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Pokémon Mart

Resource Pokémon Mart 1.0

ThatOneGameBoy

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Joined
Mar 12, 2022
Posts
4
I know this was an old post, but if you still need it, and for anyone else looking, this should work in V20. I'm using it in my game. You can delete the top portion, where the stocks are, if you want to define them yourself in the event. I prefer to put them all in one place and imo, it's faster to type here than set up an event. To call it with the predefined lists, just use pbBlackmarket(Pseudo), pbBlackmarket(Starter), or pbBlackmarket(Legendary). You can still call pbBlackmarket([[:PIKACHU,12000,10]]) if you'd like. Feel free to change Blackmarket to whatever you want, just make sure you change all instances. I'm in no way a ruby programmer, but it works in my game, and I've tested in a clean copy of V20.

Bringing back this old post for an update for V21.1.

drdoom76's script still works but some parts of the code needs to be adjusted to make it functional. Replace all instances of $Trainer with $player. And the line that says @sprites["background"].setBitmap("Graphics/Pictures/martScreen") replace with @sprites["background"].setBitmap("Graphics/UI/Mart/bg"). This should make the script work with V21.1 with the only issue I ran into and am not sure how to fix is that the Pokemon icons uses the shiny variation instead of the standard ones.

Here's the whole thing if you don't want to manually replace the individual parts of the code itself. Just remember that the icons in the shop menu will show the shiny variation of the Pokemon for some reason.

Ruby:
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# Predefined stock lists
# Predefined stock lists
Pseudo = [
  [:DRATINI, 20000, 10],
  [:LARVITAR, 20000, 12],
  [:BAGON, 20000, 10],
  [:EEVEE, 20000, 12],
  [:BELDUM, 20000, 10],
  [:GIBLE, 20000, 12],
  [:DEINO, 20000, 10],
  [:GOOMY, 20000, 12],
  [:JANGMOO, 20000, 10],
  [:DREEPY, 20000, 12],
  [:FRIGIBAX, 20000, 12],
  # Add more items as needed
]

Starter = [
  [:CHARMANDER, 5000, 8],
  [:SQUIRTLE, 5000, 8],
  # Add more items as needed
]
Legendary= [
  [:MEWTWO, 50000, 50],
  [:MEW, 50000, 50],
  [:ARCEUS, 50000, 50],
  # Add more items as needed
]

def pbBlackmarket(stock, speech = nil)
  for i in 0...stock.length
    species_id = stock[i][0]
    species_data = GameData::Species.get(species_id)
    if !species_data || species_id == 0
      stock[i] = nil
    end
  end
 
  stock.compact!
  commands = []
  cmdBuy = -1
  cmdSell = -1
  cmdQuit = -1
  commands[cmdBuy = commands.length] = _INTL("Buy")
  commands[cmdQuit = commands.length] = _INTL("Quit")
  cmd = pbMessage(
   speech ? speech : _INTL("Welcome! How may I serve you?"), commands, cmdQuit + 1)
loop do
  if cmdBuy >= 0 && cmd == cmdBuy
    scene = Blackmarket_Scene.new
    screen = BlackmarketScreen.new(scene, stock)
    screen.pbBuyScreen
  else
    pbMessage(_INTL("Please come again!"))
    break
  end
  cmd = pbMessage(_INTL("Is there anything else I can help you with?"), commands, cmdQuit + 1)
end

  $game_temp.clear_mart_prices
end

class BlackmarketAdapter
  def initialize(stock)
    @stock = stock
  end

  def getMoney
    return $player.money
  end

  def getMoneyString
    return pbGetGoldString
  end

  def setMoney(value)
    $player.money = value
  end

  def getInventory
    return $player.party
  end

def getDisplayName(item)
  species_data = GameData::Species.get(item)
  return nil unless species_data
 
  species_name = species_data.name
  level = @stock.find { |i| i[0] == item }&.fetch(2, 0)
 
  if level
    return "#{species_name} (Lv. #{level})"
  else
    return species_name
  end
end

  def getName(item)
    return GameData::Species.getName(item)
  end

def getDescription(item)
    if item.nil?
    return _INTL("Quit Shopping")
  else
    species_data = GameData::Species.get(item)
    return nil unless species_data
    description = species_data.pokedex_entry
  end
end


  def getItemIcon(item)
    return nil if !item
    file = pbCheckPokemonIconFiles([item,nil,nil,nil,nil],nil)
    return AnimatedBitmap.new(file).deanimate
  end

  def getItemIconRect(_item)
    return Rect.new(0,0,64,64)
  end

  def getQuantity(item)
    return nil
  end

  def showQuantity?(item)
    return false
  end

  def getPrice(item,selling=false)
    for i in @stock
      return i[1] if i[0] == item
    end
    return 10000
  end

  def getDisplayPrice(item,selling=false)
    price = getPrice(item,selling).to_s_formatted
    return _INTL("$ {1}",price)
  end

  def canSell?(item)
    return false
  end

  def addItem(item)
    level = 5
    for i in @stock
      level = i[2] if i[0] == item && i[2]
    end
    return pbAddPokemon(item,level)
  end

