Chris Barnett 2 Posted March 26, 2012 (edited) Hello. I'm a bit late to the party but I'm sure I can find a couple things that haven't already been scripted. I wrote this mostly as a learning exercise. I code and script in C++ and bash almost exclusively, so if I've made some nub mistake, just let me know and I'll correct it. =)At any rate, this is my take on the Oni Monetary System from days of old. It takes currency values and displays them in groups of Copper, Silver, Gold, and Platinum coins (Note: They don't actually have to be coins or even metal). It doesn't actually change the way gold works in any way, only the way it is displayed. You will need to inject some images for your coins into your IconSet. At the moment the coin's icon indices are required to be sequential, starting with the most valuable. This may change if there seems to be a need to assign non sequential icon indices.If game_party.gold =1, then 1 copper piece will be displayed. There are 100 CP to 1 SP, and so on down the line. It also bumps the party's maximum gold up a couple digits (3 denomination version does not increase max gold).Preview: 4 Denomination Script (1:100): =begin #=============================================================================== # Spike's Engine - Monetary System # # Version: 1.01 # Author: Chris Barnett # Date: March 26th, 2012 # Credit: Give credit where credit is due #=============================================================================== # Description: # # This script displays currency values in terms of Copper, Silver, Gold, and # Platinum coins. It doesn't actually change the way gold works in any way, # only the way it is displayed. #=============================================================================== # Instructions: # # Place this script above Main and below default scripts in the Script Editor. # If you plan to integrate with Modern Algebra's Special Message Codes it # would probably be wise to place this this script above it. # # You'll need to insert images for the coins into your IconSet resource. At # the moment the script requires the coin's icon indices to be in sequential # order, starting with the most valuable. I may unwrap the for loop if there # seems to be a need to assign non sequential icon indices. # # You will then need to set ICON to the icon index of the least valuable coin. # # To integrate with Modern Algebra's Special Message Codes, Just paste # the lines below into the icons section of convert_escape_characters # result.gsub!(/\iSMC/i) { "\i\[#{::SPIKE::GOLD::ICON}\]" rescue "" } result.gsub!(/\iSMS/i) { "\i\[#{::SPIKE::GOLD::ICON-1}\]" rescue "" } result.gsub!(/\iSMG/i) { "\i\[#{::SPIKE::GOLD::ICON-2}\]" rescue "" } result.gsub!(/\iSMP/i) { "\i\[#{::SPIKE::GOLD::ICON-3}\]" rescue "" } # # To call up the icons in a message box use the following escape sequences. # # \iSMC for Copper # \iSMS for Silver # \iSMG for Gold # \iSMP for Platinum # # NOTE!!! If you have any issues with this, please don't bother Modern Algebra # about it. He already spent his time writing Special Message Codes and # probably a fair amount of time answering questions about it. If you need # assistance, please contact me directly. I am plenty willing to help. #=============================================================================== # Known Bugs: # # A compatibility issue with Yanfly's Ace Save Engine has been reported # but not yet confirmed. If you experience troubles, please let me know. #=============================================================================== =end $imported = {} if $imported.nil? $imported["SE-Money"] = true module SPIKE module GOLD BATTLE_ALIGN = 1 # Change to non 0 to push icons to the right when receiving loot in battle ICON_POS = 4 # Increase to push icons right, decrease to pull left TEXT_POS = 0 # Increase to push text right, decrease to pull left OFFSET = -33 # Decrease to spread coins apart, increase to draw them closer ICON = 191 # Change this to the icon index of the least valuable coin HEIGHT = 0 # Increase to raise coins, decrease to lower end end class Window_Base < Window def