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PrexCraft-V2.0 edit help

Hi all :D. I am running into a problem trying to edit the PrexCraft-V2.0 script to fit the look of it to fit my game. I started working on this edit myself with the little knowledge of scripting that I have. I orginally rearanged the menu the way I wanted it and started to place the images I wanted for the windows, to match the FFT shop script I am useing. First Image was a success and looked great. (This image here)
http://www.geocities.com/xavier_the_mad ... s_list.PNG[/IMG]
Next I tried to add my next image (this one)
http://www.geocities.com/xavier_the_mad ... erials.PNG[/IMG]
and got this error
http://www.geocities.com/xavier_the_mad/Message1.bmp[/IMG]

240 #-----------------------------------------------------------------------------
241 def update
242 @recipe_list.update
243 @result_info.update(@recipe_list.data)
244 @result_comp.update(@recipe_list.data)

so I scraped that edit and started with the original script and still got the same error without any for of edits execpt for adding the images.
this is the script that I am curently using with the pictures added.
Code:
#===============================================================================
# Module Craft by Prexus
#  - Version 2.0 (12.31.06)
#-------------------------------------------------------------------------------
# This is the primary module of the PrexCraft script. Be sure to read the
# instructions to learn how to create new recipes. Do not change any of the
# constants in the DO NOT TOUCH section.
#===============================================================================
module Craft
  #=============================================================================
  # CONSTANTS :: DO NOT TOUCH
  #=============================================================================
  ITEM = 0; ARMOR = 1; WEAPON = 2
  NOT_CONSUMED = false; CONSUMED = true;
 
  #=============================================================================
  # CONSTANTS :: PLEASE TOUCH THESE.. BABY!
  #=============================================================================
  USE_LEVELS           = true  # Use Levels for skills.
  SHOW_COLORS          = true  # Use colorcoding (only for Levels)
  SHOW_LEVELS          = true  # Show recipe level display
  SHOW_LEVEL_UP        = true  # Show level up window
  SHOW_LIST_ICONS      = true  # Show icons in recipe list
  SHOW_RESULT_ICON     = true  # Show icons in result window
  SHOW_COMPONENT_ICONS = true  # Show icons in component window
 
  #=============================================================================
  # TRADE :: OFFSET LEVEL RANGE (edit with caution) (For use with levels only)
  #=============================================================================
  TRADE_LEVEL_OFFSET = 10
 
  #=============================================================================
  # COLORS :: EDIT WITH CAUTION (For use with Levels only)
  #=============================================================================
  TRIVIAL    = Color.new( 64,  64,  64, 255)
  LOW        = Color.new(  0, 255,   0, 255)
  MID        = Color.new(255, 255,   0, 255)
  HIGH       = Color.new(255, 128,   0, 255)
  IMPOSSIBLE = Color.new(255,   0,   0, 255)
 
  #=============================================================================
  # RECIPES :: Follow Instructions
  #-----------------------------------------------------------------------------
  # FORMAT :
  # {'NAME' => 'RECIPE NAME AS STRING',
  #  'TYPE' => 'RECIPE TYPE AS STRING',
  #  'LEVEL' => LEVEL_AS_INTEGER,  << Not Necessary with USE_LEVELS set to False
  #  'RESULT' => [TYPE, ID, VALUE],
  #  'COMPONENTS' => [
  #    [TYPE, ID, VALUE, CONSUMED?],
  #    [TYPE, ID, VALUE, CONSUMED?],
  #    ...
  #  ]
  # }
  #-----------------------------------------------------------------------------
  # To setup a recipe, follow the example below:
  #-----------------------------------------------------------------------------
  # {'NAME' => 'Cold Iron Sword',
  #  'TYPE' => 'Blacksmith',
  #  'LEVEL' => 10,
  #  'RESULT' => [WEAPON, 1, 1],
  #  'COMPONENTS' => [
  #    [ITEM, 1, 1, CONSUMED],
  #    [ITEM, 2, 1, CONSUMED],
  #    [WEAPON, 3, 1, NOT_CONSUMED]
  #  ]
  # } # End Recipe [WEAPON, 1, 1]
  #=============================================================================
  RECIPES = [
    {'NAME' => 'Cold Sword',
     'TYPE' => 'Blacksmith',
     'LEVEL' => 1,
     'RESULT' => [WEAPON, 33, 1],
     'COMPONENTS' => [
       [ITEM, 33, 1, CONSUMED],
       [WEAPON, 1, 1, CONSUMED]
     ]
    },
    {'NAME' => 'Tempered Sword',
     'TYPE' => 'Blacksmith',
     'LEVEL' => 20,
     'RESULT' => [WEAPON, 34, 1],
     'COMPONENTS' => [
       [ITEM, 38, 1, NOT_CONSUMED],
       [WEAPON, 1, 1, CONSUMED]
     ]
    },
    {'NAME' => 'Apple Pie',
     'TYPE' => 'Cook',
     'LEVEL' => 1,
     'RESULT' => [ITEM, 36, 1],
     'COMPONENTS' => [
       [ITEM, 34, 1, NOT_CONSUMED],
       [ITEM, 35, 3, CONSUMED]
     ]
    }
  ]
 
