Added scripts
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scripts/Window_EquipRight.rb
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56
scripts/Window_EquipRight.rb
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#==============================================================================
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# ** Window_EquipRight
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#------------------------------------------------------------------------------
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# This window displays items the actor is currently equipped with on the
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# equipment screen.
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#==============================================================================
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class Window_EquipRight < Window_Selectable
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#--------------------------------------------------------------------------
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# * Object Initialization
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# actor : actor
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#--------------------------------------------------------------------------
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def initialize(actor)
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super(272, 64, 368, 192)
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self.contents = Bitmap.new(width - 32, height - 32)
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@actor = actor
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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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# * 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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self.contents.clear
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@data = []
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@data.push($data_weapons[@actor.weapon_id])
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@data.push($data_armors[@actor.armor1_id])
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@data.push($data_armors[@actor.armor2_id])
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@data.push($data_armors[@actor.armor3_id])
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@data.push($data_armors[@actor.armor4_id])
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@item_max = @data.size
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self.contents.font.color = system_color
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self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
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self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
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self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
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self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
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self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
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draw_item_name(@data[0], 92, 32 * 0)
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draw_item_name(@data[1], 92, 32 * 1)
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draw_item_name(@data[2], 92, 32 * 2)
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draw_item_name(@data[3], 92, 32 * 3)
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draw_item_name(@data[4], 92, 32 * 4)
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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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