Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #===============================================================================
- # * [ACE] Enchant System - General Settings
- #===============================================================================
- # * Made by: Sixth (www.rpgmakervxace.net, www.forums.rpgmakerweb.com)
- # * Version: 1.4
- # * Updated: 10/02/2015
- # * Requires: Vlue's W/A Randomizer script
- # Sixth's Custom Feature Extension for Vlue's Randomizer
- #-------------------------------------------------------------------------------
- # * This part contains the visual and system settings for the enchant scene.
- # Read the descriptions carefully and edit them how you want!
- #===============================================================================
- module Sixth_Enchant_Scene
- #-----------------------------------------------------------------------------
- # Window Settings:
- #-----------------------------------------------------------------------------
- # Setup the properties of each window here.
- # Some windows might have less, and some others might have more settings
- # available.
- #
- # Explanations:
- #
- # :y_pos => y,
- # The Y position of the help window. Used for the help window only.
- #
- # :pos => [x,y],
- # The X and Y positions of the windows.
- #
- # :size => [width,height],
- # The width and height of the windows.
- #
- # :skin => "skin file name",
- # The windowskin used for the windows.
- # All windowskin images should be in /Graphics/System/ folder!
- #
- # :columns => number,
- # The max columns displayed in the category window.
- #
- # :spacing => number,
- # The horizontal spacing between each item displayed in the category window.
- #
- # :align => number,
- # The alignment of the text in the category window.
- # 0 = left, 1 = middle, 2 = right.
- #
- # :add_width => width,
- # The extra width added for the finish window.
- # Depending on what font type you are using, you might need to add/subtract
- # some width for the window.
- #-----------------------------------------------------------------------------
- Window_Setup = { # <-- No touchy-touchy!
- :help => { # Help Window setup.
- :y_pos => 0,
- :skin => "Window",
- },
- :category => { # Category Window setup.
- :pos => [0,72],
- :size => [Graphics.width/2,72],
- :skin => "Window",
- :columns => 2,
- :spacing => 6,
- :align => 1,
- },
- :item => { # Item/Prefix/Suffix Window setup.
- :pos => [Graphics.width/2,72],
- :size => [Graphics.width/2,Graphics.height-120],
- :skin => "Window",
- },
- :detail => { # Detail Window setup.
- :pos => [0,144],
- :size => [Graphics.width/2,Graphics.height-144],
- :skin => "Window",
- },
- :gold => { # Gold Window setup.
- :pos => [Graphics.width/2,Graphics.height-48],
- :size => [Graphics.width/2,48],
- :skin => "Window",
- },
- :finish => { # Finish Window setup.
- :pos => [Graphics.width/2,72+(Graphics.height-120-96)/2],
- :add_width => 0,
- :skin => "Window",
- },
- } # <-- No touchy-touchy!
- #-----------------------------------------------------------------------------
- # Enchant System Settings:
- #-----------------------------------------------------------------------------
- # Setup the enchant system's default database and behaviour here.
- # These settings will be effective if you use the script call for the enchant
- # scene without specifying some or all of the options for it.
- #-----------------------------------------------------------------------------
- # Enable/disable the item requirements for enchanting.
- # If you disable it, the enchant list will only show the price of the enchant,
- # otherwise the number of posessed required item will be displayed too.
- Item_Req = true
- # If this setting is disabled, the enchant will be hidden on the list, until the
- # player has at least 1 required item for it.
- # If it is enabled, the enchant will be disabled until the player has at least
- # 1 required item for it, but it will still be shown on the enchant list.
- Show_All = true
- # If this setting is enabled, the player can select 2 "No enchant" for the item,
- # one for prefix and one for suffix.
- # If disabled, the player can not select a "No enchant" for both of the affixes.
- # Only affects the 2 "No enchant" command!
- # This setting would prevent the player from enchanting an item with nothing.
- # Skipping the prefix or suffix, as in leaving the previous prefix or suffix
- # on the item and changing only one of them is currently not possible!
- # Choosing a "No enchant" command will clear the item from any prefix/suffix,
- # well, if the settings for them are configured right in Vlue's script.
- Allow_Clear = true
- # If you enable this setting, the player will be able to select already
- # enchanted items to re-enchant them again as many times as they want.
- # If you disable it, only clean items will be enabled on the item selection
- # window.
- # A "clean item" means that it has been added to the inventory with the
- # regular 'gain item' event commands and not with Vlue's script calls for
- # getting items.
- # If you enabled the 'STACK_SAME_EQUIP' option in Vlue's script, than you can
- # enchant items even if they have been added with Vlue's script calls, as long
- # as the generated item has the same name, price, params and color like the
- # default item from your database.
- Enable_ReEnchant = true
- # If this is set to 'true', any enchant bonus which you have defined with the
- # required script call will get cleared upon exiting the enchant scene.
- # If it is set to 'false', the bonuses will remain, so it is all up to you
- # when/if you want to remove them.
- Reset_Bonus = true
- # You can define if the enabled enchant categories resets when the player leaves
- # the enchant scene or not.
