95 lines
3.3 KiB
Ruby
95 lines
3.3 KiB
Ruby
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#==============================================================================
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# ** Window_ShopSell
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#------------------------------------------------------------------------------
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# This window displays items in possession for selling on the shop screen.
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#==============================================================================
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class Window_ShopSell < Window_Selectable
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#--------------------------------------------------------------------------
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# * Object Initialization
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#--------------------------------------------------------------------------
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def initialize
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super(0, 128, 640, 352)
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@column_max = 2
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refresh
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self.index = 0
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end
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#--------------------------------------------------------------------------
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# * Getting Items
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#--------------------------------------------------------------------------
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def item
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return @data[self.index]
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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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if self.contents != nil
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self.contents.dispose
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self.contents = nil
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end
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@data = []
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for i in 1...$data_items.size
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if $game_party.item_number(i) > 0
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@data.push($data_items[i])
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end
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end
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for i in 1...$data_weapons.size
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if $game_party.weapon_number(i) > 0
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@data.push($data_weapons[i])
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end
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end
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for i in 1...$data_armors.size
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if $game_party.armor_number(i) > 0
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@data.push($data_armors[i])
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end
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end
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# If item count is not 0, make a bitmap and draw all items
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@item_max = @data.size
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if @item_max > 0
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self.contents = Bitmap.new(width - 32, row_max * 32)
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for i in 0...@item_max
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draw_item(i)
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end
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end
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end
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#--------------------------------------------------------------------------
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# * Draw Item
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# index : item number
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#--------------------------------------------------------------------------
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def draw_item(index)
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item = @data[index]
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case item
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when RPG::Item
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number = $game_party.item_number(item.id)
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when RPG::Weapon
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number = $game_party.weapon_number(item.id)
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when RPG::Armor
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number = $game_party.armor_number(item.id)
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end
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# If items are sellable, set to valid text color. If not, set to invalid
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# text color.
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if item.price > 0
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self.contents.font.color = normal_color
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else
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self.contents.font.color = disabled_color
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end
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x = 4 + index % 2 * (288 + 32)
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y = index / 2 * 32
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rect = Rect.new(x, y, self.width / @column_max - 32, 32)
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self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
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bitmap = RPG::Cache.icon(item.icon_name)
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opacity = self.contents.font.color == normal_color ? 255 : 128
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self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
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self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
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self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
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self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
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end
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#--------------------------------------------------------------------------
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# * Help Text Update
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#--------------------------------------------------------------------------
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def update_help
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@help_window.set_text(self.item == nil ? "" : self.item.description)
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end
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end
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