#============================================================================== # ** Window_EquipRight #------------------------------------------------------------------------------ # This window displays items the actor is currently equipped with on the # equipment screen. #============================================================================== class Window_EquipRight < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # actor : actor #-------------------------------------------------------------------------- def initialize(actor) super(272, 64, 368, 192) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor refresh self.index = 0 end #-------------------------------------------------------------------------- # * Item Acquisition #-------------------------------------------------------------------------- def item return @data[self.index] end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @data = [] @data.push($data_weapons[@actor.weapon_id]) @data.push($data_armors[@actor.armor1_id]) @data.push($data_armors[@actor.armor2_id]) @data.push($data_armors[@actor.armor3_id]) @data.push($data_armors[@actor.armor4_id]) @item_max = @data.size self.contents.font.color = system_color self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon) self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1) self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2) self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3) self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4) draw_item_name(@data[0], 92, 32 * 0) draw_item_name(@data[1], 92, 32 * 1) draw_item_name(@data[2], 92, 32 * 2) draw_item_name(@data[3], 92, 32 * 3) draw_item_name(@data[4], 92, 32 * 4) end #-------------------------------------------------------------------------- # * Help Text Update #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end