#============================================================================== # ** 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