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Prize Points System
#1
Prize Points System
Version 3.0
by Dark Ruby

Jan 28 2007

This is a locked, single-post thread from Creation Asylum. Archived here to prevent its loss.
No support is given. If you are the owner of the thread, please contact administration.


Introduction:
This script allows you to go to a 'Prize Shop' and purchase items based upon 'Prize Points'. This version has a Help window, and is extra-easy to use to non-scripters.


Script:
Code:
=begin
===================================
Points Prize System v3.0
by Rubymatt
===================================
Version History:
v3.0: Started from scratch
      Only required to enter variable for points number once.
      Added Help window
      Scene doesn't automatically close after an item is bought.
      Made extra-simple
v2.0: Variable number only required to be entered a few times.
      Layout improved
v1.0: Original Version
===================================
=end


class Game_Points
  attr_accessor :points_variable
  attr_accessor :item1
  attr_accessor :item1_price
  attr_accessor :item2
  attr_accessor :item2_price
  attr_accessor :item3
  attr_accessor :item3_price
  attr_accessor :item4
  attr_accessor :item4_price
  attr_accessor :item5
  attr_accessor :item5_price
  attr_accessor :item6
  attr_accessor :item6_price
  attr_accessor :item7
  attr_accessor :item7_price  
  def initialize
    #Begin Editing
    #SETTING THE ITEM
    #To set a prize as a weapon, use $data_weapons[id]
    #To set a prize as an item, use $data_items[id]
    #To set a prize as armour, use $data_armors[id]
    #SETTING THE PRICE
    #Simply change @item1_price etc to however many points you see fit.
    #Remember: The ID is its number in the database MINUS ONE.
    @points_variable = $game_variables[1] #Define your Points Variable here.
    @item1 = $data_items[1]
    @item1_price = 100
    @item2 = $data_items[7]
    @item2_price = 250
    @item3 = $data_items[12]
    @item3_price = 500
    @item4 = $data_items[17]
    @item4_price = 1000
    @item5 = $data_weapons[1]
    @item5_price = 1500
    @item6 = $data_armors[25]
    @item6_price = 2000
    @item7 = $data_weapons[32]
    @item7_price = 5000
    #End Editing
  end
end

class Window_Points < Window_Base
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, "Points")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, $game_points.points_variable.to_s, 2)
  end
end

class Window_PointsNeeded < Window_Base
  def initialize
    $game_points = Game_Points.new
    super(0, 0, 100, 256)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  def refresh
    self.contents.draw_text(0, 0, 68, 32, $game_points.item1_price.to_s, 2)
    self.contents.draw_text(0, 32, 68, 32, $game_points.item2_price.to_s, 2)
    self.contents.draw_text(0, 64, 68, 32, $game_points.item3_price.to_s, 2)
    self.contents.draw_text(0, 96, 68, 32, $game_points.item4_price.to_s, 2)
    self.contents.draw_text(0, 128, 68, 32, $game_points.item5_price.to_s, 2)
    self.contents.draw_text(0, 160, 68, 32, $game_points.item6_price.to_s, 2)
    self.contents.draw_text(0, 192, 68, 32, $game_points.item7_price.to_s, 2)
  end
end
  

