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AdamKyle revised this gist
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,7 +1,7 @@ #============================================================================== # Currency Generator! # ---------------------------------------------------------------------------- # Version: 1.0.2 # Author: Kalacious (AKA: VindictivePersonality) # License: GPL 3.0 # @@ -162,7 +162,7 @@ # to false, this wills top the currency option from showing in the menu. # #============================================================================== # ** CURR #------------------------------------------------------------------------------ # This is your customization module where you give your new currency a name # and set it's max value. -
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -11,6 +11,11 @@ # ---> Now a default part of the menu as the last option. # (see bottom of header for more info.) # # Changes 1.0.2 # ---------------------------------------------------------------------------- # ---> Aligned text in the description window. # ---> You can now have a bit more of a discription. # # Compatibillity Issues # ---------------------------------------------------------------------------- # @@ -171,26 +176,33 @@ module CURR CURR_HASH = { 'GC' => { :full_name => 'Guild Coin', :icon => 330, :max => 9999, :description => 'Used for Ascended.', :obtained => 'Guild Battles' }, 'RT' => { :full_name => 'Resource Token', :icon => 278, :max => 9999, :description => 'Used for crafting.', :obtained => 'Jobs' }, 'CC' => { :full_name => 'Celestial Coin', :icon => 526, :max => 9999, :description => 'Used for Celestial gear.', :obtained => 'Celestial Rips' }, } COLOR_CURRENCY_NAME = 5 COLOR_CURRENCY_SYM = 5 COLOR_CURRENCY_OBTAINED = 2 COLOR_CURRENCY_DESCRIPT = 2 SHOW_IN_MENU = false end #============================================================================== # ** Game_Interpreter @@ -409,7 +421,7 @@ def draw_item(index) currency = @data[index] if currency rect = item_rect_for_text(index) draw_icon(currency.icon, rect.x + 40, rect.y, enable?(currency)) rect.x += 24 rect.width -= 24 draw_text(rect, currency.value.to_s) @@ -511,7 +523,7 @@ def draw_currency_title #-------------------------------------------------------------------------- def draw_currency_name text = @content.full_name color(175, 60, text.length + 200, 50, text, CURR::COLOR_CURRENCY_NAME) end #-------------------------------------------------------------------------- # * Draw currency symbol title. @@ -525,20 +537,20 @@ def draw_currency_sym_title #-------------------------------------------------------------------------- def draw_currency_sym text = @content.curr_sym color(175, 90, text.length + 200, 50, text, CURR::COLOR_CURRENCY_SYM) end #-------------------------------------------------------------------------- # * Draw the icon title. #-------------------------------------------------------------------------- def draw_icon_title text = "Universial Symbol: " draw_text(20, 120, text.length + 250, 50, text) end #-------------------------------------------------------------------------- # * Draw the actual icon. #-------------------------------------------------------------------------- def draw_currency_icon draw_icon(@content.icon, 175, 134) end #-------------------------------------------------------------------------- # * Draw the obtained title. @@ -552,14 +564,14 @@ def draw_obtained_title #-------------------------------------------------------------------------- def draw_obtained text = @content.obtained color(175, 150, text.length + 200, 50, text, CURR::COLOR_CURRENCY_OBTAINED) end #-------------------------------------------------------------------------- # * Draw the currency description title. #-------------------------------------------------------------------------- def draw_currency_description_title text = "Currency Description: " draw_text(20, 180, text.length + 375, 50, text) end #-------------------------------------------------------------------------- # * Draw the currency description. -
AdamKyle revised this gist
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -5,7 +5,7 @@ # Author: Kalacious (AKA: VindictivePersonality) # License: GPL 3.0 # # Changes 1.0.1 # ---------------------------------------------------------------------------- # ---> Fixed issue with windows. # ---> Now a default part of the menu as the last option. -
AdamKyle revised this gist
Jul 20, 2013 . 1 changed file with 90 additions and 15 deletions.There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -1,9 +1,15 @@ #============================================================================== # Currency Generator! # ---------------------------------------------------------------------------- # Version: 1.0.1 # Author: Kalacious (AKA: VindictivePersonality) # License: GPL 3.0 # # Changes # ---------------------------------------------------------------------------- # ---> Fixed issue with windows. # ---> Now a default part of the menu as the last option. # (see bottom of header for more info.) # # Compatibillity Issues # ---------------------------------------------------------------------------- @@ -136,7 +142,19 @@ # individual pieces of information from the objects, based on the name # lets call the window, lets open it. How do we do