- # Two options are available:
- # 1. Define the default categories in an array.
- # If you do this, everytime the player leaves the enchant scene, the enabled
- # enchant categories will be reset to the categories you define here.
- # Valid categories: :weapon, :armor, :item
- # 2. Set this to 'nil' to disable the category reset feature.
- # If you do this, the enabled enchant categories will never reset/change
- # automatically. You can still change it manually in the game with the
- # provided script call, of course.
- Reset_Categories = [:weapon,:armor,:item]
- # Setup the default enchant fee for items here.
- # If the item got no custom enchant price note-tag, this value will be it's
- # enchant price.
- Default_Enchant_Fee = 1000
- # The default enchant chance for items.
- # If the item got no custom enchant chance note-tag, this value will be it's
- # enchant chance.
- # The number represents a percentage value, so 1 means 1%, 50 means 50%, etc.
- Default_Enchant_Chance = 90
- # This sets the behaviour of the enchant scene when you omit the 'random?' setup
- # of the script call for the enchant scene.
- # If it is set to true, the random option will be available whenever you omit
- # the 'random?' setting for the script call.
- # If it is set to false, the random option won't be available when you omit
- # the 'random?' setting for the script call.
- Default_Random_Command = true
- # The default prefix array.
- # If you omitted the prefixes array in the script call for the scene, the
- # affixes listed here will make the available prefix list instead.
- # The numbers represent the affix IDs from Vlue's W/A Randomizer script.
- # The order of the IDs also affects the order of affixes on the enchant list.
- # You can enter single IDs by simply adding their IDs in the array or you can
- # enter a range of IDs by following this format:
- # *starting_id..ending_id
- # Prefixes listed here must have the required settings defined!
- Prefixes = [155, *5..18, *33..46, *61..76, *98..112, 149,150]
- # The default suffix array.
- # If you omitted the suffixes array in the script call for the scene, the
- # affixes listed here will make the available suffix list instead.
- # The numbers represent the affix IDs from Vlue's W/A Randomizer script.
- # The order of the IDs also affects the order of affixes on the enchant list.
- # You can enter single IDs by simply adding their IDs in the array or you can
- # enter a range of IDs by following this format:
- # *starting_id..ending_id
- # Suffixes listed here must have the required settings defined!
- Suffixes = [156, *19..32, *47..60, *84..97, *114..121, *123..130, *132..139,
- *141..146, 152, 153]
- # The default hidden prefix and suffix list. The enchants from this list can
- # only be gotten on an item if the player chooses to use the random enchant
- # option for the prefix or suffix.
- # These lists will be selected if you omit the hidden prefix or suffix list in
- # the script call for the enchant scene.
- # You can enter single IDs by simply adding their IDs in the array or you can
- # enter a range of IDs by following this format:
- # *starting_id..ending_id
- # While these enchants will not get displayed on the scene, it is still
- # required to set them up for the enchant scene, because it needs the category
- # info to determine which enchant can go on items/weapons/armors.
- Hidden_Prefs = [*77..83, 113, 151]
- Hidden_Suffs = [122, 131, 140, 147,148, 154]
- #-----------------------------------------------------------------------------
- # Text Settings:
- #-----------------------------------------------------------------------------
- # You can setup various text options here.
- #-----------------------------------------------------------------------------
- # Configure the properties of the font for each window here.
- # Format: :symbol => [[font type array], font size]
- # The settings will use the left-most installed font type on the specified window.
- # :cmnd_win = The properties of the command window.
- # :item_win = The properties of the item, prefix and suffix windows.
- # :dtls_win = The properties of the details window. Only the info text is affected.
- # :gold_win = The properties of the gold window.
- # :fnsh_win = The properties of the confirmation window.
- # :titl_opt = The properties of the title text shown in the details window.
- Text_Options = { # <-- No touchy-touchy!
- :cmnd_win => [["Monotype Corsiva", "Comic Sans MS", "Arial"],24],
- :item_win => [["Monotype Corsiva", "Comic Sans MS", "Arial"],20],
- :dtls_win => [["Monotype Corsiva", "Comic Sans MS", "Arial"],20],
- :gold_win => [["Monotype Corsiva", "Comic Sans MS", "Arial"],24],
- :fnsh_win => [["Monotype Corsiva", "Comic Sans MS", "Arial"],24],
- :titl_opt => [["Monotype Corsiva", "Comic Sans MS", "Arial"],26],
- } # <-- No touchy-touchy!
- # Text displayed at the top of the details window.
- Title_Text = "Enchant Shop"
- # Command options for the item category selection:
- Items_Cmd = "Items" # Display name for the item category button.
- Weaps_Cmd = "Weapons" # Display name for the weapon category button.
- Armrs_Cmd = "Armours" # Display name for the armor category button.
- Exxit_Cmd = "Exit" # Display name for the cancel button.
- # Command options for the finish popup window:
- Start_Cmd = "Start" # Display name for the OK button.
- Cancl_Cmd = "Cancel" # Display name for the cancel button.
- # Text used on the finish popup window:
- Finsh_Txt = "Start the enchantment?"
