NOAHW'S PROFILE

I'm an artist first and foremost, and long time video game and RPG fan. Been tooling around with RPG maker for some time and I'm finally getting down to business and working on a serious project. I've got everything planned out and now I'm just trying to punch out the work.

To see some game art and sample maps please check my DeviantArt gallery
Dark Arts
An Artist delves into his own dark imagination

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Need Help Modifying a Script

I'm having some serious deja vu, worked like magic dude. I suppose I should've just PMed you with my little issue huh? Thanks loads dude, This will drastically Improve the visual flare of the game :P

and hey check out the new boss transformation I just Illustrated: http://rpgmaker.net/games/4506/images/31919/

Need Help Modifying a Script

I'm using Leon's modified shop script and would like to be able to have an image beind the window replacing the black background.

If that's possible could someone please supply me the code required to do so, really appreciate it dudes :P

The original code:
#===============================================================================
#  Leon's Shopping System
#-------------------------------------------------------------------------------
#  3/10/2007
#  v. 1.0
#-------------------------------------------------------------------------------
#  Instructions:
#    Place above main, and below the other default scripts.
#      (Yes, that is all of the instructions)
#
#  Features:
#    Replaces the default shop system.
#
#===============================================================================


#===============================================================================
#  Window_Shop_Info
#===============================================================================
class Window_Shop_Info < Window_Base
  def initialize
    super(160, 0, 480, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Times New Roman"
    self.contents.font.size = 22
    refresh
  end
  
  def refresh(selection = 0)
    self.contents.clear
    if selection == 0
      self.contents.draw_text(0, 0, 448, 32, "Buy, sell, or leave?", 1)
    else
      self.contents.draw_text(0, 0, 448, 32, "Press 'Z' for character compatabilitiy.", 1)
    end
  end
end
#===============================================================================
#  END Window_Shop_Info
#===============================================================================


#===============================================================================
#  Window_Shop_Option
#===============================================================================
class Window_Shop_Option < Window_Selectable
  def initialize
    super(0, 0, 160, 128)
    @option = ["Buy", "Sell", "Leave"]
    @item_max = @option.size
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Times New Roman"
    self.contents.font.size = 22
    self.index = 0
    self.active = true
    refresh
  end
  
  def refresh
    self.contents.clear
    for i in 0...@option.size
      y = i * 32
      self.contents.draw_text(0, y, 128, 32, @option[i], 1)
    end
  end
end
#===============================================================================
#  END Window_Shop_Option
#===============================================================================


#===============================================================================
#  Window_Shop_Gold
#===============================================================================
class Window_Shop_Gold < Window_Base
  def initialize
    super(0, 128, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Times New Roman"
    self.contents.font.size = 22
    refresh
  end
  
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 60, 32, $data_system.words.gold + ":")
    self.contents.font.color = normal_color
    self.contents.draw_text(0, 0, 128, 32, $game_party.gold.to_s, 2)
  end
end
#===============================================================================
#  END Window_Shop_Gold
#===============================================================================


#===============================================================================
#  Window_Shop_Own
#===============================================================================
class Window_Shop_Own < Window_Base
  def initialize
    super(0, 192, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Times New Roman"
    self.contents.font.size = 22
    item = nil
    refresh(item)
  end
  
  def refresh(item)
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 48, 32, "Own:")
    if item == nil
      return
    end
    self.contents.font.color = normal_color
    case item
    when RPG::Item
      number = $game_party.item_number(item.id)
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    self.contents.draw_text(0, 0, 128, 32, number.to_s, 2)
  end
end
#===============================================================================
#  END Window_Shop_Own
#===============================================================================


#===============================================================================
#  Window_Shop_List
#===============================================================================
class Window_Shop_List < Window_Selectable
  def initialize(shop_goods)
    super(160, 64, 480, 192)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Times New Roman"
    self.contents.font.size = 22
    self.active = false
    self.index = 0
    self.visible = false
    @shop_goods = shop_goods
    @sell = false
  end
  