that? # # Opening! # -------- # # There are a couple of ways to do this, one is to call: call_currencies. # How ever by default what we did was enable this in the menu. This will # Display as the very LAST option in the menu. # # If you are using scripts that alter or change the menu you have the added # bonus of the new method call: add_currency_command which will allow you # to place the command in the menu list. # # In order for the second part to work you need to set: CURR::SHOW_IN_MENU # to false, this wills top the currency option from showing in the menu. # #============================================================================== # ** DataManager @@ -152,25 +170,27 @@ module CURR #-------------------------------------------------------------------------- CURR_HASH = { 'GC' => { :full_name => 'Guild Coin', :icon => 0, :max => 9999, :description => 'Used for Ascended gear.', :obtained => 'Guild Battles' }, 'RT' => { :full_name => 'Resource Token', :icon => 12, :max => 9999, :description => 'Used for crafting.', :obtained => 'Jobs' }, } COLOR_CURRENCY_NAME = 3 COLOR_CURRENCY_SYM = 3 COLOR_CURRENCY_OBTAINED = 3 COLOR_CURRENCY_DESCRIPT = 3 SHOW_IN_MENU = true end #============================================================================== # ** Game_Interpreter @@ -558,7 +578,62 @@ class Currency_Description_Window < Window_Base end end #============================================================================== # ** Window_Command #------------------------------------------------------------------------------ # This window deals with general command choices. #============================================================================== class Window_MenuCommand < Window_Command #-------------------------------------------------------------------------- # ● Add the command #-------------------------------------------------------------------------- alias make_kc_command_window_list make_command_list def make_command_list make_kc_command_window_list if CURR::SHOW_IN_MENU add_currency_command end end #-------------------------------------------------------------------------- # ○ Add said command #-------------------------------------------------------------------------- def add_currency_command add_command("Currency", :currency_command, true) end end #============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs the menu screen processing. #============================================================================== class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # ● Suppose to create the currency command. #-------------------------------------------------------------------------- alias kc_create_currency_command create_command_window def create_command_window kc_create_currency_command @command_window.set_handler(:currency_command, method(:command_personal)) end #-------------------------------------------------------------------------- # ○ Suppoose to call the currency scene. #-------------------------------------------------------------------------- def command_call_currency_window SceneManager.call(Scene_Currencies) end #-------------------------------------------------------------------------- # ● Suppose to do something when you select and hit enter. #-------------------------------------------------------------------------- alias kc_on_personal_ok_currencies on_personal_ok def on_personal_ok kc_on_personal_ok_currencies if @command_window.current_symbol == :currency_command command_call_currency_window end end end #============================================================================== # ** Scene_Currencies #------------------------------------------------------------------------------ # Creates a new scene that is then called via the script call. #============================================================================== @@ -577,7 +652,7 @@ class Scene_Currencies < Scene_MenuBase def create_currencies_window width = 100 height = Graphics.height - 100 @currency_list = List_Currencies_Window.new(60, 50, width, height) @currency_list.select(0) @currency_list.viewport = @viewport @currency_list.set_handler(:ok, method(:on_item_ok)) @@ -586,7 +661,7 @@ class Scene_Currencies < Scene_MenuBase # * Create the desciption window. #-------------------------------------------------------------------------- def create_description_window @currency_description = Currency_Description_Window.new(@currency_list.width + 60, 50, Graphics.width - @currency_list.width - 100, Graphics.height - 100) @currency_description.draw_main_title end -
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,611 @@ #============================================================================== # Currency Generator! # ---------------------------------------------------------------------------- # Version: 1.0 # Author: Kalacious (AKA: VindictivePersonality) # License: GPL 3.0 # # Compatibillity Issues # ---------------------------------------------------------------------------- # # There should be NO compatibillity issues what so ever. How ever if there are, # Please let me know. # # TOS # ---------------------------------------------------------------------------- # If you know the GPL version 3, you know the answer, but this still applies: # # Script for RGSS 3 ONLY adds abillity to generate currencies. # Copyright (C) 2013 Kalacious (AKA