draw_currency_value(value, unit, x, y, width) value *= -1 if value < 0 pos = ::SPIKE::GOLD::ICON_POS for i in 0..3 change = value % 100 value = value / 100 draw_icon(SPIKE::GOLD::ICON - i,width + pos + SPIKE::GOLD::OFFSET, y - SPIKE::GOLD::HEIGHT) draw_text(x + SPIKE::GOLD::TEXT_POS, y, width + pos, line_height, change, 2) pos += ::SPIKE::GOLD::OFFSET end end end class Game_Party < Game_Unit def max_gold return 99999999 end def gain_gold(amount) @gold = [[@gold + amount, 0].max, max_gold].min end def gold return @gold end end class Window_ShopBuy < Window_Selectable def draw_currency_value(value, unit, x, y, width) value *= -1 if value < 0 pos = SPIKE::GOLD::ICON_POS for i in 0..3 change = value % 100 value = value / 100 if change != 0 draw_icon(SPIKE::GOLD::ICON - i,width + pos + SPIKE::GOLD::OFFSET, y - SPIKE::GOLD::HEIGHT) draw_text(x + SPIKE::GOLD::TEXT_POS, y, width + pos, line_height, change, 2) pos += SPIKE::GOLD::OFFSET end end end def draw_item(index) item = @data[index] rect = item_rect(index) draw_item_name(item, rect.x, rect.y, enable?(item)) draw_currency_value(price(item), Vocab::currency_unit, rect.x + 4, rect.y, contents.width - SPIKE::GOLD::ICON_POS - 8) end end class Window_ShopNumber < Window_Selectable def draw_currency_value(value, unit, x, y, width) value *= -1 if value < 0 pos = SPIKE::GOLD::ICON_POS for i in 0..3 change = value % 100 value = value / 100 if change != 0 draw_icon(SPIKE::GOLD::ICON - i,width + pos + SPIKE::GOLD::OFFSET, y - SPIKE::GOLD::HEIGHT) draw_text(x + SPIKE::GOLD::TEXT_POS, y, width + pos, line_height, change, 2) pos += ::SPIKE::GOLD::OFFSET end end end end module BattleManager def self.gain_gold if $game_troop.gold_total > 0 value = $game_troop.gold_total result = '' for i in 0..3 change = value % 100 value = value / 100 if change != 0 if SPIKE::GOLD::BATTLE_ALIGN == 0 result = ('\i[' + (::SPIKE::GOLD::ICON - i).to_s + ']' + change.to_s + ' ') + result else result = (change.to_s + '\i[' + (::SPIKE::GOLD::ICON - i).to_s + '] ') + result end end end $game_message.add('Found ' + result + '\.') $game_party.gain_gold($game_troop.gold_total) end wait_for_message end end # Uncomment for compatability with Yanfly's Ace Save Engine #class Window_FileStatus < Window_Base # def draw_save_gold(dx, dy, dw) # return if @header[:party].nil? # draw_currency_value(@header[:party].gold.group.to_i, Vocab::currency_unit, + SPIKE::GOLD::ICON_POS, dy, contents.width - SPIKE::GOLD::ICON_POS - 8) # end #end class Game_Interpreter; include SPIKE::GOLD; end 3 Denomination Script (1:100): =begin #=============================================================================== # Spike's Engine - Monetary System # # Version: 1.01 # Author: Chris Barnett # Date: March 26th, 2012 # Credit: Give credit where credit is due #=============================================================================== # Description: # # This script displays currency values in terms of Copper, Silver, Gold, and # Platinum coins. It doesn't actually change the way gold works in any way, # only the way it is displayed. #=============================================================================== # Instructions: # # Place this script above Main and below default scripts in the Script Editor. # If you plan to integrate with Modern Algebra's Special Message Codes it # would probably be wise to place this this script above it. # # You'll need to insert images for the coins into your IconSet resource. At # the moment the script requires the coin's icon indices to be in sequential # order, starting with the most valuable. I may unwrap the for loop if there # seems to be a need to assign non sequential icon indices. # # You will then need to set ICON to the icon index of the least valuable coin. # # To integrate with Modern Algebra's Special Message Codes, Just paste # the lines below into the icons section of convert_escape_characters # result.gsub!(/\iSMC/i) { "\i\[#{::SPIKE::GOLD::ICON}\]" rescue "" } result.gsub!(/\iSMS/i) { "\i\[#{::SPIKE::GOLD::ICON-1}\]" rescue "" } result.gsub!(/\iSMG/i) { "\i\[#{::SPIKE::GOLD::ICON-2}\]" rescue "" } result.gsub!