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+---- Thread: Advanced Equip Window (/thread-2763.html)
Advanced Equip Window - RPG Advocate - 03-02-2008
Advanced Equip Window
by RPG Advocate
saved from Phylomortis.Com
Introduction
This window changes the Equip menu to look like the one in the images which are linked below. Increases in stats by equipping a weapon are shown in whatever color is returned by Window_Base#up_color (green by default). Decreases are shown in whatever color is returned by Window_Base#down_color (gray by default). The elemental and status attack/defense are shown below the stat increases. By default, these are shown in words, but could be easily converted to icons.
Note: If simply copied as directed, this script will mess up the Two-Handed Weapon script from this site. This script can be used with the Two-Handed Weapon script, but you will need some understanding of how the code works in order to know how to merge the Scene_Equip#refresh method from that script with this one. It is your responsibility to understand this, so please don't bug me about it
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This class is for all in-game windows.
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Get Up Text Color
#--------------------------------------------------------------------------
def up_color
return Color.new(74, 210, 74)
end
#--------------------------------------------------------------------------
# * Get Down Text Color
#--------------------------------------------------------------------------
def down_color
return Color.new(170, 170, 170)
end
end
#==============================================================================
# ** Window_EquipLeft
#------------------------------------------------------------------------------
# This window displays actor parameter changes on the equipment screen.
#==============================================================================
class Window_EquipLeft < Window_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :mode
attr_accessor :changes
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 64, 272, 416)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Arial"
self.contents.font.size = 24
self.z += 100
@actor = actor
@mode = 0
@changes = [0, 0, 0, 0, 0, 0, 0, 0]
@elem_text = ""
@stat_text = ""
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_level(@actor, 180, 0)
draw_actor_parameter(@actor, 4, 32, 0)
draw_actor_parameter(@actor, 4, 64, 1)
draw_actor_parameter(@actor, 4, 96, 2)
draw_actor_parameter(@actor, 4, 128, 3)
draw_actor_parameter(@actor, 4, 160, 4)
draw_actor_parameter(@actor, 4, 192, 5)
draw_actor_parameter(@actor, 4, 224, 6)
if @mode == 0
self.contents.draw_text(4, 256, 200, 32, "Elemental Attack:")
self.contents.draw_text(4, 320, 200, 32, "Status Attack:")
end
if @mode == 1
self.contents.draw_text(4, 256, 200, 32, "Elemental Defense:")
self.contents.draw_text(4, 320, 200, 32, "Status Defense:")
end
self.contents.draw_text(12, 288, 220, 32, @elem_text)
self.contents.draw_text(12, 352, 220, 32, @stat_text)
if @new_atk != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 32, 40, 32, "?", 1)
if @changes[0] == 0
self.contents.font.color = normal_color
elsif @changes[0] == -1
self.contents.font.color = down_color
else
self.contents.font.color = up_color
end
self.contents.draw_text(200, 32, 36, 32, @new_atk.to_s, 2)
end
if @new_pdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 64, 40, 32, "?", 1)
if @changes[1] == 0
self.contents.font.color = normal_color
elsif @changes[1] == -1
self.contents.font.color = down_color
else
self.contents.font.color = up_color
end
self.contents.draw_text(200, 64, 36, 32, @new_pdef.to_s, 2)
end
if @new_mdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 96, 40, 32, "?", 1)
if @changes[2] == 0
self.contents.font.color = normal_color
elsif @changes[2] == -1
self.contents.font.color = down_color
else
self.contents.font.color = up_color
end
self.contents.draw_text(200, 96, 36, 32, @new_mdef.to_s, 2)
end
if @new_str != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 128, 40, 32, "?", 1)
if @changes[3] == 0
self.contents.font.color = normal_color
elsif @changes[3] == -1