  #=============================================================================
  # Craft Methods
  #-----------------------------------------------------------------------------
  # valid_recipe? : name
  # Checks if the recipe name given exists in the recipe data store.
  #=============================================================================
  def self.valid_recipe?(name)
    for recipe in RECIPES
      return true if name == recipe['NAME']
    end
    return false
  end
 
  #=============================================================================
  # Craft Methods
  #-----------------------------------------------------------------------------
  # can_make? : name
  # Checks if the recipe is possible to make. First finds if the recipe given is
  # valid, then checks if there are enough components in your inventory.
  #=============================================================================
  def self.can_make?(name)
    return false unless self.valid_recipe?(name)
    for r in RECIPES
      next unless name == r['NAME']
      recipe = r
    end
    return false unless recipe
    for component in recipe['COMPONENTS']
      case component[0]
      when 0 # ITEM
        return false unless $game_party.item_number(component[1]) >= component[2]
      when 1 # ARMOR
        return false unless $game_party.armor_number(component[1]) >= component[2]
      when 2 # WEAPON
        return false unless $game_party.weapon_number(component[1]) >= component[2]
      end
    end
    return true
  end
 
  #=============================================================================
  # Craft Methods
  #-----------------------------------------------------------------------------
  # get_recipe : name
  # Returns the hash object containing the data information for the recipe if
  # the recipe is valid. Else returns nil.
  #=============================================================================
  def self.get_recipe(name)
    return nil unless self.valid_recipe?(name)
    for recipe in RECIPES
      return recipe if recipe['NAME'] == name
    end
    return nil
  end
 
  #=============================================================================
  # Craft Methods for LEVELS
  #-----------------------------------------------------------------------------
  # color_chart : diff
  # Returns the color suited for the recipe based on the difference between the
  # recipe level and your party's skill level
  #=============================================================================
  def self.color_chart(diff)
    if diff < 0
      return IMPOSSIBLE
    elsif (0...TRADE_LEVEL_OFFSET).to_a.include?(diff)
      return HIGH
    elsif (TRADE_LEVEL_OFFSET...TRADE_LEVEL_OFFSET * 2).to_a.include?(diff)
      return MID
    elsif (TRADE_LEVEL_OFFSET * 2...TRADE_LEVEL_OFFSET * 3).to_a.include?(diff)
      return LOW
    else
      return TRIVIAL
    end
  end
 