VindictivePersonality) # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program. If not, see <http://www.gnu.org/licenses/> # # #============================================================================== # # How to Use? # ----------- # # You have one main object for messing with currencies: $kc_currency, We will # get into what this object does and how to efectivly use it. # Lets talk about the module CURR and what thats all about: # # CURR::CURR_HASH # --------------- # # This hash will contain a key=>value{key=>value} type of hash (associative). # The top level key is the vocab, this is also called the currency symbol, # much like Gold's symbol is G, any key here should be the currency symbol. # # The value, contains specific keys with custom values. # That is each key inside the core value tells you more about the currency. # # Lets look at this as a high level over view: # # 'Currency Symbol' => { # :full_name => 'Whats the Full name?', # :icon => 0, #Icon index is? # :max => 9999, #Max value is what? # :description => 'Describe your currency in few words.', # #Example: Used for Legendary Mats. # :obtained => 'How is this obtained, few words.', # #Example: Guild Battles. # }, #Don't forget the comma :D # # # The next set of options you have are color options, these should be # pretty obvious as to what they do. # # So lets learn what we have to use, in terms of manipulating the currencies. # This is where the $kc_currency object is going to come in handy. When this object # is created we take the hash you created below and compact it into an array # of class objects that can then be picked apart. Lets do that now: # # $kc_currency Object # --------------- # # $kc_currency.create ---> Dont call me, or try not to, # why create the array of class # objects again and again? # # $kc_currency.currencies ---> Returns that array of currency # objects. # # $kc_currency.exists?(curr_vocab) ---> Does this currency exist? # # # $kc_currency.currency(curr_vocab) ---> Get ONE currency object out of # the array of curencies. # # $kc_currency.increase(curr_vocab, value) ---> Increase the value of ONE currency. # # $kc_currency.decrease(curr_vocab, value) ---> Decrease the value of ONE currency. # # $kc_currency.set(curr_vocab, value) ---> Be careful! This will OVERIDE any # value already set and set it with # this new one. # # $kc_currency.value(curr_vocab) ---> Get the value of this particular # currency. # # $kc_currency.delete(curr_vocab) ---> Delete this currency from the # array of currencies based on the # name. # # # So we have managed to create some currencies and manipulate individaul # currencies based on the the methods we have. But what about the actuall # object? The class object that contains the values of that array? what if I # want to print the name of a specific currency? # # Create_CurrencyObject # --------------------- # # There isn't anything in this class you would touch, accpet the abillity # to get information on a particular object: # # curr_sym ---> The currency symbol. # # full_name ---> The actual full name. # # icon ---> The icon index. # # max ---> The maximum value this currency can be. # # description --> The SHORT description of the currency. # # obtained ---> The SHORT description of how it's obtained. # # So now that we have this, what if we want GC's (from the example below) # full name? Well that's easy: # # $kc_currency.currency('GC').full_name #puts: Guild Currency # # Now that we have created the currencies, manipulate them and pulled # individual pieces of information from the objects, based on the name # lets call the window, lets open it. How do we do that? # # Create an event and then do a script call: call_currencies # #============================================================================== # ** DataManager #------------------------------------------------------------------------------ # This is your customization module where you give your new currency a name # and set it's max value. # ---------------------------------------------------------------------------- #============================================================================== module CURR #-------------------------------------------------------------------------- # * Currency hash object created. The vocab here is the key, where # as the value is a hash of key=>value that defines the currency. #-------------------------------------------------------------------------- CURR_HASH = { 'GC' => { :full_name => 'Guild Currency', :icon => 0, :max => 9999, :description => 'Used for Legendary Mats', :obtained => 'Guild Battles' }, 'GC2' => { :full_name => 'Sample', :icon => 12, :max => 9999, :description => 'Used for Ascended Gear', :obtained => 'Monster Hunt' }, } COLOR_CURRENCY_NAME = 0 COLOR_CURRENCY_SYM = 0 COLOR_CURRENCY_OBTAINED = 0 COLOR_CURRENCY_DESCRIPT = 0 end #============================================================================== # ** Game_Interpreter #------------------------------------------------------------------------------ # An interpreter for executing event commands. This class is used within the # Game_Map, Game_Troop, and Game_Event classes. #============================================================================== class Game_Interpreter #-------------------------------------------------------------------------- # * Call