#===============================================================================
# TSL Skill Development System
#===============================================================================
# The Sleeping Leonhart
# Version 1.0
# 26-7-2007
#===============================================================================
# Use $scene = Scene_SkillShop.new to call the skill shop,
# but before you must declarate the skill for each actor with this command:
# $game_temp.skill_goods[actor id] = [skill id 1,skill id 2,etc...]
# Example:
# $game_temp.skill_goods[1] = [4,5,6,7] sell to Aluxes the skill Remedy, Greater Remedy, Raise e Fire.
# To call the learning scene use this: $scene = Scene_SkillLearn.new.
#===============================================================================
module Leonhart_DS
#number of AP gived by the monster Syntax:
#ENEMY_AP_VALUES = {Monster Id => AP number}
ENEMY_AP_VALUES = {1 => 5, 2 => 2}
#the AP for non declarated monster
DEFAULT_ENEMY_AP = 1
#the AP price for each skill Syntax:
#SKILL_AP = {Skill Id => Required AP}
SKILL_AP = {1=>10}
#the gold price for each skill Syntax:
#SKILL_PRICE = {Skill Id => Required Gold}
SKILL_PRICE = {1=>500,4=>400}
#the AP price for non declarated skill
SKILL_AP.default = 5
#the gold price for non declarated skill
SKILL_PRICE.default = 100
end
class Game_Temp
attr_accessor :skill_goods
alias tslds_gametemp_init initialize
def initialize
@skill_goods = []
tslds_gametemp_init
end
end
class Game_Actor < Game_Battler
attr_reader :ap
attr_reader :temp_skills
attr_reader :shop_skills
alias tslds_gameactor_setup setup
def setup(actor_id)
@ap = 0
@temp_skills = []
@shop_skills = []
tslds_gameactor_setup(actor_id)
end
def ap=(ap)
@ap = [[ap, 9999999].min, 0].max
end
def learn_temp_skill(skill_id)
if skill_id > 0 and not temp_skill_learned?(skill_id)
@temp_skills.push(skill_id)
@temp_skills.sort!
end
end
def learn_skill(skill_id)
if skill_id > 0 and not skill_learn?(skill_id)
@skills.push(skill_id)
@skills.sort!
end
end
def temp_skill_learned?(skill_id)
return @temp_skills.include?(skill_id)
end
def shop_skill_learned?(skill_id)
return @shop_skills.include?(skill_id)
end
end
module RPG
class Skill
def ap
return Leonhart_DS::SKILL_AP[id]
end
def price
return Leonhart_DS::SKILL_PRICE[id]
end
end
end
class Window_SkillShopCommand < Window_Selectable
def initialize
super(0, 64, 480, 64)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = 2
@column_max = 2
@commands = ["Buy", "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_SkillLearnCommand < Window_Selectable
def initialize
super(0, 64, 640, 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 * 320
self.contents.draw_text(x, 0, 128, 32, @commands[index])
end
end
class Window_SkillBuy < Window_Selectable
def initialize(id , idx)
super(0, 128, 368, 352)
@idx = idx
@shop_goods = $game_temp.skill_goods[id[idx]]
refresh
self.index = 0
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 0..@shop_goods.size
item = $data_skills[@shop_goods[i].to_i]
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 draw_item(index)
item = @data[index]
if item.price <= $game_party.gold
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
if $game_party.actors[@idx].temp_skill_learned?(@shop_goods[index].to_i)
self.contents.font.color = disabled_color
end
x = 4
y = index * 32
rect = Rect.new(x, y, self.width - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 240, y, 88, 32, item.price.to_s, 2)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
class Window_SkillLearn < Window_Selectable
def initialize(actor)
super(0, 128, 368, 352)
@actor = $game_party.actors[actor]
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...@actor.temp_skills.size
skill = $data_skills[@actor.temp_skills[i]]
if skill != nil
@data.push(skill)
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)
if skill.ap > @actor.ap or @actor.skill_learn?(@actor.temp_skills[index])
self.contents.font.color = disabled_color
else
self.contents.font.color = normal_color
end
skill = @data[index]
x = 4
y = index * 32
rect = Rect.new(x, y, self.width / @column_max - 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, 204, 32, skill.name, 0)
self.contents.draw_text(x + 232, y, 48, 32, skill.ap.to_s, 2)
end
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end
class Window_SkillLearnStatus < Window_Base
def initialize(actor)
super(368, 480-352, 272, 352)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = $game_party.actors[actor]
refresh
end
def refresh
self.contents.clear
draw_actor_graphic(@actor, 40, 112)
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 0, 32)
draw_actor_state(@actor, 148, 32)
draw_actor_hp(@actor, 4, 112, 172)
draw_actor_sp(@actor, 4, 144, 172)
draw_actor_exp(@actor, 4,176)
draw_actor_ap(@actor, 4,208)
end
end
class Window_Base < Window
def draw_actor_ap(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 24, 32, "AP")
self.contents.font.color = normal_color
self.contents.draw_text(x + 24, y, 84, 32, actor.ap.to_s, 2)
end
end
class Window_BattleResult < Window_Base
def initialize(exp, gold, ap, treasures)