  #=============================================================================
  # Craft Methods for LEVELS
  #-----------------------------------------------------------------------------
  # level_skill : skill, diff
  # Raises the level of the skill based on the difference between the recipe
  # level and the party's skill level.
  #=============================================================================
  def self.level_skill(skill, diff)
    if (0...TRADE_LEVEL_OFFSET).to_a.include?(diff)
      if rand(10) >= 1
        $game_party.trade_level_up(skill, 1)
        return true
      else
        return false
      end
    elsif (TRADE_LEVEL_OFFSET...TRADE_LEVEL_OFFSET * 2).to_a.include?(diff)
      if rand(10) >= 3
        $game_party.trade_level_up(skill, 1)
        return true
      else
        return false
      end
    elsif (TRADE_LEVEL_OFFSET * 2...TRADE_LEVEL_OFFSET * 3).to_a.include?(diff)
      if rand(10) >= 6
        $game_party.trade_level_up(skill, 1)
        return true
      else
        return false
      end
    else
      return false
    end
  end
end
#===============================================================================
# Scene Craft
#-------------------------------------------------------------------------------
# This is the main interface for the crafting system. You can run it by using
# the callscript command '$scene = Scene_Craft.new' or by adding it to your own
# code in the same manner.
#===============================================================================
class Scene_Craft
  def initialize(type = nil)
    @type = type
  end
  def main
    @recipe_list = Window_RecipeList.new(@type)
    @result_info = Window_ResultInfo.new(@recipe_list.data)
    @result_comp = Window_ResultComponents.new(@recipe_list.data)
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    @recipe_list.dispose
    @result_info.dispose
    @result_comp.dispose
    @level_window.dispose if @level_window
  end
  #-----------------------------------------------------------------------------
  def update
    @recipe_list.update
    @result_info.update(@recipe_list.data)
    @result_comp.update(@recipe_list.data)
    if @level_window
      @level_window.update
      @level_window.opacity -= 2
      @level_window.contents_opacity -= 2
      if @level_window.opacity == 0
        @level_window.dispose
        @level_window = nil
      end
    end
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      if craft(@recipe_list.data)
        $game_system.se_play($data_system.decision_se)
      else
        $game_system.se_play($data_system.buzzer_se)
      end
      @recipe_list.refresh
      @result_info.refresh
      @result_comp.refresh
      return
    end
  end
  #-----------------------------------------------------------------------------
  def craft(recipe)
    return false unless Craft.can_make?(recipe)
    recipe = Craft.get_recipe(@recipe_list.data)
    if Craft::USE_LEVELS
      skill = (recipe['TYPE'] ? recipe['TYPE'] : nil)
      level = (recipe['LEVEL'] ? recipe['LEVEL'] : 1)
      if skill
        return unless $game_party.trade_check?(skill, level)
        diff = ($game_party.trade_skills[skill] - level).abs
        old_level = $game_party.trade_skills[skill]
        if Craft.level_skill(skill, diff)
          if Craft::SHOW_LEVEL_UP
            if @level_window
              @level_window.dispose
              @level_window = nil
            end
            @level_window = Window_Base.new(0, 0, 256, 64)
            @level_window.contents = Bitmap.new(224, 32)
            @level_window.x = 320 - @level_window.width / 2
            @level_window.y = 240 - @level_window.height / 2
            @level_window.z = 9998
            @level_window.contents.draw_text(4, 0, 224, 32,
              "#{skill} +#{($game_party.trade_skills[skill] - old_level).abs}", 1)
          end
        end
      end
    end
    for component in recipe['COMPONENTS']