(/\iSMP/i) { "\i\[#{::SPIKE::GOLD::ICON-3}\]" rescue "" } # # To call up the icons in a message box use the following escape sequences. # # \iSMC for Copper # \iSMS for Silver # \iSMG for Gold # \iSMP for Platinum # # NOTE!!! If you have any issues with this, please don't bother Modern Algebra # about it. He already spent his time writing Special Message Codes and # probably a fair amount of time answering questions about it. If you need # assistance, please contact me directly. I am plenty willing to help. #=============================================================================== # Known Bugs: # # A compatibility issue with Yanfly's Ace Save Engine has been reported # but not yet confirmed. If you experience troubles, please let me know. #=============================================================================== =end $imported = {} if $imported.nil? $imported["SE-Money"] = true module SPIKE module GOLD BATTLE_ALIGN = 1 # Change to non 0 to push icons to the right when receiving loot in battle ICON_POS = 8 # Increase to push icons right, decrease to pull left TEXT_POS = -8 # Increase to push text right, decrease to pull left OFFSET = -42 # Decrease to spread coins apart, increase to draw them closer ICON = 531 # Change this to the icon index of the least valuable coin HEIGHT = 0 # Increase to raise coins, decrease to lower end end class Window_Base < Window def draw_currency_value(value, unit, x, y, width) value *= -1 if value < 0 pos = ::SPIKE::GOLD::ICON_POS for i in 0..2 change = value % 100 value = value / 100 draw_icon(SPIKE::GOLD::ICON - i,width + pos + SPIKE::GOLD::OFFSET, y - SPIKE::GOLD::HEIGHT) draw_text(x + SPIKE::GOLD::TEXT_POS, y, width + pos, line_height, change, 2) pos += ::SPIKE::GOLD::OFFSET end end end class Game_Party < Game_Unit def max_gold return 999999 end def gain_gold(amount) @gold = [[@gold + amount, 0].max, max_gold].min end def gold return @gold end end class Window_ShopBuy < Window_Selectable def draw_currency_value(value, unit, x, y, width) value *= -1 if value < 0 pos = SPIKE::GOLD::ICON_POS for i in 0..2 change = value % 100 value = value / 100 if change != 0 draw_icon(SPIKE::GOLD::ICON - i,width + pos + SPIKE::GOLD::OFFSET, y - SPIKE::GOLD::HEIGHT) draw_text(x + SPIKE::GOLD::TEXT_POS, y, width + pos, line_height, change, 2) pos += SPIKE::GOLD::OFFSET end end end def draw_item(index) item = @data[index] rect = item_rect(index) draw_item_name(item, rect.x, rect.y, enable?(item)) draw_currency_value(price(item), Vocab::currency_unit, rect.x + 4, rect.y, contents.width - SPIKE::GOLD::ICON_POS - 8) end end class Window_ShopNumber < Window_Selectable def draw_currency_value(value, unit, x, y, width) value *= -1 if value < 0 pos = SPIKE::GOLD::ICON_POS for i in 0..2 change = value % 100 value = value / 100 if change != 0 draw_icon(SPIKE::GOLD::ICON - i,width + pos + SPIKE::GOLD::OFFSET, y - SPIKE::GOLD::HEIGHT) draw_text(x + SPIKE::GOLD::TEXT_POS, y, width + pos, line_height, change, 2) pos += ::SPIKE::GOLD::OFFSET end end end end module BattleManager def self.gain_gold if $game_troop.gold_total > 0 value = $game_troop.gold_total result = '' for i in 0..2 change = value % 100 value = value / 100 if change != 0 if SPIKE::GOLD::BATTLE_ALIGN == 0 result = ('\i[' + (::SPIKE::GOLD::ICON - i).to_s + ']' + change.to_s + ' ') + result else result = (change.to_s + '\i[' + (::SPIKE::GOLD::ICON - i).to_s + '] ') + result end end end $game_message.add('Found ' + result + '\.') $game_party.gain_gold($game_troop.gold_total) end wait_for_message end end # Uncomment for compatability with Yanfly's Ace Save Engine #class Window_FileStatus < Window_Base # def draw_save_gold(dx, dy, dw) # return if @header[:party].nil? # draw_currency_value(@header[:party].gold.group.to_i, Vocab::currency_unit, + SPIKE::GOLD::ICON_POS, dy, contents.width - SPIKE::GOLD::ICON_POS - 8) # end #end class Game_Interpreter; include SPIKE::GOLD; end 4 Denomination Script (1:10): =begin#===============================================================================# Spike's Engine - Monetary System## Version: 1.01# Author: Chris Barnett# Date: March 26th, 2012# Credit: Give credit where credit is due #===============================================================================# Description:## This script displays currency values in terms of Copper, Silver, Gold, and# Platinum coins. It doesn't actually change the way gold works in any way,# only the way it is displayed.