class Window_EquipItem < Window_Selectable
def initialize(actor, equip_type)
super(0, 0, 368, 160)
@actor = actor
@equip_type = equip_type
@column_max = 1
refresh
self.active = false
self.index = -1
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
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
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
@data.push(nil)
@item_max = @data.size
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
for i in 0...@item_max-1
draw_item(i)
end
end
def draw_item(index)
item = @data[index]
x = 0
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 + 32, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 64, y, 144, 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
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
class Window_EquipRight < Window_Selectable
def initialize(actor)
super(0, 0, 480, 256)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
@actor = actor
refresh
self.index = 0
end
def item
return @data[self.index]
end
def refresh
self.contents.clear
@data = []
@data.push($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])
@item_max = @data.size
self.contents.font.color = Color.new(255, 0, 0)
self.contents.draw_text(160, 32, 92, 32, $data_system.words.weapon + ":")
self.contents.draw_text(160, 64, 92, 32, $data_system.words.armor1 + ":")
self.contents.draw_text(160, 96, 92, 32, $data_system.words.armor2 + ":")
self.contents.draw_text(160, 128, 92, 32, $data_system.words.armor3 + ":")
draw_item_name(@data[0], 252, 32)
draw_item_name(@data[1], 252, 64)
draw_item_name(@data[2], 252, 96)
draw_item_name(@data[3], 252, 128)
draw_actor_face(@actor, 80, 128)
end
def draw_actor_face(actor, x, y)
case @actor.id
when 1
bitmap = RPG::Cache.character("Face_Ozaki", actor.character_hue)
when 2
bitmap = RPG::Cache.character("Insert face 2 name here", actor.battler_hue)
when 3
bitmap = RPG::Cache.character("Insert face 3 name here", actor.battler_hue)
when 4
bitmap = RPG::Cache.character("Insert face 4 name here", actor.battler_hue)
when 5
bitmap = RPG::Cache.character("Insert face 5 name here", actor.battler_hue)
end
src_rect = Rect.new(0, 0, 96, 96)
self.contents.blt(x - 96 / 2, y - 96, bitmap, src_rect)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(144, 32 + @index * 32, 288, 32)
end
end
end
class Window_EquipLeft < Window_Base
def initialize(actor)
super(0, 0, 272, 208)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
@actor = actor
refresh
end
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)
if @new_atk != nil
if @new_atk > @actor.atk
self.contents.font.color = Color.new(0, 255, 0)
elsif @new_atk < @actor.atk
self.contents.font.color = Color.new(255, 0, 0)
else
self.contents.font.color = normal_color
end
self.contents.draw_text(160, 64, 40, 32, " -->", 1)
self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
end
if @new_pdef != nil
if @new_pdef > @actor.pdef
self.contents.font.color = Color.new(0, 255, 0)
elsif @new_pdef < @actor.pdef
self.contents.font.color = Color.new(255, 0, 0)
else
self.contents.font.color = normal_color
end
self.contents.draw_text(160, 96, 40, 32, " -->", 1)
self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
end
if @new_mdef != nil
if @new_mdef > @actor.mdef
self.contents.font.color = Color.new(0, 255, 0)
elsif @new_mdef < @actor.mdef
self.contents.font.color = Color.new(255, 0, 0)
else
self.contents.font.color = normal_color
end
self.contents.draw_text(160, 128, 40, 32, " -->", 1)
self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
end
end
def set_new_parameters(new_atk, new_pdef, new_mdef)
if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef
@new_atk = new_atk
@new_pdef = new_pdef
@new_mdef = new_mdef
refresh
end
end
end
class Scene_Equip
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
@equip_index = equip_index
end
def main
@actor = $game_party.actors[@actor_index]
@help_window = Window_Help.new
@right_window = Window_EquipRight.new(@actor)
@right_window.x = 160
@right_window.y = 64
@left_window = Window_EquipLeft.new(@actor)
@left_window.y = 272
@item_window1 = Window_EquipItem.new(@actor, 0)
@item_window1.x = 272
@item_window1.y = 320
@item_window2 = Window_EquipItem.new(@actor, 1)
@item_window2.x = 272
@item_window2.y = 320
@item_window3 = Window_EquipItem.new(@actor, 2)
@item_window3.x = 272
@item_window3.y = 320
@item_window4 = Window_EquipItem.new(@actor, 3)
@item_window4.x = 272
@item_window4.y = 320
@item_window5 = Window_EquipItem.new(@actor, 4)
@item_window5.x = 272
@item_window5.y = 320
@right_window.help_window = @help_window
@item_window1.help_window = @help_window
@item_window2.help_window = @help_window
@item_window3.help_window = @help_window
@item_window4.help_window = @help_window
@item_window5.help_window = @help_window
@right_window.index = @equip_index
refresh
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@left_window.dispose
@right_window.dispose
@item_window1.dispose
@item_window2.dispose
@item_window3.dispose
@item_window4.dispose
@item_window5.dispose
end
def refresh
@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)
item1 = @right_window.item
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.active
@left_window.set_new_parameters(nil, nil, nil)
end
if @item_window.active
item2 = @item_window.item
last_hp = @actor.hp
last_sp = @actor.sp
@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
new_atk = @actor.atk
new_pdef = @actor.pdef
new_mdef = @actor.mdef
@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
@actor.hp = last_hp
@actor.sp = last_sp
@left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
end
end
def update
@left_window.update
@right_window.update
@item_window.update
refresh
if @right_window.active
update_right
return
end
if @item_window.active
update_item
return
end
end
def update_right
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(2)
return
end
if Input.trigger?(Input::C)
if @actor.equip_fix?(@right_window.index)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@right_window.active = false
@item_window.active = true
@item_window.index = 0
return
end
if Input.trigger?(Input::R)
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
if Input.trigger?(Input::L)
$game_system.se_play($data_system.cursor_se)
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
end
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@right_window.active = true
@item_window.active = false
@item_window.index = -1
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.equip_se)
item = @item_window.item
@actor.equip(@right_window.index, item == nil ? 0 : item.id)
@right_window.active = true
@item_window.active = false
@item_window.index = -1
@right_window.refresh
@item_window.refresh
return
end
end
end