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Column Max

bukai

Member

i guess Window_Selectable?
well, it should only be for the equip window.
the item window should work as normal.
and i have no idea of what i have to change..
 

bukai

Member

i looked through it all.. rly.

Code:
#==============================================================================
# ** Window_Equip
#------------------------------------------------------------------------------
#  This window displays items the actor is currently equipped with on the
# equipment screen.
#==============================================================================

class Window_Equip < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     x     : window X coordinate
  #     y     : window Y corrdinate
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(x, y, actor)
    super(x - 72, y - 56, 432, WLH * 5 + 32)
    @actor = actor
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Get Item
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @data = []
    for item in @actor.equips do @data.push(item) end
    @item_max = @data.size
    self.contents.font.color = system_color
    if @actor.two_swords_style
      self.contents.draw_text(4, WLH * 0, 92, WLH, Vocab::weapon1)
      self.contents.draw_text(4, WLH * 1, 92, WLH, Vocab::weapon2)
    else
      self.contents.draw_text(4, WLH * 0, 92, WLH, Vocab::weapon)
      self.contents.draw_text(4, WLH * 1, 92, WLH, Vocab::armor1)
    end
    self.contents.draw_text(4, WLH * 2, 92, WLH, Vocab::armor2)
    self.contents.draw_text(4, WLH * 3, 92, WLH, Vocab::armor3)
    self.contents.draw_text(4, WLH * 4, 92, WLH, Vocab::armor4)
    draw_item_name(@data[0], 92, WLH * 0)
    draw_item_name(@data[1], 92, WLH * 1)
    draw_item_name(@data[2], 92, WLH * 2)
    draw_item_name(@data[3], 92, WLH * 3)
    draw_item_name(@data[4], 92, WLH * 4)
  end
end
 

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