#==============================================================================
# ** Window_EquipLeft
#------------------------------------------------------------------------------
# This window displays actor parameter changes on the equipment screen.
#==============================================================================
class Window_EquipLeft < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 64, 272, 416)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
self.z = 150
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_level(@actor, 4, 32)
draw_actor_parameter(@actor, 4, 64, 0)
draw_actor_parameter(@actor, 4, 96, 1)
draw_actor_parameter(@actor, 4, 128, 2)
draw_actor_parameter(@actor, 4, 160, 3)
draw_actor_parameter(@actor, 4, 192, 4)
draw_actor_parameter(@actor, 4, 224, 5)
draw_actor_parameter(@actor, 4, 256, 6)
if @new_atk != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 64, 40, 32, "->", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
end
if @new_pdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 96, 40, 32, "->", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
end
if @new_mdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 128, 40, 32, "->", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
end
if @new_str != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 160, 40, 32, "->", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 160, 36, 32, @new_str.to_s, 2)
end
if @new_dex != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 192, 40, 32, "->", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 192, 36, 32, @new_dex.to_s, 2)
end
if @new_agi != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 224, 40, 32, "->", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 224, 36, 32, @new_agi.to_s, 2)
end
if @new_int != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 256, 40, 32, "->", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 256, 36, 32, @new_int.to_s, 2)
end
end
#--------------------------------------------------------------------------
# * Set parameters after changing equipment
# new_atk : attack power after changing equipment
# new_pdef : physical defense after changing equipment
# new_mdef : magic defense after changing equipment
#--------------------------------------------------------------------------
def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int)
if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or
@new_str != new_str or @new_dex != new_dex or @new_agi != new_agi or @new_int != new_int
@new_atk = new_atk
@new_pdef = new_pdef
@new_mdef = new_mdef
@new_str = new_str
@new_dex = new_dex
@new_agi = new_agi
@new_int = new_int
refresh
end
end
end
class Scene_Equip
def refresh
# Set item window to visible
@item_window1.visible = (@right_window.index == 0)
@item_window2.visible = (@right_window.index == 1)
@item_window3.visible = (@right_window.index == 2)
@item_window4.visible = (@right_window.index == 3)
@item_window5.visible = (@right_window.index == 4)
# Get currently equipped item
item1 = @right_window.item
# Set current item window to @item_window
case @right_window.index
when 0
@item_window = @item_window1
when 1
@item_window = @item_window2
when 2
@item_window = @item_window3
when 3
@item_window = @item_window4
when 4
@item_window = @item_window5
end
# If right window is active
if @right_window.active
# Erase parameters for after equipment change
@left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil)
end
# If item window is active
if @item_window.active
# Get currently selected item
item2 = @item_window.item
# Change equipment
last_hp = @actor.hp
last_sp = @actor.sp
@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
# Get parameters for after equipment change
new_atk = @actor.atk
new_pdef = @actor.pdef
new_mdef = @actor.mdef
new_str = @actor.str
new_dex = @actor.dex
new_agi = @actor.agi
new_int = @actor.int
# Return equipment
@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
@actor.hp = last_hp
@actor.sp = last_sp
# Draw in left window
@left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi, new_int)
end
end
end
#==============================================================================
# ** Window_EquipItem
#------------------------------------------------------------------------------
# This window displays choices when opting to change equipment on the
# equipment screen.
#==============================================================================
class Window_EquipItem < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
# equip_type : equip region (0-3)
#--------------------------------------------------------------------------
def initialize(actor, equip_type)
super(272, 256, 368, 224)
@actor = actor
@equip_type = equip_type
@column_max = 1
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Item Acquisition
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# Add equippable weapons
if @equip_type == 0
weapon_set = $data_classes[@actor.class_id].weapon_set
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
@data.push($data_weapons[i])
end
end
end
# Add equippable armor
if @equip_type != 0
armor_set = $data_classes[@actor.class_id].armor_set
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 and armor_set.include?(i)
if $data_armors[i].kind == @equip_type-1
@data.push($data_armors[i])
end
end
end
end
# Add blank page
@data.push(nil)
# Make a bit map and draw all items
@item_max = @data.size
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max-1
draw_item(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
x = 4
y = index * 32
case item
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
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