126 lines
5.2 KiB
Ruby
126 lines
5.2 KiB
Ruby
# -*- coding: utf-8 -*-
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#==============================================================================
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# ** Window_ShopStatus
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#------------------------------------------------------------------------------
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# This window displays number of items in possession and the actor's
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# equipment on the shop screen.
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#==============================================================================
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class Window_ShopStatus < Window_Base
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#--------------------------------------------------------------------------
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# * Object Initialization
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#--------------------------------------------------------------------------
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def initialize(x, y, width, height)
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super(x, y, width, height)
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@item = nil
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@page_index = 0
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refresh
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end
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#--------------------------------------------------------------------------
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# * Refresh
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#--------------------------------------------------------------------------
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def refresh
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contents.clear
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draw_possession(4, 0)
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draw_equip_info(4, line_height * 2) if @item.is_a?(RPG::EquipItem)
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end
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#--------------------------------------------------------------------------
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# * Set Item
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#--------------------------------------------------------------------------
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def item=(item)
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@item = item
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refresh
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end
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#--------------------------------------------------------------------------
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# * Draw Quantity Possessed
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#--------------------------------------------------------------------------
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def draw_possession(x, y)
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rect = Rect.new(x, y, contents.width - 4 - x, line_height)
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change_color(system_color)
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draw_text(rect, Vocab::Possession)
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change_color(normal_color)
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draw_text(rect, $game_party.item_number(@item), 2)
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end
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#--------------------------------------------------------------------------
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# * Draw Equipment Information
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#--------------------------------------------------------------------------
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def draw_equip_info(x, y)
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status_members.each_with_index do |actor, i|
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draw_actor_equip_info(x, y + line_height * (i * 2.4), actor)
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end
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end
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#--------------------------------------------------------------------------
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# * Array of Actors for Which to Draw Equipment Information
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#--------------------------------------------------------------------------
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def status_members
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$game_party.members[@page_index * page_size, page_size]
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end
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#--------------------------------------------------------------------------
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# * Number of Actors Displayable at Once
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#--------------------------------------------------------------------------
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def page_size
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return 4
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end
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#--------------------------------------------------------------------------
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# * Get Maximum Number of Pages
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#--------------------------------------------------------------------------
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def page_max
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($game_party.members.size + page_size - 1) / page_size
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end
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#--------------------------------------------------------------------------
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# * Draw Actor Equipment Information
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#--------------------------------------------------------------------------
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def draw_actor_equip_info(x, y, actor)
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enabled = actor.equippable?(@item)
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change_color(normal_color, enabled)
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draw_text(x, y, 112, line_height, actor.name)
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item1 = current_equipped_item(actor, @item.etype_id)
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draw_actor_param_change(x, y, actor, item1) if enabled
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draw_item_name(item1, x, y + line_height, enabled)
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end
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#--------------------------------------------------------------------------
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# * Draw Actor Parameter Change
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#--------------------------------------------------------------------------
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def draw_actor_param_change(x, y, actor, item1)
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rect = Rect.new(x, y, contents.width - 4 - x, line_height)
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change = @item.params[param_id] - (item1 ? item1.params[param_id] : 0)
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change_color(param_change_color(change))
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draw_text(rect, sprintf("%+d", change), 2)
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end
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#--------------------------------------------------------------------------
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# * Get Parameter ID Corresponding to Selected Item
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# By default, ATK if weapon and DEF if armor.
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#--------------------------------------------------------------------------
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def param_id
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@item.is_a?(RPG::Weapon) ? 2 : 3
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end
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#--------------------------------------------------------------------------
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# * Get Current Equipment
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# Returns the weaker equipment if there is more than one of the same type,
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# such as with dual wield.
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#--------------------------------------------------------------------------
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def current_equipped_item(actor, etype_id)
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list = []
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actor.equip_slots.each_with_index do |slot_etype_id, i|
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list.push(actor.equips[i]) if slot_etype_id == etype_id
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end
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list.min_by {|item| item ? item.params[param_id] : 0 }
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end
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#--------------------------------------------------------------------------
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# * Frame Update
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#--------------------------------------------------------------------------
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def update
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super
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update_page
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end
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#--------------------------------------------------------------------------
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# * Update Page
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#--------------------------------------------------------------------------
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def update_page
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if visible && Input.trigger?(:A) && page_max > 1
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@page_index = (@page_index + 1) % page_max
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refresh
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end
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end
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end
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