  def removeItem(item)
    return nil
  end
end

class BlackmarketScreen < PokemonMartScreen
  def initialize(scene,stock)
    @scene=scene
    @stock=[]
    @adapter=BlackmarketAdapter.new(stock)
    for i in stock
      @stock.push(i.first)
    end
  end
def pbBuyScreen
  @scene.pbStartBuyScene(@stock, @adapter)
  item = 0
  loop do
    item = @scene.pbChooseBuyItem
    quantity = 1
    break if item == 0
    itemname = @adapter.getDisplayName(item)
    price = @adapter.getPrice(item)
    if @adapter.getMoney < price
      pbDisplayPaused(_INTL("You don't have enough money."))
      next
    end
    if !pbConfirm(_INTL("Certainly. You want {1}. That will be ${2}. OK?",
        itemname, price.to_s_formatted))
      next
    end
    unless pbBoxesFull?
      @adapter.setMoney(@adapter.getMoney - price)
      pbDisplayPaused(_INTL("Here you are! Thank you!")) { pbSEPlay("Mart buy item") }
      @adapter.addItem(item)
    else
      pbDisplayPaused(_INTL("You have no more room in the Storage."))
    end
  end
  @scene.pbEndBuyScene
end
end

class Blackmarket_Scene < PokemonMart_Scene
  def pbRefresh
    if @subscene
      @subscene.pbRefresh
    else
      itemwindow = @sprites["itemwindow"]
      @sprites["icon"].species = itemwindow.item
      
      item_description = @adapter.getDescription(itemwindow.item)
      description_text = (item_description.nil? || itemwindow.item == 0) ? _INTL("Quit shopping.") : "<fs=24>#{item_description}</fs>"
      
      @sprites["itemtextwindow"].text = description_text
      itemwindow.refresh
    end
    @sprites["moneywindow"].text = _INTL("Money:\r\n<r>{1}", @adapter.getMoneyString)
  end


  def pbStartBuyOrSellScene(buying,stock,adapter)
    # Scroll right before showing screen
    pbScrollMap(6,5,5)
    @viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
    @viewport.z=99999
    @stock=stock
    @adapter=adapter
    @sprites={}
    @sprites["background"]=IconSprite.new(0,0,@viewport)
    @sprites["background"].setBitmap("Graphics/UI/Mart/bg")
    @sprites["icon"]=PokemonSpeciesIconSprite.new(0,@viewport)
    @sprites["icon"].x = 4
    @sprites["icon"].y = Graphics.height-90
    winAdapter=buying ? BuyAdapter.new(adapter) : SellAdapter.new(adapter)
    @sprites["itemwindow"]=Window_PokemonMart.new(stock,winAdapter,
       Graphics.width-316-16,12,330+16,Graphics.height-126)
    @sprites["itemwindow"].viewport=@viewport
    @sprites["itemwindow"].index=0
    @sprites["itemwindow"].refresh
    @sprites["itemtextwindow"]=Window_AdvancedTextPokemon.new("")
    pbPrepareWindow(@sprites["itemtextwindow"])
    @sprites["itemtextwindow"].x=64
    @sprites["itemtextwindow"].y=Graphics.height-96-16
    @sprites["itemtextwindow"].width=Graphics.width-64
    @sprites["itemtextwindow"].height=128
    @sprites["itemtextwindow"].baseColor=Color.new(248,248,248)
    @sprites["itemtextwindow"].shadowColor=Color.new(0,0,0)
    @sprites["itemtextwindow"].visible=true
    @sprites["itemtextwindow"].viewport=@viewport
    @sprites["itemtextwindow"].windowskin=nil
    @sprites["helpwindow"]=Window_AdvancedTextPokemon.new("")
    pbPrepareWindow(@sprites["helpwindow"])
    @sprites["helpwindow"].visible=false
    @sprites["helpwindow"].viewport=@viewport
    pbBottomLeftLines(@sprites["helpwindow"],1)
    @sprites["moneywindow"]=Window_AdvancedTextPokemon.new("")
    pbPrepareWindow(@sprites["moneywindow"])
    @sprites["moneywindow"].setSkin("Graphics/Windowskins/goldskin")
    @sprites["moneywindow"].visible=true
    @sprites["moneywindow"].viewport=@viewport
    @sprites["moneywindow"].x=0
    @sprites["moneywindow"].y=0
    @sprites["moneywindow"].width=190
    @sprites["moneywindow"].height=96
    @sprites["moneywindow"].baseColor=Color.new(88,88,80)
    @sprites["moneywindow"].shadowColor=Color.new(168,184,184)
    pbDeactivateWindows(@sprites)
    @buying=buying
    pbRefresh
    Graphics.frame_reset
  end
  def pbChooseBuyItem
    itemwindow=@sprites["itemwindow"]
    @sprites["helpwindow"].visible=false
    pbActivateWindow(@sprites,"itemwindow") {
      pbRefresh
      loop do
        Graphics.update
        Input.update
        olditem=itemwindow.item
        self.update
        if itemwindow.item!=olditem
          @sprites["icon"].species=itemwindow.item
          @sprites["itemtextwindow"].text=(itemwindow.item==0) ? _INTL("Quit shopping.") :
          "<fs=24>#{@adapter.getDescription(itemwindow.item)}</fs>"
        end
        if Input.trigger?(Input::B)
          pbPlayCloseMenuSE
          return 0
        elsif Input.trigger?(Input::C)
          if itemwindow.index<@stock.length
            pbRefresh
            return @stock[itemwindow.index]
          else
            return 0
          end
        end
      end
    }
  end
end
 
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