  def item
    if @data != nil
      return @data[index]
    end
  end
  
  def refresh
    @sell = false
    @option_index = nil
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    for goods_item in @shop_goods
      case goods_item[0]
      when 0
        item = $data_items[goods_item[1]]
      when 1
        item = $data_weapons[goods_item[1]]
      when 2
        item = $data_armors[goods_item[1]]
      end
      if item != nil
        @data.push(item)
      end
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      self.contents.font.name = "Times New Roman"
      self.contents.font.size = 22
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  
  def refresh_sell(option_index)
    @sell = true
    @option_index = option_index
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        @data.push($data_items[i])
      end
    end
    for i in 1...$data_weapons.size
      if $game_party.weapon_number(i) > 0
        @data.push($data_weapons[i])
      end
    end
    for i in 1...$data_armors.size
      if $game_party.armor_number(i) > 0
        @data.push($data_armors[i])
      end
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      self.contents.font.name = "Times New Roman"
      self.contents.font.size = 22
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  
  def draw_item(index)
    item = @data[index]
    case item
    when RPG::Item
      number = $game_party.item_number(item.id)
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    if @option_index == nil
      if item.price <= $game_party.gold and number < 99
        self.contents.font.color = normal_color
      else
        self.contents.font.color = disabled_color
      end
    else
      self.contents.font.color = normal_color
    end
    x = 4
    y = index * 32
    if item.price == 0
      self.contents.font.color = disabled_color
    else
      self.contents.font.color = normal_color
    end
    if @sell == false
      if item.price < $game_party.gold and number < 99
        self.contents.font.color = normal_color
      else
        self.contents.font.color = disabled_color
      end
    end
    rect = Rect.new(x, y, self.width - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    if @option_index == nil
      self.contents.draw_text(x + 350, y, 88, 32, item.price.to_s, 2)
    else
      item_price = (item.price / 2).round
      self.contents.draw_text(x + 350, y, 88, 32, item_price.to_s, 2)
    end
  end
end
#===============================================================================
#  END Window_Shop_List
#===============================================================================


#===============================================================================
#  Window_Shop_Description_Item
#===============================================================================
class Window_Shop_Description_Item < Window_Base
  def initialize
    super(90, 256, 460, 192)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Times New Roman"
    self.contents.font.size = 22
    self.visible = false
    item = nil
    refresh(item)
  end
  
  def refresh(item)
    self.contents.clear
    if item == nil
      return
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(0, 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(28, 0, 120, 32, item.name)
    self.contents.draw_text(0, 32, 428, 32, item.description)
    self.contents.font.color = system_color
    self.contents.draw_text(0, 64, 120, 32, "Range:")
    self.contents.draw_text(0, 96, 140, 32, "% HP Recovered:")
    self.contents.draw_text(0, 128, 140, 32, "% SP Recovered:")
    self.contents.draw_text(230, 96, 120, 32, "HP Recovered:")
    self.contents.draw_text(230, 128, 120, 32, "SP Recovered:")
    self.contents.font.color = normal_color
    self.contents.draw_text(150, 96, 90, 32, item.recover_hp_rate.to_s)
    self.contents.draw_text(150, 128, 90, 32, item.recover_sp_rate.to_s)
    self.contents.draw_text(360, 96, 90, 32, item.recover_hp.to_s)
    self.contents.draw_text(360, 128, 90, 32, item.recover_sp.to_s)
    case item.scope
    when 0
      self.contents.draw_text(70, 64, 120, 32, "None")
    when 1
      self.contents.draw_text(70, 64, 120, 32, "One Enemy")
    when 2
      self.contents.draw_text(70, 64, 120, 32, "All Enemies")
    when 3
      self.contents.draw_text(70, 64, 120, 32, "One Ally")
    when 4
      self.contents.draw_text(70, 64, 120, 32, "All Allies")
    when 5
      self.contents.draw_text(70, 64, 120, 32, "One Dead Ally")
    when 6
      self.contents.draw_text(70, 64, 120, 32, "All Dead Allies")
    when 7
      self.contents.draw_text(70, 64, 120, 32, "User")
    end
  end
end
#===============================================================================
#  END Window_Shop_Description_Item
#===============================================================================


#===============================================================================
#  Window_Shop_Description_Equipment
#===============================================================================
class Window_Shop_Description_Equipment < Window_Base
  def initialize
    super(0, 256, 640, 224)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Times New Roman"
    self.contents.font.size = 22
    self.visible = false
    item = nil
    refresh(item)
  end
  