      case component[0]
      when 0 # Item
        $game_party.lose_item(component[1], component[2]) if component[3]
      when 1 # Armor
        $game_party.lose_armor(component[1], component[2]) if component[3]
      when 2 # Weapon
        $game_party.lose_weapon(component[1], component[2]) if component[3]
      end
    end
    case recipe['RESULT'][0]
    when 0 # Item
      $game_party.gain_item(recipe['RESULT'][1], recipe['RESULT'][2])
    when 1 # Armor
      $game_party.gain_armor(recipe['RESULT'][1], recipe['RESULT'][2])
    when 2 # Weapon
      $game_party.gain_weapon(recipe['RESULT'][1], recipe['RESULT'][2])
    end
    return true
  end
end
#===============================================================================
# Window RecipeList
#-------------------------------------------------------------------------------
# This is a standard command window which shows all the recipes known by the
# party. They will appear in White if you have the proper reagents to combine
# or grey otherwise.
#===============================================================================
class Window_RecipeList < Window_Selectable
  def initialize(type)
    super(0, 0, 224, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    @data = []
    @type = type
    self.opacity = 0
    @synthesis_list = Sprite.new
    @synthesis_list.bitmap = RPG::Cache.picture('synthesis list')
    @synthesis_list.x = self.x + 5
    @synthesis_list.y = self.y - 13
    @synthesis_list.z = self.z - 1
    @synthesis_list.visible = true
    refresh
  end
  #-----------------------------------------------------------------------------
  def update
      super
      @synthesis_list.visible = true
    end
  #-----------------------------------------------------------------------------
  def dispose
      super
      @synthesis_list.dispose
    end
  end
  #-----------------------------------------------------------------------------
  def data
    return @data[self.index]
  end
  #-----------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @data = []
    for recipe in $game_party.recipes
      if @type
        next unless Craft.get_recipe(recipe)['TYPE'] == @type
      end
      @data.push(recipe) if Craft.valid_recipe?(recipe)
    end
    @item_max = @data.size
    self.index = [[self.index, 0].max, @item_max].min
    for i in [EMAIL=0..@data.size]0..@data.size[/EMAIL]
      data = @data[i]
      next unless data
      x = (Craft::SHOW_LIST_ICONS ? 32 : 4)
      recipe = Craft.get_recipe(data)
      if Craft::SHOW_LIST_ICONS
        case recipe['RESULT'][0]
        when 0 # ITEM
          bitmap = RPG::Cache.icon($data_items[recipe['RESULT'][1]].icon_name)
          self.contents.blt(4, i * 32 + 4, bitmap, Rect.new(0, 0, 24, 24))
        when 1 # ARMOR
          bitmap = RPG::Cache.icon($data_armors[recipe['RESULT'][1]].icon_name)
          self.contents.blt(4, i * 32 + 4, bitmap, Rect.new(0, 0, 24, 24))
        when 2 # WEAPON
          bitmap = RPG::Cache.icon($data_weapons[recipe['RESULT'][1]].icon_name)
          self.contents.blt(4, i * 32 + 4, bitmap, Rect.new(0, 0, 24, 24))
        end
      end
      if Craft::USE_LEVELS
        level = (recipe['LEVEL'] ? recipe['LEVEL'] : 1)
        diff = $game_party.trade_skills[recipe['TYPE']] - level
        if Craft::SHOW_COLORS
          self.contents.font.color = Craft.color_chart(diff)
        else
          self.contents.font.color = (Craft.can_make?(data) ? normal_color : disabled_color)
        end
        if Craft::SHOW_LEVELS
          self.contents.draw_text(x, i * 32, self.contents.width - x, 32,
            "(#{recipe['LEVEL']}) #{data}")
        else
          self.contents.draw_text(x, i * 32, self.contents.width - x, 32, data.to_s)
        end
      else
        self.contents.font.color = (Craft.can_make?(data) ? normal_color : disabled_color)
        self.contents.draw_text(x, i * 32, self.contents.width - x, 32, data.to_s)
      end
    end
  end
 
