#===============================================================================
# Skill Shop
# Author: Game_guy, gerkt(exp based addition), mast3rshake2049(idea)
# Date: June 7th, 2009
# Version: 2.2z
# VERY IMPORTANT ADDITION: Edited to use exp and not gold. Only works with one actor in the
# party. The actor have to be the actor with the ID=1 of the database.
#===============================================================================
#
# Intro:
# What this script does is act as a shop but sells skills instead.
#
# Instructions:
# 1: First how do you want it setup? Theres two ways
# 1: -Any person can learn any skill
# or
# 2: -Classes learn different skills then other classes
#
# Go down to UseClasses and set it to false for 1: or true for 2:
#
# 2: Ok now that thats over lets move onto price. Go down to CONFIG PRICE and
# follow the instructions there.
#
# 3: Skip this step if you set UseClasses to false.
# Go to CONFIG CLASS SKILLS and follow the instructions there.
#
# 4: Ok so everythings setup now. Time to actually find out how to open the
# skillshop right? You use this line
# $scene = SkillShop.new([skill id's go here])
# example
# $scene = SkillShop.new([1, 2]) will make a shop with the skills
# Heal and Great Heal
#
# 5: Ok the script now is able to make it where only skills are learnable at
# certain levels. Go to CONFIG LEVEL and follow instructions there.
#
# 6: Ok so now there's a new option that sorts the skills in the following.
# Alphabetical
# Reverse Alphabetical
# Numeric (Sorts it by Id)
# Reverse Numberic
# Price
# Reverse price
# At default its at numeric but to change it use this,
# $game_system.ssort = 0,1,2, or 3.
# 0 = Numeric, 1 = Reverse Numeric, 2 = Alphabetical,
# 3 = Reverse Alphabetical, 4 = Price, 5 = Reverse Price.
#===============================================================================
module GameGuy
#==========================
# BEGIN CONFIG
#==========================
UseClasses = true # if false anyone can learn any skill
# if true only classes can learn the defined skills
end
module RPG
class Skill
def price
case id
#==========================
# CONFIG PRICE
#==========================
# use
# when skill_id then return price
when 1 then return 50
when 57 then return 75
end
return 10
end
def llevel
case id
#==========================
# CONFIG LEVEL
#==========================
# use
# when skill_id then return level
when 57 then return 2
end
return 1
end
end
class Class
def learnskills
case id
#==========================
# CONFIG CLASS SKILLS
#==========================
# use
# when class_id then return [skill id's here]
when 1 then return [1, 2, 57, 58, 59, 60]
when 2 then return [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 81]
when 7 then return [69, 70, 71, 72, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80]
when 8 then return [30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56]
end
return []
end
#==========================
# END CONFIG
#==========================
end
end
class Game_System
attr_accessor :ssort
alias sort_me_skillz initialize
def initialize
@ssort = 0
sort_me_skillz
end
end
class Window_SkillCommand < Window_Selectable
def initialize
super(0, 64, 480, 64)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 2
@column_max = 2
@commands = ["Learn", "Exit"]
refresh
self.index = 0
end
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
def draw_item(index)
x = 4 + index * 240
self.contents.draw_text(x, 0, 128, 32, @commands[index])
end
end
class Window_SkillBuy < Window_Selectable
def initialize(shop_goods)
super(0, 128, 368, 352)
@skill_shop_goods = shop_goods
self.active = false
refresh
self.index = 0
end
def skill
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 0...@skill_shop_goods.size
skill = $data_skills[@skill_shop_goods[i]]
if skill != nil
@data.push(skill)
end
end
case $game_system.ssort
when 0
[@data].each {|ary| ary.sort! {|a, b| a.id <=> b.id}}
when 1
[@data].each {|ary| ary.sort! {|a, b| a.id <=> b.id}}
[@data].each {|ary| ary.reverse!}
when 2
[@data].each {|ary| ary.sort! {|a, b| a.name <=> b.name}}
when 3
[@data].each {|ary| ary.sort! {|a, b| a.name <=> b.name}}
[@data].each {|ary| ary.reverse!}
when 4
[@data].each {|ary| ary.sort! {|a, b| a.price <=> b.price}}
when 5
[@data].each {|ary| ary.sort! {|a, b| a.price <=> b.price}}
[@data].each {|ary| ary.reverse!}
else
[@data].each {|ary| ary.sort! {|a, b| a.id <=> b.id}}
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)
skill = @data[index]
price = skill.price
enabled = (price <= $game_actors[1].exp)
if enabled