  def refresh(item)
    self.contents.clear
    if item == nil
      return
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(0, 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(28, 0, 120, 32, item.name)
    self.contents.draw_text(0, 32, 460, 32, item.description)
    self.contents.font.color = system_color
    if item.is_a?(RPG::Weapon)
      self.contents.draw_text(0, 64, 75, 32, "Attack:")
      self.contents.draw_text(0, 96, 120, 32, "Phys. Def:")
      self.contents.draw_text(0, 128, 120, 32, "Mag. Def:")
      self.contents.draw_text(165, 64, 120, 32, "Str:")
      self.contents.draw_text(165, 96, 120, 32, "Dex:")
      self.contents.draw_text(165, 128, 120, 32, "Agi:")
      self.contents.draw_text(165, 160, 120, 32, "Int:")
      self.contents.draw_text(290, 64, 120, 32, "Weapon Type:")
      self.contents.draw_text(470, 64, 120, 32, "Inflicts:")
    else
      self.contents.draw_text(0, 64, 120, 32, "Phys. Def:")
      self.contents.draw_text(0, 96, 120, 32, "Mag. Def:")
      self.contents.draw_text(0, 128, 120, 32, "Evade:")
      self.contents.draw_text(0, 160, 120, 32, "Auto:")
      self.contents.draw_text(165, 64, 120, 32, "Str:")
      self.contents.draw_text(165, 96, 120, 32, "Dex:")
      self.contents.draw_text(165, 128, 120, 32, "Agi:")
      self.contents.draw_text(165, 160, 120, 32, "Int:")
      self.contents.draw_text(370, 64, 120, 32, "Guards Against:")
    end
    self.contents.font.color = normal_color
    if item.is_a?(RPG::Weapon)
      self.contents.draw_text(60, 64, 75, 32, item.atk.to_s)
      self.contents.draw_text(90, 96, 75, 32, item.pdef.to_s)
      self.contents.draw_text(90, 128, 75, 32, item.mdef.to_s)
      self.contents.draw_text(195, 64, 50, 32, item.str_plus.to_s, 2)
      self.contents.draw_text(195, 96, 50, 32, item.dex_plus.to_s, 2)
      self.contents.draw_text(195, 128, 50, 32, item.agi_plus.to_s, 2)
      self.contents.draw_text(195, 160, 50, 32, item.int_plus.to_s, 2)
      self.contents.font.size = 14
      for i in 0...item.element_set.size
        x = 265 + i % 2 * 75
        y = 80 + i / 2 * 14
        self.contents.draw_text(x, y, 120, 32, $data_system.elements[item.element_set[i]])
      end
      for i in 0...item.plus_state_set.size
        x = 445 + i % 2 * 75
        y = 80 + i / 2 * 14
        self.contents.draw_text(x, y, 120, 32, $data_states[item.plus_state_set[i]].name)
      end
    else
      self.contents.draw_text(90, 64, 75, 32, item.pdef.to_s)
      self.contents.draw_text(90, 96, 75, 32, item.mdef.to_s)
      self.contents.draw_text(60, 128, 75, 32, item.eva.to_s)
      if $data_states[item.auto_state_id] != nil
        self.contents.draw_text(55, 160, 75, 32, $data_states[item.auto_state_id].name)
      end
      self.contents.draw_text(195, 64, 50, 32, item.str_plus.to_s, 2)
      self.contents.draw_text(195, 96, 50, 32, item.dex_plus.to_s, 2)
      self.contents.draw_text(195, 128, 50, 32, item.agi_plus.to_s, 2)
      self.contents.draw_text(195, 160, 50, 32, item.int_plus.to_s, 2)
      self.contents.font.size = 14
      @defense = []
      for i in 0...item.guard_element_set.size
        @defense.push($data_system.elements[item.guard_element_set[i]])
      end
      for i in 0...item.guard_state_set.size
        @defense.push($data_states[item.guard_state_set[i]].name)
      end
      for i in 0...@defense.size
        x = 265 + i % 4 * 80
        y = 80 + i / 4 * 14
        self.contents.draw_text(x + 15, y, 85, 32, @defense[i])
      end
    end
    self.contents.font.size = 22
  end
end
#===============================================================================
#  END Window_Shop_Description_Equipment
#===============================================================================


#===============================================================================
#  Window_Shop_Actors
#===============================================================================
class Window_Shop_Actors < Window_Base
  def initialize
    super(84, 32, 472, 416)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Times New Roman"
    self.contents.font.size = 22
    self.visible = false
    self.active = false
    self.z += 100
    item = nil
    refresh(item)
  end
  
