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Enchant System - General Setting

KinghtTeam Feb 11th, 2018 519 Never
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  1. #===============================================================================
  2. # * [ACE] Enchant System - General Settings
  3. #===============================================================================
  4. # * Made by: Sixth (www.rpgmakervxace.net, www.forums.rpgmakerweb.com)
  5. # * Version: 1.4
  6. # * Updated: 10/02/2015
  7. # * Requires: Vlue's W/A Randomizer script
  8. #             Sixth's Custom Feature Extension for Vlue's Randomizer
  9. #-------------------------------------------------------------------------------
  10. # * This part contains the visual and system settings for the enchant scene.
  11. #   Read the descriptions carefully and edit them how you want!
  12. #===============================================================================
  13. module Sixth_Enchant_Scene
  14.   #-----------------------------------------------------------------------------
  15.   # Window Settings:
  16.   #-----------------------------------------------------------------------------
  17.   # Setup the properties of each window here.
  18.   # Some windows might have less, and some others might have more settings
  19.   # available.
  20.   #
  21.   # Explanations:
  22.   #
  23.   #   :y_pos => y,  
  24.   # The Y position of the help window. Used for the help window only.
  25.   #
  26.   #   :pos => [x,y],
  27.   # The X and Y positions of the windows.  
  28.   #
  29.   #   :size => [width,height],
  30.   # The width and height of the windows.
  31.   #
  32.   #   :skin => "skin file name",
  33.   # The windowskin used for the windows.
  34.   # All windowskin images should be in /Graphics/System/ folder!
  35.   #
  36.   #   :columns => number,
  37.   # The max columns displayed in the category window.
  38.   #
  39.   #   :spacing => number,
  40.   # The horizontal spacing between each item displayed in the category window.
  41.   #
  42.   #   :align => number,
  43.   # The alignment of the text in the category window.
  44.   # 0 = left, 1 = middle, 2 = right.
  45.   #
  46.   #   :add_width => width,
  47.   # The extra width added for the finish window.
  48.   # Depending on what font type you are using, you might need to add/subtract
  49.   # some width for the window.
  50.   #-----------------------------------------------------------------------------
  51.   Window_Setup = { # <-- No touchy-touchy!
  52.     :help => { # Help Window setup.
  53.       :y_pos => 0,
  54.       :skin => "Window",
  55.     },
  56.     :category => { # Category Window setup.
  57.       :pos => [0,72],
  58.       :size => [Graphics.width/2,72],
  59.       :skin => "Window",
  60.       :columns => 2,
  61.       :spacing => 6,
  62.       :align => 1,
  63.     },
  64.     :item => { # Item/Prefix/Suffix Window setup.
  65.       :pos => [Graphics.width/2,72],
  66.       :size => [Graphics.width/2,Graphics.height-120],
  67.       :skin => "Window",
  68.     },
  69.     :detail => { # Detail Window setup.
  70.       :pos => [0,144],
  71.       :size => [Graphics.width/2,Graphics.height-144],
  72.       :skin => "Window",
  73.     },
  74.     :gold => { # Gold Window setup.
  75.       :pos => [Graphics.width/2,Graphics.height-48],
  76.       :size => [Graphics.width/2,48],
  77.       :skin => "Window",
  78.     },
  79.     :finish => { # Finish Window setup.
  80.       :pos => [Graphics.width/2,72+(Graphics.height-120-96)/2],
  81.       :add_width => 0,
  82.       :skin => "Window",
  83.     },
  84.   } # <-- No touchy-touchy!
  85.  
  86.   #-----------------------------------------------------------------------------
  87.   # Enchant System Settings:
  88.   #-----------------------------------------------------------------------------
  89.   # Setup the enchant system's default database and behaviour here.
  90.   # These settings will be effective if you use the script call for the enchant
  91.   # scene without specifying some or all of the options for it.
  92.   #-----------------------------------------------------------------------------
  93.  
  94.   # Enable/disable the item requirements for enchanting.
  95.   # If you disable it, the enchant list will only show the price of the enchant,
  96.   # otherwise the number of posessed required item will be displayed too.
  97.   Item_Req = true
  98.  
  99.   # If this setting is disabled, the enchant will be hidden on the list, until the
  100.   # player has at least 1 required item for it.
  101.   # If it is enabled, the enchant will be disabled until the player has at least
  102.   # 1 required item for it, but it will still be shown on the enchant list.
  103.   Show_All = true
  104.  
  105.   # If this setting is enabled, the player can select 2 "No enchant" for the item,
  106.   # one for prefix and one for suffix.