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(skill.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, skill.name, 0)
self.contents.draw_text(x + 240, y, 88, 32, price.to_s, 2)
end
def update_help
@help_window.set_text(skill == nil ? "" : skill.description)
end
end
class Window_SkillStatus2 < Window_Selectable
def initialize
super(368, 128, 272, 352)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.z = 200
self.active = false
self.index = -1
end
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 64
y = i * 80
actor = $game_party.actors[i]
classs = $data_classes[$game_actors[actor.id].class_id]
draw_actor_graphic(actor, x - 40, y + 60)
draw_actor_name(actor, x - 13, y + 10)
if actor.skill_learn?($thing.id)
self.contents.font.color = crisis_color
$text = "Aquired"
elsif GameGuy::UseClasses
if classs.learnskills.include?($thing.id) && $thing.llevel <= actor.level
self.contents.font.color = normal_color
$text = "Can Learn"
elsif classs.learnskills.include?($thing.id) && $thing.llevel > actor.level
self.contents.font.color = disabled_color
$text = "Can Learn At Level " + $thing.llevel.to_s
else
self.contents.font.color = disabled_color
$text = "Can't Learn"
end
else
if actor.level >= $thing.llevel
self.contents.font.color = normal_color
$text = "Can Learn"
else
self.contents.font.color = disabled_color
$text = "Can Learn At Level " + $thing.llevel.to_s
end
end
self.contents.draw_text(x - 13, y + 40, 200, 32, $text)
end
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
end
end
end
class SkillShop
def initialize(skills)
@skills = skills
end
def main
@command = Window_SkillCommand.new
@help_window = Window_Help.new
@skillbuy = Window_SkillBuy.new(@skills)
@skillbuy.active = false
@skillbuy.help_window = @help_window
$thing = @skillbuy.skill
@status = Window_SkillStatus2.new
#@status.visible = false
@gold = Window_Exp.new
@gold.x = 480
@gold.y = 64
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@gold.dispose
@skillbuy.dispose
@help_window.dispose
@command.dispose
@status.dispose
end
def update
@gold.update
@status.update
@gold.refresh
@command.update
@skillbuy.update
@help_window.update
$thing = @skillbuy.skill
@status.refresh
if @command.active
update_command
return
end
if @status.active
update_status
return
end
if @skillbuy.active
update_buy
return
end
end
def update_buy
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@skillbuy.active = false
@skillbuy.index = -1
@command.active = true
@command.index = 0
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
@skillbuy.active = false
@status.active = true
@status.visible = true
@status.index = 0 if @status.index == -1
end
end
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
case @command.index
when 0
@command.active = false
@command.index = -1
@skillbuy.active = true
@skillbuy.index = 0
when 1
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
end
return
end
end
def update_status
if Input.trigger?(Input::B)
@status.active = false
@status.index = -1
@skillbuy.active = true
return
end
if Input.trigger?(Input::C)
price = @skillbuy.skill.price
@actort = $game_party.actors[@status.index]
enabled = (price <= $game_actors[1].exp)
if enabled
if @actort.skill_learn?(@skillbuy.skill.id)
$game_system.se_play($data_system.buzzer_se)
return
end
if GameGuy::UseClasses
if $data_classes[@actort.class_id].learnskills.include?(@skillbuy.skill.id) && @actort.level >= @skillbuy.skill.llevel
@actort.learn_skill(@skillbuy.skill.id)
$game_actors[1].exp -= (@skillbuy.skill.price)
$game_system.se_play($data_system.decision_se)
@status.refresh
@skillbuy.refresh
return
else
$game_system.se_play($data_system.buzzer_se)
return
end
else
if @actort.level >= @skillbuy.skill.llevel
@actort.learn_skill(@skillbuy.skill.id)
$game_actors[1].exp -= (@skillbuy.skill.price)
$game_system.se_play($data_system.decision_se)
@status.refresh
@skillbuy.refresh
else
$game_system.se_play($data_system.buzzer_se)
return
end
return
end
else
$game_system.se_play($data_system.buzzer_se)
return
end
end
end
end
#==============================================================================
# ** Window_Exp
#------------------------------------------------------------------------------
# This window displays amount of gold.
#==============================================================================
class Window_Exp < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
cx = contents.text_size('Exp').width
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120-cx-2, 32, $game_actors[1].exp.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(124-cx, 0, cx, 32, 'Exp', 2)
end
end