mkxp/scripts/Window_ShopStatus.rb

108 lines
3.6 KiB
Ruby
Raw Normal View History

2015-11-17 20:35:51 +00:00
#==============================================================================
# ** Window_ShopStatus
#------------------------------------------------------------------------------
# This window displays number of items in possession and the actor's equipment
# on the shop screen.
#==============================================================================
class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(368, 128, 272, 352)
self.contents = Bitmap.new(width - 32, height - 32)
@item = nil
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if @item == nil
return
end
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 = $game_party.armor_number(@item.id)
end
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 200, 32, "number in possession")
self.contents.font.color = normal_color
self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)
if @item.is_a?(RPG::Item)
return
end
# Equipment adding information
for i in 0...$game_party.actors.size
# Get actor
actor = $game_party.actors[i]
# If equippable, then set to normal text color. If not, set to
# invalid text color.
if actor.equippable?(@item)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
# Draw actor's name
self.contents.draw_text(4, 64 + 64 * i, 120, 32, actor.name)
# Get current equipment
if @item.is_a?(RPG::Weapon)
item1 = $data_weapons[actor.weapon_id]
elsif @item.kind == 0
item1 = $data_armors[actor.armor1_id]
elsif @item.kind == 1
item1 = $data_armors[actor.armor2_id]
elsif @item.kind == 2
item1 = $data_armors[actor.armor3_id]
else
item1 = $data_armors[actor.armor4_id]
end
# If equippable
if actor.equippable?(@item)
# If weapon
if @item.is_a?(RPG::Weapon)
atk1 = item1 != nil ? item1.atk : 0
atk2 = @item != nil ? @item.atk : 0
change = atk2 - atk1
end
# If armor
if @item.is_a?(RPG::Armor)
pdef1 = item1 != nil ? item1.pdef : 0
mdef1 = item1 != nil ? item1.mdef : 0
pdef2 = @item != nil ? @item.pdef : 0
mdef2 = @item != nil ? @item.mdef : 0
change = pdef2 - pdef1 + mdef2 - mdef1
end
# Draw parameter change values
self.contents.draw_text(124, 64 + 64 * i, 112, 32,
sprintf("%+d", change), 2)
end
# Draw item
if item1 != nil
x = 4
y = 64 + 64 * i + 32
bitmap = RPG::Cache.icon(item1.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item1.name)
end
end
end
#--------------------------------------------------------------------------
# * Set Item
# item : new item
#--------------------------------------------------------------------------
def item=(item)
if @item != item
@item = item
refresh
end
end
end