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- # ╔═══════════════════════════════════════════════╦════════════════════╗
- # ║ Title: Shop Scene Detail Stats ║ Version: 1.00 ║
- # ║ Author: Roninator2 ║ ║
- # ╠═══════════════════════════════════════════════╬════════════════════╣
- # ║ Function: ║ Date Created ║
- # ║ Adjusts number window to show ╠════════════════════╣
- # ║ equipment stats on two pages ║ 12 Feb 2021 ║
- # ╚═══════════════════════════════════════════════╩════════════════════╝
- # ╔════════════════════════════════════════════════════════════════════╗
- # ║ Requires: nil ║
- # ║ ║
- # ╚════════════════════════════════════════════════════════════════════╝
- # ╔════════════════════════════════════════════════════════════════════╗
- # ║ Brief Description: ║
- # ║ Show stats in shop for items ║
- # ╚════════════════════════════════════════════════════════════════════╝
- # ╔════════════════════════════════════════════════════════════════════╗
- # ║ Instructions: ║
- # ║ Script provides the ability to see equipment stats, ║
- # ║ for the item selected to purchase, before accepting. ║
- # ║ Made to have two screens, can be adjusted to have only ║
- # ║ one. Simply change the rows value. ║
- # ║ Default resolution allows 11 rows per screen ║
- # ║ So if you want to display lots of stats on your ║
- # ║ equipmnent, you can use 33 to get three pages. ║
- # ║ However all equipment will have three pages. ║
- # ╚════════════════════════════════════════════════════════════════════╝
- # ╔════════════════════════════════════════════════════════════════════╗
- # ║ Updates: ║
- # ║ 1.00 - 12 Feb 2021 - Script finished ║
- # ║ ║
- # ╚════════════════════════════════════════════════════════════════════╝
- # ╔════════════════════════════════════════════════════════════════════╗
- # ║ Credits and Thanks: ║
- # ║ Roninator2 ║
- # ║ ║
- # ╚════════════════════════════════════════════════════════════════════╝
- # ╔════════════════════════════════════════════════════════════════════╗
- # ║ Terms of use: ║
- # ║ Follow the original Authors terms of use where applicable ║
- # ║ - When not made by me (Roninator2) ║
- # ║ Free for all uses in RPG Maker except nudity ║
- # ║ Anyone using this script in their project before these terms ║
- # ║ were changed are allowed to use this script even if it conflicts ║
- # ║ with these new terms. New terms effective 03 Apr 2024 ║
- # ║ No part of this code can be used with AI programs or tools ║
- # ║ Credit must be given ║
- # ╚════════════════════════════════════════════════════════════════════╝
- module R2_SHOP_STATS
- # Determine the number of lines the number window will have
- # Default of 22 provides two pages at default resolution
- # Instruct players to press L or R ( Q & W ) to switch pages
- ITEM_ROWS = 22 # adjust for data shown
- ITEMS_PER_PAGE = 11 # used to control the cursor
- # specify how many rows are on a page. Only controls the cursor
- # count how many rows show up.
- #------------------------------------------------------------------------
- # PURCHASE WINDOW OPTIONS
- #------------------------------------------------------------------------
- # The following determines the text displayed at the amount selection
- # screen. Change the information here accordingly.
- PURCHASE = "L < Page Purchase Page > R"
- # Title of purchasing information.
- COST_ICN = 361 # Icon of total cost.
- COST_TXT = "Total Cost" # Text for total cost.
- ITEM_STAT = "Item Info" # Text for item data.
- WPN_STAT = "Weapon Info" # Text for weapon data.
- ARM_STAT = "Armour Info" # Text for armour data.
- FONTSIZE = 20 # Use 18 or 20 # Font size used for data text.
- USE_SPACES = false # Attempt to separate section
- # Draw stats for items?
- ITEM_STATES = true # Show item states applied
- ITEM_BUFFS = true # Show item buffs added/removed
- ITEM_STATS = true # Show item stat additions
- ITEM_SKILL = true # Show skills learned from the item
- ITEM_STAT_HP_DAM = "HP Damage" # Text for item stats
- ITEM_STAT_MP_DAM = "MP Damage" # Text for item stats
- ITEM_STAT_HP_REC = "HP Recover" # Text for item stats
- ITEM_STAT_MP_REC = "MP Recover" # Text for item stats
- ITEM_STAT_HP_DRN = "HP Drain" # Text for item stats
- ITEM_STAT_MP_DRN = "MP Drain" # Text for item stats
- ITEM_DAM_TYPE = "Damage Type" # Text for item stats
- ITEM_ADD_BUFF = "Add Buff" # Text for item buffs
- ITEM_ADD_DEBUFF = "Add Debuff" # Text for item buffs
- ITEM_RM_BUFF = "Remove Buff" # Text for item buffs
- ITEM_RM_DEBUFF = "Remove Debuff" # Text for item buffs
- # text for when an item had effects that change the base stats
- R2_SHOP_STATS::ITEM_STAT_TEXT = "Change Base Stats"
- # text for when an item adds skills to the player
- R2_SHOP_STATS::ITEM_SKILL_ADD = "Skill(s) Learned"
- # text for when an equipment adds skills to the player
- R2_SHOP_STATS::EQUIP_SKILL_ADD = "Skill(s) Learned"
- TEXT_ADD_STATES = "States Added" # States added text
- TEXT_RM_STATES = "States Removed" # States removed text
- TEXT_SEAL_STATES = "Skill(s) Sealed" # States sealed text
- # This part defines the data used for item/equipment properties.