  107.   # If disabled, the player can not select a "No enchant" for both of the affixes.
  108.   # Only affects the 2 "No enchant" command!
  109.   # This setting would prevent the player from enchanting an item with nothing.
  110.   # Skipping the prefix or suffix, as in leaving the previous prefix or suffix
  111.   # on the item and changing only one of them is currently not possible!
  112.   # Choosing a "No enchant" command will clear the item from any prefix/suffix,
  113.   # well, if the settings for them are configured right in Vlue's script.
  114.   Allow_Clear = true
  115.  
  116.   # If you enable this setting, the player will be able to select already
  117.   # enchanted items to re-enchant them again as many times as they want.
  118.   # If you disable it, only clean items will be enabled on the item selection
  119.   # window.
  120.   # A "clean item" means that it has been added to the inventory with the
  121.   # regular 'gain item' event commands and not with Vlue's script calls for
  122.   # getting items.
  123.   # If you enabled the 'STACK_SAME_EQUIP' option in Vlue's script, than you can
  124.   # enchant items even if they have been added with Vlue's script calls, as long
  125.   # as the generated item has the same name, price, params and color like the
  126.   # default item from your database.
  127.   Enable_ReEnchant = true
  128.  
  129.   # If this is set to 'true', any enchant bonus which you have defined with the
  130.   # required script call will get cleared upon exiting the enchant scene.
  131.   # If it is set to 'false', the bonuses will remain, so it is all up to you
  132.   # when/if you want to remove them.
  133.   Reset_Bonus = true
  134.  
  135.   # You can define if the enabled enchant categories resets when the player leaves
  136.   # the enchant scene or not.
  137.   # Two options are available:
  138.   # 1. Define the default categories in an array.
  139.   #    If you do this, everytime the player leaves the enchant scene, the enabled
  140.   #    enchant categories will be reset to the categories you define here.
  141.   #    Valid categories: :weapon, :armor, :item
  142.   # 2. Set this to 'nil' to disable the category reset feature.
  143.   #    If you do this, the enabled enchant categories will never reset/change
  144.   #    automatically. You can still change it manually in the game with the
  145.   #    provided script call, of course.
  146.   Reset_Categories = [:weapon,:armor,:item]
  147.  
  148.   # Setup the default enchant fee for items here.
  149.   # If the item got no custom enchant price note-tag, this value will be it's
  150.   # enchant price.
  151.   Default_Enchant_Fee = 1000
  152.  
  153.   # The default enchant chance for items.
  154.   # If the item got no custom enchant chance note-tag, this value will be it's
  155.   # enchant chance.
  156.   # The number represents a percentage value, so 1 means 1%, 50 means 50%, etc.
  157.   Default_Enchant_Chance = 90
  158.  
  159.   # This sets the behaviour of the enchant scene when you omit the 'random?' setup
  160.   # of the script call for the enchant scene.
  161.   # If it is set to true, the random option will be available whenever you omit
  162.   # the 'random?' setting for the script call.
  163.   # If it is set to false, the random option won't be available when you omit
  164.   # the 'random?' setting for the script call.
  165.   Default_Random_Command = true
  166.      
  167.   # The default prefix array.
  168.   # If you omitted the prefixes array in the script call for the scene, the
  169.   # affixes listed here will make the available prefix list instead.
  170.   # The numbers represent the affix IDs from Vlue's W/A Randomizer script.
  171.   # The order of the IDs also affects the order of affixes on the enchant list.
  172.   # You can enter single IDs by simply adding their IDs in the array or you can
  173.   # enter a range of IDs by following this format:
  174.   #   *starting_id..ending_id
  175.   # Prefixes listed here must have the required settings defined!
  176.   Prefixes = [155, *5..18, *33..46, *61..76, *98..112, 149,150]
  177.  
  178.   # The default suffix array.
  179.   # If you omitted the suffixes array in the script call for the scene, the
  180.   # affixes listed here will make the available suffix list instead.
  181.   # The numbers represent the affix IDs from Vlue's W/A Randomizer script.
  182.   # The order of the IDs also affects the order of affixes on the enchant list.
  183.   # You can enter single IDs by simply adding their IDs in the array or you can
  184.   # enter a range of IDs by following this format:
  185.   #   *starting_id..ending_id
  186.   # Suffixes listed here must have the required settings defined!
  187.   Suffixes = [156, *19..32, *47..60, *84..97, *114..121, *123..130, *132..139,
  188.               *141..146, 152, 153]
  189.  
