cables
September 04, 2008, 04:53:58 pm
Just got one today. Tiger Direct wanted 5 bucks for the 6' version of the cable where as Best Buy wanted 30 bucks for the same 6' cable -.-' I got a 25 foot extension cable as well from Tiger Direct to hook up my TV to the stereo system too and together both items came out to be about the same as the single cable from Best Buy after tax
16
Projects / Games / Re: 9 Lord Rescue
September 04, 2008, 04:12:45 pm
Yah, I am working on learning how to draw my own stuff so for now I am using other peoples resources until then as place holders. I am working on doing some final graphic overhauls and whatnot to three dungeons and the road from one town to another. I hope to get some feedback from you pretty soon though and I am glad your eager to play :D
17
Ubuntu is a really nice OS. I tend to use it every now just for the heck of it and to change things up every now and then. Some small things in Ubuntu and other Linux Op Systems tend to just bug me a little(small things), most likely because I have used XP for so long its pretty different seeing the double bars and everything else but still Ubuntu is nice. Really good job with the tutorial though, easy to follow, broad so people with other distros should be able to follow it, and its short and simple to. Great job!
18
Electronic and Computer Section / Computer cables
September 03, 2008, 03:06:14 pm
I want to have my computer speaker output go, instead of to normal speakers, to my stereo system which only has those red/white cable inputs on the back(as used to hook PS2, Xbox, etc audio up to the TV). Is it possible to do this and if so what cables do I need
19
Resources / Re: Caro's Random Monster pictures
September 03, 2008, 09:11:35 am
o.o these are really nice, very amazing detail put on them.
20
Projects / Games / Re: 9 Lord Rescue
September 02, 2008, 10:18:26 pm
That number was based on the 200MB installed game before I compressed all my music to ogg and chopped out a massive set of unused music. I just copied the RAM requirements from the RPG Maker XP homepage so I figure if you need it for the actual program its probably a good idea to have that much to play the games.