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  1. module Overlord_Dave
  2. module DRIACS
  3.   module Settings
  4.  
  5.   $imported = {} if $imported == nil
  6.   $imported['DRIACS'] = true
  7.  
  8.   # ----------------------------------------------------------------------------
  9.   # -------------------------- CUSTOMISATION BEGINS! ---------------------------
  10.   # ----------------------------------------------------------------------------
  11.  
  12.   ###------------------### Settings for core script v1.1 ###-----------------###
  13.  
  14.   # ----------------------------------------------------------------------------
  15.   # --------------------------------- Contents ---------------------------------
  16.   # ----------------------------------------------------------------------------
  17.   # (use ctrl+f to jump to each section)
  18.  
  19.   #  - General Settings
  20.   #  - Over-Encumberment Settings
  21.   #  - Scene_Item Settings
  22.   #  - Scene_Spoils Settings
  23.   #  - Scene_Shop Settings
  24.  
  25.   # ----------------------------------------------------------------------------
  26.   # ----------------------------- General Settings -----------------------------
  27.   # ----------------------------------------------------------------------------
  28.   # this applies to all aspects of the system
  29.  
  30.   # ----------------------------------- Vocab ----------------------------------
  31.  
  32.   # units of size
  33.   ITEM_SIZE_NAME    = 'weight'  # word to describe an item's size
  34.   INV_SIZE_NAME     = 'weight' # word to describe the inventory's remaining size
  35.   SIZE_UNITS        = ' lbs' # eg. "lbs", "kg" (can be left blank, ie. "")
  36.  
  37.   # term to use when deisplaying the info if no item is selcted (such as in
  38.   # Scene_Spoils, Scene_Shop or Scene_Item)
  39.   NO_ITEM_TERM      = '[No item selected]'
  40.  
  41.   # the unabbreviated name of the inventory (set to -1 to be the same as the
  42.   # term for 'Item' set in the database).
  43.   INV_FULL_NAME = 'Inventory'
  44.  
  45.   # --------------------------------- Display ----------------------------------
  46.  
  47.   # whether to make ANY modifications to the colour or fade of item names.  This
  48.   # will not neccessarily allow compatibility with other scripts.
  49.   MOD_FADE_COLOUR = true
  50.  
  51.   # whether to make modifications to the colour or fade in the spoils scene.
  52.   # Because this is a completely custom scene there should be no compatibilty
  53.   # issues.
  54.   MOD_FC_SPOILS = true
  55.  
  56.   # for item text names, whether to use colours or just fade items (set as false
  57.   # for fade).  This applies to all scenes EXCEPT Scene_Spoils.
  58.   USE_COLOURS = true
  59.  
  60.   # all of these colours can either be number between 0 and 20 (which
  61.   # corresponds to the value returned by Window_Base.text_color), set to -1
  62.   # (which will use the colour set in Window_Base.default_color), or can be
  63.   # a Color object (see help for more details).
  64.  
  65.   # colour if the item can be used/sold and dropped
  66.   U_D_COLOUR = -1
  67.  
  68.   # colour if the item can be used/sold but NOT dropped
  69.   U_ND_COLOUR = -1
  70.  
  71.   # colour if the item CANNOT be used/sold but CAN be dropped
  72.   NU_D_COLOUR = -1
  73.  
  74.   # colour if the item CANNOT be used/sold OR dropped
  75.   NU_ND_COLOUR = -1
  76.  
  77.   # ---------------------------------- Options ---------------------------------
  78.  
  79.   # whether to add dropped items to a spoils chest after a random battle (if
  80.   # not then the items won't be added)
  81.   RAN_BAT_SPOILS = false
  82.  
  83.   # whether to use the name of the troop when such spoils occur (if not then
  84.   # WIN_B_HEAD is used - see Scene_Spoils settings)
  85.   USE_TROOP_NAME = false
  86.  
  87.   # the id of the common event to call if the inventory is found to be oversize
  88.   # with the check_inv_size method.  Set it to -1 to have no event occuring, and
  89.   # take the player straight to the Item section of the menu
  90.   OVER_SIZE_EVENT = -1
  91.   # If ENCUMBER is false, this event MUST finish with the following Script
  92.   # command (which will take the player to the item menu to drop some items):
  93.   #                           $scene = Scene_Item.new
  94.   # The event commands before this can be anything, but should most likely be a
  95.   # message telling the player that their inventory is over the size limit.
