Seiryuki 14 Posted January 13, 2012 (edited) ~ Left-Side Currency Symbol/Icon v1.02 ~ a simple script to show the currency symbol, or an icon, to the left of the money value Requested by Daemonium Description Allows for currency symbol, or a specified icon, to be displayed on the left-side of the money value instead of the default right-side. Compatibility - Version 1.02 adds ability to set the location of the gold window for the scene_menu. - Version 1.01 adds compatibility with YEA - Ace Core Engine's numeric digit grouping feature. Place this script below YEA - Ace Core Engine. Instructions See script for all the details on customising the icon etc. but is plug-n-play from the start. Screenshots Script #=============================================== # LEFT-SIDE CURRENCY SYMBOL/UNIT v1.02 #=============================================== # Author: Seiryuki # Date: 2012-Jan-13 # Type: RGSS3/VXAce #=============================================== # v1.02 Update 2012-Jan-14 # Added ability to set gold window's coordinates. #----------------------------------------------- # v1.01 Update 2012-Jan-14 # Updated for compatibility with YEA - Ace Core # Engine's numeric digit grouping feature. #=============================================== # Description: # Allows for currency symbol/icon to be displayed # on the left of the money value. #=============================================== module SeirGoldWin # Set to false if you want to display the # currency symbol/icon on the left for all gold windows. # Set to true if you only want the currency # symbol/icon on the left for the Scene_Menu only. APPLY_TO_MENU_WINDOW_ONLY = false # Set to false if you wish to use currency text # symbol you specified in the database. # Set to true if you want to use an icon instead. USE_CURRENCY_ICON = true # If using an icon, set the icon's index below. CURRENCY_ICON_INDEX = 361 # If set to true, location of gold window in # scene menu is unaffected by GOLD_WINDOW_X_POS and # GOLD_WINDOW_Y_POS values below. # If set to false, set the location values in # GOLD_WINDOW_X_POS and GOLD_WINDOW_Y_POS DEFAULT_GOLD_WINDOW_LOCATION_IN_MENU = true #default=true # Set the x and y coordinates of the gold window. # If GOLD_WINDOW_Y_POS = nil, the window is placed # resting on the base of the screen. # (nil = Graphics.height - @gold_window.height) GOLD_WINDOW_X_POS = 0 GOLD_WINDOW_Y_POS = nil #default=nil end#module #=============================================== # Apply effect to Scene_Menu's gold window only? if SeirGoldWin::APPLY_TO_MENU_WINDOW_ONLY class New_WindowGold < Window_Gold def initialize super end def draw_currency_value(value, unit, x, y, width) value = value.group if $imported && $imported["YEA-CoreEngine"] cx2 = text_size(value).width change_color(normal_color) draw_text(x, y, width, line_height, value, 2) if SeirGoldWin::USE_CURRENCY_ICON draw_icon(SeirGoldWin::CURRENCY_ICON_INDEX, width - (cx2 + 20), y-2) else change_color(system_color) draw_text(x, y, width - (cx2 + 4), line_height, unit, 2) end#if end#def end#class class Scene_Menu < Scene_MenuBase def create_gold_window @gold_window = New_WindowGold.new if SeirGoldWin::DEFAULT_GOLD_WINDOW_LOCATION_IN_MENU @gold_window.x = 0 else @gold_window.x = SeirGoldWin::GOLD_WINDOW_X_POS end#if if SeirGoldWin::DEFAULT_GOLD_WINDOW_LOCATION_IN_MENU || SeirGoldWin::GOLD_WINDOW_Y_POS == nil @gold_window.y = Graphics.height - @gold_window.height else @gold_window.y = SeirGoldWin::GOLD_WINDOW_Y_POS end#if end end # Apply effect to all gold windows? else class Window_Base < Window def draw_currency_value(value, unit, x, y, width) value = value.group if $imported && $imported["YEA-CoreEngine"] cx2 = text_size(value).width change_color(normal_color) draw_text(x, y, width, line_height, value, 2) if SeirGoldWin::USE_CURRENCY_ICON draw_icon(SeirGoldWin::CURRENCY_ICON_INDEX, width - (cx2 + 20), y-2) else change_color(system_color) draw_text(x, y, width - (cx2 + 4), line_height, unit, 2) end#if end#def end if !SeirGoldWin::DEFAULT_GOLD_WINDOW_LOCATION_IN_MENU class Scene_Menu < Scene_MenuBase def create_gold_window @gold_window = Window_Gold.new @gold_window.x = SeirGoldWin::GOLD_WINDOW_X_POS if SeirGoldWin::GOLD_WINDOW_Y_POS == nil @gold_window.y = Graphics.height - @gold_window.height else @gold_window.y = SeirGoldWin::GOLD_WINDOW_Y_POS end#if end end#class end#if end#if #=============================================== # END OF SCRIPT #=============================================== Edited January 14, 2012 by Seiryuki 3 AlliedG, Jennestia and sanggameboy reacted to this Share this post Link to post Share on other sites
Seiryuki 14 Posted January 13, 2012 Sorry for the error in the script. I've fixed it. Share this post Link to post Share on other sites
Jennestia 9 Posted January 13, 2012 Ah, thanks for the script, going to see if it works better than the method I did (though I've encountered no issues with the way I do it, but I usually stray from editing core scripts since if I recall you're not supposed to lol ><) This is what I do for example: def refresh contents.clear draw_currency_value(value, currency_unit, 4, 0, contents.width - 8) draw_icon(706, 0, 0) In Window Gold I add the 'draw icon' line which makes it display like so: Since I also liked seeing the currency "vocab" next to it, but a visual representation if the type of coin it is on the far left. Was that what you meant by instead of "default right size (the typical 'G' vocab)"? 1 Seiryuki reacted to this Share this post Link to post Share on other sites
Seiryuki 14 Posted January 13, 2012 (edited) Ah, thanks for the script, going to see if it works better than the method I did (though I've encountered no issues with the way I do it, but I usually stray from editing core scripts since if I recall you're not supposed to lol ><) Was that what you meant by instead of "default right size (the typical 'G' vocab)"? Your way is great. I see no problem with modifying the core scripts once it is your personal game project. I may have done it your way too but: Daemonium had requested for the "G" to be on the left side. He also asked for a gold icon instead of the G, also to be on the left side. So I made it an option. I try to avoid telling him to modify the core script in case something goes wrong later on, so I made the script and added a few customisation options. His post here: http://www.rpgmakervxace.net/index.php?/topic/781-request-bundle-of-changes-for-the-main-menu/ Edited January 13, 2012 by Seiryuki Share this post Link to post Share on other sites
Jennestia 9 Posted January 13, 2012 Ah ok, yeah the script is better since it does add more options to do it a certain way ^^ Share this post Link to post Share on other sites
Seiryuki 14 Posted January 14, 2012 v1.01 Update: Compatibility with YEA - Ace Core Engine's Numeric Digit Grouping feature. Share this post Link to post Share on other sites
regendo 204 Posted January 14, 2012 That looks great! I'm currently working on a script that supports multiple currencies (with changing money, exchange rates and other stuff), so when I release it, I'll make sure it's compatible with yours. Share this post Link to post Share on other sites
Seiryuki 14 Posted January 14, 2012 v1.02 Update: Ability to set gold window's location for scene_menu. Share this post Link to post Share on other sites
sanggameboy 7 Posted January 15, 2012 It's beautiful ! Font make it look better 1 Rosenblack reacted to this Share this post Link to post Share on other sites