class Scene_PrizeSelect
  def check_points
    if $game_points.points_variable < $game_points.item1_price
      @command_window.disable_item(0)
    end
    if $game_points.points_variable < $game_points.item2_price
      @command_window.disable_item(1)
    end
    if $game_points.points_variable < $game_points.item3_price
      @command_window.disable_item(2)
    end
    if $game_points.points_variable < $game_points.item4_price
      @command_window.disable_item(3)
    end
    if $game_points.points_variable < $game_points.item5_price
      @command_window.disable_item(4)
    end
    if $game_points.points_variable < $game_points.item6_price
      @command_window.disable_item(5)
    end
    if $game_points.points_variable < $game_points.item7_price
      @command_window.disable_item(6)
    end
  end
  def main
    $game_points = Game_Points.new
    @spriteset = Spriteset_Map.new
    s1 = $game_points.item1.name
    s2 = $game_points.item2.name
    s3 = $game_points.item3.name
    s4 = $game_points.item4.name
    s5 = $game_points.item5.name
    s6 = $game_points.item6.name
    s7 = $game_points.item7.name
    s8 = "Cancel"
    @command_window = Window_Command.new(200, [s1, s2, s3, s4, s5, s6, s7, s8])
    @command_window.x = 170
    @command_window.y = 160
    @command_window.back_opacity = 180
    @needed_window = Window_PointsNeeded.new
    @needed_window.x = 370
    @needed_window.y = 160
    @needed_window.back_opacity = 180
    @points_window = Window_Points.new
    @points_window.x = 240
    @points_window.y = 64
    @points_window.back_opacity = 180
    @help_window = Window_Help.new
    @help_window.back_opacity = 180
    check_points
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @command_window.dispose
    @needed_window.dispose
    @points_window.dispose
    @spriteset.dispose
    @help_window.dispose
    if $scene.is_a?(Scene_Title)
      Graphics.transition
      Graphics.freeze
    end
  end
  def update
    @spriteset.update
    @command_window.update
    @needed_window.update
    @points_window.update
    @help_window.update
    check_points
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0
        if $game_points.points_variable < $game_points.item1_price
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.save_se)
        if @item1.is_a? RPG::Weapon
          $game_party.gain_weapon($game_points.item1.id, 1)
        elsif @item1.is_a? RPG::Armor
          $game_party.gain_armour($game_points.item1.id, 1)
        else
          $game_party.gain_item($game_points.item1.id, 1)
        end
        $game_points.points_variable -= $game_points.item1_price
        @points_window.refresh
      when 1
        if $game_points.points_variable < $game_points.item2_price
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.save_se)
        if @item1.is_a? RPG::Weapon
          $game_party.gain_weapon($game_points.item2.id, 1)
        elsif @item1.is_a? RPG::Armor
          $game_party.gain_armour($game_points.item2.id, 1)
        else
          $game_party.gain_item($game_points.item2.id, 1)
        end
        $game_points.points_variable -= $game_points.item2_price
        @points_window.refresh
      when 2
        if $game_points.points_variable < $game_points.item3_price
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.save_se)
        if @item1.is_a? RPG::Weapon
          $game_party.gain_weapon($game_points.item3.id, 1)
        elsif @item1.is_a? RPG::Armor
          $game_party.gain_armour($game_points.item3.id, 1)
        else
          $game_party.gain_item($game_points.item3.id, 1)
        end
        $game_points.points_variable -= $game_points.item3_price
        @points_window.refresh
      when 3
        if $game_points.points_variable < $game_points.item4_price
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.save_se)
        if @item1.is_a? RPG::Weapon
          $game_party.gain_weapon($game_points.item4.id, 1)
        elsif @item1.is_a? RPG::Armor
          $game_party.gain_armour($game_points.item4.id, 1)
        else
          $game_party.gain_item($game_points.item4.id, 1)
        end
        $game_points.points_variable -= $game_points.item4_price
        @points_window.refresh
      when 4
        if $game_points.points_variable < $game_points.item5_price
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.save_se)
        if @item1.is_a? RPG::Weapon
          $game_party.gain_weapon($game_points.item5.id, 1)
        elsif @item1.is_a? RPG::Armor
          $game_party.gain_armour($game_points.item5.id, 1)
        else
          $game_party.gain_item($game_points.item5.id, 1)
        end
        $game_points.points_variable -= $game_points.item5_price
        @points_window.refresh
      when 5
        if $game_points.points_variable < $game_points.item6_price
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.save_se)
        if @item1.is_a? RPG::Weapon
          $game_party.gain_weapon($game_points.item6.id, 1)
        elsif @item1.is_a? RPG::Armor
          $game_party.gain_armour($game_points.item6.id, 1)
        else
          $game_party.gain_item($game_points.item6.id, 1)
        end
        $game_points.points_variable -= $game_points.item6_price
        @points_window.refresh
      when 6
        if $game_points.points_variable < $game_points.item7_price
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.save_se)
        if @item1.is_a? RPG::Weapon
          $game_party.gain_weapon($game_points.item7.id, 1)
        elsif @item1.is_a? RPG::Armor
          $game_party.gain_armour($game_points.item7.id, 1)
        else
          $game_party.gain_item($game_points.item7.id, 1)
        end
        $game_points.points_variable -= $game_points.item7_price
        @points_window.refresh
      when 7
        $game_system.se_play($data_system.cancel_se)
        $scene = Scene_Map.new
      end
    end
    case @command_window.index
    when 0
      @help_window.set_text($game_points.item1.description, 0)
    when 1
      @help_window.set_text($game_points.item2.description, 0)
    when 2
      @help_window.set_text($game_points.item3.description, 0)    
    when 3
      @help_window.set_text($game_points.item4.description, 0)
    when 4
      @help_window.set_text($game_points.item5.description, 0)
    when 5
      @help_window.set_text($game_points.item6.description, 0)
    when 6
      @help_window.set_text($game_points.item7.description, 0)
    when 7
      @help_window.set_text("Return to the Map.", 0)
    end
  end
end




[CENTER]Prize Points System
Version 3.0

Introduction:
This script allows you to go to a 'Prize Shop' and purchase items based upon 'Prize Points'. This version has a Help window, and is extra-easy to use to non-scripters.