- HP_HEAL_TEXT = "HP Effect" # Text used for HP recovery.
- HP_HEAL_ICON = 128 # Icon used for HP recovery.
- MP_HEAL_TEXT = "MP Effect" # Text used for MP recovery.
- MP_HEAL_ICON = 202 # Icon used for MP recovery.
- ERASE_STATE = "Removes Status" # Text used for removing states.
- APPLY_STATE = "Applies Status" # Text used for applying states.
- PARAM_BOOST = "Raises %s" # Text used for parameter raising.
- SPELL_EFFECT = "Spell Effect" # Text used for spell effect items.
- SPELL_DAMAGE = "%d Base Dmg" # Text used for spell damage.
- SPELL_HEAL = "%d Base Heal" # Text used for spell healing.
- NO_EQ_STAT = "---" # Text used when no equip
- EQ_ELEMENT_W = "Apply Element" # Text used to represent equip elements.
- EQ_ELEMENT_A = "Guard Element" # Text used to represent equip elements.
- EQ_STATUS_W = "Apply Status" # Text used to represent equip states.
- EQ_STATUS_A = "Guard Status" # Text used to represent equip states.
- STATE_RESIST = "State Resist" # Text used to represent resist states.
- STATS_TEXT = "Item Parameters"
- # These are the general icons and text used for various aspects of new
- # shop windows. Used for items and equips alike.
- ICON_HP = 32 # Icon for MAXHP
- ICON_MP = 33 # Icon for MAXMP
- ICON_ATK = 34 # Icon for ATK
- ICON_DEF = 35 # Icon for DEF
- ICON_MAT = 36 # Icon for SPI
- ICON_MDF = 37 # Icon for AGI
- ICON_AGI = 38 # Icon for HIT
- ICON_LUK = 39 # Icon for EVA
- TEXT_HP = "HP" # Text for HP
- TEXT_MP = "MP" # Text for MP
- TEXT_TP = "TP" # Text for TP
- ICON_TP = 33 # Icon for TP
- # set to true to show ex paramaters in number window
- SHOW_EX_PARAM = true
- EXSTATS_TEXT = "Extra Parameters"
- SHOW_EXTEXT = true
- ICON_HIT = 184 #
- TEXT_HIT = "HIT" #
- ICON_EVA = 185 #
- TEXT_EVA = "EVA" #
- ICON_CRI = 186 #
- TEXT_CRI = "CRI" #
- ICON_CEV = 187 #
- TEXT_CEV = "CEV" #
- ICON_MEV = 188 #
- TEXT_MEV = "MEV" #
- ICON_MRF = 189 #
- TEXT_MRF = "MRF" #
- ICON_CNT = 190 #
- TEXT_CNT = "CNT" #
- ICON_HRG = 191 #
- TEXT_HRG = "HRG" #
- ICON_MRG = 192 #
- TEXT_MRG = "MRG" #
- ICON_TRG = 193 #
- TEXT_TRG = "TRG" #
- # set to true to show sp paramaters in number window
- SHOW_SP_PARAM = true
- SPSTATS_TEXT = "Special Parameters"
- SHOW_SPTEXT = true
- ICON_TGR = 368 #
- TEXT_TGR = "TGR" #
- ICON_GRD = 369 #
- TEXT_GRD = "GRD" #
- ICON_REC = 370 #
- TEXT_REC = "REC" #
- ICON_PHA = 371 #
- TEXT_PHA = "PHA" #
- ICON_MCR = 372 #
- TEXT_MCR = "MCR" #
- ICON_TCR = 373 #
- TEXT_TCR = "TCR" #
- ICON_PDR = 374 #
- TEXT_PDR = "PDR" #
- ICON_MDR = 375 #
- TEXT_MDR = "MDR" #
- ICON_FDR = 376 #
- TEXT_FDR = "FDR" #
- ICON_EXR = 377 #
- TEXT_EXR = "EXR" #
- # The following determines which elements can be shown in the elements
- # list. If an element is not included here, it is ignored.
- DRAW_ELEMENTS = true
- SHOWN_ELEMENTS ={
- # Element ID => Icon ID
- 1 => 11,
- 2 => 16,
- 3 => 96,
- 4 => 97,
- 5 => 98,
- 6 => 99,
- 7 => 100,
- 8 => 101,
- 9 => 102,
- 10 => 103,
- } # Do not remove this.