#===============================================================================# Instructions:## Place this script above Main and below default scripts in the Script Editor.# If you plan to integrate with Modern Algebra's Special Message Codes it# would probably be wise to place this this script above it.## You'll need to insert images for the coins into your IconSet resource. At# the moment the script requires the coin's icon indices to be in sequential# order, starting with the most valuable. I may unwrap the for loop if there# seems to be a need to assign non sequential icon indices.## You will then need to set ICON to the icon index of the least valuable coin.## To integrate with Modern Algebra's Special Message Codes, Just paste# the lines below into the icons section of convert_escape_characters#result.gsub!(/\iSMC/i) { "\i\[#{::SPIKE::GOLD::ICON}\]" rescue "" }result.gsub!(/\iSMS/i) { "\i\[#{::SPIKE::GOLD::ICON-1}\]" rescue "" }result.gsub!(/\iSMG/i) { "\i\[#{::SPIKE::GOLD::ICON-2}\]" rescue "" }result.gsub!(/\iSMP/i) { "\i\[#{::SPIKE::GOLD::ICON-3}\]" rescue "" }## To call up the icons in a message box use the following escape sequences.## \iSMC for Copper# \iSMS for Silver# \iSMG for Gold# \iSMP for Platinum## NOTE!!! If you have any issues with this, please don't bother Modern Algebra# about it. He already spent his time writing Special Message Codes and# probably a fair amount of time answering questions about it. If you need# assistance, please contact me directly. I am plenty willing to help.#===============================================================================# Known Bugs:## A compatibility issue with Yanfly's Ace Save Engine has been reported# but not yet confirmed. If you experience troubles, please let me know.#================================================================================end$imported = {} if $imported.nil?$imported["SE-Money"] = truemodule SPIKEmodule GOLDBATTLE_ALIGN = 1 # Change to non 0 to push icons to the right when receiving loot in battleICON_POS = 4 # Increase to push icons right, decrease to pull leftTEXT_POS = 0 # Increase to push text right, decrease to pull leftOFFSET = -33 # Decrease to spread coins apart, increase to draw them closerICON = 191 # Change this to the icon index of the least valuable coinHEIGHT = 0 # Increase to raise coins, decrease to lowerendendclass Window_Base < Windowdef draw_currency_value(value, unit, x, y, width)value *= -1 if value < 0pos = ::SPIKE::GOLD::ICON_POSfor i in 0..3change = value if i == 3change = value % 10 if i != 3value = value / 10draw_icon(SPIKE::GOLD::ICON - i,width + pos + SPIKE::GOLD::OFFSET, y - SPIKE::GOLD::HEIGHT)draw_text(x + SPIKE::GOLD::TEXT_POS, y, width + pos, line_height, change, 2)pos += ::SPIKE::GOLD::OFFSETendendendclass Game_Party < Game_Unitdef max_goldreturn 99999enddef gain_gold(amount)@gold = [[@gold + amount, 0].max, max_gold].minenddef goldreturn @goldendendclass Window_ShopBuy < Window_Selectabledef draw_currency_value(value, unit, x, y, width)value *= -1 if value < 0pos = SPIKE::GOLD::ICON_POSfor i in 0..3change = value if i == 3change = value % 10 if i != 3value = value / 10if change != 0draw_icon(SPIKE::GOLD::ICON - i,width + pos + SPIKE::GOLD::OFFSET, y - SPIKE::GOLD::HEIGHT)draw_text(x + SPIKE::GOLD::TEXT_POS, y, width + pos, line_height, change, 2)pos += SPIKE::GOLD::OFFSETendendenddef draw_item(index)item = @data[index]rect = item_rect(index)draw_item_name(item, rect.x, rect.y, enable?