  96.  
  97.   # If ENCUMBER is true, the event should probably consist of only a message
  98.   # telling the player that they are over-encumbered - the call to Scene_Item is
  99.   # not necesary.
  100.  
  101.   # width of warning windows/dialogues.  This applies to all the scenes
  102.   DIA_WIDTH = 220
  103.  
  104.   # whether equiped items count as taking space in the inventory
  105.   COUNT_EQUIPPED = true
  106.  
  107.   # initial max inventory size (this is set on a new game)
  108.   INT_MAX_SIZE = 40
  109.  
  110.   # ----------------------------------------------------------------------------
  111.   # ------------------------ Over-Encumberment Settings ------------------------
  112.   # ----------------------------------------------------------------------------
  113.   # these settings concern when a player is over-encumbered.
  114.  
  115.   # Over-encumberment is a state when the player's inventory is oversize, but
  116.   # the player is still allowed to continue playing.  As a penalty, the player's
  117.   # move speed can be reduced (depending on the settings in this section).
  118.  
  119.   # ----------------------------------- Vocab ----------------------------------
  120.  
  121.   # message to show that informs the player they are over-encumbered.  This will
  122.   # be used for Scene_Shop
  123.   E_MSG_SHOP        = 'You are now over-encumbered, and will move slower.'
  124.  
  125.   # message prompting player whether they still wish to exit if over-encumbered.
  126.   # This will be used for Scene_Spoils
  127.   E_MSG_SPOILS      = 'You are over encumbered, and will move slower.  Do you still wish to exit?'
  128.  
  129.   # options for the above message
  130.   E_OPT1_SPOILS     = 'Exit'
  131.   E_OPT2_SPOILS     = 'Not yet...'
  132.  
  133.   # ---------------------------------- Display ---------------------------------
  134.  
  135.   # colour to make the info text of the inventory (or chest for Scene_Spoils),
  136.   # if it becomes oversize.  This can either be number between 0 and 20 (which
  137.   # corresponds to the value returned by Window_Base.text_color), set to -1
  138.   # (which will use the colour set in Window_Base.default_color), or can be
  139.   # a Color object (see help for more details).
  140.   E_TEXT_COLOUR = 10
  141.  
  142.   # ---------------------------------- Options ---------------------------------
  143.  
  144.   # Whether to allow over-encumberment.  If false, the player will be unable to
  145.   # leave Scene_Spoils or Scene_Item if their inventory is over-size.
  146.   ENCUMBER = true
  147.  
  148.   # over-encumberment type:
  149.   # 0 - change 'default' speed.  This will only effect the player's movement
  150.   #     speed when 'default' is selected in the Set Move Route event command. If
  151.   #     any other speed is selected, it will have its normal value.
  152.   # 1 - reduced all speeds.  This will reduced all the player's movement speeds
  153.   #     regardles of which is selected with the Set Move Route event command.
  154.   #     If dashing is enabled (see below), then the dash speed will be reduced
  155.   #     by the same ammount as the rest of the speeds.  If a reduction would
  156.   #     reduce a speed to lower than one, it will be set as one (which means
  157.   #     that for some move routes several speeds may be identical).
  158.   E_TYPE = 0
  159.  
  160.   # over-ecumberment value. For type zero, this can be a number between 1 and 4
  161.   # (with 4 being the default speed).  For type 1, this can be a number between
  162.   # 0 and 5 (with zero corresponding to no change in speed).  Bear in mind that
  163.   # the values here are on the scale defined in the Set Move Route command.
  164.   E_VALUE = 2
  165.  
  166.   # Whether to disable dashing when over-encumbered.
  167.   DISABLE_DASH = true
  168.  
  169.   # for Scene_Shop, whether to inform the player that they are over-encumbered
  170.   INFORM_E_SHOP = true
  171.  
  172.   # for Scene_Spoils, whether to show the message window if the player tries to
  173.   # exit and they are over-encumbered
  174.   INFORM_E_SPOILS = true
  175.  
  176.   # ----------------------------------------------------------------------------
  177.   # --------------------------- Scene_Item Settings ----------------------------
  178.   # ----------------------------------------------------------------------------
  179.   # these settings concern the Item option of the menu
  180.  
  181.   # ----------------------------------- Vocab ----------------------------------
  182.  
  183.   # use item dialogue
  184.   USE_ITEM_OPT1     = 'Use'
  185.   USE_ITEM_OPT2     = 'Drop'
  186.  