- DRAW_STATES = true # Draw states applied to the weapon or armour
- EQUIP_SKILL = true # Show skills learned from weapon or armour
- EQUIP_SKILL_SEAL = true # Show skills sealed from weapon or armour
- EQUIP_DEBUFF = true # Show Debuff Rates
- # Text for stating a debuff rate is applied
- EQUIP_DEBUFF_TEXT = "Debuff Rate"
- EQUIP_ATTACK_STATE = true # Show attack states
- # Text for stating attack states are applied
- # Be sure no not have more than 3, otherwise the script will need changing
- EQUIP_ATTACK_STATE_TEXT = "Attack state(s)"
- EQUIP_ATTACK_SPEED = true # Show attack speed for item
- # Text for showing attack speed
- EQUIP_ATTACK_SPEED_TEXT = "Attack Speed"
- EQUIP_ATTACK_TIMES = true # Show attack times for item
- # Text for showing attack times value
- EQUIP_ATTACK_TIMES_TEXT = "Attack Times"
- EQUIP_ACTION_TIMES = true # Show action times for item
- # Text for showing action times
- EQUIP_ACTION_TIMES_TEXT = "Action Times"
- EQUIP_PARTY_ABILITY = true # Show if party gains an ability from item
- end
- # ╔════════════════════════════════════════════════════════════════════╗
- # ║ End of editable region ║
- # ╚════════════════════════════════════════════════════════════════════╝
- class Scene_Shop < Scene_MenuBase
- alias r2_on_number_cancel_number_stats on_number_cancel
- def on_number_cancel
- @number_window.num_reset
- @number_window.cursor_pageup
- r2_on_number_cancel_number_stats
- end
- end
- #===============================================================================
- # Window_ShopNumber
- #===============================================================================
- class Window_ShopNumber < Window_Selectable
- alias r2_shop_number_stat_init initialize
- def initialize(x, y, height)
- @num_page = 0
- r2_shop_number_stat_init(x, y, height)
- end
- #--------------------------------------------------------------------------
- # overwrite refresh
- #--------------------------------------------------------------------------
- def refresh
- dy = 0
- sw = self.width - 32
- contents.clear
- change_color(system_color)
- contents.font.size = Font.default_size
- draw_text(-10, dy, 300, 24, R2_SHOP_STATS::PURCHASE, 1)
- dy += 24
- change_color(normal_color)
- draw_item_name(@item, 0, dy)
- draw_text(212, dy, 20, 24, "×")
- draw_text(218, dy, 50, 24, @number, 2)
- cursor_rect.set(207, dy, 64, 24)
- dy += 24
- draw_icon(R2_SHOP_STATS::COST_ICN, 0, dy)
- draw_text(24, dy, sw-24, 24, R2_SHOP_STATS::COST_TXT)
- draw_currency_value(@price * @number, @currency_unit, 4, dy, 264)
- dy += 24
- if @item.is_a?(RPG::Item)
- draw_text(0, dy, sw-24, 24, R2_SHOP_STATS::ITEM_STAT, 1)
- draw_item_stats(dy, sw)
- elsif @item.is_a?(RPG::Weapon)
- draw_text(0, dy, sw-24, 24, R2_SHOP_STATS::WPN_STAT, 1)
- draw_equip_stats(dy, sw)
- else
- draw_text(0, dy, sw-24, 24, R2_SHOP_STATS::ARM_STAT, 1)
- draw_equip_stats(dy, sw)
- end
- end
- def num_reset
- @num_page = 0
- end
- #--------------------------------------------------------------------------
- # overwrite cursor rect - set to size of purchase number
- #--------------------------------------------------------------------------
- def update_cursor
- cursor_rect.set(207, 24, 64, 24)
- end
- #--------------------------------------------------------------------------
- # overwrite item row - change in module above
- #--------------------------------------------------------------------------
- def item_max
- return R2_SHOP_STATS::ITEM_ROWS
- end
- #--------------------------------------------------------------------------
- # * Alias Cursor One Page Down - hides cursor
- #--------------------------------------------------------------------------
- alias r2_cursor_pagedown_hide cursor_pagedown
- def cursor_pagedown
- r2_cursor_pagedown_hide
- @num_page = @num_page + 1
- if @num_page > (R2_SHOP_STATS::ITEM_ROWS / R2_SHOP_STATS::ITEMS_PER_PAGE) - 1
- @num_page = (R2_SHOP_STATS::ITEM_ROWS / R2_SHOP_STATS::ITEMS_PER_PAGE) - 1
- end
- cursor_rect.set(0, 0, 0, 0)
- end
- #--------------------------------------------------------------------------
- # * Alias Cursor One Page Up - shows cursor
- #--------------------------------------------------------------------------
- def cursor_pageup
- @num_page = @num_page - 1
- if top_row > 0
- self.top_row -= page_row_max
- select([@index - page_item_max, 0].max) if @num_page == 0
- end
- @num_page = 0 if @num_page < 0
- update_cursor if @num_page == 0
- end
- ##########################################################################
- #--------------------------------------------------------------------------
- # draw_item_stats
- #--------------------------------------------------------------------------
- ##########################################################################
- def draw_item_stats(dy, sw)
- dy += 24
- if @item.damage.type != 0
- case @item.damage.type
- when 1
- text = R2_SHOP_STATS::ITEM_STAT_HP_DAM
- when 2
- text = R2_SHOP_STATS::ITEM_STAT_MP_DAM
- when 3
- text = R2_SHOP_STATS::ITEM_STAT_HP_REC
- when 4
- text = R2_SHOP_STATS::ITEM_STAT_MP_REC
- when 5
- text = R2_SHOP_STATS::ITEM_STAT_HP_DRN
- when 6
- text = R2_SHOP_STATS::ITEM_STAT_MP_REC
- end
- change_color(system_color)
- draw_text(0, dy, sw-24, 24, R2_SHOP_STATS::ITEM_DAM_TYPE, 0)
- contents.font.size = R2_SHOP_STATS::FONTSIZE
- change_color(normal_color)
- draw_text(130, dy + 2, sw/2-24, 24, text, 0)
- if @item.damage.element_id != 0
- if @item.damage.element_id != -1
- draw_icon(R2_SHOP_STATS::SHOWN_ELEMENTS[@item.damage.element_id], 250, dy, 2)
- end
- end
- dy += 24 if R2_SHOP_STATS::USE_SPACES
- end
- count = 0
- dy += 24 if R2_SHOP_STATS::USE_SPACES
- @item.effects.each do |set|
- case set.code
- when 11 #---HP---
- count += 1
- word = R2_SHOP_STATS::TEXT_HP
- icon = R2_SHOP_STATS::ICON_HP
- when 12 #---MP---
- count += 1
- word = R2_SHOP_STATS::TEXT_MP
- icon = R2_SHOP_STATS::ICON_MP
- when 13 #---TP---
- count += 1
- word = R2_SHOP_STATS::TEXT_TP
- icon = R2_SHOP_STATS::ICON_TP
- else
- next
- end
- num1 = 0
- num2 = 0
- if set.value1 != 0
- num1 = set.value1
- num1 = (num1 * 100).to_i
- end
- if set.value2 != 0
- num2 = set.value2.to_i
- end
- if num1 != 0 && num2 != 0
- text1 = sprintf("%d", num1)
- text2 = sprintf("%d", num2)
- text = "+" + text2 + " & " + text1 + "%"
- elsif num1 != 0 && set.code == 13
- text = sprintf("%d", num1)
- text = "+" + text
- elsif num1 != 0 && set.code != 13
- text = sprintf("%d", num1)
- text = text + "%"
- elsif num2 != 0
- text = sprintf("%d", num2)
- text = "+" + text
- end
- if count.odd?