(item))draw_currency_value(price(item), Vocab::currency_unit, rect.x + 4, rect.y, contents.width - SPIKE::GOLD::ICON_POS - 8)endendclass Window_ShopNumber < Window_Selectabledef draw_currency_value(value, unit, x, y, width)value *= -1 if value < 0pos = SPIKE::GOLD::ICON_POSfor i in 0..3change = value if i == 3change = value % 10 if i != 3value = value / 10if change != 0draw_icon(SPIKE::GOLD::ICON - i,width + pos + SPIKE::GOLD::OFFSET, y - SPIKE::GOLD::HEIGHT)draw_text(x + SPIKE::GOLD::TEXT_POS, y, width + pos, line_height, change, 2)pos += ::SPIKE::GOLD::OFFSETendendendendmodule BattleManagerdef self.gain_goldif $game_troop.gold_total > 0value = $game_troop.gold_totalresult = ''for i in 0..3change = value if i == 3change = value % 10 if i != 3value = value / 10if change != 0if SPIKE::GOLD::BATTLE_ALIGN == 0result = ('\i[' + (::SPIKE::GOLD::ICON - i).to_s + ']' + change.to_s + ' ') + resultelseresult = (change.to_s + '\i[' + (::SPIKE::GOLD::ICON - i).to_s + '] ') + resultendendend$game_message.add('Found ' + result + '\.')$game_party.gain_gold($game_troop.gold_total)endwait_for_messageendend# Uncomment for compatability with Yanfly's Ace Save Engine#class Window_FileStatus < Window_Base# def draw_save_gold(dx, dy, dw)# return if @header[:party].nil?# draw_currency_value(@header[:party].gold.group.to_i, Vocab::currency_unit, + SPIKE::GOLD::ICON_POS, dy, contents.width - SPIKE::GOLD::ICON_POS - 8)# end#endclass Game_Interpreter; include SPIKE::GOLD;end 3 Denomination Script (1:10): =begin#===============================================================================# Spike's Engine - Monetary System## Version: 1.01# Author: Chris Barnett# Date: March 26th, 2012# Credit: Give credit where credit is due #===============================================================================# Description:## This script displays currency values in terms of Copper, Silver, Gold, and# Platinum coins. It doesn't actually change the way gold works in any way,# only the way it is displayed.#===============================================================================# Instructions:## Place this script above Main and below default scripts in the Script Editor.# If you plan to integrate with Modern Algebra's Special Message Codes it# would probably be wise to place this this script above it.## You'll need to insert images for the coins into your IconSet resource. At# the moment the script requires the coin's icon indices to be in sequential# order, starting with the most valuable. I may unwrap the for loop if there# seems to be a need to assign non sequential icon indices.## You will then need to set ICON to the icon index of the least valuable coin.## To integrate with Modern Algebra's Special Message Codes, Just paste# the lines below into the icons section of convert_escape_characters#result.gsub!(/\iSMC/i) { "\i\[#{::SPIKE::GOLD::ICON}\]" rescue "" }result.gsub!(/\iSMS/i) { "\i\[#{::SPIKE::GOLD::ICON-1}\]" rescue "" }result.gsub!(/\iSMG/i) { "\i\[#{::SPIKE::GOLD::ICON-2}\]" rescue "" }result.gsub!(/\iSMP/i) { "\i\[#{::SPIKE::GOLD::ICON-3}\]" rescue "" }## To call up the icons in a message box use the following escape sequences.## \iSMC for Copper# \iSMS for Silver# \iSMG for Gold# \iSMP for Platinum## NOTE!!! If you have any issues with this, please don't bother Modern Algebra# about it. He already spent his time writing Special Message Codes and# probably a fair amount of time answering questions about it. If you need# assistance, please contact me directly. I am plenty willing to help.#===============================================================================# Known Bugs:## A compatibility issue with Yanfly's Ace Save Engine has been reported# but not yet confirmed. If you experience troubles, please let me know.#================================================================================end$imported = {} if $imported.nil?$imported["SE-Money"] = truemodule SPIKEmodule GOLDBATTLE_ALIGN = 1 # Change to non 0 to push icons to the right when receiving loot in battleICON_POS = 8 # Increase to push icons right, decrease to pull leftTEXT_POS = -8 # Increase to push text right, decrease to pull leftOFFSET = -42 # Decrease to spread coins apart, increase to draw them closerICON = 531 # Change this to the icon index of the least valuable coinHEIGHT = 0 # Increase to raise coins, decrease to lowerendendclass Window_Base < Windowdef draw_currency_value(value, unit, x, y, width)value *= -1 if value < 0pos = ::SPIKE::GOLD::ICON_POSfor i in 