@exp = exp
@gold = gold
@ap = ap
@treasures = treasures
super(160, 0, 320, @treasures.size * 32 + 96)
self.contents = Bitmap.new(width - 32, height - 32)
self.y = 160 - height / 2
self.back_opacity = 160
self.visible = false
refresh
end
def refresh
self.contents.clear
x = 4
self.contents.font.color = normal_color
cx = contents.text_size(@exp.to_s).width
self.contents.draw_text(x, 0, cx, 32, @exp.to_s)
x += cx + 4
self.contents.font.color = system_color
cx = contents.text_size("EXP").width
self.contents.draw_text(x, 0, 64, 32, "EXP")
x += cx + 16
self.contents.font.color = normal_color
cx = contents.text_size(@gold.to_s).width
self.contents.draw_text(x, 0, cx, 32, @gold.to_s)
x += cx + 4
self.contents.font.color = system_color
self.contents.draw_text(x, 0, 128, 32, $data_system.words.gold)
y = 32
x = 4
self.contents.font.color = normal_color
cx = contents.text_size(@ap.to_s).width
self.contents.draw_text(x, y, cx, 32, @ap.to_s)
x += cx + 4
self.contents.font.color = system_color
self.contents.draw_text(x, y, 128, 32, "AP")
y = 64
for item in @treasures
draw_item_name(item, 4, y)
y += 32
end
end
end
class Scene_Battle
include Leonhart_DS
def start_phase5
@phase = 5
$game_system.me_play($game_system.battle_end_me)
$game_system.bgm_play($game_temp.map_bgm)
exp = 0
gold = 0
ap = 0
treasures = []
for enemy in $game_troop.enemies
unless enemy.hidden
exp += enemy.exp
gold += enemy.gold
ap += (ENEMY_AP_VALUES.has_key?(enemy.id) ? ENEMY_AP_VALUES[enemy.id] : DEFAULT_ENEMY_AP)
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($data_items[enemy.item_id])
end
if enemy.weapon_id > 0
treasures.push($data_weapons[enemy.weapon_id])
end
if enemy.armor_id > 0
treasures.push($data_armors[enemy.armor_id])
end
end
end
end
treasures = treasures[0..5]
@treasures = treasures
@exp = exp
@gold = gold
@ap = ap
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
actor.ap += ap
end
$game_party.gain_gold(gold)
for item in treasures
case item
when RPG::Item
$game_party.gain_item(item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(item.id, 1)
when RPG::Armor
$game_party.gain_armor(item.id, 1)
end
end
@result_window = Window_BattleResult.new(exp, gold, ap, treasures)
@phase5_wait_count = 10
end
end
class Scene_SkillShop
def main
@help_window = Window_Help.new
@party = []
@id = []
for i in 0...$game_party.actors.size
@party.push($game_party.actors[i].name)
@id.push($game_party.actors[i].id)
end
@character_window = Window_Command.new(160,@party)
@character_window.y = 128
@character_window.z = 101
@character_window.active = @character_window.visible = false
@command_window = Window_SkillShopCommand.new
@gold_window = Window_Gold.new
@gold_window.x = 480
@gold_window.y = 64
@dummy_window = Window_Base.new(0, 128, 640, 352)
@skills = $game_temp.skill_goods[@id[@character_window.index]]
@buy_window = Window_SkillBuy.new(@id, @character_window.index)
@buy_window.active = false
@buy_window.visible = false
@buy_window.help_window = @help_window
@status_window = Window_SkillLearnStatus.new(@character_window.index)
@status_window.visible = false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@character_window.dispose
@command_window.dispose
@gold_window.dispose
@dummy_window.dispose
@buy_window.dispose
@status_window.dispose
end
def update
@help_window.update
@character_window.update
@command_window.update
@gold_window.update
@dummy_window.update
@buy_window.update
@status_window.update
if @character_window.active
select_character
return
end
if @command_window.active
update_command
return
end
if @buy_window.active
update_buy
return
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)
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@character_window.visible = @character_window.active = true
when 1
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
end
return
end
end
def select_character
@help_window.set_text("Choose the character")
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
@character_window.visible = @character_window.active = false
@dummy_window.visible = false
@buy_window.dispose
@skills = $game_temp.skill_goods[@id[@character_window.index]]
@buy_window = Window_SkillBuy.new(@id,@character_window.index)
@buy_window.active = true
@buy_window.visible = true
@buy_window.refresh
@buy_window.help_window = @help_window
@status_window.dispose
@status_window = Window_SkillLearnStatus.new(@character_window.index)
@status_window.visible = true
return
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.decision_se)
@command_window.active = @dummy_window.visible = true
@character_window.visible = @character_window.active = false
@help_window.set_text("")
return
end
end
def update_buy
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@dummy_window.visible = true
@buy_window.active = false
@buy_window.visible = false
@status_window.visible = false
@character_window.visible = @character_window.active = true
return
end
if Input.trigger?(Input::C)
@item = @buy_window.item
if @item == nil or @item.price > $game_party.gold
$game_system.se_play($data_system.buzzer_se)
@help_window.set_text("No Money!")