- change_color(system_color)
- draw_text(29, dy, sw/2-24, 24, word)
- change_color(normal_color)
- draw_icon(icon, 0, dy, icon != 0)
- if (text.size * 8) > (sw / 5)
- draw_text(sw*1/6-50, dy, sw/2, 24, text, 2)
- else
- draw_text(sw*1/4, dy, sw/5, 24, text, 2)
- end
- else
- change_color(system_color)
- draw_text(sw/2+29, dy, sw/2-24, 24, word)
- change_color(normal_color)
- draw_icon(icon, sw/2, dy, icon != 0)
- if (text.size * 8) > (sw / 5)
- draw_text(sw*3/6, dy, sw/2, 24, text, 2)
- else
- draw_text(sw*3/4, dy, sw/5, 24, text, 2)
- end
- end
- if count % 2 == 0
- dy += 24
- end
- end
- ##########################################################################
- if R2_SHOP_STATS::ITEM_STATES
- add_states = []
- remove_states = []
- @item.effects.each do |set|
- next if set.code == 0
- if set.code == 21
- add_states.push(set.data_id)
- elsif set.code == 22
- remove_states.push(set.data_id)
- end
- end
- if add_states != [] # Draw Add States
- dy += 24
- text = R2_SHOP_STATS::TEXT_ADD_STATES
- change_color(system_color)
- draw_text(0, dy, sw/2, 24, text)
- dx = sw - (add_states.size * 24)
- for i in add_states
- icon = $data_states[i].icon_index
- draw_icon(icon, dx, dy)
- dx += 24
- end
- end
- if remove_states != [] # Draw Remove States
- dy += 24
- text = R2_SHOP_STATS::TEXT_RM_STATES
- change_color(system_color)
- draw_text(0, dy, sw/2, 24, text)
- dx = sw - (remove_states.size * 24)
- for i in remove_states
- icon = $data_states[i].icon_index
- draw_icon(icon, dx, dy)
- dx += 24
- end
- end
- dy += 24 if R2_SHOP_STATS::USE_SPACES
- end
- ##########################################################################
- if R2_SHOP_STATS::ITEM_BUFFS
- @item.effects.each do |set|
- case set.code
- when 31 #---ADD BUFF---
- buff = R2_SHOP_STATS::ITEM_ADD_BUFF
- when 32 #---ADD DEBUFF---
- buff = R2_SHOP_STATS::ITEM_ADD_DEBUFF
- when 33 #---REMOVE BUFF---
- buff = R2_SHOP_STATS::ITEM_RM_BUFF
- when 34 #---REMOVE DEBUFF---
- buff = R2_SHOP_STATS::ITEM_RM_DEBUFF
- else
- next
- end
- case set.data_id
- when 0 #---HP---
- word = Vocab::param(set.data_id)
- icon = R2_SHOP_STATS::ICON_HP
- when 1 #---MP---
- word = Vocab::param(set.data_id)
- icon = R2_SHOP_STATS::ICON_MP
- when 2 #---ATK---
- word = Vocab::param(set.data_id)
- icon = R2_SHOP_STATS::ICON_ATK
- when 3 #---DEF---
- word = Vocab::param(set.data_id)
- icon = R2_SHOP_STATS::ICON_DEF
- when 4 #---MAT---
- word = Vocab::param(set.data_id)
- icon = R2_SHOP_STATS::ICON_MAT
- when 5 #---MDF---
- word = Vocab::param(set.data_id)
- icon = R2_SHOP_STATS::ICON_MDF
- when 6 #---AGI---
- word = Vocab::param(set.data_id)
- icon = R2_SHOP_STATS::ICON_AGI
- when 7 #---LUK---
- word = Vocab::param(set.data_id)
- icon = R2_SHOP_STATS::ICON_LUK
- end
- num = 0
- if set.value1 != 0
- num = set.value1.to_i
- end
- if num != 0 && set.code == 31
- text = sprintf("%d", num)
- text = "+" + text + " turns"
- elsif num != 0 && set.code == 32
- text = sprintf("%d", num)
- text = "+" + text + " turns"
- end
- dy += 24
- change_color(system_color)
- draw_text(0, dy, sw/2, 24, buff)
- draw_text(90, dy, sw/2-24, 24, word)
- change_color(normal_color)
- draw_icon(icon, 120, dy, icon != 0)
- draw_text(150, dy, sw/3, 24, text, 2)
- dy += 24 if R2_SHOP_STATS::USE_SPACES
- end
- end
- ##########################################################################
- if R2_SHOP_STATS::ITEM_STATS
- @item.effects.each do |set|
- case set.code
- when 42 #---Grow Stat---
- buff = R2_SHOP_STATS::ITEM_STAT_TEXT
- else
- next
- end
- case set.data_id
- when 0 #---HP---
- word = Vocab::param(set.data_id)