  187.   # drop item dialogue
  188.   DROP_ITEM_MSG     = 'Drop how many?'
  189.  
  190.   # ---------------------------------- Display ---------------------------------
  191.  
  192.   # the position of the extra 'info window' of this script
  193.   # 0 - at the very top
  194.   # 1 - between the item description and the item window
  195.   # 2 - at the very bottom
  196.   ITEM_INFO_POS = 1
  197.  
  198.   # whether to grey-out items that cannot be used in the player's inventory
  199.   # this is true for the RGSS2 default
  200.   FADE_NU_ITEMS = true
  201.  
  202.   # whether to grey-out items that cannot be removed from the player's inventory
  203.   # ie. those with the <no_drop> tag
  204.   FADE_ND_ITEMS = true
  205.  
  206.   # Note that FADE_NU_ITEMS overrides the value of FADE_ND_ITEMS.
  207.   # For example, if FADE_ND_ITEMS is false, and FADE_NU_ITEMS is true, and the
  208.   # item cannot be used but can be dropped, then the item will be faded.
  209.  
  210.   # to not fade items set both to false
  211.  
  212.   # to only fade if the item can neither used NOR dropped (if either are true it
  213.   # won't be faded).  This overrides the previous 2 settings.
  214.   GREEDY_FADE = true
  215.  
  216.   # ---------------------------------- Options ---------------------------------
  217.  
  218.   # when to show the drop item dialogue
  219.   # note that for option 0 you can only move 1 item at a time
  220.   # 0: never
  221.   # 1: only if there is more than one item in the stack
  222.   # 2: always (recommended)
  223.   SHOW_DROP_ITEM = 2
  224.  
  225.   # ----------------------------------------------------------------------------
  226.   # -------------------------- Scene_Spoils Settings ---------------------------
  227.   # ----------------------------------------------------------------------------
  228.   # these settings concern the spoils scene (when gaining items)
  229.  
  230.   # ----------------------------------- Vocab ----------------------------------
  231.  
  232.   # spoils window headings:
  233.   WIN_CONT_HEAD     = 'Loot'    # this is used if USE_CONTAINER_NAME is false
  234.                                 # or a container name is left blank
  235.   WIN_B_HEAD        = 'Remains' # this is used after battles, if another value
  236.                                 # isn't set with init_battle_spoils
  237.  
  238.   # items window heading. Set as -1 to use the name for 'Item' defined in the
  239.   # database
  240.   WIN_ITEMS_HEAD    = 'Inventory'
  241.  
  242.   # what to show in the spoils when it is empty (can be blank)
  243.   SPOILS_EMPTY      = '(Empty)'
  244.  
  245.   # what to show when an item is selected.  This dialogue will only appear if
  246.   # ALLOW_SPOILS_DROP is true (see Options)
  247.   USE_ITEM_OPT1A    = 'Take'
  248.   USE_ITEM_OPT1B    = 'Stock'
  249.   USE_ITEM_OPT2     = 'Drop'
  250.  
  251.   # drop item dialogue (from inventory to spoils)
  252.   LEAVE_SPOILS_MSG  = 'Leave how many?'
  253.  
  254.   # take item dialogue (from spoils to inventory)
  255.   TAKE_SPOILS_MSG   = 'Take how many?'
  256.  
  257.   # drop item dialogue,  used if ALLOW_SPOILS_DROP is true (see Options)
  258.   DROP_SPOILS_MSG   = 'Drop how many?'
  259.  
  260.   # message shown when items cannot be left in a chest.  If you don't want this
  261.   # message shown set it to -1
  262.   NO_LEAVE_MSG     = 'You cannot leave items in this container.'
  263.  
  264.   # message to take all spoils.  This will be displayed at the top of the spoils
  265.   # window, so shouldn't be left blank.
  266.   TAKE_ALL_SPOILS   = '[Take all]'
  267.  
  268.   # message when the spoils are full
  269.   SPOILS_FULL       = 'The container is full.  You must remove some items.'
  270.  
  271.   # message when inventory is full.  This message will only be displayed if
  272.   # ENCUMBER is set to true.
  273.   INV_FULL          = 'Your inventory is full.  You must leave some items before closing the container.'
  274.  
  275.   # message when gold has been recieved (put %i where you want the ammount of
  276.   # gold gained to appear).
