223 lines
7.2 KiB
Ruby
223 lines
7.2 KiB
Ruby
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#==============================================================================
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# ** Scene_Equip
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#------------------------------------------------------------------------------
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# This class performs equipment screen processing.
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#==============================================================================
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class Scene_Equip
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#--------------------------------------------------------------------------
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# * Object Initialization
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# actor_index : actor index
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# equip_index : equipment index
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#--------------------------------------------------------------------------
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def initialize(actor_index = 0, equip_index = 0)
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@actor_index = actor_index
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@equip_index = equip_index
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end
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#--------------------------------------------------------------------------
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# * Main Processing
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#--------------------------------------------------------------------------
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def main
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# Get actor
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@actor = $game_party.actors[@actor_index]
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# Make windows
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@help_window = Window_Help.new
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@left_window = Window_EquipLeft.new(@actor)
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@right_window = Window_EquipRight.new(@actor)
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@item_window1 = Window_EquipItem.new(@actor, 0)
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@item_window2 = Window_EquipItem.new(@actor, 1)
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@item_window3 = Window_EquipItem.new(@actor, 2)
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@item_window4 = Window_EquipItem.new(@actor, 3)
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@item_window5 = Window_EquipItem.new(@actor, 4)
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# Associate help window
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@right_window.help_window = @help_window
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@item_window1.help_window = @help_window
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@item_window2.help_window = @help_window
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@item_window3.help_window = @help_window
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@item_window4.help_window = @help_window
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@item_window5.help_window = @help_window
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# Set cursor position
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@right_window.index = @equip_index
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refresh
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# Execute transition
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Graphics.transition
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# Main loop
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loop do
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# Update game screen
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Graphics.update
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# Update input information
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Input.update
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# Frame update
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update
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# Abort loop if screen is changed
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if $scene != self
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break
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end
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end
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# Prepare for transition
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Graphics.freeze
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# Dispose of windows
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@help_window.dispose
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@left_window.dispose
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@right_window.dispose
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@item_window1.dispose
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@item_window2.dispose
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@item_window3.dispose
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@item_window4.dispose
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@item_window5.dispose
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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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# Set item window to visible
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@item_window1.visible = (@right_window.index == 0)
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@item_window2.visible = (@right_window.index == 1)
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@item_window3.visible = (@right_window.index == 2)
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@item_window4.visible = (@right_window.index == 3)
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@item_window5.visible = (@right_window.index == 4)
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# Get currently equipped item
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item1 = @right_window.item
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# Set current item window to @item_window
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case @right_window.index
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when 0
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@item_window = @item_window1
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when 1
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@item_window = @item_window2
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when 2
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@item_window = @item_window3
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when 3
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@item_window = @item_window4
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when 4
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@item_window = @item_window5
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end
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# If right window is active
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if @right_window.active
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# Erase parameters for after equipment change
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@left_window.set_new_parameters(nil, nil, nil)
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end
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# If item window is active
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if @item_window.active
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# Get currently selected item
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item2 = @item_window.item
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# Change equipment
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last_hp = @actor.hp
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last_sp = @actor.sp
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@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
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# Get parameters for after equipment change
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new_atk = @actor.atk
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new_pdef = @actor.pdef
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new_mdef = @actor.mdef
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# Return equipment
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@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
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@actor.hp = last_hp
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@actor.sp = last_sp
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# Draw in left window
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@left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
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end
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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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# Update windows
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@left_window.update
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@right_window.update
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@item_window.update
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refresh
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# If right window is active: call update_right
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if @right_window.active
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update_right
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return
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end
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# If item window is active: call update_item
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if @item_window.active
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update_item
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return
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end
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end
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#--------------------------------------------------------------------------
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# * Frame Update (when right window is active)
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#--------------------------------------------------------------------------
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def update_right
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# If B button was pressed
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if Input.trigger?(Input::CANCEL)
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# Play cancel SE
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$game_system.se_play($data_system.cancel_se)
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# Switch to menu screen
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$scene = Scene_Menu.new(2)
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return
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end
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# If C button was pressed
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if Input.trigger?(Input::ACTION)
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# If equipment is fixed
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if @actor.equip_fix?(@right_window.index)
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# Play buzzer SE
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$game_system.se_play($data_system.buzzer_se)
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return
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end
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# Play decision SE
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$game_system.se_play($data_system.decision_se)
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# Activate item window
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@right_window.active = false
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@item_window.active = true
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@item_window.index = 0
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return
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end
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# If R button was pressed
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if Input.trigger?(Input::R)
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# Play cursor SE
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$game_system.se_play($data_system.cursor_se)
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# To next actor
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@actor_index += 1
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@actor_index %= $game_party.actors.size
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# Switch to different equipment screen
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$scene = Scene_Equip.new(@actor_index, @right_window.index)
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return
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end
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# If L button was pressed
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if Input.trigger?(Input::L)
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# Play cursor SE
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$game_system.se_play($data_system.cursor_se)
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# To previous actor
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@actor_index += $game_party.actors.size - 1
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@actor_index %= $game_party.actors.size
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# Switch to different equipment screen
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$scene = Scene_Equip.new(@actor_index, @right_window.index)
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return
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end
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end
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#--------------------------------------------------------------------------
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# * Frame Update (when item window is active)
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#--------------------------------------------------------------------------
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def update_item
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# If B button was pressed
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if Input.trigger?(Input::CANCEL)
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# Play cancel SE
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$game_system.se_play($data_system.cancel_se)
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# Activate right window
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@right_window.active = true
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@item_window.active = false
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@item_window.index = -1
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return
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end
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# If C button was pressed
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if Input.trigger?(Input::ACTION)
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# Play equip SE
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$game_system.se_play($data_system.equip_se)
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# Get currently selected data on the item window
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item = @item_window.item
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# Change equipment
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@actor.equip(@right_window.index, item == nil ? 0 : item.id)
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# Activate right window
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@right_window.active = true
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@item_window.active = false
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@item_window.index = -1
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# Remake right window and item window contents
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@right_window.refresh
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@item_window.refresh
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return
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end
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end
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end
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