- icon = R2_SHOP_STATS::ICON_HP
- when 1 #---MP---
- word = Vocab::param(set.data_id)
- icon = R2_SHOP_STATS::ICON_MP
- when 2 #---ATK---
- word = Vocab::param(set.data_id)
- icon = R2_SHOP_STATS::ICON_ATK
- when 3 #---DEF---
- word = Vocab::param(set.data_id)
- icon = R2_SHOP_STATS::ICON_DEF
- when 4 #---MAT---
- word = Vocab::param(set.data_id)
- icon = R2_SHOP_STATS::ICON_MAT
- when 5 #---MDF---
- word = Vocab::param(set.data_id)
- icon = R2_SHOP_STATS::ICON_MDF
- when 6 #---AGI---
- word = Vocab::param(set.data_id)
- icon = R2_SHOP_STATS::ICON_AGI
- when 7 #---LUK---
- word = Vocab::param(set.data_id)
- icon = R2_SHOP_STATS::ICON_LUK
- end
- num = 0
- if set.value1 != 0
- num = set.value1.to_i
- end
- if num != 0 && set.code == 42
- text = sprintf("%d", num)
- if num >= 1
- text = "+" + text
- else
- text = "-" + text
- end
- end
- dy += 24
- change_color(system_color)
- draw_text(0, dy, sw/2, 24, buff)
- draw_text(140, dy, sw/2-24, 24, word)
- change_color(normal_color)
- draw_icon(icon, 170, dy, icon != 0)
- draw_text(200, dy, sw/5, 24, text, 2)
- dy += 24 if R2_SHOP_STATS::USE_SPACES
- end
- end
- ##########################################################################
- if R2_SHOP_STATS::ITEM_SKILL
- skills_add = []
- text = R2_SHOP_STATS::ITEM_SKILL_ADD
- @item.effects.each do |set|
- case set.code
- when 43 #---Grow Stat---
- skills_add.push(set.data_id)
- else
- next
- end
- end
- if skills_add != [] # Draw States
- dy += 24
- change_color(system_color)
- draw_text(0, dy, sw/2, 24, text)
- dx = sw - (skills_add.size * 24)
- for i in skills_add
- icon = $data_skills[i].icon_index
- draw_icon(icon, dx, dy)
- dx += 24
- end
- end
- end
- end # end draw_item_stats
- ##########################################################################
- #--------------------------------------------------------------------------
- # draw_equip_stats
- #--------------------------------------------------------------------------
- ##########################################################################
- def draw_equip_stats(dy, sw)
- contents.font.size = R2_SHOP_STATS::FONTSIZE
- change_color(normal_color)
- dy += 24
- draw_text(0, dy, sw-24, 24, R2_SHOP_STATS::STATS_TEXT, 1)
- dy += 24
- count = 0
- i = 0
- @item.params.each do |param|
- if param != 0
- text = sprintf("%d", param)
- case i
- when 0 #---HP---
- count += 1
- word = Vocab::param(i)
- icon = R2_SHOP_STATS::ICON_HP
- when 1 #---MP---
- count += 1
- word = Vocab::param(i)
- icon = R2_SHOP_STATS::ICON_MP
- when 2 #---ATK---
- count += 1
- word = Vocab::param(i)
- icon = R2_SHOP_STATS::ICON_ATK
- when 3 #---DEF---
- count += 1
- word = Vocab::param(i)
- icon = R2_SHOP_STATS::ICON_DEF
- when 4 #---MAT---
- count += 1
- word = Vocab::param(i)
- icon = R2_SHOP_STATS::ICON_MAT
- when 5 #---MDF---
- count += 1
- word = Vocab::param(i)
- icon = R2_SHOP_STATS::ICON_MDF
- when 6 #---AGI---
- count += 1
- word = Vocab::param(i)
- icon = R2_SHOP_STATS::ICON_AGI
- when 7 #---LUK---
- count += 1
- word = Vocab::param(i)
- icon = R2_SHOP_STATS::ICON_LUK
- else
- next
- end
- if count.odd?
- change_color(system_color)
- draw_text(29, dy, sw/2-24, 24, word)
- change_color(normal_color)
- draw_icon(icon, 0, dy, icon != 0)
- draw_text(sw*1/4, dy, sw/5, 24, text, 2)
- else
- change_color(system_color)
- draw_text(sw/2+29, dy, sw/2-24, 24, word)
- change_color(normal_color)
- draw_icon(icon, sw/2, dy, icon != 0)
- draw_text(sw*3/4, dy, sw/5, 24, text, 2)
- end
- if count % 2 == 0
- dy += 24
- end
- end
- i += 1
- end
- dy += 24 if count.odd?