  190.   # The default hidden prefix and suffix list. The enchants from this list can
  191.   # only be gotten on an item if the player chooses to use the random enchant
  192.   # option for the prefix or suffix.
  193.   # These lists will be selected if you omit the hidden prefix or suffix list in
  194.   # the script call for the enchant scene.
  195.   # You can enter single IDs by simply adding their IDs in the array or you can
  196.   # enter a range of IDs by following this format:
  197.   #   *starting_id..ending_id
  198.   # While these enchants will not get displayed on the scene, it is still
  199.   # required to set them up for the enchant scene, because it needs the category
  200.   # info to determine which enchant can go on items/weapons/armors.
  201.   Hidden_Prefs = [*77..83, 113, 151]
  202.   Hidden_Suffs = [122, 131, 140, 147,148, 154]
  203.  
  204.   #-----------------------------------------------------------------------------
  205.   # Text Settings:
  206.   #-----------------------------------------------------------------------------
  207.   # You can setup various text options here.
  208.   #-----------------------------------------------------------------------------
  209.  
  210.   # Configure the properties of the font for each window here.
  211.   # Format: :symbol => [[font type array], font size]
  212.   # The settings will use the left-most installed font type on the specified window.
  213.   # :cmnd_win = The properties of the command window.
  214.   # :item_win = The properties of the item, prefix and suffix windows.
  215.   # :dtls_win = The properties of the details window. Only the info text is affected.
  216.   # :gold_win = The properties of the gold window.
  217.   # :fnsh_win = The properties of the confirmation window.
  218.   # :titl_opt = The properties of the title text shown in the details window.
  219.   Text_Options = { # <-- No touchy-touchy!
  220.     :cmnd_win => [["Monotype Corsiva", "Comic Sans MS", "Arial"],24],
  221.     :item_win => [["Monotype Corsiva", "Comic Sans MS", "Arial"],20],
  222.     :dtls_win => [["Monotype Corsiva", "Comic Sans MS", "Arial"],20],
  223.     :gold_win => [["Monotype Corsiva", "Comic Sans MS", "Arial"],24],
  224.     :fnsh_win => [["Monotype Corsiva", "Comic Sans MS", "Arial"],24],
  225.     :titl_opt => [["Monotype Corsiva", "Comic Sans MS", "Arial"],26],
  226.   } # <-- No touchy-touchy!
  227.  
  228.   # Text displayed at the top of the details window.
  229.   Title_Text = "Enchant Shop"
  230.  
  231.   # Command options for the item category selection:
  232.   Items_Cmd = "Items"   # Display name for the item category button.
  233.   Weaps_Cmd = "Weapons" # Display name for the weapon category button.
  234.   Armrs_Cmd = "Armours" # Display name for the armor category button.
  235.   Exxit_Cmd = "Exit"    # Display name for the cancel button.
  236.  
  237.   # Command options for the finish popup window:
  238.   Start_Cmd = "Start"   # Display name for the OK button.
  239.   Cancl_Cmd = "Cancel"  # Display name for the cancel button.
  240.  
  241.   # Text used on the finish popup window:
  242.   Finsh_Txt = "Start the enchantment?"
  243.  
  244.   # Text options for the details window:
  245.   Sel_Item = "Selected Item"   # The selected item's name will appear below this.
  246.   Sel_Pref = "Selected Prefix" # The selected prefix name will appear below this.
  247.   Sel_Suff = "Selected Suffix" # The selected suffix name will appear below this.
  248.  
  249.   SuccessChanceTxt = "Chance: " # Text for the success chance info display.
  250.   No_ChanceTxt = "----"         # Used when no item/affix is selected yet for the
  251.                                 # success chance info.
  252.  
  253.   # Text which appears at the place where the item/prefix/suffix name would
  254.   # appear after selecting them. This text will indicate that the player did not
  255.   # select an item/prefix/suffix yet.
  256.   Not_Selected = "-----------------"
  257.  
  258.   # Text which appears at the place where the item/prefix/suffix name would
  259.   # appear after selecting them. This text will indicate what the player is
  260.   # selecting currently.
  261.   Current_Sele = "Currently Selecting..."
  262.  
  263.   Total_Price = "Total Price"  # Text display for the final enchanting fee.
  264.  
  265.   Gold_Text = "Gold:"  # Text used in the gold window.
  266.  
  267.   IPrice_Text = "Price:" # Text used for the item's price in the item window.
  268.   IOwned_Text = "Owned:" # Text used to show how many items the player got.
  269.  
  270.   #-----------------------------------------------------------------------------
  271.   # Color Settings:
  272.   #-----------------------------------------------------------------------------
  273.   # You can setup various color options here.