#===============================================================================
# Window ResultInfo
#-------------------------------------------------------------------------------
# This window displays all the information regarding the resulting item.
#===============================================================================
class Window_ResultInfo < Window_Base
  def initialize(recipe)
    super(224, 0, 640-224, 272)
    self.contents = Bitmap.new(width - 32, height - 32)
    @recipe = recipe
    refresh
  end
  #-----------------------------------------------------------------------------
  def refresh
    self.contents.clear
    recipe = Craft.get_recipe(@recipe)
    return unless recipe
    case recipe['RESULT'][0]
    when 0 # ITEM
      item = $data_items[recipe['RESULT'][1]]
      return unless item
      if Craft::SHOW_RESULT_ICON
        bitmap = RPG::Cache.icon(item.icon_name)
        self.contents.blt(4, 4, bitmap, Rect.new(0, 0, 24, 24))
        self.contents.draw_text(32,  0, self.contents.width - 36, 32, item.name.to_s)
      else
        self.contents.draw_text(4,  0, self.contents.width - 8, 32, item.name.to_s)
      end
      self.contents.draw_text(4,  0, self.contents.width - 8, 32, "#{item.price} #{$data_system.words.gold}", 2)
      if item.recover_hp_rate != 0
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, "HP: #{item.recover_hp_rate}%")
      elsif item.recover_hp != 0
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, "HP: #{item.recover_hp}")
      end
      if item.recover_sp_rate != 0
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, "SP: #{item.recover_sp_rate}%", 1)
      elsif item.recover_sp != 0
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, "SP: #{item.recover_sp}", 1)
      end
      self.contents.draw_text(4, 80, self.contents.width - 8, 32, "Hit%: #{item.hit}")
      self.contents.draw_text(4, 80, self.contents.width - 8, 32, "Variance: #{item.variance}", 2)
      case item.parameter_type
      when 1
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, "Max HP: +#{item.parameter_points}", 2)
      when 2
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, "Max SP: +#{item.parameter_points}", 2)
      when 3
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, "STR: +#{item.parameter_points}", 2)
      when 4
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, "DEX: +#{item.parameter_points}", 2)
      when 5
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, "AGI: +#{item.parameter_points}", 2)
      when 6
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, "INT: +#{item.parameter_points}", 2)
      end
      state_text = 'State + '
      for state in item.plus_state_set
        state_text += ', ' unless state == item.plus_state_set.first
        state_text += $data_states[state].name
      end
      self.contents.draw_text(4, 112, self.contents.width - 8, 32, "#{state_text}")
      state_text = 'State - '
      for state in item.minus_state_set
        state_text += ', ' unless state == item.minus_state_set.first
        state_text += $data_states[state].name
      end
      self.contents.draw_text(4, 144, self.contents.width - 8, 32, "#{state_text}")
    when 1 # ARMOR
      item = $data_armors[recipe['RESULT'][1]]
      return unless item
      if Craft::SHOW_RESULT_ICON
        bitmap = RPG::Cache.icon(item.icon_name)
        self.contents.blt(4, 4, bitmap, Rect.new(0, 0, 24, 24))
        self.contents.draw_text(32,  0, self.contents.width - 36, 32, item.name.to_s)
      else
        self.contents.draw_text(4,  0, self.contents.width - 8, 32, item.name.to_s)
      end
      self.contents.draw_text(4, 0, self.contents.width - 8, 32, "#{item.price} #{$data_system.words.gold}", 2)
      case item.kind
      when 0 # Shield
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, 'Shield')
      when 1 # Helmet
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, 'Helmet')
      when 2 # Body Armor
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, 'Body Armor')
      when 3 # Accessory
        self.contents.draw_text(4, 48, self.contents.width - 8, 32, 'Accessory')
      end
      self.contents.draw_text(4, 48, self.contents.width - 8, 32, "EVA: #{item.eva}", 2)
      self.contents.draw_text(4, 80, self.contents.width - 8, 32, "PDEF: #{item.pdef}")
      self.contents.draw_text(4, 80, self.contents.width - 8, 32, "STR: #{item.str_plus}", 1)
      self.contents.draw_text(4, 80, self.contents.width - 8, 32, "DEX: #{item.dex_plus}", 2)
      self.contents.draw_text(4, 112, self.contents.width - 8, 32, "MDEF: #{item.mdef}")
      self.contents.draw_text(4, 112, self.contents.width - 8, 32, "AGI: #{item.agi_plus}", 1)
      self.contents.draw_text(4, 112, self.contents.width - 8, 32, "INT: #{item.int_plus}", 2)
      state_text = 'State Guard: '
      for state in item.guard_state_set
        state_text += ', ' unless state == item.guard_state_set.first
        state_text += $data_states[state].name
      end
      self.contents.draw_text(4, 144, self.contents.width - 8, 32, "#{state_text}")
      state_text = 'Element Guard: '
      for state in item.guard_element_set
        state_text += ', ' unless state == item.guard_element_set.first