  def refresh(item)
    self.contents.clear
    if item == nil
      return
    end
    for i in 0...$game_party.actors.size
      x = i%2 * 236
      y = i/2 * 192
      draw_actor_graphic($game_party.actors[i], x + 16, y + 48)
      draw_actor_name($game_party.actors[i], x + 48, y + 8)
      pdef1 = item.pdef
      mdef1 = item.mdef
      str1 = item.str_plus
      dex1 = item.dex_plus
      agi1 = item.agi_plus
      int1 = item.int_plus
      atk2 = 0
      eva2 = 0
      pdef2 = 0
      mdef2 = 0
      str2 = 0
      dex2 = 0
      agi2 = 0
      int2 = 0
      if item.is_a?(RPG::Weapon)
        if $data_weapons[$game_party.actors[i].weapon_id] != nil
          atk1 = item.atk
          atk2 = $data_weapons[$game_party.actors[i].weapon_id].atk
          pdef2 = $data_weapons[$game_party.actors[i].weapon_id].pdef
          mdef2 = $data_weapons[$game_party.actors[i].weapon_id].mdef
          str2 = $data_weapons[$game_party.actors[i].weapon_id].str_plus
          dex2 = $data_weapons[$game_party.actors[i].weapon_id].dex_plus
          agi2 = $data_weapons[$game_party.actors[i].weapon_id].agi_plus
          int2 = $data_weapons[$game_party.actors[i].weapon_id].int_plus
        end
      else
        eva1 = item.eva
        case item.kind
        when 0
        if $data_armors[$game_party.actors[i].armor1_id] != nil
          eva2 = $data_armors[$game_party.actors[i].armor1_id].eva
          pdef2 = $data_armors[$game_party.actors[i].armor1_id].pdef
          mdef2 = $data_armors[$game_party.actors[i].armor1_id].mdef
          str2 = $data_armors[$game_party.actors[i].armor1_id].str_plus
          dex2 = $data_armors[$game_party.actors[i].armor1_id].dex_plus
          agi2 = $data_armors[$game_party.actors[i].armor1_id].agi_plus
          int2 = $data_armors[$game_party.actors[i].armor1_id].int_plus
        end
        when 1
        if $data_armors[$game_party.actors[i].armor2_id] != nil
          eva2 = $data_armors[$game_party.actors[i].armor2_id].eva
          pdef2 = $data_armors[$game_party.actors[i].armor2_id].pdef
          mdef2 = $data_armors[$game_party.actors[i].armor2_id].mdef
          str2 = $data_armors[$game_party.actors[i].armor2_id].str_plus
          dex2 = $data_armors[$game_party.actors[i].armor2_id].dex_plus
          agi2 = $data_armors[$game_party.actors[i].armor2_id].agi_plus
          int2 = $data_armors[$game_party.actors[i].armor2_id].int_plus
        end
        when 2
        if $data_armors[$game_party.actors[i].armor3_id] != nil
          eva2 = $data_armors[$game_party.actors[i].armor3_id].eva
          pdef2 = $data_armors[$game_party.actors[i].armor3_id].pdef
          mdef2 = $data_armors[$game_party.actors[i].armor3_id].mdef
          str2 = $data_armors[$game_party.actors[i].armor3_id].str_plus
          dex2 = $data_armors[$game_party.actors[i].armor3_id].dex_plus
          agi2 = $data_armors[$game_party.actors[i].armor3_id].agi_plus
          int2 = $data_armors[$game_party.actors[i].armor3_id].int_plus
        end
        when 3
        if $data_armors[$game_party.actors[i].armor4_id] != nil
          eva2 = $data_armors[$game_party.actors[i].armor4_id].eva
          pdef2 = $data_armors[$game_party.actors[i].armor4_id].pdef
          mdef2 = $data_armors[$game_party.actors[i].armor4_id].mdef
          str2 = $data_armors[$game_party.actors[i].armor4_id].str_plus
          dex2 = $data_armors[$game_party.actors[i].armor4_id].dex_plus
          agi2 = $data_armors[$game_party.actors[i].armor4_id].agi_plus
          int2 = $data_armors[$game_party.actors[i].armor4_id].int_plus
        end
        end
      end
      color1 = Color.new(25, 210, 25, 255)
      color2 = Color.new(210, 25, 25, 255)
      if $game_party.actors[i].equippable?(item)
        self.contents.font.color = normal_color
        # PDEF
        if (pdef1 - pdef2) > 0
          self.contents.font.color = color1
        elsif (pdef1 - pdef2) < 0
          self.contents.font.color = color2
        else
          self.contents.font.color = normal_color
        end
        self.contents.draw_text(x + 25, y + 80, 70, 32, (pdef1 - pdef2).to_s, 2)
        # MDEF
        if (mdef1 - mdef2) > 0
          self.contents.font.color = color1
        elsif (mdef1 - mdef2) < 0
          self.contents.font.color = color2
        else
          self.contents.font.color = normal_color
        end
        self.contents.draw_text(x + 25, y + 112, 70, 32, (mdef1 - mdef2).to_s, 2)
        # STR
        if (str1 - str2) > 0
          self.contents.font.color = color1
        elsif (str1 - str2) < 0
          self.contents.font.color = color2
        else
          self.contents.font.color = normal_color
        end
        self.contents.draw_text(x + 125, y + 48, 70, 32, (str1 - str2).to_s, 2)
        # DEX
        if (dex1 - dex2) > 0
          self.contents.font.color = color1
        elsif (dex1 - dex2) < 0
          self.contents.font.color = color2
        else
          self.contents.font.color = normal_color
        end
        self.contents.draw_text(x + 125, y + 80, 70, 32, (dex1 - dex2).to_s, 2)
        # AGI
        if (agi1 - agi2) > 0
          self.contents.font.color = color1
        elsif (agi1 - agi2) < 0
          self.contents.font.color = color2
        else
          self.contents.font.color = normal_color
        end
        self.contents.draw_text(x + 125, y + 112, 70, 32, (agi1 - agi2).to_s, 2)
        # INT
        if (int1 - int2) > 0
          self.contents.font.color = color1
        elsif (int1 - int2) < 0
          self.contents.font.color = color2
        else
          self.contents.font.color = normal_color
        end
        self.contents.draw_text(x + 125, y + 144, 70, 32, (int1 - int2).to_s, 2)
        if item.is_a?(RPG::Weapon)
          self.contents.font.color = system_color
          self.contents.draw_text(x, y + 48, 80, 32, "Atk:")
          self.contents.draw_text(x, y + 80, 80, 32, "Pdef:")
          self.contents.draw_text(x, y + 112, 80, 32, "Mdef:")
          self.contents.draw_text(x + 110, y + 48, 80, 32, "Str:")
          self.contents.draw_text(x + 110, y + 80, 80, 32, "Dex:")
          self.contents.draw_text(x + 110, y + 112, 80, 32, "Agi:")
          self.contents.draw_text(x + 110, y + 144, 80, 32, "Int:")
          self.contents.font.color = normal_color
          #  ATTACK
          if (atk1 - atk2) > 0
            self.contents.font.color = color1
          elsif (atk1 - atk2) < 0
            self.contents.font.color = color2
          else
            self.contents.font.color = normal_color
          end
          self.contents.draw_text(x + 25, y + 48, 70, 32, (atk1 - atk2).to_s, 2)
          #  ELSE if armor...
        else
          self.contents.font.color = system_color
          self.contents.draw_text(x, y + 48, 80, 32, "Eva:")
          self.contents.draw_text(x, y + 80, 80, 32, "Pdef:")
          self.contents.draw_text(x, y + 112, 80, 32, "Mdef:")
          self.contents.draw_text(x + 110, y + 48, 80, 32, "Str:")
          self.contents.draw_text(x + 110, y + 80, 80, 32, "Dex:")
          self.contents.draw_text(x + 110, y + 112, 80, 32, "Agi:")
          self.contents.draw_text(x + 110, y + 144, 80, 32, "Int:")
          self.contents.font.color = normal_color
          if (eva1 - eva2) > 0
            self.contents.font.color = color1
          elsif (eva1 - eva2) < 0
            self.contents.font.color = color2
          else
            self.contents.font.color = normal_color
          end
          self.contents.draw_text(x + 25, y + 48, 70, 32, (eva1 - eva2).to_s, 2)
        end
      else
        self.contents.font.color = disabled_color
        self.contents.draw_text(x + 10, y + 80, 120, 32, "Cannot Equip")
        self.contents.font.color = normal_color
      end
    end
  end
end
#===============================================================================
#  END Window_Shop_Actors
#===============================================================================