- dy += 24 if R2_SHOP_STATS::USE_SPACES && count > 0
- ##########################################################################
- if R2_SHOP_STATS::SHOW_EX_PARAM
- #------Ex Parameters------
- count = 0
- @item.features.each do |set|
- next unless set.code == 22
- change_color(normal_color)
- draw_text(0, dy, sw-24, 24, R2_SHOP_STATS::EXSTATS_TEXT, 1) if R2_SHOP_STATS::SHOW_EXTEXT
- dy += 24 if R2_SHOP_STATS::SHOW_EXTEXT
- num = (set.value * 100).to_i
- text = sprintf("%d", num)
- case set.data_id
- when 0 #---HIT---
- count += 1
- word = R2_SHOP_STATS::TEXT_HIT
- icon = R2_SHOP_STATS::ICON_HIT
- when 1 #---EVA---
- count += 1
- word = R2_SHOP_STATS::TEXT_EVA
- icon = R2_SHOP_STATS::ICON_EVA
- when 2 #---CRI---
- count += 1
- word = R2_SHOP_STATS::TEXT_CRI
- icon = R2_SHOP_STATS::ICON_CRI
- when 3 #---CEV---
- count += 1
- word = R2_SHOP_STATS::TEXT_CEV
- icon = R2_SHOP_STATS::ICON_CEV
- when 4 #---MEV---
- count += 1
- word = R2_SHOP_STATS::TEXT_MEV
- icon = R2_SHOP_STATS::ICON_MEV
- when 5 #---MRF---
- count += 1
- word = R2_SHOP_STATS::TEXT_MRF
- icon = R2_SHOP_STATS::ICON_MRF
- when 6 #---CNT---
- count += 1
- word = R2_SHOP_STATS::TEXT_CNT
- icon = R2_SHOP_STATS::ICON_CNT
- when 7 #---HRG---
- count += 1
- word = R2_SHOP_STATS::TEXT_HRG
- icon = R2_SHOP_STATS::ICON_HRG
- when 8 #---MRG---
- count += 1
- word = R2_SHOP_STATS::TEXT_MRG
- icon = R2_SHOP_STATS::ICON_MRG
- when 9 #---TRG---
- count += 1
- word = R2_SHOP_STATS::TEXT_TRG
- icon = R2_SHOP_STATS::ICON_TRG
- else
- next
- end
- if count.odd?
- change_color(system_color)
- draw_text(29, dy, sw/2-24, 24, word)
- change_color(normal_color)
- draw_icon(icon, 0, dy, icon != 0)
- draw_text(sw*1/4, dy, sw/5, 24, text + "%", 2)
- else
- change_color(system_color)
- draw_text(sw/2+29, dy, sw/2-24, 24, word)
- change_color(normal_color)
- draw_icon(icon, sw/2, dy, icon != 0)
- draw_text(sw*3/4, dy, sw/5, 24, text + "%", 2)
- end
- if count % 2 == 0
- dy += 24
- end
- end
- dy += 24 if count.odd?
- dy += 24 if R2_SHOP_STATS::USE_SPACES && count > 2
- end
- ##########################################################################
- if R2_SHOP_STATS::SHOW_SP_PARAM
- #------SP Parameters------
- count = 0
- @item.features.each do |set|
- next unless set.code == 23
- num = (set.value * 100).to_i
- text = sprintf("%d", num)
- change_color(normal_color)
- draw_text(0, dy, sw-24, 24, R2_SHOP_STATS::SPSTATS_TEXT, 1) if R2_SHOP_STATS::SHOW_SPTEXT
- dy += 24 if R2_SHOP_STATS::SHOW_SPTEXT
- case set.data_id
- when 0 #---TGR---
- count += 1
- word = R2_SHOP_STATS::TEXT_TGR
- icon = R2_SHOP_STATS::ICON_TGR
- when 1 #---GRD---
- count += 1
- word = R2_SHOP_STATS::TEXT_GRD
- icon = R2_SHOP_STATS::ICON_GRD
- when 2 #---REC---
- count += 1
- word = R2_SHOP_STATS::TEXT_REC
- icon = R2_SHOP_STATS::ICON_REC
- when 3 #---PHA---
- count += 1
- word = R2_SHOP_STATS::TEXT_PHA
- icon = R2_SHOP_STATS::ICON_PHA
- when 4 #---MCR---
- count += 1
- word = R2_SHOP_STATS::TEXT_MCR
- icon = R2_SHOP_STATS::ICON_MCR
- when 5 #---TCR---
- count += 1
- word = R2_SHOP_STATS::TEXT_TCR
- icon = R2_SHOP_STATS::ICON_TCR
- when 6 #---PDR---
- count += 1
- word = R2_SHOP_STATS::TEXT_PDR
- icon = R2_SHOP_STATS::ICON_PDR
- when 7 #---MDR---
- count += 1
- word = R2_SHOP_STATS::TEXT_MDR
- icon = R2_SHOP_STATS::ICON_MDR
- when 8 #---FDR---
- count += 1
- word = R2_SHOP_STATS::TEXT_FDR
- icon = R2_SHOP_STATS::ICON_FDR
- when 9 #---EXR---
- count += 1
- word = R2_SHOP_STATS::TEXT_EXR
- icon = R2_SHOP_STATS::ICON_EXR
- else
- next
- end
- if count.odd?
