Added scripts
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94
scripts/Window_EquipItem.rb
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94
scripts/Window_EquipItem.rb
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#==============================================================================
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# ** Window_EquipItem
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#------------------------------------------------------------------------------
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# This window displays choices when opting to change equipment on the
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# equipment screen.
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#==============================================================================
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class Window_EquipItem < Window_Selectable
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#--------------------------------------------------------------------------
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# * Object Initialization
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# actor : actor
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# equip_type : equip region (0-3)
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#--------------------------------------------------------------------------
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def initialize(actor, equip_type)
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super(0, 256, 640, 224)
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@actor = actor
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@equip_type = equip_type
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@column_max = 2
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refresh
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self.active = false
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self.index = -1
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end
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#--------------------------------------------------------------------------
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# * Item Acquisition
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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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# Add equippable weapons
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if @equip_type == 0
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weapon_set = $data_classes[@actor.class_id].weapon_set
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for i in 1...$data_weapons.size
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if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
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@data.push($data_weapons[i])
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end
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end
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end
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# Add equippable armor
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if @equip_type != 0
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armor_set = $data_classes[@actor.class_id].armor_set
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for i in 1...$data_armors.size
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if $game_party.armor_number(i) > 0 and armor_set.include?(i)
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if $data_armors[i].kind == @equip_type-1
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@data.push($data_armors[i])
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end
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end
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end
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end
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# Add blank page
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@data.push(nil)
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# Make a bit map and draw all items
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@item_max = @data.size
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self.contents = Bitmap.new(width - 32, row_max * 32)
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for i in 0...@item_max-1
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draw_item(i)
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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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x = 4 + index % 2 * (288 + 32)
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y = index / 2 * 32
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case item
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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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bitmap = RPG::Cache.icon(item.icon_name)
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self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
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self.contents.font.color = normal_color
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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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