Screenshot:
Screenie!


Script:
CODE
=begin
===================================
Points Prize System v3.0
by Rubymatt
===================================
Version History:
v3.0: Started from scratch
Only required to enter variable for points number once.
Added Help window
Scene doesn't automatically close after an item is bought.
Made extra-simple
v2.0: Variable number only required to be entered a few times.
Layout improved
v1.0: Original Version
===================================
=end


class Game_Points
attr_accessor :points_variable
attr_accessor :item1
attr_accessor :item1_price
attr_accessor :item2
attr_accessor :item2_price
attr_accessor :item3
attr_accessor :item3_price
attr_accessor :item4
attr_accessor :item4_price
attr_accessor :item5
attr_accessor :item5_price
attr_accessor :item6
attr_accessor :item6_price
attr_accessor :item7
attr_accessor :item7_price
def initialize
#Begin Editing
#SETTING THE ITEM
#To set a prize as a weapon, use $data_weapons[id]
#To set a prize as an item, use $data_items[id]
#To set a prize as armour, use $data_armors[id]
#SETTING THE PRICE
#Simply change @item1_price etc to however many points you see fit.
#Remember: The ID is its number in the database MINUS ONE.
@points_variable = $game_variables[1] #Define your Points Variable here.
@item1 = $data_items[1]
@item1_price = 100
@item2 = $data_items[7]
@item2_price = 250
@item3 = $data_items[12]
@item3_price = 500
@item4 = $data_items[17]
@item4_price = 1000
@item5 = $data_weapons[1]
@item5_price = 1500
@item6 = $data_armors[25]
@item6_price = 2000
@item7 = $data_weapons[32]
@item7_price = 5000
#End Editing
end
end

class Window_Points < Window_Base
def initialize
super(0, 0, 160, 96)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, "Points")
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, $game_points.points_variable.to_s, 2)
end
end

class Window_PointsNeeded < Window_Base
def initialize
$game_points = Game_Points.new
super(0, 0, 100, 256)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.draw_text(0, 0, 68, 32, $game_points.item1_price.to_s, 2)
self.contents.draw_text(0, 32, 68, 32, $game_points.item2_price.to_s, 2)
self.contents.draw_text(0, 64, 68, 32, $game_points.item3_price.to_s, 2)
self.contents.draw_text(0, 96, 68, 32, $game_points.item4_price.to_s, 2)
self.contents.draw_text(0, 128, 68, 32, $game_points.item5_price.to_s, 2)
self.contents.draw_text(0, 160, 68, 32, $game_points.item6_price.to_s, 2)
self.contents.draw_text(0, 192, 68, 32, $game_points.item7_price.to_s, 2)
end
end