- change_color(system_color)
- draw_text(29, dy, sw/2-24, 24, word)
- change_color(normal_color)
- draw_icon(icon, 0, dy, icon != 0)
- draw_text(sw*1/4, dy, sw/5, 24, text + "%", 2)
- else
- change_color(system_color)
- contents.draw_text(sw/2+29, dy, sw/2-24, 24, word)
- change_color(normal_color)
- draw_icon(icon, sw/2, dy, icon != 0)
- draw_text(sw*3/4, dy, sw/5, 24, text + "%", 2)
- end
- if count % 2 == 0
- dy += 24
- end
- end
- dy += 24 if R2_SHOP_STATS::USE_SPACES && count > 0
- end
- ##########################################################################
- if R2_SHOP_STATS::DRAW_ELEMENTS
- #------ELEMENTS------
- drawn_elements = []
- elem = false
- @item.features.each do |set|
- next if set.data_id == 0
- case set.code
- when 31 # weapon
- drawn_elements.push(set.data_id)
- elem = true
- when 11 # armour
- drawn_elements.push(set.data_id)
- elem = true
- else
- next
- end
- end
- if drawn_elements != [] # Draw Elements
- drawn_elements = drawn_elements.sort!
- dy += 24
- if @item.is_a?(RPG::Weapon)
- text = R2_SHOP_STATS::EQ_ELEMENT_W
- else
- text = R2_SHOP_STATS::EQ_ELEMENT_A
- end
- change_color(system_color)
- draw_text(0, dy, sw/2, 24, text)
- dx = sw - (drawn_elements.size * 24)
- for ele_id in drawn_elements
- draw_icon(R2_SHOP_STATS::SHOWN_ELEMENTS[ele_id], dx, dy)
- dx += 24
- end
- end
- dy += 24 if R2_SHOP_STATS::USE_SPACES && elem == true
- end
- ##########################################################################
- if R2_SHOP_STATS::DRAW_STATES
- #------STATES------
- drawn_states = []
- resist_states = []
- @item.features.each do |set|
- next if set.data_id == 0
- case set.code
- when 32 # weapons
- drawn_states.push(set.data_id)
- when 13 # armour
- drawn_states.push(set.data_id)
- when 14 # armour resist states
- resist_states.push(set.data_id)
- else
- next
- end
- end
- if drawn_states != [] # Draw States
- dy += 24
- if @item.is_a?(RPG::Weapon)
- text = R2_SHOP_STATS::EQ_STATUS_W
- else
- text = R2_SHOP_STATS::EQ_STATUS_A
- end
- change_color(system_color)
- draw_text(0, dy, sw/2, 24, text)
- dx = sw - (drawn_states.size * 24)
- for icon in drawn_states
- draw_icon(icon, dx, dy)
- dx += 24
- end
- end
- if resist_states != [] # Draw Resist States (Armour)
- dy += 24
- text = R2_SHOP_STATS::STATE_RESIST
- change_color(system_color)
- draw_text(0, dy, sw/2, 24, text)
- dx = sw - (resist_states.size * 24)
- for icon in resist_states
- draw_icon(icon, dx, dy)
- dx += 24
- end
- end
- dy += 24 if R2_SHOP_STATS::USE_SPACES && ((drawn_states != []) || (resist_states != []))
- end
- ##########################################################################
- if R2_SHOP_STATS::EQUIP_SKILL
- skills_add = []
- text = R2_SHOP_STATS::EQUIP_SKILL_ADD
- @item.features.each do |set|
- case set.code
- when 43 #---Grow Stat---
- skills_add.push(set.data_id)
- else
- next
- end
- end
- if skills_add != [] # Draw States
- dy += 24
- change_color(system_color)
- draw_text(0, dy, sw/2, 24, text)
- dx = sw - (skills_add.size * 24)
- for i in skills_add
- icon = $data_skills[i].icon_index
- draw_icon(icon, dx, dy)
- dx += 24
- end
- end
- dy += 24 if R2_SHOP_STATS::USE_SPACES
- end
- ##########################################################################
- if R2_SHOP_STATS::EQUIP_SKILL_SEAL
- skills_seal = []
- text = R2_SHOP_STATS::TEXT_SEAL_STATES
- @item.features.each do |set|
- case set.code
- when 44 #---Grow Stat---
- skills_seal.push(set.data_id)
- else
- next
- end
- end
- if skills_seal != [] # Draw States
- dy += 24
- change_color(system_color)
- draw_text(0, dy, sw/2, 24, text)
- dx = sw - (skills_seal.size * 24)
- for i in skills_seal
- icon = $data_skills[i].icon_index
- draw_icon(icon, dx, dy)
- dx += 24
- end
- end
- end
- ##########################################################################
- if R2_SHOP_STATS::EQUIP_DEBUFF
- @item.features.each do |set|
- case set.code
- when 12 #---DEBUFF RATE---
- debuff = R2_SHOP_STATS::EQUIP_DEBUFF_TEXT
- else
- next
- end
- case set.data_id
- when 0 #---HP---
- word = Vocab::param(set.data_id)
- icon = R2_SHOP_STATS::ICON_HP
- when 1 #---MP---
- word = Vocab::param(set.data_id)
- icon = R2_SHOP_STATS::ICON_MP
- when 2 #---ATK---
- word = Vocab::param(set.data_id)