#===============================================================================
#  Window_Shop_Amount
#===============================================================================
class Window_Shop_Amount < Window_Selectable
  
  attr_accessor :amount
  
  def initialize
    super(80, 208, 480, 96)
    @item_max = 1
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Times New Roman"
    self.contents.font.size = 22
    self.visible = false
    self.z += 100
    @amount = 1
    item = $data_items[1]
    option_index = 0
    refresh(item, option_index)
  end
  
  def refresh(item, option_index)
    self.contents.clear
    if item == nil
      return
    end
    if option_index == nil
      return
    end
    if option_index == 0
      self.contents.font.color = system_color
      self.contents.draw_text(0, 0, 200, 32, "How many?")
      self.contents.font.color = normal_color
      if $game_party.gold < (@amount * item.price)
        self.contents.font.color = disabled_color
      end
      bitmap = RPG::Cache.icon(item.icon_name)
      opacity = self.contents.font.color == normal_color ? 255 : 128
      self.contents.blt(0, 36, bitmap, Rect.new(0, 0, 24, 24), opacity)
      self.contents.draw_text(28, 32, 120, 32, item.name)
      self.contents.draw_text(335, 32, 10, 32, "x")
      self.contents.draw_text(280, 32, 30, 32, @amount.to_s, 2)
      self.cursor_rect.set(284, 32, 32, 32)
      self.contents.draw_text(370, 32, 70, 32, (@amount * item.price).to_s, 2)
    else
      self.contents.font.color = system_color
      self.contents.draw_text(0, 0, 200, 32, "How many?")
      self.contents.font.color = normal_color
      bitmap = RPG::Cache.icon(item.icon_name)
      opacity = self.contents.font.color == normal_color ? 255 : 128
      self.contents.blt(0, 36, bitmap, Rect.new(0, 0, 24, 24), opacity)
      self.contents.draw_text(28, 32, 120, 32, item.name)
      self.contents.draw_text(335, 32, 10, 32, "x")
      self.contents.draw_text(280, 32, 30, 32, @amount.to_s, 2)
      self.cursor_rect.set(284, 32, 32, 32)
      self.contents.draw_text(370, 32, 70, 32, (@amount * (item.price / 2)).to_s, 2)
    end
  end
end
#===============================================================================
#  END Window_Shop_Amount
#===============================================================================