class Scene_PrizeSelect
def check_points
if $game_points.points_variable < $game_points.item1_price
@command_window.disable_item(0)
end
if $game_points.points_variable < $game_points.item2_price
@command_window.disable_item(1)
end
if $game_points.points_variable < $game_points.item3_price
@command_window.disable_item(2)
end
if $game_points.points_variable < $game_points.item4_price
@command_window.disable_item(3)
end
if $game_points.points_variable < $game_points.item5_price
@command_window.disable_item(4)
end
if $game_points.points_variable < $game_points.item6_price
@command_window.disable_item(5)
end
if $game_points.points_variable < $game_points.item7_price
@command_window.disable_item(6)
end
end
def main
$game_points = Game_Points.new
@spriteset = Spriteset_Map.new
s1 = $game_points.item1.name
s2 = $game_points.item2.name
s3 = $game_points.item3.name
s4 = $game_points.item4.name
s5 = $game_points.item5.name
s6 = $game_points.item6.name
s7 = $game_points.item7.name
s8 = "Cancel"
@command_window = Window_Command.new(200, [s1, s2, s3, s4, s5, s6, s7, s8])
@command_window.x = 170
@command_window.y = 160
@command_window.back_opacity = 180
@needed_window = Window_PointsNeeded.new
@needed_window.x = 370
@needed_window.y = 160
@needed_window.back_opacity = 180
@points_window = Window_Points.new
@points_window.x = 240
@points_window.y = 64
@points_window.back_opacity = 180
@help_window = Window_Help.new
@help_window.back_opacity = 180
check_points
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@needed_window.dispose
@points_window.dispose
@spriteset.dispose
@help_window.dispose
if $scene.is_a?(Scene_Title)
Graphics.transition
Graphics.freeze
end
end
def update
@spriteset.update
@command_window.update
@needed_window.update
@points_window.update
@help_window.update
check_points
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
if $game_points.points_variable < $game_points.item1_price
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.save_se)
if @item1.is_a? RPG::Weapon
$game_party.gain_weapon($game_points.item1.id, 1)
elsif @item1.is_a? RPG::Armor
$game_party.gain_armour($game_points.item1.id, 1)
else
$game_party.gain_item($game_points.item1.id, 1)
end
$game_points.points_variable -= $game_points.item1_price
@points_window.refresh
when 1
if $game_points.points_variable < $game_points.item2_price
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.save_se)
if @item1.is_a? RPG::Weapon
$game_party.gain_weapon($game_points.item2.id, 1)
elsif @item1.is_a? RPG::Armor
$game_party.gain_armour($game_points.item2.id, 1)
else
$game_party.gain_item($game_points.item2.id, 1)
end
$game_points.points_variable -= $game_points.item2_price
@points_window.refresh
when 2
if $game_points.points_variable < $game_points.item3_price
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.save_se)
if @item1.is_a? RPG::Weapon
$game_party.gain_weapon($game_points.item3.id, 1)
elsif @item1.is_a? RPG::Armor
$game_party.gain_armour($game_points.item3.id, 1)
else
$game_party.gain_item($game_points.item3.id, 1)
end
$game_points.points_variable -= $game_points.item3_price
@points_window.refresh
when 3
if $game_points.points_variable < $game_points.item4_price
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.save_se)
if @item1.is_a? RPG::Weapon
$game_party.gain_weapon($game_points.item4.id, 1)
elsif @item1.is_a? RPG::Armor
$game_party.gain_armour($game_points.item4.id, 1)
else
$game_party.gain_item($game_points.item4.id, 1)
end
$game_points.points_variable -= $game_points.item4_price
@points_window.refresh
when 4
if $game_points.points_variable < $game_points.item5_price
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.save_se)
if @item1.is_a? RPG::Weapon
$game_party.gain_weapon($game_points.item5.id, 1)
elsif @item1.is_a? RPG::Armor
$game_party.gain_armour($game_points.item5.id, 1)
else
$game_party.gain_item($game_points.item5.id, 1)
end
$game_points.points_variable -= $game_points.item5_price
@points_window.refresh
when 5
if $game_points.points_variable < $game_points.item6_price
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.save_se)
if @item1.is_a? RPG::Weapon
$game_party.gain_weapon($game_points.item6.id, 1)
elsif @item1.is_a? RPG::Armor
$game_party.gain_armour($game_points.item6.id, 1)
else
$game_party.gain_item($game_points.item6.id, 1)
end
$game_points.points_variable -= $game_points.item6_price
@points_window.refresh
when 6
if $game_points.points_variable < $game_points.item7_price
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.save_se)
if @item1.is_a? RPG::Weapon
$game_party.gain_weapon($game_points.item7.id, 1)
elsif @item1.is_a? RPG::Armor
$game_party.gain_armour($game_points.item7.id, 1)
else
$game_party.gain_item($game_points.item7.id, 1)
end
$game_points.points_variable -= $game_points.item7_price
@points_window.refresh
when 7
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
end
end
case @command_window.index
when 0
@help_window.set_text($game_points.item1.description, 0)
when 1
@help_window.set_text($game_points.item2.description, 0)
when 2
@help_window.set_text($game_points.item3.description, 0)
when 3
@help_window.set_text($game_points.item4.description, 0)
when 4
@help_window.set_text($game_points.item5.description, 0)
when 5
@help_window.set_text($game_points.item6.description, 0)
when 6
@help_window.set_text($game_points.item7.description, 0)
when 7
@help_window.set_text("Return to the Map.", 0)
end
end
end

Instructions:
  • Insert the script above Main
  • Go into Game_Points
  • Read instructions and apply them there.
  • Use the Change Variable Command for the variable number you put in Game_Points to change the number of points.
  • There you have it! Script impliment complete!

Compatibility Issues:
None known.

Author's Notes:
This script is easy enough to place in your game and use, even for non-scripters. Have fun with this script.

There may be a future update, though I don't see what more can be put in.

AND DON'T FORGET TO GIVE CREDIT, KIDDIES!
}


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