- # Text options for the details window:
- Sel_Item = "Selected Item" # The selected item's name will appear below this.
- Sel_Pref = "Selected Prefix" # The selected prefix name will appear below this.
- Sel_Suff = "Selected Suffix" # The selected suffix name will appear below this.
- SuccessChanceTxt = "Chance: " # Text for the success chance info display.
- No_ChanceTxt = "----" # Used when no item/affix is selected yet for the
- # success chance info.
- # Text which appears at the place where the item/prefix/suffix name would
- # appear after selecting them. This text will indicate that the player did not
- # select an item/prefix/suffix yet.
- Not_Selected = "-----------------"
- # Text which appears at the place where the item/prefix/suffix name would
- # appear after selecting them. This text will indicate what the player is
- # selecting currently.
- Current_Sele = "Currently Selecting..."
- Total_Price = "Total Price" # Text display for the final enchanting fee.
- Gold_Text = "Gold:" # Text used in the gold window.
- IPrice_Text = "Price:" # Text used for the item's price in the item window.
- IOwned_Text = "Owned:" # Text used to show how many items the player got.
- #-----------------------------------------------------------------------------
- # Color Settings:
- #-----------------------------------------------------------------------------
- # You can setup various color options here.
- # Every color option uses RGBA codes!
- #-----------------------------------------------------------------------------
- # The color of the text boxes. Appears behind the texts in the details window.
- TextBoxColor = [ 0, 0, 0, 80]
- # The color of the background boxes. Appears behind the displayed commands
- # in the item, prefix and suffix selection window.
- BackGrdColor = [ 0, 0, 0, 80]
- # The color of the title text.
- TitleColor = [160,100,240,255]
- # Color options for the horizontal lines appearing in the details window.
- # You will notice that the setup symbols are ending with either 'up' or 'dw'.
- # The ones ending with 'up' control the upper color of the line (2 pixels).
- # The ones ending with 'dw' control the lower color of the line (1 pixel).
- # :titl_up, :titl_dw = The color for the line below the title text.
- # :item_up, :item_dw = The color for the line below the selected item text.
- # :pref_up, :pref_dw = The color for the line below the selected prefix text.
- # :suff_up, :suff_dw = The color for the line below the selected suffix text.
- Line_Colors = { # <-- No touchy-touchy!
- :titl_up => [220,220,120,255], :titl_dw => [120,120, 60,255], #yellow
- :item_up => [120,220,120,255], :item_dw => [ 60,120, 60,255], #green
- :pref_up => [120,120,220,255], :pref_dw => [ 60, 60,120,255], #blue
- :suff_up => [220,120,120,255], :suff_dw => [120, 60, 60,255], #red
- } # <-- No touchy-touchy!
- #-----------------------------------------------------------------------------
- # Other Visual Settings:
- #-----------------------------------------------------------------------------
- # You can setup various visual and position options here.
- #-----------------------------------------------------------------------------
- # If set to 'true', the success chance for the item and the affixes will be
- # displayed on the scene. If set to 'false', these won't show up.
- Show_Chance = true
- # If set to 'true', the item's success chance will be displayed on the scene.
- # If set to 'false', it will be hidden from the player.
- Show_Item_Chance = true
- # The position settings for the info text in the details window.
- # Controls the selected item, prefix and suffix info display.
- Detail_Info_X = 0 # X position... obviously. :P
- Detail_Info_Y = 34 # Y position... obviously. :P
- # The position settings for the total price info text in the details window.
- Total_Price_X = 0 # X position... obviously. :P
- Total_Price_Y = 223 # Y position... obviously. :P
- # The vertical offset value for adjusting the Y position of the colored lines
- # for the info text. Depending on what font type and font size you are using,
- # this may need to be adjusted.
- # Positive values will move the lines down, negatives will move them up.
- Line_Offset_Y = -2
- # The Y position of the colored line below the title text.
- TitleLine_Y = 20
- #-----------------------------------------------------------------------------
- # Audio Settings:
- #-----------------------------------------------------------------------------
- # Set up sound effects played on the scene here.
- #-----------------------------------------------------------------------------
- # Set the sound effects to be played at various actions on the enchant scene.
- # = RPG::SE.new("SE_Name",volume,pitch)
- Item_OK = RPG::SE.new("Ice1", 80, 100) # on selecting an item
- Weap_OK = RPG::SE.new("Sword4", 80, 100) # on selecting a weapon
- Armr_OK = RPG::SE.new("Equip2", 80, 100) # on selecting an armor
- Pref_OK = RPG::SE.new("Item1", 80, 100) # on selecting a prefix
- Suff_OK = RPG::SE.new("Item1", 80, 100) # on selecting a suffix
- Fnsh_OK = RPG::SE.new("Item2", 80, 100) # upon confirmation of the enchant
- end # <-- No touchy-touchy!
- #===============================================================================
- # End of General Settings Part! Was about time, ehh? o.o
- # Editing below may lead to malfunctioning brain-cells! You have been warned!
- # Ohh, wait a minute...
- #===============================================================================
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement