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- module Overlord_Dave
- module DRIACS
- module Settings
- $imported = {} if $imported == nil
- $imported['DRIACS'] = true
- # ----------------------------------------------------------------------------
- # -------------------------- CUSTOMISATION BEGINS! ---------------------------
- # ----------------------------------------------------------------------------
- ###------------------### Settings for core script v1.1 ###-----------------###
- # ----------------------------------------------------------------------------
- # --------------------------------- Contents ---------------------------------
- # ----------------------------------------------------------------------------
- # (use ctrl+f to jump to each section)
- # - General Settings
- # - Over-Encumberment Settings
- # - Scene_Item Settings
- # - Scene_Spoils Settings
- # - Scene_Shop Settings
- # ----------------------------------------------------------------------------
- # ----------------------------- General Settings -----------------------------
- # ----------------------------------------------------------------------------
- # this applies to all aspects of the system
- # ----------------------------------- Vocab ----------------------------------
- # units of size
- ITEM_SIZE_NAME = 'weight' # word to describe an item's size
- INV_SIZE_NAME = 'weight' # word to describe the inventory's remaining size
- SIZE_UNITS = ' lbs' # eg. "lbs", "kg" (can be left blank, ie. "")
- # term to use when deisplaying the info if no item is selcted (such as in
- # Scene_Spoils, Scene_Shop or Scene_Item)
- NO_ITEM_TERM = '[No item selected]'
- # the unabbreviated name of the inventory (set to -1 to be the same as the
- # term for 'Item' set in the database).
- INV_FULL_NAME = 'Inventory'
- # --------------------------------- Display ----------------------------------
- # whether to make ANY modifications to the colour or fade of item names. This
- # will not neccessarily allow compatibility with other scripts.
- MOD_FADE_COLOUR = true
- # whether to make modifications to the colour or fade in the spoils scene.
- # Because this is a completely custom scene there should be no compatibilty
- # issues.
- MOD_FC_SPOILS = true
- # for item text names, whether to use colours or just fade items (set as false
- # for fade). This applies to all scenes EXCEPT Scene_Spoils.
- USE_COLOURS = true
- # all of these colours can either be number between 0 and 20 (which
- # corresponds to the value returned by Window_Base.text_color), set to -1
- # (which will use the colour set in Window_Base.default_color), or can be
- # a Color object (see help for more details).
- # colour if the item can be used/sold and dropped
- U_D_COLOUR = -1
- # colour if the item can be used/sold but NOT dropped
- U_ND_COLOUR = -1
- # colour if the item CANNOT be used/sold but CAN be dropped
- NU_D_COLOUR = -1
- # colour if the item CANNOT be used/sold OR dropped
- NU_ND_COLOUR = -1
- # ---------------------------------- Options ---------------------------------
- # whether to add dropped items to a spoils chest after a random battle (if
- # not then the items won't be added)
- RAN_BAT_SPOILS = false
- # whether to use the name of the troop when such spoils occur (if not then
- # WIN_B_HEAD is used - see Scene_Spoils settings)
- USE_TROOP_NAME = false
- # the id of the common event to call if the inventory is found to be oversize
- # with the check_inv_size method. Set it to -1 to have no event occuring, and
- # take the player straight to the Item section of the menu
- OVER_SIZE_EVENT = -1
- # If ENCUMBER is false, this event MUST finish with the following Script
- # command (which will take the player to the item menu to drop some items):
- # $scene = Scene_Item.new
- # The event commands before this can be anything, but should most likely be a
- # message telling the player that their inventory is over the size limit.
- # If ENCUMBER is true, the event should probably consist of only a message
- # telling the player that they are over-encumbered - the call to Scene_Item is
- # not necesary.
- # width of warning windows/dialogues. This applies to all the scenes
- DIA_WIDTH = 220
- # whether equiped items count as taking space in the inventory
- COUNT_EQUIPPED = true
- # initial max inventory size (this is set on a new game)
- INT_MAX_SIZE = 40
- # ----------------------------------------------------------------------------
- # ------------------------ Over-Encumberment Settings ------------------------
- # ----------------------------------------------------------------------------
- # these settings concern when a player is over-encumbered.
- # Over-encumberment is a state when the player's inventory is oversize, but
- # the player is still allowed to continue playing. As a penalty, the player's
- # move speed can be reduced (depending on the settings in this section).
- # ----------------------------------- Vocab ----------------------------------
- # message to show that informs the player they are over-encumbered. This will
- # be used for Scene_Shop
- E_MSG_SHOP = 'You are now over-encumbered, and will move slower.'
- # message prompting player whether they still wish to exit if over-encumbered.
- # This will be used for Scene_Spoils
- E_MSG_SPOILS = 'You are over encumbered, and will move slower. Do you still wish to exit?'
- # options for the above message
- E_OPT1_SPOILS = 'Exit'
- E_OPT2_SPOILS = 'Not yet...'
- # ---------------------------------- Display ---------------------------------
- # colour to make the info text of the inventory (or chest for Scene_Spoils),
- # if it becomes oversize. This can either be number between 0 and 20 (which
- # corresponds to the value returned by Window_Base.text_color), set to -1
- # (which will use the colour set in Window_Base.default_color), or can be
- # a Color object (see help for more details).
- E_TEXT_COLOUR = 10
- # ---------------------------------- Options ---------------------------------
- # Whether to allow over-encumberment. If false, the player will be unable to
- # leave Scene_Spoils or Scene_Item if their inventory is over-size.
- ENCUMBER = true
- # over-encumberment type:
- # 0 - change 'default' speed. This will only effect the player's movement
- # speed when 'default' is selected in the Set Move Route event command. If
- # any other speed is selected, it will have its normal value.
- # 1 - reduced all speeds. This will reduced all the player's movement speeds
- # regardles of which is selected with the Set Move Route event command.
- # If dashing is enabled (see below), then the dash speed will be reduced
- # by the same ammount as the rest of the speeds. If a reduction would
- # reduce a speed to lower than one, it will be set as one (which means
- # that for some move routes several speeds may be identical).
- E_TYPE = 0
- # over-ecumberment value. For type zero, this can be a number between 1 and 4
- # (with 4 being the default speed). For type 1, this can be a number between
- # 0 and 5 (with zero corresponding to no change in speed). Bear in mind that
- # the values here are on the scale defined in the Set Move Route command.
- E_VALUE = 2
- # Whether to disable dashing when over-encumbered.
- DISABLE_DASH = true
- # for Scene_Shop, whether to inform the player that they are over-encumbered
- INFORM_E_SHOP = true
- # for Scene_Spoils, whether to show the message window if the player tries to
- # exit and they are over-encumbered
- INFORM_E_SPOILS = true
- # ----------------------------------------------------------------------------
- # --------------------------- Scene_Item Settings ----------------------------
- # ----------------------------------------------------------------------------
- # these settings concern the Item option of the menu
- # ----------------------------------- Vocab ----------------------------------
- # use item dialogue
- USE_ITEM_OPT1 = 'Use'
- USE_ITEM_OPT2 = 'Drop'
- # drop item dialogue
- DROP_ITEM_MSG = 'Drop how many?'
- # ---------------------------------- Display ---------------------------------
- # the position of the extra 'info window' of this script
- # 0 - at the very top
- # 1 - between the item description and the item window
- # 2 - at the very bottom
- ITEM_INFO_POS = 1
- # whether to grey-out items that cannot be used in the player's inventory
- # this is true for the RGSS2 default
- FADE_NU_ITEMS = true
- # whether to grey-out items that cannot be removed from the player's inventory
- # ie. those with the <no_drop> tag
- FADE_ND_ITEMS = true
- # Note that FADE_NU_ITEMS overrides the value of FADE_ND_ITEMS.
- # For example, if FADE_ND_ITEMS is false, and FADE_NU_ITEMS is true, and the
- # item cannot be used but can be dropped, then the item will be faded.
- # to not fade items set both to false
- # to only fade if the item can neither used NOR dropped (if either are true it
- # won't be faded). This overrides the previous 2 settings.
