#==============================================================================
# ** Window_Item
#------------------------------------------------------------------------------
# Â This window displays items in possession on the item and battle screens.
#==============================================================================
Â
class Window_Artifact < Window_Selectable  ##
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
  super(0, 64, 640, 352)
  @column_max = 2
  refresh
  self.index = 0
  # If in battle, move window to center of screen
  # and make it semi-transparent
  if $game_temp.in_battle
   self.y = 64
   self.height = 256
   self.back_opacity = 160
  end
 end
 #--------------------------------------------------------------------------
 # * Get Item
 #--------------------------------------------------------------------------
 def item
  return @data[self.index]
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
  if self.contents != nil
   self.contents.dispose
   self.contents = nil
  end
  @data = []
  # Add item
  for i in 1...$data_items.size
   if $game_party.item_number(i) > 0
    if $data_items[i].price == 99999  ##
     @data.push($data_items[i])
    end                 ##
   end
  end
  # Also add weapons and items if outside of battle
## Â Â unless $game_temp.in_battle
## Â Â Â for i in 1...$data_weapons.size
## Â Â Â Â if $game_party.weapon_number(i) > 0
## Â Â Â Â Â @data.push($data_weapons[i])
## Â Â Â Â end
## Â Â Â end
## Â Â Â for i in 1...$data_armors.size
## Â Â Â Â if $game_party.armor_number(i) > 0
## Â Â Â Â Â @data.push($data_armors[i])
## Â Â Â Â end
## Â Â Â end
## Â Â end
  # If item count is not 0, make a bit map and draw all items
  @item_max = @data.size
  if @item_max > 0
   self.contents = Bitmap.new(width - 32, row_max * 32)
   for i in 0...@item_max
    draw_item(i)
   end
  end
 end
 #--------------------------------------------------------------------------
 # * Draw Item
 #   index : item number
 #--------------------------------------------------------------------------
 def draw_item(index)
  item = @data[index]
  case item
  when RPG::Item
   number = $game_party.item_number(item.id)
## Â Â when RPG::Weapon
## Â Â Â number = $game_party.weapon_number(item.id)
## Â Â when RPG::Armor
## Â Â Â number = $game_party.armor_number(item.id)
  end
  if item.is_a?(RPG::Item) and
    $game_party.item_can_use?(item.id)
   self.contents.font.color = normal_color
  else
   self.contents.font.color = disabled_color
  end
  x = 4 + index % 2 * (288 + 32)
  y = index / 2 * 32
  rect = Rect.new(x, y, self.width / @column_max - 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)
  self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
  self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
 end
 #--------------------------------------------------------------------------
 # * Help Text Update
 #--------------------------------------------------------------------------
 def update_help
  @help_window.set_text(self.item == nil ? "" : self.item.description)
 end
end
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