0..2change = value if i == 2change = value % 10 if i != 2value /= 10draw_icon(SPIKE::GOLD::ICON - i,width + pos + SPIKE::GOLD::OFFSET, y - SPIKE::GOLD::HEIGHT)draw_text(x + SPIKE::GOLD::TEXT_POS, y, width + pos, line_height, change, 2)pos += ::SPIKE::GOLD::OFFSETendendendclass Game_Party < Game_Unitdef max_goldreturn 9999enddef gain_gold(amount)@gold = [[@gold + amount, 0].max, max_gold].minenddef goldreturn @goldendendclass Window_ShopBuy < Window_Selectabledef draw_currency_value(value, unit, x, y, width)value *= -1 if value < 0pos = SPIKE::GOLD::ICON_POSfor i in 0..2change = value if i == 2change = value % 10 if i != 2value /= 10if change != 0draw_icon(SPIKE::GOLD::ICON - i,width + pos + SPIKE::GOLD::OFFSET, y - SPIKE::GOLD::HEIGHT)draw_text(x + SPIKE::GOLD::TEXT_POS, y, width + pos, line_height, change, 2)pos += SPIKE::GOLD::OFFSETendendenddef draw_item(index)item = @data[index]rect = item_rect(index)draw_item_name(item, rect.x, rect.y, enable?(item))draw_currency_value(price(item), Vocab::currency_unit, rect.x + 4, rect.y, contents.width - SPIKE::GOLD::ICON_POS - 8)endendclass Window_ShopNumber < Window_Selectabledef draw_currency_value(value, unit, x, y, width)value *= -1 if value < 0pos = SPIKE::GOLD::ICON_POSfor i in 0..2change = value if i == 2change = value % 10 if i != 2value /= 10if change != 0draw_icon(SPIKE::GOLD::ICON - i,width + pos + SPIKE::GOLD::OFFSET, y - SPIKE::GOLD::HEIGHT)draw_text(x + SPIKE::GOLD::TEXT_POS, y, width + pos, line_height, change, 2)pos += ::SPIKE::GOLD::OFFSETendendendendmodule BattleManagerdef self.gain_goldif $game_troop.gold_total > 0value = $game_troop.gold_totalresult = ''for i in 0..2change = value if i == 2change = value % 10 if i != 2value /= 10if change != 0if SPIKE::GOLD::BATTLE_ALIGN == 0result = ('\i[' + (::SPIKE::GOLD::ICON - i).to_s + ']' + change.to_s + ' ') + resultelseresult = (change.to_s + '\i[' + (::SPIKE::GOLD::ICON - i).to_s + '] ') + resultendendend$game_message.add('Found ' + result + '\.')$game_party.gain_gold($game_troop.gold_total)endwait_for_messageendend# Uncomment for compatability with Yanfly's Ace Save Engine#class Window_FileStatus < Window_Base# def draw_save_gold(dx, dy, dw)# return if @header[:party].nil?# draw_currency_value(@header[:party].gold.group.to_i, Vocab::currency_unit, + SPIKE::GOLD::ICON_POS, dy, contents.width - SPIKE::GOLD::ICON_POS - 8)# end#endclass Game_Interpreter; include SPIKE::GOLD;end Requirements:None.NOTE!!!If you have any issues integrating Special Message Codes with this, please don't bother modern algebra about it. He already spent his time writing Special Message Codes and probably a fair amount of time answering questions about it. If you need assistance, please contact me directly. I am plenty willing to help. Edited August 17, 2016 by Chris Barnett 2 Guava and Archeia reacted to this Share this post Link to post Share on other sites
Shadow Rebirth 0 Posted March 26, 2012 (edited) Great script - this is exactly what I needed One question though: would it be possible to change it so that the gold window (not the shop window) will show 0 for denominations that there's nothing in, instead of hiding the icon? For example, 0 platinum, 15 gold, 0 silver, 50 copper. Edited March 26, 2012 by Shadow Rebirth Share this post Link to post Share on other sites
Chris Barnett 2 Posted March 26, 2012 Great script - this is exactly what I needed One question though: would it be possible to change it so that the gold window (not the shop window) will show 0 for denominations that there's nothing in, instead of hiding the icon? For example, 0 platinum, 15 gold, 0 silver, 50 copper. Thanks for the feedback. Not only is is possible, it's done! I did find a bug in the script. I completely forgot to script anything for the battles, so the end of battle summary still had the old "X GP Found" style. I've since fixed this, but the script now requires modern algebra's Special Message Codes. Updating OP. Share this post Link to post Share on other sites