  274.   # Every color option uses RGBA codes!
  275.   #-----------------------------------------------------------------------------
  276.  
  277.   # The color of the text boxes. Appears behind the texts in the details window.
  278.   TextBoxColor = [ 0, 0, 0, 80]
  279.  
  280.   # The color of the background boxes. Appears behind the displayed commands
  281.   # in the item, prefix and suffix selection window.
  282.   BackGrdColor = [ 0, 0, 0, 80]
  283.  
  284.   # The color of the title text.
  285.   TitleColor = [160,100,240,255]
  286.  
  287.   # Color options for the horizontal lines appearing in the details window.
  288.   # You will notice that the setup symbols are ending with either 'up' or 'dw'.
  289.   # The ones ending with 'up' control the upper color of the line (2 pixels).
  290.   # The ones ending with 'dw' control the lower color of the line (1 pixel).
  291.   # :titl_up, :titl_dw = The color for the line below the title text.
  292.   # :item_up, :item_dw = The color for the line below the selected item text.
  293.   # :pref_up, :pref_dw = The color for the line below the selected prefix text.
  294.   # :suff_up, :suff_dw = The color for the line below the selected suffix text.
  295.   Line_Colors = { # <-- No touchy-touchy!
  296.     :titl_up => [220,220,120,255], :titl_dw => [120,120, 60,255], #yellow
  297.     :item_up => [120,220,120,255], :item_dw => [ 60,120, 60,255], #green
  298.     :pref_up => [120,120,220,255], :pref_dw => [ 60, 60,120,255], #blue
  299.     :suff_up => [220,120,120,255], :suff_dw => [120, 60, 60,255], #red
  300.   } # <-- No touchy-touchy!
  301.    
  302.   #-----------------------------------------------------------------------------
  303.   # Other Visual Settings:
  304.   #-----------------------------------------------------------------------------
  305.   # You can setup various visual and position options here.
  306.   #-----------------------------------------------------------------------------
  307.  
  308.   # If set to 'true', the success chance for the item and the affixes will be
  309.   # displayed on the scene. If set to 'false', these won't show up.
  310.   Show_Chance = true
  311.  
  312.   # If set to 'true', the item's success chance will be displayed on the scene.
  313.   # If set to 'false', it will be hidden from the player.
  314.   Show_Item_Chance = true
  315.  
  316.   # The position settings for the info text in the details window.
  317.   # Controls the selected item, prefix and suffix info display.
  318.   Detail_Info_X = 0   # X position... obviously. :P
  319.   Detail_Info_Y = 34  # Y position... obviously. :P
  320.  
  321.   # The position settings for the total price info text in the details window.
  322.   Total_Price_X = 0   # X position... obviously. :P
  323.   Total_Price_Y = 223 # Y position... obviously. :P
  324.  
  325.   # The vertical offset value for adjusting the Y position of the colored lines
  326.   # for the info text. Depending on what font type and font size you are using,
  327.   # this may need to be adjusted.
  328.   # Positive values will move the lines down, negatives will move them up.
  329.   Line_Offset_Y = -2
  330.  
  331.   # The Y position of the colored line below the title text.
  332.   TitleLine_Y = 20
  333.    
  334.   #-----------------------------------------------------------------------------
  335.   # Audio Settings:
  336.   #-----------------------------------------------------------------------------
  337.   # Set up sound effects played on the scene here.
  338.   #-----------------------------------------------------------------------------
  339.  
  340.   # Set the sound effects to be played at various actions on the enchant scene.
  341.   #       = RPG::SE.new("SE_Name",volume,pitch)
  342.   Item_OK = RPG::SE.new("Ice1",       80,  100) # on selecting an item
  343.   Weap_OK = RPG::SE.new("Sword4",     80,  100) # on selecting a weapon
  344.   Armr_OK = RPG::SE.new("Equip2",     80,  100) # on selecting an armor
  345.   Pref_OK = RPG::SE.new("Item1",      80,  100) # on selecting a prefix
  346.   Suff_OK = RPG::SE.new("Item1",      80,  100) # on selecting a suffix
  347.   Fnsh_OK = RPG::SE.new("Item2",      80,  100) # upon confirmation of the enchant
  348.  
  349. end # <-- No touchy-touchy!
  350. #===============================================================================
  351. # End of General Settings Part! Was about time, ehh? o.o
  352. # Editing below may lead to malfunctioning brain-cells! You have been warned!
  353. # Ohh, wait a minute...
  354. #===============================================================================
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