self.contents.font.color = down_color
else
self.contents.font.color = up_color
end
self.contents.draw_text(200, 128, 36, 32, @new_str.to_s, 2)
end
if @new_dex != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 160, 40, 32, "?", 1)
if @changes[4] == 0
self.contents.font.color = normal_color
elsif @changes[4] == -1
self.contents.font.color = down_color
else
self.contents.font.color = up_color
end
self.contents.draw_text(200, 160, 36, 32, @new_dex.to_s, 2)
end
if @new_agi != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 192, 40, 32, "?", 1)
if @changes[5] == 0
self.contents.font.color = normal_color
elsif @changes[5] == -1
self.contents.font.color = down_color
else
self.contents.font.color = up_color
end
self.contents.draw_text(200, 192, 36, 32, @new_agi.to_s, 2)
end
if @new_int != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 224, 40, 32, "?", 1)
if @changes[6] == 0
self.contents.font.color = normal_color
elsif @changes[6] == -1
self.contents.font.color = down_color
else
self.contents.font.color = up_color
end
self.contents.draw_text(200, 224, 36, 32, @new_int.to_s, 2)
end
end
#--------------------------------------------------------------------------
# * Set parameters after changing equipment
# new_atk : attack power after changing equipment
# new_pdef : physical defense after changing equipment
# new_mdef : magic defense after changing equipment
# new_str : strength after changing equipment
# new_dex : dexterity after changing equipment
# new_agi : agility after changing equipment
# new_int : intelligence after changing equipment
# new_eva : evasion after changing equipment
# elem_text : element rating after changing equipment
# stat_text : status rating after changing equipment
#--------------------------------------------------------------------------
def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,
new_agi, new_int, new_eva, elem_text, stat_text)
flag = false
if new_atk != @new_atk || new_pdef != @new_pdef || new_mdef != @new_mdef
flag = true
end
if new_str != @new_str || new_dex != @new_dex || new_agi != @new_agi
flag = true
end
if new_eva != @new_eva || elem_text != @elem_text || stat_text != @stat_text
flag = true
end
@new_atk = new_atk
@new_pdef = new_pdef
@new_mdef = new_mdef
@new_str = new_str
@new_dex = new_dex
@new_agi = new_agi
@new_int = new_int
@new_eva = new_eva
@elem_text = elem_text
@stat_text = stat_text
if flag
refresh
end
end
end
#==============================================================================
# ** Window_EquipItem
#------------------------------------------------------------------------------
# This window displays choices when opting to change equipment on the
# equipment screen.
#==============================================================================
class Window_EquipItem < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
# equip_type : equip region (0-3)
#--------------------------------------------------------------------------
def initialize(actor, equip_type)
super(272, 256, 368, 224)
@actor = actor
@equip_type = equip_type
@column_max = 1
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Item Acquisition
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# Add equippable weapons
if @equip_type == 0
weapon_set = $data_classes[@actor.class_id].weapon_set
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
@data.push($data_weapons[i])
end
end
end
# Add equippable armor
if @equip_type != 0
armor_set = $data_classes[@actor.class_id].armor_set
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 and armor_set.include?(i)
if $data_armors[i].kind == @equip_type-1
@data.push($data_armors[i])
end
end
end
end
# Add blank page
@data.push(nil)
# Make a bit map and draw all items
@item_max = @data.size
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = "Arial"
self.contents.font.size = 24
for i in 0...@item_max-1
draw_item(i)
end
s = @data.size-1
self.contents.draw_text(4, s*32, 100, 32, "[Remove]")
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
x = 4
y = index * 32
case item
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 288, y, 16, 32, ":", 1)
self.contents.draw_text(x + 304, y, 24, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