#===============================================================================
#  Scene_Shop
#===============================================================================
class Scene_Shop
  def main
    @counter = 0
    @info_window = Window_Shop_Info.new
    @option_window = Window_Shop_Option.new
    @gold_window = Window_Shop_Gold.new
    @own_window = Window_Shop_Own.new
    @list_window = Window_Shop_List.new($game_temp.shop_goods)
    @desc_item_window = Window_Shop_Description_Item.new
    @desc_equip_window = Window_Shop_Description_Equipment.new
    @actor_window = Window_Shop_Actors.new
    @amount_window = Window_Shop_Amount.new
    
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    
    @info_window.dispose
    @option_window.dispose
    @gold_window.dispose
    @own_window.dispose
    @list_window.dispose
    @desc_item_window.dispose
    @desc_equip_window.dispose
    @actor_window.dispose
    @amount_window.dispose
  end
  
  def update
    @info_window.update
    @option_window.update
    @gold_window.update
    @own_window.update
    @list_window.update
    @desc_item_window.update
    @desc_equip_window.update
    @actor_window.update
    @amount_window.update
    
    if @option_window.active
      update_option
      return
    end
    
    if @list_window.active
      update_list
      return
    end
    
    if @actor_window.visible
      update_actors
      return
    end
    
    if @amount_window.active and @option_window.index == 0
      update_amount
      return
    end
    
    if @amount_window.active and @option_window.index == 1
      update_sell
      return
    end
  end
  
  def update_option
    @info_window.refresh(0)
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      case @option_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        @list_window.refresh
        @option_window.active = false
        @list_window.visible = true
        @list_window.active = true
        @list_window.index = 0
      when 1
        $game_system.se_play($data_system.decision_se)
        @list_window.refresh_sell(@option_window.index)
        @option_window.active = false
        @list_window.visible = true
        @list_window.active = true
        @list_window.index = 0
      when 2
        $game_system.se_play($data_system.cancel_se)
        $scene = Scene_Map.new
        return
      end
    end
  end
  
  def update_list
    @info_window.refresh(1)
    @item = @list_window.item
    if @counter != 1
      if @item.is_a?(RPG::Item)
        @desc_item_window.refresh(@item)
        @counter = 1
      else
        @desc_equip_window.refresh(@item)
        @counter = 1
      end
    end
    @own_window.refresh(@list_window.item)
    if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN) or Input.repeat?(Input::UP) or Input.repeat?(Input::DOWN)
      @counter = 0
    end
    if @item.is_a?(RPG::Item)
      if @counter != 1
        @desc_item_window.refresh(@item)
        @counter = 1
      end
      @desc_item_window.visible = true
      @desc_equip_window.visible = false
    else
      if @counter != 1
        @desc_equip_window.refresh(@item)
        @counter = 1
      end
      @desc_item_window.visible = false
      @desc_equip_window.visible = true
    end
    if Input.trigger?(Input::B)
      @counter = 0
      $game_system.se_play($data_system.cancel_se)
      @desc_item_window.visible = false
      @desc_equip_window.visible = false
      @desc_item_window.refresh(nil)
      @desc_equip_window.refresh(nil)
      @option_window.active = true
      @list_window.visible = false
      @list_window.active = false
      @own_window.refresh(nil)
      return
    end
    if Input.trigger?(Input::A)
      unless @item.is_a?(RPG::Item)
        $game_system.se_play($data_system.decision_se)
        @actor_window.refresh(@item)
        @actor_window.visible = true
        @list_window.active = false
        return
      else
        $game_system.se_play($data_system.buzzer_se)
      end
    end
    if Input.trigger?(Input::C)
      if @item == nil or @item.id == 0 or @item.price == 0
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      if @option_window.index == 0
        case @item
        when RPG::Item
          if $game_party.item_number(@item.id) >= 99
            $game_system.se_play($data_system.buzzer_se)
            return
          end
        when RPG::Weapon
         if $game_party.weapon_number(@item.id) >= 99
            $game_system.se_play($data_system.buzzer_se)
            return
          end
        when RPG::Armor
          if $game_party.armor_number(@item.id) >= 99
            $game_system.se_play($data_system.buzzer_se)
            return
          end
        end
      end
      $game_system.se_play($data_system.decision_se)
      @amount_window.visible = true
      @amount_window.active = true
      @list_window.active = false
      return
    end
  end
  
