#==============================================================================
# ** Window_EquipRight
#------------------------------------------------------------------------------
# This window displays items the actor is currently equipped with on the
# equipment screen.
#==============================================================================
module Actor_One
Weapon = "Weapon1"
Armor1 = "Shield1"
Armor2 = "Helmet1"
Armor3 = "Body Armor1"
Armor4 = "Accessory1"
end
module Actor_Two
Weapon = "Weapon2"
Armor1 = "Shield2"
Armor2 = "Helmet2"
Armor3 = "Body Armor2"
Armor4 = "Accessory2"
end
module Actor_Three
Weapon = "Weapon3"
Armor1 = "Shield3"
Armor2 = "Helmet3"
Armor3 = "Body Armor3"
Armor4 = "Accessory3"
end
module Actor_Four
Weapon = "Weapon4"
Armor1 = "Shield4"
Armor2 = "Helmet4"
Armor3 = "Body Armor4"
Armor4 = "Accessory4"
end
class Window_EquipRight < Window_Selectable
alias gando_init initialize
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor, actor_index)
super(272, 64, 368, 192)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
@actor_index = actor_index
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@data = []
@data.push($data_weapons[@actor.weapon_id])
@data.push($data_armors[@actor.armor1_id])
@data.push($data_armors[@actor.armor2_id])
@data.push($data_armors[@actor.armor3_id])
@data.push($data_armors[@actor.armor4_id])
@item_max = @data.size
self.contents.font.color = system_color
case @actor_index
when 0
self.contents.draw_text(4, 32 * 0, 92, 32, Actor_One::Weapon)
self.contents.draw_text(4, 32 * 1, 92, 32, Actor_One::Armor1)
self.contents.draw_text(4, 32 * 2, 92, 32, Actor_One::Armor2)
self.contents.draw_text(4, 32 * 3, 92, 32, Actor_One::Armor3)
self.contents.draw_text(5, 32 * 4, 92, 32, Actor_One::Armor4)
when 1
self.contents.draw_text(4, 32 * 0, 92, 32, Actor_Two::Weapon)
self.contents.draw_text(4, 32 * 1, 92, 32, Actor_Two::Armor1)
self.contents.draw_text(4, 32 * 2, 92, 32, Actor_Two::Armor2)
self.contents.draw_text(4, 32 * 3, 92, 32, Actor_Two::Armor3)
self.contents.draw_text(5, 32 * 4, 92, 32, Actor_Two::Armor4)
when 2
self.contents.draw_text(4, 32 * 0, 92, 32, Actor_Three::Weapon)
self.contents.draw_text(4, 32 * 1, 92, 32, Actor_Three::Armor1)
self.contents.draw_text(4, 32 * 2, 92, 32, Actor_Three::Armor2)
self.contents.draw_text(4, 32 * 3, 92, 32, Actor_Three::Armor3)
self.contents.draw_text(5, 32 * 4, 92, 32, Actor_Three::Armor4)
when 3
self.contents.draw_text(4, 32 * 0, 92, 32, Actor_Four::Weapon)
self.contents.draw_text(4, 32 * 1, 92, 32, Actor_Four::Armor1)
self.contents.draw_text(4, 32 * 2, 92, 32, Actor_Four::Armor2)
self.contents.draw_text(4, 32 * 3, 92, 32, Actor_Four::Armor3)
self.contents.draw_text(5, 32 * 4, 92, 32, Actor_Four::Armor4)
end
draw_item_name(@data[0], 92, 32 * 0)
draw_item_name(@data[1], 92, 32 * 1)
draw_item_name(@data[2], 92, 32 * 2)
draw_item_name(@data[3], 92, 32 * 3)
draw_item_name(@data[4], 92, 32 * 4)
end
end