Shadow Rebirth 0 Posted March 27, 2012 (edited) Thanks, that looks great! Also, I just noticed that this isn't quite compatible with Yanfly's Shop Options script. Specifically, in the receipt window the subtraction line show up like this: Edited March 27, 2012 by Shadow Rebirth Share this post Link to post Share on other sites
Chris Barnett 2 Posted March 27, 2012 Also, I just noticed that this isn't quite compatible with Yanfly's Shop Options script. Specifically, in the receipt window the subtraction line show up like this: Fixed Share this post Link to post Share on other sites
Shadow Rebirth 0 Posted March 27, 2012 Works perfectly, thanks again =] Share this post Link to post Share on other sites
Tammsyn 8 Posted March 30, 2012 it doesnt seam to work with yanflys save menu (the save menu doesnt show the icons and just adds G to the end of the gold value Share this post Link to post Share on other sites
rick lozano 0 Posted March 31, 2012 Hello, I love the script and I would like to use it, however I can’t seem to figure out where to place the ICON IDs in the script. I have copied the code sections into the required script section (modern algebras script). When I run the game the icons are some random ones picked out of thin air. I am using an Icon Set that has 10688 icons, just not sure where to place the icons i plan on using. Any help would be great, thanks for the great script. Share this post Link to post Share on other sites
Tammsyn 8 Posted March 31, 2012 look at line 66 of this script Share this post Link to post Share on other sites
Chris Barnett 2 Posted April 1, 2012 it doesnt seam to work with yanflys save menu (the save menu doesnt show the icons and just adds G to the end of the gold value Thanks for the bug report Pheebes. I'll have to grab yanflys save menu and get to work. Also, thanks for pointing Joyrexjrl in the right direction. Hello, I love the script and I would like to use it, however I can’t seem to figure out where to place the ICON IDs in the script. I have copied the code sections into the required script section (modern algebras script). When I run the game the icons are some random ones picked out of thin air. I am using an Icon Set that has 10688 icons, just not sure where to place the icons i plan on using. Any help would be great, thanks for the great script. Even though Pheebes already answered this, I'm going to address it in more detail as it's possible the line number might change in the future. The following line of the script will need to be altered according to your IconSet. If you don't know the icon index for your "Copper Coin" you can find it by entering any icon selector in the database editor. The icon index will be displayed in the lower left corner. ICON = 364 # Change this to the icon index of the least valuable coin Also note these instructions # At the moment the script requires the coin's icon indices to be in sequential order, starting with the most valuable. Share this post Link to post Share on other sites
Chris Barnett 2 Posted April 1, 2012 it doesnt seam to work with yanflys save menu (the save menu doesnt show the icons and just adds G to the end of the gold value Fixed. I've rewritten a bit of his script and included it at the end of mine. Just un-comment the lines at the bottom. Let me know if you see any problems. My testing was less than extensive. =P Share this post Link to post Share on other sites
Tammsyn 8 Posted April 1, 2012 errrr i have 9999999 gold but when saved it only shows 9 gold Share this post Link to post Share on other sites
Chris Barnett 2 Posted April 2, 2012 I'm not experiencing any issues like that on my end. It could be a compatibility issue. Are you using any other scripts that change the way gold is handled or displayed? Just to be sure, I've re-uploaded the script. Share this post Link to post Share on other sites
rick lozano 0 Posted April 2, 2012 ah yes, thanks for the assistance. love the script, had to do some tile set editing to get the icons i needed for the currency. Share this post Link to post Share on other sites