  def update_actors
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @actor_window.visible = false
      @list_window.active = true
    end
  end
  
  def update_amount
    @amount_window.refresh(@item, @option_window.index)
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @amount_window.amount = 1
      @amount_window.visible = false
      @amount_window.active = false
      @list_window.active = true
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.gold >= (@amount_window.amount * @item.price)
        $game_system.se_play($data_system.decision_se)
        $game_party.lose_gold(@amount_window.amount * @item.price)
        case @item
        when RPG::Item
          $game_party.gain_item(@item.id, @amount_window.amount)
        when RPG::Weapon
          $game_party.gain_weapon(@item.id, @amount_window.amount)
        when RPG::Armor
          $game_party.gain_armor(@item.id, @amount_window.amount)
        end
        @gold_window.refresh
        @amount_window.amount = 1
        @amount_window.visible = false
        @amount_window.active = false
        @list_window.active = true
        @list_window.refresh
        return
      else
        $game_system.se_play($data_system.buzzer_se)
      end
    end
    if Input.trigger?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @amount_window.amount -= 1
      if @amount_window.amount == 0
        @amount_window.amount = 1
      end
      return
    end
    if Input.trigger?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      @amount_window.amount += 1
      case @item
      when RPG::Item
        if ($game_party.item_number(@item.id) + @amount_window.amount) > 99
          @amount_window.amount = (99 - $game_party.item_number(@item.id))
        end
      when RPG::Weapon
        if ($game_party.weapon_number(@item.id) + @amount_window.amount) > 99
          @amount_window.amount = (99 - $game_party.weapon_number(@item.id))
        end
      when RPG::Armor
        if ($game_party.armor_number(@item.id) + @amount_window.amount) > 99
          @amount_window.amount = (99 - $game_party.armor_number(@item.id))
        end
      end
      return
    end
    if Input.trigger?(Input::UP)
      $game_system.se_play($data_system.cursor_se)
      @amount_window.amount += 10
      case @item
      when RPG::Item
        if ($game_party.item_number(@item.id) + @amount_window.amount) > 99
          @amount_window.amount = (99 - $game_party.item_number(@item.id))
        end
      when RPG::Weapon
        if ($game_party.weapon_number(@item.id) + @amount_window.amount) > 99
          @amount_window.amount = (99 - $game_party.weapon_number(@item.id))
        end
      when RPG::Armor
        if ($game_party.armor_number(@item.id) + @amount_window.amount) > 99
          @amount_window.amount = (99 - $game_party.armor_number(@item.id))
        end
      end
      return
    end
    if Input.trigger?(Input::DOWN)
      $game_system.se_play($data_system.cursor_se)
      @amount_window.amount -= 10
      if @amount_window.amount < 1
        @amount_window.amount = 1
      end
      return
    end
  end
  