the currencies window. #-------------------------------------------------------------------------- def call_currencies SceneManager.call(Scene_Currencies) end end #============================================================================== # ** DataManager #------------------------------------------------------------------------------ # This module manages the database and game objects. Almost all of the # global variables used by the game are initialized by this module. #============================================================================== class << DataManager #-------------------------------------------------------------------------- # * Create Game Objects. #-------------------------------------------------------------------------- alias kalacious_currency_game_objects create_game_objects def create_game_objects kalacious_currency_game_objects $kc_currency = Game_Currency.new end end #============================================================================== # ** Crate_CurrencyObject #------------------------------------------------------------------------------ # Creates a new currency object based on the information passed in. #============================================================================== class Create_CurrencyObject attr_reader :curr_sym attr_reader :full_name attr_reader :icon attr_reader :max attr_reader :description attr_reader :obtained attr_accessor :value #-------------------------------------------------------------------------- # * Create the object. #-------------------------------------------------------------------------- def initialize(curr_sym, full_name, icon, max, description, obtained, value = 0) @curr_sym = curr_sym @full_name = full_name @icon = icon @max = max @description = description @obtained = obtained @value = value end end #============================================================================== # ** Game_Currency #------------------------------------------------------------------------------ # This class is designed to manipulate the currency object based on the # current currency that your looking to manipulate. #============================================================================== class Game_Currency attr_reader :currency #-------------------------------------------------------------------------- # * Create the currency object for manipulation. #-------------------------------------------------------------------------- def initialize @currencies = [] create end #-------------------------------------------------------------------------- # * Create the actuall currency object. #-------------------------------------------------------------------------- def create CURR::CURR_HASH.each do |key, value| currency = Create_CurrencyObject.new(key, value[:full_name], value[:icon], value[:max], value[:description], value[:obtained], 0) @currencies.push(currency) end end #-------------------------------------------------------------------------- # * Return the array of currencies. #-------------------------------------------------------------------------- def currencies @currencies end #-------------------------------------------------------------------------- # * Grab one currency object based on the vocab passed in. #-------------------------------------------------------------------------- def currency(curr_vocab) if @currencies.any? @currencies.each do |currency| if currency.curr_sym == curr_vocab return currency end end end end #-------------------------------------------------------------------------- # * Does said currency exist? #-------------------------------------------------------------------------- def exists?(curr_vocab) if @currencies.any? @currencies.each do |currency| if currency.curr_sym == curr_vocab return true end end end end #-------------------------------------------------------------------------- # * Increase one particular currency in the list of currencies by a # value. #-------------------------------------------------------------------------- def increase(curr_vocab, value) if @currencies.any? @currencies.each do |currency| if currency.curr_sym == curr_vocab currency.value = [[currency.value + value, 0].max, currency.max].min end end end end #-------------------------------------------------------------------------- # * Decrease one particular currency in the list of currencies by a # value. #-------------------------------------------------------------------------- def decrease(curr_vocab, value) if @currencies.any? @currencies.each do |currency| if currency.curr_sym == curr_vocab increase(curr_vocab, -value) end end end end #-------------------------------------------------------------------------- # * Set on particular currency to a specific value. #-------------------------------------------------------------------------- def set(curr_vocab, value) if @currencies.any? @currencies.each do |currency| if currency.curr_sym == curr_vocab currency.value = [[value, 0].max, currency.max].min end end end end #-------------------------------------------------------------------------- # * Get the value of curreny passed in. #-------------------------------------------------------------------------- def value(curr_vocab) if @currencies.any? @currencies.each do |currency| if currency.curr_sym == curr_vocab return currency.value end end end