- GREEDY_FADE = true
- # ---------------------------------- Options ---------------------------------
- # when to show the drop item dialogue
- # note that for option 0 you can only move 1 item at a time
- # 0: never
- # 1: only if there is more than one item in the stack
- # 2: always (recommended)
- SHOW_DROP_ITEM = 2
- # ----------------------------------------------------------------------------
- # -------------------------- Scene_Spoils Settings ---------------------------
- # ----------------------------------------------------------------------------
- # these settings concern the spoils scene (when gaining items)
- # ----------------------------------- Vocab ----------------------------------
- # spoils window headings:
- WIN_CONT_HEAD = 'Loot' # this is used if USE_CONTAINER_NAME is false
- # or a container name is left blank
- WIN_B_HEAD = 'Remains' # this is used after battles, if another value
- # isn't set with init_battle_spoils
- # items window heading. Set as -1 to use the name for 'Item' defined in the
- # database
- WIN_ITEMS_HEAD = 'Inventory'
- # what to show in the spoils when it is empty (can be blank)
- SPOILS_EMPTY = '(Empty)'
- # what to show when an item is selected. This dialogue will only appear if
- # ALLOW_SPOILS_DROP is true (see Options)
- USE_ITEM_OPT1A = 'Take'
- USE_ITEM_OPT1B = 'Stock'
- USE_ITEM_OPT2 = 'Drop'
- # drop item dialogue (from inventory to spoils)
- LEAVE_SPOILS_MSG = 'Leave how many?'
- # take item dialogue (from spoils to inventory)
- TAKE_SPOILS_MSG = 'Take how many?'
- # drop item dialogue, used if ALLOW_SPOILS_DROP is true (see Options)
- DROP_SPOILS_MSG = 'Drop how many?'
- # message shown when items cannot be left in a chest. If you don't want this
- # message shown set it to -1
- NO_LEAVE_MSG = 'You cannot leave items in this container.'
- # message to take all spoils. This will be displayed at the top of the spoils
- # window, so shouldn't be left blank.
- TAKE_ALL_SPOILS = '[Take all]'
- # message when the spoils are full
- SPOILS_FULL = 'The container is full. You must remove some items.'
- # message when inventory is full. This message will only be displayed if
- # ENCUMBER is set to true.
- INV_FULL = 'Your inventory is full. You must leave some items before closing the container.'
- # message when gold has been recieved (put %i where you want the ammount of
- # gold gained to appear).
- GOLD_FOUND = 'You found %i gold!'
- # preffix and suffix to a droped item in the spoils (as opposed to those left)
- DROPPED_PRE = '(D)'
- DROPPED_SUF = ''
- # what to say if an item has the <forced> tag and you try to exit the spoils
- # scene (below will be a list of the items with the tag)
- WARN_FORCED_MSG = 'You must take these items:'
- # what to say if an item has the <no_drop> tag and you try to drop or leave it
- LEAVE_ND_MSG = 'You cannot leave or drop this item!'
- # the message to show when confirming exiting the scene, depending on the
- # mode of the chest (see Chests)
- CONF_MSG_0 = 'Are you sure you wish to exit? All items left will be destroyed.'
- CONF_MSG_1 = 'Are you sure you wish to exit? Any items left may not be here when you come back...'
- CONF_MSG_2 = 'Are you sure you wish to exit? Items left will be safe.'
- # options for the above message.
- CONF_OPT1 = 'Exit'
- CONF_OPT2 = 'Not yet...'
- # ---------------------------------- Display ---------------------------------
- # the position of the 'info window', that displays the size of items
- # 0 - at the very top
- # 1 - at the very bottom
- SPOILS_INFO_POS = 1
- # whether to fade items that cannot be left from the player's inventory
- FADE_NL_ITEMS_SPOILS = true
- # whether to fade items that cannot be dropped from the player's inventory
- # ie. those with the <no_drop> tag
- FADE_ND_ITEMS_SPOILS = true
- # UNLIKE other scenes, in the case of Scene_Spoils the value of
- # FADE_ND_ITEMS_SPOILS overrides the value of FADE_NL_ITEMS_SPOILS. This is
- # because if an item cannot be dropped, it cannot be left either.
- # to not fade items set both to false
- # to only fade if the item can neither left NOR dropped (if either are true it
- # will be un-faded). This overrides the previous 2 settings.
- GREEDY_FADE_SPOILS = true
- # whether to fade dropped items in the spoils (those with the preffix and
- # suffix DROPPED_PRE and DROPPED_SUF).
- FADE_DROPPED = true
- # whether to modify the colours in Scene_Spoils
- USE_SPOILS_COLOURS = true
- # all of these colours can either be number between 0 and 20 (which
- # corresponds to the value returned by Window_Base.text_color), set to -1
- # (which will use the colour set in Window_Base.default_color), or can be
- # a Color object (see help for more details).
- # colour if the item can be moved to the chest and dropped
- M_D_COLOUR = -1
- # colour if the item cannot be dropped
- ND_COLOUR = -1
- # colour if the item can be dropped but cannot be moved to the chest
- NM_D_COLOUR = -1
- # colour if the item in the chest MUST be taken (ie. has <forced> tag)
- F_COLOUR = -1
- # colour if the item in the chest DOESN'T have to be taken (ie. no <forced>
- # tag.
