#encoding:utf-8
#==============================================================================
# ■ Window_ShopStatus
#------------------------------------------------------------------------------
# 商店画面中,显示“物品持有数”和“角色装备”的窗口。
#==============================================================================
class Window_ShopStatus < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对象
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
@item = nil
@page_index = 0
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
contents.clear
draw_possession(4, 0)
draw_equip_info(4, line_height * 2) if @item.is_a?(RPG::EquipItem)
end
#--------------------------------------------------------------------------
# ● 设置物品
#--------------------------------------------------------------------------
def item=(item)
@item = item
refresh
end
#--------------------------------------------------------------------------
# ● 绘制持有数
#--------------------------------------------------------------------------
def draw_possession(x, y)
rect = Rect.new(x, y, contents.width - 4 - x, line_height)
change_color(system_color)
draw_text(rect, Vocab::Possession)
change_color(normal_color)
draw_text(rect, $game_party.item_number(@item), 2)
end
#--------------------------------------------------------------------------
# ● 绘制装备信息
#--------------------------------------------------------------------------
def draw_equip_info(x, y)
status_members.each_with_index do |actor, i|
draw_actor_equip_info(x, y + line_height * (i * 2.4), actor)
end
end
#--------------------------------------------------------------------------
# ● 需要绘制信息的角色数组
#--------------------------------------------------------------------------
def status_members
$game_party.members[@page_index * page_size, page_size]
end
#--------------------------------------------------------------------------
# ● 一页中显示的角色人数
#--------------------------------------------------------------------------
def page_size
return 4
end
#--------------------------------------------------------------------------
# ● 获取总页数
#--------------------------------------------------------------------------
def page_max
($game_party.members.size + page_size - 1) / page_size
end
#--------------------------------------------------------------------------
# ● 绘制角色的装备信息
#--------------------------------------------------------------------------
def draw_actor_equip_info(x, y, actor)
enabled = actor.equippable?(@item)
change_color(normal_color, enabled)
draw_text(x, y, 112, line_height, actor.name)
item1 = current_equipped_item(actor, @item.etype_id)
draw_actor_param_change(x, y, actor, item1) if enabled
draw_item_name(item1, x, y + line_height, enabled)
end
#--------------------------------------------------------------------------
# ● 绘制角色的能力值变化
#--------------------------------------------------------------------------
def draw_actor_param_change(x, y, actor, item1)
rect = Rect.new(x, y, contents.width - 4 - x, line_height)
change = @item.params[param_id] - (item1 ? item1.params[param_id] : 0)
change_color(param_change_color(change))
draw_text(rect, sprintf("%+d", change), 2)
end
#--------------------------------------------------------------------------
# ● 获取选中装备对应的能力值 ID
# 默认下武器对应物理攻击、护甲对应物理防御。
#--------------------------------------------------------------------------
def param_id
@item.is_a?(RPG::Weapon) ? 2 : 3
end
#--------------------------------------------------------------------------
# ● 获取当前的装备
# 像双持武器这类,同一类型装备装备多个装备的场合,返回比较弱的一个。
#--------------------------------------------------------------------------
def current_equipped_item(actor, etype_id)
list = []
actor.equip_slots.each_with_index do |slot_etype_id, i|
list.push(actor.equips[i]) if slot_etype_id == etype_id
end
list.min_by {|item| item ? item.params[param_id] : 0 }
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
update_page
end
#--------------------------------------------------------------------------
# ● 更新翻页
#--------------------------------------------------------------------------
def update_page
if visible && Input.trigger?(:A) && page_max > 1
@page_index = (@page_index + 1) % page_max
refresh
end
end
end