end #-------------------------------------------------------------------------- # * Delete a currency based on the name. #-------------------------------------------------------------------------- def delete(curr_vocab) @currencies.delete_if {|x, *_| x == curr_vocab } end end #============================================================================== # ** List_Currencies_Window #------------------------------------------------------------------------------ # Creates the currencies list window. #============================================================================== class List_Currencies_Window < Window_Selectable #-------------------------------------------------------------------------- # * Create the currencies window and associated data. #-------------------------------------------------------------------------- def initialize(x, y, width, height) super @data = [] activate refresh end #-------------------------------------------------------------------------- # * Max columns. #-------------------------------------------------------------------------- def col_max return 1 end #-------------------------------------------------------------------------- # * Item max. #-------------------------------------------------------------------------- def item_max @data ? @data.size : 1 end #-------------------------------------------------------------------------- # * Set the enabled state to true. #-------------------------------------------------------------------------- def enable?(item) true end #-------------------------------------------------------------------------- # * Return the item. #-------------------------------------------------------------------------- def item @data && index >= 0 ? @data[index] : nil end #-------------------------------------------------------------------------- # * Draw the item based on the index passed in. #-------------------------------------------------------------------------- def draw_item(index) currency = @data[index] if currency rect = item_rect_for_text(index) draw_icon(currency.icon, rect.x + 35, rect.y, enable?(currency)) rect.x += 24 rect.width -= 24 draw_text(rect, currency.value.to_s) end end #-------------------------------------------------------------------------- # * Grab all currencies to populate the data object. #-------------------------------------------------------------------------- def make_item_list @data = $kc_currency.currencies end #-------------------------------------------------------------------------- # * Baseic Refresh. #-------------------------------------------------------------------------- def refresh make_item_list create_contents draw_all_items end end #============================================================================== # ** Currency_Description_Window #------------------------------------------------------------------------------ # Creates the currencies list window. #============================================================================== class Currency_Description_Window < Window_Base def initialize(x, y, width, height) super end #-------------------------------------------------------------------------- # * Create the window. #-------------------------------------------------------------------------- def data=(index) return if @content == index @content = index refresh end #-------------------------------------------------------------------------- # * Create new draw_text method. #-------------------------------------------------------------------------- def draw_text(x, y, text_width, text_height, text, alignment = 0) contents.draw_text(x, y, text_width, text_height, text, alignment = 0) end #-------------------------------------------------------------------------- # * Allow text to be both sized and colored. #-------------------------------------------------------------------------- def size(x, y, text_width, text_height, text, size, color = 0, alignment = 0) currentsize = self.contents.font.dup contents.font.size = size contents.font.color.set(text_color(color)) draw_text(x, y, text_width, text_height, text, alignment = 0) self.contents.font = currentsize end #-------------------------------------------------------------------------- # * Allow text to have its color changed. #-------------------------------------------------------------------------- def color(x, y, tw, th, text, color, alignement = 0) currentcolor = self.contents.font.dup contents.font.color.set(text_color(color)) draw_text(x, y, tw, th, text, alignment = 0) self.contents.font = currentcolor end #-------------------------------------------------------------------------- # * Call this method directorly when creating the window. Will draw # all the contents in the widnow based on the @content object. #-------------------------------------------------------------------------- def draw_contents refresh draw_main_title draw_currency_title draw_currency_name draw_currency_sym_title draw_currency_sym draw_obtained_title draw_obtained draw_icon_title draw_currency_icon draw_currency_description_title draw_currency_description end #-------------------------------------------------------------------------- # * Draw the main title. #-------------------------------------------------------------------------- def draw_main_title size(width/2 - 110, 0, 220, 50, "Currency Description", 