Chris Barnett 2 Posted April 3, 2012 (edited) ah yes, thanks for the assistance. love the script, had to do some tile set editing to get the icons i needed for the currency. Thanks for the feedback. Glad you were able to get it setup. If you notice any issues while using it, don't hesitate to let me know. errrr i have 9999999 gold but when saved it only shows 9 gold Could you take a screen cap of it? I think I know what you mean, but I want to make sure we're on the same page. Edited April 3, 2012 by Chris Barnett Share this post Link to post Share on other sites
J F K 1 Posted April 25, 2012 LOVE this! Going to be using it :} Share this post Link to post Share on other sites
Grimp 0 Posted August 2, 2012 Is there a way to make it so that the icons are on the right side instead of to the left of the value? Share this post Link to post Share on other sites
Yumi 0 Posted August 30, 2012 yeah!!! that's awesome!!! but i only want copper, silver and gold coins without platinum. how can i change this? Share this post Link to post Share on other sites
Chantal 21 Posted October 10, 2012 yeah!!! that's awesome!!! but i only want copper, silver and gold coins without platinum. how can i change this? This, really. Would it be possible? Share this post Link to post Share on other sites
Ebon 0 Posted October 12, 2012 Hi there, friendly no-post lurker here. Usually, I try to work around any/all of my problems regarding scripts. However, this time I'm actually going to try asking for some help: Do you think that you could make this script compatible with Zylos' One-Person menu (over on RMRK)? The problem that I'm having, is that I only seem to be able to see the value of the lowest-ranked coin (i.e the money display is reduced to two digits). Not being a scripter *at all*, I'm not sure whether I should be asking you or Zylos with his menu script, but thanks (in advance) for hearing me out - Ebon Share this post Link to post Share on other sites
Chris Barnett 2 Posted October 19, 2012 yeah!!! that's awesome!!! but i only want copper, silver and gold coins without platinum. how can i change this? This, really. Would it be possible? Since this seems to at least a somewhat common request, I've made a version of the script for 3 denominations and updated the OP. I have not tested it for compatibility so let me know if it doesn't play nice with other scripts. Share this post Link to post Share on other sites
Chris Barnett 2 Posted October 19, 2012 Hi there, friendly no-post lurker here. Usually, I try to work around any/all of my problems regarding scripts. However, this time I'm actually going to try asking for some help: Do you think that you could make this script compatible with Zylos' One-Person menu (over on RMRK)? The problem that I'm having, is that I only seem to be able to see the value of the lowest-ranked coin (i.e the money display is reduced to two digits). Not being a scripter *at all*, I'm not sure whether I should be asking you or Zylos with his menu script, but thanks (in advance) for hearing me out - Ebon I'll have to grab the script and take a look before I can make any promises. I'm currently waiting for the activation email for the account I just created there. As to whom you should be asking, I'm probably the right guy as my script will likely need to loaded after Zylo's, thus putting the onus of compatibility on me if compatibility is to be had. I can't make any claims to knowledge on that front though, having not seen the script yet. Share this post Link to post Share on other sites
TheNewTeddy 2 Posted October 19, 2012 Is it possible to make them non-interchangeable? Share this post Link to post Share on other sites
Chris Barnett 2 Posted October 22, 2012 Is it possible to make them non-interchangeable? No. That would require a fundamentally different script. Share this post Link to post Share on other sites
Chris Barnett 2 Posted October 28, 2012 I'll have to grab the script and take a look before I can make any promises. I'm currently waiting for the activation email for the account I just created there. For some reason I am unable to receive the activation email from RMRK. I've had it resent a couple times and still nothing. Would it be possible for you to PM or email me the script Ebon? Share this post Link to post Share on other sites