Class: Window_EquipItem

Inherits:
Window_ItemList show all
Defined in:
Window_EquipItem.rb

Overview

** Window_EquipItem


This window displays choices when opting to change equipment on the

equipment screen.

Instance Attribute Summary (collapse)

Attributes inherited from Window_Selectable

#cursor_all, #cursor_fix, #help_window, #index

Instance Method Summary (collapse)

Methods inherited from Window_ItemList

#category=, #col_max, #current_item_enabled?, #draw_item, #draw_item_number, #item, #item_max, #make_item_list, #refresh

Methods inherited from Window_Selectable

#active=, #bottom_row, #bottom_row=, #call_cancel_handler, #call_handler, #call_ok_handler, #call_update_help, #cancel_enabled?, #clear_item, #col_max, #contents_height, #current_item_enabled?, #cursor_down, #cursor_left, #cursor_movable?, #cursor_pagedown, #cursor_pageup, #cursor_right, #cursor_up, #draw_all_items, #draw_item, #ensure_cursor_visible, #handle?, #height=, #horizontal?, #item_height, #item_max, #item_rect, #item_rect_for_text, #item_width, #ok_enabled?, #page_item_max, #page_row_max, #process_cancel, #process_cursor_move, #process_handling, #process_ok, #process_pagedown, #process_pageup, #redraw_current_item, #redraw_item, #refresh, #row, #row_max, #select, #set_handler, #spacing, #top_row, #top_row=, #unselect, #update, #update_cursor, #update_padding, #update_padding_bottom

Methods inherited from Window_Base

#activate, #actor_name, #calc_line_height, #change_color, #close, #contents_height, #contents_width, #convert_escape_characters, #create_contents, #crisis_color, #deactivate, #dispose, #draw_actor_class, #draw_actor_face, #draw_actor_graphic, #draw_actor_hp, #draw_actor_icons, #draw_actor_level, #draw_actor_mp, #draw_actor_name, #draw_actor_nickname, #draw_actor_param, #draw_actor_simple_status, #draw_actor_tp, #draw_character, #draw_currency_value, #draw_current_and_max_values, #draw_face, #draw_gauge, #draw_icon, #draw_item_name, #draw_text, #draw_text_ex, #fitting_height, #gauge_back_color, #hide, #hp_color, #hp_gauge_color1, #hp_gauge_color2, #knockout_color, #line_height, #make_font_bigger, #make_font_smaller, #mp_color, #mp_cost_color, #mp_gauge_color1, #mp_gauge_color2, #normal_color, #obtain_escape_code, #obtain_escape_param, #open, #param_change_color, #party_member_name, #pending_color, #power_down_color, #power_up_color, #process_character, #process_draw_icon, #process_escape_character, #process_new_line, #process_new_page, #process_normal_character, #reset_font_settings, #show, #standard_padding, #system_color, #text_color, #text_size, #tp_color, #tp_cost_color, #tp_gauge_color1, #tp_gauge_color2, #translucent_alpha, #update, #update_close, #update_open, #update_padding, #update_tone

Constructor Details

- (Window_EquipItem) initialize(x, y, width, height)


  • Object Initialization




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# File 'Window_EquipItem.rb', line 16

def initialize(x, y, width, height)
  super
  @actor = nil
  @slot_id = 0
end

Instance Attribute Details

- (Object) status_window


  • Public Instance Variables




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# File 'Window_EquipItem.rb', line 12

def status_window
  @status_window
end

Instance Method Details

- (Object) actor=(actor)


  • Set Actor




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# File 'Window_EquipItem.rb', line 24

def actor=(actor)
  return if @actor == actor
  @actor = actor
  refresh
  self.oy = 0
end

- (Boolean) enable?(item)


  • Display in Enabled State?


Returns:

  • (Boolean)


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# File 'Window_EquipItem.rb', line 52

def enable?(item)
  return true
end

- (Boolean) include?(item)


  • Include in Item List?


Returns:

  • (Boolean)


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# File 'Window_EquipItem.rb', line 42

def include?(item)
  return true if item == nil
  return false unless item.is_a?(RPG::EquipItem)
  return false if @slot_id < 0
  return false if item.etype_id != @actor.equip_slots[@slot_id]
  return @actor.equippable?(item)
end

- (Object) select_last


  • Restore Previous Selection Position




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# File 'Window_EquipItem.rb', line 58

def select_last
end

- (Object) slot_id=(slot_id)


  • Set Equipment Slot ID




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# File 'Window_EquipItem.rb', line 33

def slot_id=(slot_id)
  return if @slot_id == slot_id
  @slot_id = slot_id
  refresh
  self.oy = 0
end

- (Object) update_help


  • Update Help Text




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# File 'Window_EquipItem.rb', line 70

def update_help
  super
  if @actor && @status_window
    temp_actor = Marshal.load(Marshal.dump(@actor))
    temp_actor.force_change_equip(@slot_id, item)
    @status_window.set_temp_actor(temp_actor)
  end
end