- NF_COLOUR = -1
- # ---------------------------------- Options ---------------------------------
- # whether to use the name defined in the CHESTS hash (eg. "chest") for the
- # name of the spoils window (see below). If not then WIN_CONT_HEAD will
- # always be used.
- USE_CONTAINER_NAME = true
- # when to show the move item dialogue (to spoils or to inventory)
- # note that for option 0 you can only move 1 item at a time
- # 0: never
- # 1: only if there is more than one item in the stack (recommended)
- # 2: always
- SHOW_MOVE_ITEM = 1
- # whether to allow items to be dropped (as opposed to just moved between
- # containers) it is HIGHLY RECOMMENDED that this is set to true.
- ALLOW_SPOILS_DROP = true
- # delay before the gold found message appears in frames (there a 60 frames per
- # second). ie. 120 would leave a 2 second delay. You would mos likely want
- # this number to be very small (I recommend 5). If you do not want a delay
- # then set it to zero.
- GOLD_MSG_DEL = 5
- # whether to play the 'kerching' sound when the gold window appears (defined
- # as play_shop in the Sound module).
- GOLD_MSG_SOUND = true
- # NOTE: To change the sound made when an item is dropped, search for
- # 'def self.play_drop' in DRIACS 3.
- # THIS IS FOR SCRIPTERS ONLY! - For the time being I can't think of a
- # user-friendly way to make this customisable.
- # --- Exit confirmation ---
- # when to confirm exiting (the message displayed depends on the mode of the
- # chest):
- # 0: always
- # 1: never
- # 2: only when there are 'dropped' items in the chest (in this case
- # CONF_MSG_1 will be shown)
- CONFIRMATION = 0
- # whether to always confirm if the chest mode is zero and there are items in
- # the chest (this overrides the value of CONFIRMATION).
- CONF_MODE_ZERO = true
- # whether to confirm exiting if the chest is empty (this overrides the value
- # of CONFIRMATION).
- CONF_EMPTY_CHEST = false
- # ----------------------------------------------------------------------------
- # --------------------------- Scene_Shop Settings ----------------------------
- # ----------------------------------------------------------------------------
- # these settings concern when a shop event is initiated
- # ----------------------------------- Vocab ----------------------------------
- # the message to show when there is not enough space in the inventory for a
- # single item (the number window will only go up to the maximum ammount
- # allowed in the inventory). Set it to -1 to show no message.
- SHOP_SPACE_MSG = 'There is not enough space in your inventory for this item.'
- # sell item dialogue (this will only appear if ALLOW_SHOP_DROP is true).
- SELL_ITEM_OPT1 = 'Sell item'
- SELL_ITEM_OPT2 = 'Drop item'
- # ---------------------------------- Display ---------------------------------
- # the position of the 'info window', that displays the size of items
- # 0 - at the very top
- # 1 - just below the description window
- # 2 - bewteen the command window and the main windows
- # 3 - at the very bottom
- SHOP_INFO_POS = 2
- # whether to fade items that cannot be sold in the player's inventory. This
- # is usually true (without any external scripts, such as this one)
- FADE_NS_ITEMS_SHOP = true
- # whether to fade items that cannot be droped from the shop, ie. those with
- # the <no_drop> tag. If ALLOW_SHOP_DROP is false this will have no effect.
- FADE_ND_ITEMS_SHOP = true
- # Note that FADE_NS_ITEMS_SHOP overrides the value of FADE_ND_ITEMS_SHOP, in a
- # a similar way to FADE_ND_ITEMS and FADE_NU_ITEMS in Scene_Item settings.
- # to not fade items set both to false
- # to only fade if the item can neither sold NOR dropped (if either are true it
- # will be un-faded). This overrides the previous 2 settings.
- GREEDY_FADE_SHOP = true
- # ---------------------------------- Options ---------------------------------
- # whether to allow dropping items from the 'sell' section of the shop window
- ALLOW_SHOP_DROP = true
- # Note that settings regarding dropping an item will be taken from the options
- # of Scene_Item, namely the values of SHOW_DROP_ITEM and DROP_ITEM_MSG
- # ----------------------------------------------------------------------------
- # --------------------------- CUSTOMISATION ENDS! ----------------------------
- # ----------------------------------------------------------------------------
- end
- end
- end
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