  def update_sell
    @amount_window.refresh(@item, @option_window.index)
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @amount_window.amount = 1
      @amount_window.visible = false
      @amount_window.active = false
      @list_window.active = true
      return
    end
    if Input.trigger?(Input::C)
      if @item.price == 0
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      case @item
      when RPG::Item
        $game_party.gain_gold(@amount_window.amount * (@item.price / 2))
        $game_party.lose_item(@item.id, @amount_window.amount)
      when RPG::Weapon
        $game_party.gain_gold(@amount_window.amount * (@item.price / 2))
        $game_party.lose_weapon(@item.id, @amount_window.amount)
      when RPG::Armor
        $game_party.gain_gold(@amount_window.amount * (@item.price / 2))
        $game_party.lose_armor(@item.id, @amount_window.amount)
      end
      @gold_window.refresh
      @amount_window.amount = 1
      @amount_window.visible = false
      @amount_window.active = false
      @list_window.active = true
      @list_window.refresh_sell(@option_window.index)
      @desc_equip_window.refresh(nil)
      @desc_item_window.refresh(nil)
    end
    if Input.trigger?(Input::LEFT)
      $game_system.se_play($data_system.cursor_se)
      @amount_window.amount -= 1
      if @amount_window.amount < 1
        @amount_window.amount = 1
      end
    end
    if Input.trigger?(Input::RIGHT)
      $game_system.se_play($data_system.cursor_se)
      case @item
      when RPG::Item
        @amount_window.amount += 1
        if @amount_window.amount > $game_party.item_number(@item.id)
          @amount_window.amount = $game_party.item_number(@item.id)
        end
      when RPG::Weapon
        @amount_window.amount += 1
        if @amount_window.amount > $game_party.weapon_number(@item.id)
          @amount_window.amount = $game_party.weapon_number(@item.id)
        end
      when RPG::Armor
        @amount_window.amount += 1
        if @amount_window.amount > $game_party.armor_number(@item.id)
          @amount_window.amount = $game_party.armor_number(@item.id)
        end
      end
    end
    if Input.trigger?(Input::UP)
      $game_system.se_play($data_system.cursor_se)
      case @item
      when RPG::Item
        @amount_window.amount += 10
        if @amount_window.amount > $game_party.item_number(@item.id)
          @amount_window.amount = $game_party.item_number(@item.id)
        end
      when RPG::Weapon
        @amount_window.amount += 10
        if @amount_window.amount > $game_party.weapon_number(@item.id)
          @amount_window.amount = $game_party.weapon_number(@item.id)
        end
      when RPG::Armor
        @amount_window.amount += 10
        if @amount_window.amount > $game_party.armor_number(@item.id)
          @amount_window.amount = $game_party.armor_number(@item.id)
        end
      end
    end
    if Input.trigger?(Input::DOWN)
      $game_system.se_play($data_system.cursor_se)
      @amount_window.amount -= 10
      if @amount_window.amount < 1
        @amount_window.amount = 1
      end
    end
  end
  
end

Need Help With Small Script Bug

author=GreatRedSpirit
Thanks to: GreatRedSpirit for giving me a fix for a script that would sometimes divide by zero to always divide by zero! Glad it's working now at least :)

lol hey you got me on the right path dude

Need Help With Small Script Bug

author=GreatRedSpirit
If it's a divide by zero error then you can add a check to see if size is zero like so:
if size > 0
  chance = number * 100 / 0
else
  chance = 0
end

Or just set a minimum value for the size to be when assigning it:
size = [@deck.size, 1].max

The .max will always pick the bigger of the two numbers so size can never be smaller than 1.

I tried copy pasting it and it didn't work then tweaked like so:
if size > 0
      chance = number * 100 / size
      else
      chance = 0
      end

Works like a charm, you single handedly saved my favorite minigame amigo, you are so getting a thanks in the credits :P

Need Help With Small Script Bug

My game: http://rpgmaker.net/games/4506/
I have a blackjack minigame I'm using that functions very well except for an error I'm getting on line 417, this part of code dictates the "dealer's actions however if size=0 it still attempts to divide 100 by size which of course you cannot do, however I know <0 about coding and could seriously use some help.

# Create Values
values = ('2'..amount.to_s).to_a << 'A'
# Get Number of Cards then won't make the dealer bust
number = @deck.number(*values)
# Get Size of Deck
size = @deck.size
# Get Chance of Not Busting
HERE->chance = number * 100 / size
# If chance is less than the riskiness or If value is less than minimum
if (100 - chance <= $game_system.dealer_risk ||
@dealer_hand.total <= $game_system.dealer_min)
# Hit Again
cpu_draw
# Return

Promoting my game, All original art!

Shamelessly promoting a game I'm working on entitled "Dark Arts" Link: http://rpgmaker.net/games/4506/ I'm doing all the artwork for the game (Tile sets, Battle anims, etc) with the exception of the chars which will be edits. Please give it a looksee if you like original RPG art. Here's a couple screenies to peek your interest...


New Artist saying 'ello

author=Elements
'ello

Word O_O

New Artist saying 'ello

author=Fugue
i like new artists i'm new too let's be friend.

i <3 <3 <3 everything about fruit of despair but i guess i'd better tell u that on ur game page.

Glad you like the work so far, all the art will be original by yours truely. Though I will probably use battle anims made by someone else :P

New Artist saying 'ello

author=MrChearlie
Welcome, tha't poster looks kick awesome O:

Hope you like the community ;)

Thankies, and yeah I'm totally digging it here

New Artist saying 'ello

author=dezz123
Damn man, that's some fine art!
That game looks incredibly unique; I might have to keep an eye out for your works.

But anyway; welcome to RMN. Glad to have you aboard!

Gracias, I love doing tile sets and game art in general. I really want to use the experience to try and add some game work to my portfolio

author=Clareain_Christopher
Welcome to RMN. I'll check out your DA once I get the chance.

Sounds good dude, I'm totally digging it here ;P
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