for i in 0..3
sleep i*0.1
Graphics.update
Input.update
end
return
end
if not $game_party.actors[@character_window.index].temp_skill_learned?(@skills[@buy_window.index])
$game_system.se_play($data_system.decision_se)
$game_party.lose_gold(Leonhart_DS::SKILL_PRICE[@skills[@buy_window.index]])
@gold_window.refresh
$game_party.actors[@character_window.index].learn_temp_skill(@skills[@buy_window.index])
@buy_window.refresh
else
@help_window.set_text("You know this skill!")
$game_system.se_play($data_system.buzzer_se)
for i in 0..3
sleep i*0.1
Graphics.update
Input.update
end
return
end
end
end
end
class Scene_SkillLearn
def main
@help_window = Window_Help.new
@party = []
@id = []
for i in 0...$game_party.actors.size
@party.push($game_party.actors[i].name)
@id.push($game_party.actors[i].id)
end
@character_window = Window_Command.new(160,@party)
@character_window.y = 128
@character_window.z = 101
@character_window.active = @character_window.visible = false
@command_window = Window_SkillLearnCommand.new
@dummy_window = Window_Base.new(0, 128, 640, 352)
@buy_window = Window_SkillLearn.new(@character_window.index)
@buy_window.active = false
@buy_window.visible = false
@buy_window.help_window = @help_window
@status_window = Window_SkillLearnStatus.new(@character_window.index)
@status_window.visible = false
@actor = $game_party.actors[@character_window.index]
@skills = @actor.temp_skills[@buy_window.index]
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@character_window.dispose
@command_window.dispose
@dummy_window.dispose
@buy_window.dispose
@status_window.dispose
end
def update
@help_window.update
@character_window.update
@command_window.update
@dummy_window.update
@buy_window.update
@status_window.update
if @character_window.active
select_character
return
end
if @command_window.active
update_command
return
end
if @buy_window.active
update_buy
return
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)
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@character_window.visible = @character_window.active = true
when 1
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
end
return
end
end
def select_character
@help_window.set_text("Choose the character")
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
@character_window.visible = @character_window.active = false
@dummy_window.visible = false
@buy_window.dispose
@buy_window = Window_SkillLearn.new(@character_window.index)
@buy_window.active = true
@buy_window.visible = true
@buy_window.refresh
@buy_window.help_window = @help_window
@status_window.dispose
@status_window = Window_SkillLearnStatus.new(@character_window.index)
@status_window.visible = true
return
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.decision_se)
@command_window.active = @dummy_window.visible = true
@character_window.visible = @character_window.active = false
@help_window.set_text("")
return
end
end
def update_buy
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@dummy_window.visible = true
@buy_window.active = false
@buy_window.visible = false
@status_window.visible = false
@character_window.visible = @character_window.active = true
return
end
if Input.trigger?(Input::C)
@item = @buy_window.skill
if @item == nil or @item.ap > $game_party.actors[@character_window.index].ap
$game_system.se_play($data_system.buzzer_se)
@help_window.set_text("No Ap")
$game_system.se_play($data_system.buzzer_se)
for i in 0..3
sleep i*0.1
Graphics.update
Input.update
end
return
end
@actor = $game_party.actors[@character_window.index]
@skills = @actor.temp_skills[@buy_window.index]
if not @actor.skill_learn?(@actor.temp_skills[@buy_window.index])
$game_system.se_play($data_system.decision_se)
$game_party.actors[@character_window.index].ap -= $data_skills[@skills].ap
@status_window.refresh
@actor.learn_skill(@actor.temp_skills[@buy_window.index])
@buy_window.refresh
else
@help_window.set_text("You know this skill!")
$game_system.se_play($data_system.buzzer_se)
for i in 0..3
sleep i*0.1
Graphics.update
Input.update
end
return
end
end
end
end