        state_text += $data_system.elements[state]
      end
      self.contents.draw_text(4, 176, self.contents.width - 8, 32, "#{state_text}")
      if item.auto_state_id != 0
        self.contents.draw_text(4, 208, self.contents.width - 8, 32, "Auto State: #{$data_states[item.auto_state_id].name}")
      end
    when 2 # WEAPON
      item = $data_weapons[recipe['RESULT'][1]]
      return unless item
      if Craft::SHOW_RESULT_ICON
        bitmap = RPG::Cache.icon(item.icon_name)
        self.contents.blt(4, 4, bitmap, Rect.new(0, 0, 24, 24))
        self.contents.draw_text(32,  0, self.contents.width - 36, 32, item.name.to_s)
      else
        self.contents.draw_text(4,  0, self.contents.width - 8, 32, item.name.to_s)
      end
      self.contents.draw_text(4, 0, self.contents.width - 8, 32, "#{item.price} #{$data_system.words.gold}", 2)
      self.contents.draw_text(4, 48, self.contents.width - 8, 32, "ATK: #{item.atk}")
      self.contents.draw_text(4, 48, self.contents.width - 8, 32, "PDEF: #{item.pdef}", 1)
      self.contents.draw_text(4, 48, self.contents.width - 8, 32, "MDEF: #{item.mdef}", 2)
      self.contents.draw_text(4, 80, self.contents.width - 8, 32, "STR: #{item.str_plus}")
      self.contents.draw_text(4, 80, self.contents.width - 8, 32, "DEX: #{item.dex_plus}", 2)
      self.contents.draw_text(4, 112, self.contents.width - 8, 32, "AGI: #{item.agi_plus}")
      self.contents.draw_text(4, 112, self.contents.width - 8, 32, "INT: #{item.int_plus}", 2)
      state_text = 'State + '
      for state in item.plus_state_set
        state_text += ', ' unless state == item.plus_state_set.first
        state_text += $data_states[state].name
      end
      self.contents.draw_text(4, 144, self.contents.width - 8, 32, "#{state_text}")
      state_text = 'State - '
      for state in item.minus_state_set
        state_text += ', ' unless state == item.minus_state_set.first
        state_text += $data_states[state].name
      end
      self.contents.draw_text(4, 176, self.contents.width - 8, 32, "#{state_text}")
      state_text = 'Element: '
      for state in item.element_set
        state_text += ', ' unless state == item.element_set.first
        state_text += $data_system.elements[state]
      end
      self.contents.draw_text(4, 208, self.contents.width - 8, 32, "#{state_text}")
    end
  end
  #-----------------------------------------------------------------------------
  def update(recipe)
    super()
    return unless recipe != @recipe
    @recipe = recipe
    refresh
  end
end
#===============================================================================
# Window ResultComponents
#-------------------------------------------------------------------------------
# This window displays all the components required for the combination, as well
# as the amount you have and the amount required of each. If an item has a *
# after the name, it will not be consumed in the combination.
#===============================================================================
class Window_ResultComponents < Window_Base
  def initialize(recipe)
    super(224, 272, 640-224, 208)
    self.contents = Bitmap.new(width - 32, height - 32)
    @recipe = recipe
    self.opacity = 0
    @synthesis_materials = Sprite.new
    @synthesis_materials.bitmap = RPG::Cache.picture('synthesis materials')
    @synthesis_materials.x = self.x + 5
    @synthesis_materials.y = self.y - 13
    @synthesis_materials.z = self.z - 1
    @synthesis_materials.visible = true
    refresh
  end
  #-----------------------------------------------------------------------------
  def update
      super
      @synthesis_materials.visible = true
    end
  #-----------------------------------------------------------------------------
  def dispose
      super
      @synthesis_materials.dispose
    end
  end
  #-----------------------------------------------------------------------------
  def refresh
    self.contents.clear
    recipe = Craft.get_recipe(@recipe)
    return unless recipe
    i = 0
    for component in recipe['COMPONENTS']
      case component[0]
      when 0 # ITEM
        item = $data_items[component[1]]
        number = $game_party.item_number(component[1])
      when 1 # ARMOR
        item = $data_armors[component[1]]
        number = $game_party.armor_number(component[1])
      when 2 # WEAPON
        item = $data_weapons[component[1]]
        number = $game_party.weapon_number(component[1])
      end
      next unless item
      text = "#{item.name}"
      text += ' (*)' unless component[3]
      x = (Craft::SHOW_COMPONENT_ICONS ? 32 : 4)
      if Craft::SHOW_COMPONENT_ICONS
        bitmap = RPG::Cache.icon(item.icon_name)
        self.contents.blt(4, i * 32 + 4, bitmap, Rect.new(0, 0, 24, 24))
      end
      self.contents.draw_text(x, i * 32, self.contents.width - x - 4, 32, "#{text}")
      self.contents.draw_text(x, i * 32, self.contents.width - x - 4, 32, "#{number}/#{component[2]}", 2)
      i += 1
    end
  end
  #-----------------------------------------------------------------------------
  def update(recipe)
    super()
    return unless recipe != @recipe
    @recipe = recipe
    refresh
  end
 
