Deadlycraft
Member
HI i am looking for skill shop that will allow me to buy skill and be able to forget a selected skill That you have to buy i have found others but they either other languages and or corrupted
module BurritoSkillshop
SKILLPRICE_CLASS_ID = 11
end
class Scene_Skillshop
def initialize(skill_ids)
@skills = []
skill_ids.each { |id| @skills.push($data_skills[id]) }
end
def main
build_view
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
Graphics.freeze
cleanup
end
def build_view
@help_window = Window_Help.new
@gold_window = Window_Gold.new
@gold_window.x = 480
@gold_window.y = 64
@command_window = Window_SkillshopCommand.new
@command_window.active = true
@left_window = Window_SkillshopLeft.new(@skills)
@left_window.help_window = @help_window
@left_window.active = false
@right_window = Window_SkillshopRight.new
@right_window.active = false
@help_window.set_text("")
end
def update
@help_window.update
@gold_window.update
@command_window.update
@left_window.update
@right_window.update
if @command_window.active
update_command
return
end
if @left_window.active
update_left
return
end
if @right_window.active
update_right
return
end
end
def update_command
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
case @command_window.index
when 0
@command_window.active = false
@left_window.active = true
when 1
$scene = Scene_Map.new
end
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
end
end
def update_left
@right_window.skill = @left_window.skill
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@left_window.active = false
@command_window.active = true
@help_window.set_text("")
@left_window.index = 0
end
if Input.trigger?(Input::C)
if @left_window.price > $game_party.gold
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@left_window.active = false
@right_window.active = true
@right_window.index = 0
end
end
def update_right
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@left_window.active = true
@right_window.active = false
@right_window.index = -1
end
if Input.trigger?(Input::C)
if not @right_window.ok?
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$game_party.lose_gold(@left_window.price)
@right_window.actor.learn_skill(@left_window.skill.id)
@right_window.refresh
@gold_window.refresh
@left_window.refresh
end
end
def cleanup
@help_window.visible = false
@help_window.dispose
@gold_window.visible = false
@gold_window.dispose
@command_window.visible = false
@command_window.dispose
@left_window.visible = false
@left_window.dispose
@right_window.visible = false
@right_window.dispose
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 = 3
@commands = ["Buy", "Exit"]
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
x = 4 + index * 160
self.contents.draw_text(x, 0, 128, 32, @commands[index])
end
end
class Window_SkillshopLeft < Window_Selectable
def initialize(skills)
super(0, 128, 368, 352)
@data = skills
set_prices
refresh
self.index = 0
end
def set_prices
@prices = {}
$data_classes[BurritoSkillshop::SKILLPRICE_CLASS_ID].learnings.each do |learning|
@prices[learning.skill_id] = learning.level * 10
end
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
# If item count is not 0, make a bit map and draw all items
@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 skill
return @data[self.index]
end
def price
return @prices[self.skill.id]
end
def draw_item(index)
skill = @data[index]
# If price is less than money in possession, then set to normal text color.
# Otherwise set to disabled color
if @prices[skill.id] <= $game_party.gold
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, @prices[skill.id].to_s, 2)
end
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end
class Window_SkillshopRight < Window_Selectable
def initialize
super(368, 128, 272, 352)
self.contents = Bitmap.new(width - 32, height - 32)
@skill = nil
@index = -1
refresh
end
def refresh
self.contents.clear
@item_max = $game_party.actors.size
self.contents.font.color = normal_color
for i in 0 ... $game_party.actors.size
actor = $game_party.actors[i]
draw_actor_graphic(actor, 16, 64 + 64 * i)
self.contents.draw_text(64, 16 + 64 * i, 120, 32, actor.name)
end
return if @skill == nil
@learn_ok = []
for i in 0 ... $game_party.actors.size
actor = $game_party.actors[i]
text = "Not possible"
color = disabled_color
ok = false
$data_classes[actor.class_id].learnings.each do |l|
if l.skill_id == @skill.id
text = "Not learned"
color = normal_color
ok = true
end
end
actor.skills.each do |s|
if s == @skill.id
text = "Learnd"
color = disabled_color
ok = false
end
end
@learn_ok.push(ok)
self.contents.font.color = color
self.contents.draw_text(64, 32 + 64 * i, 120, 32, text)
end
end
def skill=(skill)
if @skill != skill
@skill = skill
refresh
end
end
def ok?
return @learn_ok[self.index]
end
def actor
return $game_party.actors[self.index]
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, 16 + 64 * @index, self.width - 32, 64)
end
end
end
skills = [x]
$scene = Scene_Skillshop.new(skills)
skills = [222,225,228]
$scene = Scene_Skillshop.new(skills)