  277.   GOLD_FOUND        = 'You found %i gold!'
  278.  
  279.   # preffix and suffix to a droped item in the spoils (as opposed to those left)
  280.   DROPPED_PRE       = '(D)'
  281.   DROPPED_SUF       = ''
  282.  
  283.   # what to say if an item has the <forced> tag and you try to exit the spoils
  284.   # scene (below will be a list of the items with the tag)
  285.   WARN_FORCED_MSG   = 'You must take these items:'
  286.  
  287.   # what to say if an item has the <no_drop> tag and you try to drop or leave it
  288.   LEAVE_ND_MSG      = 'You cannot leave or drop this item!'
  289.  
  290.   # the message to show when confirming exiting the scene, depending on the
  291.   # mode of the chest (see Chests)
  292.   CONF_MSG_0 = 'Are you sure you wish to exit?  All items left will be destroyed.'
  293.   CONF_MSG_1 = 'Are you sure you wish to exit?  Any items left may not be here when you come back...'
  294.   CONF_MSG_2 = 'Are you sure you wish to exit?  Items left will be safe.'
  295.  
  296.   # options for the above message.
  297.   CONF_OPT1         = 'Exit'
  298.   CONF_OPT2         = 'Not yet...'
  299.  
  300.   # ---------------------------------- Display ---------------------------------
  301.  
  302.   # the position of the 'info window', that displays the size of items
  303.   # 0 - at the very top
  304.   # 1 - at the very bottom
  305.   SPOILS_INFO_POS = 1
  306.  
  307.   # whether to fade items that cannot be left from the player's inventory
  308.   FADE_NL_ITEMS_SPOILS = true
  309.  
  310.   # whether to fade items that cannot be dropped from the player's inventory
  311.   # ie. those with the <no_drop> tag
  312.   FADE_ND_ITEMS_SPOILS = true
  313.  
  314.   # UNLIKE other scenes, in the case of Scene_Spoils the value of
  315.   # FADE_ND_ITEMS_SPOILS overrides the value of FADE_NL_ITEMS_SPOILS.  This is
  316.   # because if an item cannot be dropped, it cannot be left either.
  317.  
  318.   # to not fade items set both to false
  319.  
  320.   # to only fade if the item can neither left NOR dropped (if either are true it
  321.   # will be un-faded).  This overrides the previous 2 settings.
  322.   GREEDY_FADE_SPOILS = true
  323.  
  324.   # whether to fade dropped items in the spoils (those with the preffix and
  325.   # suffix DROPPED_PRE and DROPPED_SUF).
  326.   FADE_DROPPED = true
  327.  
  328.   # whether to modify the colours in Scene_Spoils
  329.   USE_SPOILS_COLOURS = true
  330.  
  331.   # all of these colours can either be number between 0 and 20 (which
  332.   # corresponds to the value returned by Window_Base.text_color), set to -1
  333.   # (which will use the colour set in Window_Base.default_color), or can be
  334.   # a Color object (see help for more details).
  335.  
  336.   # colour if the item can be moved to the chest and dropped
  337.   M_D_COLOUR = -1
  338.  
  339.   # colour if the item cannot be dropped
  340.   ND_COLOUR = -1
  341.  
  342.   # colour if the item can be dropped but cannot be moved to the chest
  343.   NM_D_COLOUR = -1
  344.  
  345.   # colour if the item in the chest MUST be taken (ie. has <forced> tag)
  346.   F_COLOUR = -1
  347.  
  348.   # colour if the item in the chest DOESN'T have to be taken (ie. no <forced>
  349.   # tag.
  350.   NF_COLOUR = -1
  351.  
  352.   # ---------------------------------- Options ---------------------------------
  353.  
  354.   # whether to use the name defined in the CHESTS hash (eg. "chest") for the
  355.   # name of the spoils window (see below).  If not then WIN_CONT_HEAD will
  356.   # always be used.
  357.   USE_CONTAINER_NAME = true
  358.  
  359.   # when to show the move item dialogue (to spoils or to inventory)
  360.   # note that for option 0 you can only move 1 item at a time
  361.   # 0: never
  362.   # 1: only if there is more than one item in the stack (recommended)
  363.   # 2: always
  364.   SHOW_MOVE_ITEM = 1
  365.  
  366.   # whether to allow items to be dropped (as opposed to just moved between
  367.   # containers) it is HIGHLY RECOMMENDED that this is set to true.
