Methods
Shop:drawBonuses(party_member: any, old_item: any, bonuses: any, stat: any, x: any, y: any)
Arguments:
party_member: any | |
old_item: any | |
bonuses: any | |
stat: any | |
x: any | |
y: any |
Shop:registerTalkAfter(talk: any, index: any, flag: any, value: any, color: any)
Arguments:
talk: any | |
index: any | |
flag: any | |
value: any | |
color: any |
Shop:replaceItem(index: any, item: any, options: any)
Arguments:
index: any | |
item: any | |
options: any |
Returns:
1: boolean |
Fields
Undocumented
Shop.arrow_sprite: love.Image|nil
Drawable image type.
Shop.background_sprite: Sprite
A simple object that renders a texture.
This texture must be placed inside assets/sprites/
.
Shop.buy_confirmation_text: string
Shown when you're about to buy something.
Shop.buy_no_space_text: string
Shown when you don't have enough space to buy something.
Shop.buy_refuse_text: string
Shown when you refuse to buy something
Shop.buy_storage_text: string
Shown when you buy something and it goes in your storage
Shop.buy_text: string
Shown when you buy something
Shop.buy_too_expensive_text: string
Shown when you don't have enough money to buy something
Shop.current_selecting_choice: integer
self.current_selecting will be in use... so let's just add another????????
Shop.encounter_text: string
Shown when you first enter a shop
Shop.heart_sprite: love.Image|nil
Drawable image type.
Shop.item_current_selecting: integer
Oh my god
Shop.large_box: UIBox
Construct the UI
Shop.leaving_text: string
Shown when you leave a shop
Shop.main_current_selecting: integer
This'll be a separate variable because it keeps track of what you selected between main menu options. This can normally be done with hardcoded position sets, like in other places, but in the Spamton shop in Deltarune, SELL is replaced with BUYMORE!!!, and when you exit out of that menu, it places you on the correct menu option.
Shop.plain_font: love.Font|nil
Defines the shape of characters that can be drawn onto the screen.
Shop.sell_confirmation_text: string
Shown when you're about to sell something.
Shop.sell_current_selecting: integer
Same here too...
Shop.sell_no_price_text: string
Shown when something doesn't have a sell price
Shop.sell_no_storage_text: string
Shown when you have nothing in a storage
Shop.sell_nothing_text: string
Shown when you try to sell an empty spot
Shop.sell_options: table
SELLMENU
Shop.sell_refuse_text: string
Shown when you refuse to sell something
Shop.sell_text: string
Shown when you sell something
Shop.shop_text: string
Shown when you return to the main menu of the shop
Shop.state: string
STATES: MAINMENU, BUYMENU, SELLMENU, SELLING, TALKMENU, LEAVE, LEAVING, DIALOGUE
Shop.talk_text: string
Shown when you enter the talk menu.