- icon = R2_SHOP_STATS::ICON_ATK
- when 3 #---DEF---
- word = Vocab::param(set.data_id)
- icon = R2_SHOP_STATS::ICON_DEF
- when 4 #---MAT---
- word = Vocab::param(set.data_id)
- icon = R2_SHOP_STATS::ICON_MAT
- when 5 #---MDF---
- word = Vocab::param(set.data_id)
- icon = R2_SHOP_STATS::ICON_MDF
- when 6 #---AGI---
- word = Vocab::param(set.data_id)
- icon = R2_SHOP_STATS::ICON_AGI
- when 7 #---LUK---
- word = Vocab::param(set.data_id)
- icon = R2_SHOP_STATS::ICON_LUK
- end
- num = 0
- if set.value != 0
- num = set.value.to_f
- num = (num * 100).to_i
- text = sprintf("%d", num)
- text = "+" + text + "%"
- end
- dy += 24 if R2_SHOP_STATS::USE_SPACES
- dy += 24
- change_color(system_color)
- draw_text(0, dy, sw/2, 24, debuff)
- draw_text(110, dy, sw/2-24, 24, word)
- change_color(normal_color)
- draw_icon(icon, 140, dy, icon != 0)
- draw_text(150, dy, sw/3, 24, text, 2)
- end
- end
- ##########################################################################
- if R2_SHOP_STATS::EQUIP_ATTACK_STATE
- attack_state = []
- attack_numb = []
- text = R2_SHOP_STATS::EQUIP_ATTACK_STATE_TEXT
- @item.features.each do |set|
- case set.code
- when 32 #---DEBUFF RATE---
- attack_state.push(set.data_id)
- value = (set.value * 100).round
- strng = value.to_s + "%"
- attack_numb.push(strng)
- else
- next
- end
- end
- if attack_state != [] # Draw States
- dy += 24 if R2_SHOP_STATS::USE_SPACES
- dy += 24
- change_color(system_color)
- draw_text(0, dy, sw/2, 24, text)
- dx = sw - (attack_state.size * 48)
- change_color(normal_color)
- n = 0
- for i in attack_state
- icon = $data_states[i].icon_index
- numb = attack_numb[n]
- draw_icon(icon, dx, dy)
- draw_text(dx+24, dy, 24, 24, numb)
- dx += 48
- n += 1
- end
- end
- end
- ##########################################################################
- if R2_SHOP_STATS::EQUIP_ATTACK_SPEED
- speed_value = 0
- text = R2_SHOP_STATS::EQUIP_ATTACK_SPEED_TEXT
- @item.features.each do |set|
- case set.code
- when 33 #---Attack speed---
- speed_value = set.value.to_i
- else
- next
- end
- end
- if speed_value != 0
- dy += 24 if R2_SHOP_STATS::USE_SPACES
- dy += 24
- change_color(system_color)
- draw_text(0, dy, sw/2, 24, text)
- change_color(normal_color)
- dx = text.size * 10
- draw_text(dx + 20, dy, sw/3, 24, speed_value)
- end
- end
- ##########################################################################
- if R2_SHOP_STATS::EQUIP_ATTACK_TIMES
- text = R2_SHOP_STATS::EQUIP_ATTACK_TIMES_TEXT
- times_value = 0
- @item.features.each do |set|
- case set.code
- when 34 #---Attack Times---
- num = set.value.to_i
- times_value = "+" + num.to_s
- else
- next
- end
- end
- if times_value != 0
- dy += 24 if R2_SHOP_STATS::USE_SPACES
- dy += 24
- change_color(system_color)
- draw_text(0, dy, sw/2, 24, text)
- change_color(normal_color)
- dx = text.size * 10
- draw_text(dx + 20, dy, sw/3, 24, times_value)
- end
- end
- ##########################################################################
- if R2_SHOP_STATS::EQUIP_ACTION_TIMES
- text = R2_SHOP_STATS::EQUIP_ACTION_TIMES_TEXT
- action_value = 0
- @item.features.each do |set|
- case set.code
- when 61 #---Action times---
- num = (set.value * 100).to_i
- action_value = num.to_s + "%"
- else
- next
- end
- end
- if action_value != 0
- dy += 24 if R2_SHOP_STATS::USE_SPACES
- dy += 24
- change_color(system_color)
- draw_text(0, dy, sw/2, 24, text)
- change_color(normal_color)
- dx = text.size * 10
- draw_text(dx + 20, dy, sw/3, 24, action_value)
- end
- end
- ##########################################################################
- if R2_SHOP_STATS::EQUIP_PARTY_ABILITY
- @item.features.each do |set|
- if set.code == 64 # Party Ability
- case set.data_id
- when 0 #---TGR---
- ability = "Encounter Half"
- when 1 #---GRD---
- ability = "Encounter None"
- when 2 #---REC---
- ability = "Cancel Surprise"
- when 3 #---PHA---
- ability = "Raise Preemptive"
- when 4 #---MCR---
- ability = "Double Gold"
- when 5 #---TCR---
- ability = "Double Item Drop"
- else
- next
- end
- dy += 24 if R2_SHOP_STATS::USE_SPACES
- dy += 24
- change_color(system_color)
- draw_text(0, dy, sw/2, 24, ability)
- change_color(normal_color)
- end
- end
- end
- end
- end # Window_ShopNumber
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