Hi, I am wondering... how do I change Window_Item to only use one column instead of two?
I tried simply changing @column_max to 1 instead of 2 but no luck. ':|
I tried simply changing @column_max to 1 instead of 2 but no luck. ':|
Code:
#==============================================================================
# ** Window_Item
#------------------------------------------------------------------------------
# This window displays items in possession on the item and battle screens.
#==============================================================================
class Window_ItemA < Window_Selectable3
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(101-27, 31-16, 152, 416)
@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 $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
# Also add weapons and items if outside of battle
unless $game_temp.in_battle
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
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)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
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 + 12)
y = index / 2 * 12
rect = Rect.new(x, y, self.width / @column_max - 12, 12)
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, 12, 12), opacity)
self.contents.font.size = 12
self.contents.draw_text(x + 0, y, 212, 12, item.name, 0)
self.contents.draw_text(x + 100, y, 16, 12, ":", 1)
self.contents.draw_text(x + 102, y, 24, 12, number.to_s, 2)
end
#--------------------------------------------------------------------------
# * Help Text Update
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end