# * Help Text Update
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
# This class performs equipment screen processing.
#==============================================================================
class Scene_Equip
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Set item window to visible
@item_window1.visible = (@right_window.index == 0)
@item_window2.visible = (@right_window.index == 1)
@item_window3.visible = (@right_window.index == 2)
@item_window4.visible = (@right_window.index == 3)
@item_window5.visible = (@right_window.index == 4)
# Get currently equipped item
item1 = @right_window.item
# Set current item window to @item_window
case @right_window.index
when 0
@item_window = @item_window1
newmode = 0
when 1
@item_window = @item_window2
newmode = 1
when 2
@item_window = @item_window3
newmode = 1
when 3
@item_window = @item_window4
newmode = 1
when 4
@item_window = @item_window5
newmode = 1
end
if newmode != @left_window.mode
@left_window.mode = newmode
@left_window.refresh
end
# If right window is active
if @right_window.active
# Erase parameters for after equipment change
@left_window.set_new_parameters(nil, nil, nil, nil, nil, nil, nil, nil,
"", "")
end
# If item window is active
if @item_window.active
# Get currently selected item
item2 = @item_window.item
# Change equipment
last_hp = @actor.hp
last_sp = @actor.sp
old_atk = @actor.atk
old_pdef = @actor.pdef
old_mdef = @actor.mdef
old_str = @actor.str
old_dex = @actor.dex
old_agi = @actor.agi
old_int = @actor.int
old_eva = @actor.eva
@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
# Get parameters for after equipment change
new_atk = @actor.atk
new_pdef = @actor.pdef
new_mdef = @actor.mdef
new_str = @actor.str
new_dex = @actor.dex
new_agi = @actor.agi
new_int = @actor.int
new_eva = @actor.eva
@left_window.changes = [0, 0, 0, 0, 0, 0, 0, 0]
if new_atk > old_atk
@left_window.changes[0] = 1
end
if new_atk < old_atk
@left_window.changes[0] = -1
end
if new_pdef > old_pdef
@left_window.changes[1] = 1
end
if new_pdef < old_pdef
@left_window.changes[1] = -1
end
if new_mdef > old_mdef
@left_window.changes[2] = 1
end
if new_mdef < old_mdef
@left_window.changes[2] = -1
end
if new_str > old_str
@left_window.changes[3] = 1
end
if new_str < old_str
@left_window.changes[3] = -1
end
if new_dex > old_dex
@left_window.changes[4] = 1
end
if new_dex < old_dex
@left_window.changes[4] = -1
end
if new_agi > old_agi
@left_window.changes[5] = 1
end
if new_agi < old_agi
@left_window.changes[5] = -1
end
if new_int > old_int
@left_window.changes[6] = 1
end
if new_int < old_int
@left_window.changes[6] = -1
end
if new_eva > old_eva
@left_window.changes[7] = 1
end
if new_eva < old_eva
@left_window.changes[7] = -1
end
elem_text = make_elem_text(item2)
stat_text = make_stat_text(item2)
# Return equipment
@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
@actor.hp = last_hp
@actor.sp = last_sp
# Draw in left window
@left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str,
new_dex, new_agi, new_int, new_eva, elem_text, stat_text)
end
end
#--------------------------------------------------------------------------
# * Make Element Text
# item : item
#--------------------------------------------------------------------------
def make_elem_text(item)
text = ""
flag = false
if item.is_a?(RPG::Weapon)
for i in item.element_set
if flag
text += ", "
end
text += $data_system.elements[i]
flag = true
end
end
if item.is_a?(RPG::Armor)
for i in item.guard_element_set
if flag
text += ", "
end
text += $data_system.elements[i]
flag = true
end
end
return text
end
#--------------------------------------------------------------------------
# * Make Status Text
# item : item
#--------------------------------------------------------------------------
def make_stat_text(item)
text = ""
flag = false
if item.is_a?(RPG::Weapon)
for i in item.plus_state_set
if flag
text += ", "
end
text += $data_states[i].name
flag = true
end
end
if item.is_a?(RPG::Armor)
for i in item.guard_state_set
if flag
text += ", "
end
text += $data_states[i].name
flag = true
end
end
return text
end
end