  368.   ALLOW_SPOILS_DROP = true
  369.  
  370.   # delay before the gold found message appears in frames (there a 60 frames per
  371.   # second). ie. 120 would leave a 2 second delay.  You would mos likely want
  372.   # this number to be very small (I recommend 5).  If you do not want a delay
  373.   # then set it to zero.
  374.   GOLD_MSG_DEL = 5
  375.  
  376.   # whether to play the 'kerching' sound when the gold window appears (defined
  377.   # as play_shop in the Sound module).
  378.   GOLD_MSG_SOUND = true
  379.  
  380.   # NOTE: To change the sound made when an item is dropped, search for
  381.   # 'def self.play_drop' in DRIACS 3.
  382.   # THIS IS FOR SCRIPTERS ONLY! - For the time being I can't think of a
  383.   # user-friendly way to make this customisable.
  384.  
  385.   # --- Exit confirmation ---
  386.  
  387.   # when to confirm exiting (the message displayed depends on the mode of the
  388.   # chest):
  389.   # 0: always
  390.   # 1: never
  391.   # 2: only when there are 'dropped' items in the chest (in this case
  392.   #    CONF_MSG_1 will be shown)
  393.   CONFIRMATION = 0
  394.  
  395.   # whether to always confirm if the chest mode is zero and there are items in
  396.   # the chest (this overrides the value of CONFIRMATION).
  397.   CONF_MODE_ZERO = true
  398.  
  399.   # whether to confirm exiting if the chest is empty (this overrides the value
  400.   # of CONFIRMATION).
  401.   CONF_EMPTY_CHEST = false
  402.  
  403.   # ----------------------------------------------------------------------------
  404.   # --------------------------- Scene_Shop Settings ----------------------------
  405.   # ----------------------------------------------------------------------------
  406.   # these settings concern when a shop event is initiated
  407.  
  408.   # ----------------------------------- Vocab ----------------------------------
  409.  
  410.   # the message to show when there is not enough space in the inventory for a
  411.   # single item (the number window will only go up to the maximum ammount
  412.   # allowed in the inventory).  Set it to -1 to show no message.
  413.   SHOP_SPACE_MSG    = 'There is not enough space in your inventory for this item.'
  414.  
  415.   # sell item dialogue (this will only appear if ALLOW_SHOP_DROP is true).
  416.   SELL_ITEM_OPT1     = 'Sell item'
  417.   SELL_ITEM_OPT2     = 'Drop item'
  418.  
  419.   # ---------------------------------- Display ---------------------------------
  420.  
  421.   # the position of the 'info window', that displays the size of items
  422.   # 0 - at the very top
  423.   # 1 - just below the description window
  424.   # 2 - bewteen the command window and the main windows
  425.   # 3 - at the very bottom
  426.   SHOP_INFO_POS = 2
  427.  
  428.   # whether to fade items that cannot be sold in the player's inventory. This
  429.   # is usually true (without any external scripts, such as this one)
  430.   FADE_NS_ITEMS_SHOP = true
  431.  
  432.   # whether to fade items that cannot be droped from the shop, ie. those with
  433.   # the <no_drop> tag.  If ALLOW_SHOP_DROP is false this will have no effect.
  434.   FADE_ND_ITEMS_SHOP = true
  435.  
  436.   # Note that FADE_NS_ITEMS_SHOP overrides the value of FADE_ND_ITEMS_SHOP, in a
  437.   # a similar way to FADE_ND_ITEMS and FADE_NU_ITEMS in Scene_Item settings.
  438.  
  439.   # to not fade items set both to false
  440.  
  441.   # to only fade if the item can neither sold NOR dropped (if either are true it
  442.   # will be un-faded).  This overrides the previous 2 settings.
  443.   GREEDY_FADE_SHOP = true
  444.  
  445.   # ---------------------------------- Options ---------------------------------
  446.  
  447.   # whether to allow dropping items from the 'sell' section of the shop window
  448.   ALLOW_SHOP_DROP = true
  449.   # Note that settings regarding dropping an item will be taken from the options
  450.   # of Scene_Item, namely the values of SHOW_DROP_ITEM and DROP_ITEM_MSG
  451.  
  452.   # ----------------------------------------------------------------------------
  453.   # --------------------------- CUSTOMISATION ENDS! ----------------------------
  454.   # ----------------------------------------------------------------------------
  455.   end
  456. end
  457. end
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