40, ) size(width/2 - 130, 30, 275, 50, "Pick a currency to view information.", 18, 3) end #-------------------------------------------------------------------------- # * Draw the currency title. #-------------------------------------------------------------------------- def draw_currency_title text = "Currency: " draw_text(20, 60, text.length + 275, 50, text) end #-------------------------------------------------------------------------- # * Draw the currency name. #-------------------------------------------------------------------------- def draw_currency_name text = @content.full_name color(115, 60, text.length + 200, 50, text, CURR::COLOR_CURRENCY_NAME) end #-------------------------------------------------------------------------- # * Draw currency symbol title. #-------------------------------------------------------------------------- def draw_currency_sym_title text = "Currency Symbol: " draw_text(20, 90, text.length + 275, 50, text) end #-------------------------------------------------------------------------- # * Draw the currency symbol. #-------------------------------------------------------------------------- def draw_currency_sym text = @content.curr_sym color(185, 90, text.length + 200, 50, text, CURR::COLOR_CURRENCY_SYM) end #-------------------------------------------------------------------------- # * Draw the icon title. #-------------------------------------------------------------------------- def draw_icon_title text = "Universial Symbol: " draw_text(20, 120, text.length + 275, 50, text) end #-------------------------------------------------------------------------- # * Draw the actual icon. #-------------------------------------------------------------------------- def draw_currency_icon draw_icon(@content.icon, 200, 134) end #-------------------------------------------------------------------------- # * Draw the obtained title. #-------------------------------------------------------------------------- def draw_obtained_title text = "Obtained?: " draw_text(20, 150, text.length + 275, 50, text) end #-------------------------------------------------------------------------- # * Draw the obtained. #-------------------------------------------------------------------------- def draw_obtained text = @content.obtained color(125, 150, text.length + 200, 50, text, CURR::COLOR_CURRENCY_OBTAINED) end #-------------------------------------------------------------------------- # * Draw the currency description title. #-------------------------------------------------------------------------- def draw_currency_description_title text = "Currency Description: " draw_text(20, 180, text.length + 275, 50, text) end #-------------------------------------------------------------------------- # * Draw the currency description. #-------------------------------------------------------------------------- def draw_currency_description text = @content.description color(40, 220, text.length + 400, 50, text, CURR::COLOR_CURRENCY_DESCRIPT) end #-------------------------------------------------------------------------- # * Typical refresh. #-------------------------------------------------------------------------- def refresh contents.clear create_contents return if @content end end #============================================================================== # ** Currency_Description_Window #------------------------------------------------------------------------------ # Creates a new scene that is then called via the script call. #============================================================================== class Scene_Currencies < Scene_MenuBase #-------------------------------------------------------------------------- # * Start the scene. #-------------------------------------------------------------------------- def start super create_currencies_window create_description_window end #-------------------------------------------------------------------------- # * Create the currencies window. #-------------------------------------------------------------------------- def create_currencies_window width = 100 height = Graphics.height - 100 @currency_list = List_Currencies.new(60, 50, width, height) @currency_list.select(0) @currency_list.viewport = @viewport @currency_list.set_handler(:ok, method(:on_item_ok)) end #-------------------------------------------------------------------------- # * Create the desciption window. #-------------------------------------------------------------------------- def create_description_window @currency_description = Currency_Description.new(@currency_list.width + 60, 50, Graphics.width - @currency_list.width - 100, Graphics.height - 100) @currency_description.draw_main_title end #-------------------------------------------------------------------------- # * When you select a currencie we will pass the object from the currency # list over to the currency window. #-------------------------------------------------------------------------- def on_item_ok @currency_description.data = @currency_list.item @currency_description.draw_contents @currency_list.activate end #-------------------------------------------------------------------------- # * Do something when we hit esc. #-------------------------------------------------------------------------- def update super if Input.trigger?(:B) SceneManager.return end end end