#===============================================================================
# Game_Party
#-------------------------------------------------------------------------------
# This is a small edit of the original Game_Party class to add recognition for
# recipes. It also adds the methods below:
#   add_recipe() : name
#     - this will teach the party the recipe, if it's valid. name is the name
#       of the recipe.
#   remove_recipe() : name
#     - this will force the party to forget the recipe, if it's known. name is
#       the name of the recipe.
#   have_recipe() : name
#     - this will return true or false, depending on if the party knows the
#       recipe. Primary used in the can_make? method of the Craft module.
# -- FOR LEVELS --
#   learn_trade() : name
#     - this will set the level of the 'trade skill' to 1, enabling it for use
#       with recipes.
#   forget_trade() : name
#     - this will reset the level of the 'trade skill' to 0.
#   trade_check() : name, level
#     - this will return true or false, depending on if the arguement 'level' is
#       less than or equal to the 'trade skill'.
#   trade_level_up() : name, value = 1
#     - this will add the value to the existing trade level. Used primary by
#       the Craft module.
#===============================================================================
class Game_Party
  attr_reader :recipes
  attr_reader :trade_skills
  #-----------------------------------------------------------------------------
  alias prexcraft_g_party_initialize initialize
  #-----------------------------------------------------------------------------
  def initialize
    prexcraft_g_party_initialize
    @recipes = []
    @trade_skills = Hash.new(0)
  end
  #-----------------------------------------------------------------------------
  def add_recipe(name)
    @recipes.push(name) if Craft.valid_recipe?(name) and !have_recipe(name)
  end
  #-----------------------------------------------------------------------------
  def remove_recipe(name)
    @recipes.delete(name)
  end
  #-----------------------------------------------------------------------------
  def have_recipe(name)
    return @recipes.include?(name)
  end
  #-----------------------------------------------------------------------------
  def learn_trade(name)
    @trade_skills[name] = 1
  end
  #-----------------------------------------------------------------------------
  def forget_trade(name)
    @trade_skills[name] = 0
  end
  #-----------------------------------------------------------------------------
  def trade_check?(name, level)
    return (@trade_skills[name] >= level)
  end
  #-----------------------------------------------------------------------------
  def trade_level_up(name, value = 1)
    @trade_skills[name] += value
  end
end
this is my main objective right now is getting these images to work with this script. If some one can please help me fix this I would be very happy, and give credit for helping me make it happen.

also if some one can help me add a few things to this script that I am not too sure on how to exactly do I would be in debt to you also.
#1. is either add money to the material list of items to use in making the item, or add a cost to each item being made.
#2. add the gold window from the FFT shop script found on this page.http://www.rmxp.org/forums/showthread.php?t=12546&highlight=final+fantasy+shop. and remove the black background and make it look just like the shop does. This next image is the way I want the set up of my Synth Shop to look like minus the black background.
http://www.geocities.com/xavier_the_mad/samples2.png[/IMG]
but my main thing I am looking for is the adding the images for the windows, if I can't get if fully the way I want I will work with what I have, but other then a little cosmetic surgery this script is excelent for my game project I am working on, and once I have this demo I am working on at the moment finished, I will place it up and put details of my project Final Fantasy "Legacy of the Crystals"... Hope to have it up soon :D.

Thanks Everyone!
 

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