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- #------------------------------------
- Graphics.resize_screen(320, 320)
- #------------------------------------
- class Scene_Equip < Scene_MenuBase
- # Added the last line (the help window is an evil villain that hates me)
- def start
- super
- create_help_window
- create_status_window
- create_command_window
- create_slot_window
- create_item_window
- @help_window.hide
- end
- # Repositioned
- def create_status_window
- @status_window = Window_EquipStatus.new(0, 0)
- @status_window.viewport = @viewport
- @status_window.actor = @actor
- end
- # Repositioned
- def create_command_window
- wx = 0
- wy = @status_window.height
- ww = Graphics.width
- @command_window = Window_EquipCommand.new(wx, wy, ww)
- @command_window.viewport = @viewport
- @command_window.help_window = @help_window
- @command_window.set_handler(:equip, method(:command_equip))
- @command_window.set_handler(:optimize, method(:command_optimize))
- @command_window.set_handler(:clear, method(:command_clear))
- @command_window.set_handler(:cancel, method(:return_scene))
- @command_window.set_handler(:pagedown, method(:next_actor))
- @command_window.set_handler(:pageup, method(:prev_actor))
- end
- # Repositioned
- def create_slot_window
- wx = 0
- wy = @command_window.y + @command_window.height
- ww = Graphics.width
- @slot_window = Window_EquipSlot.new(wx, wy, ww)
- @slot_window.viewport = @viewport
- @slot_window.help_window = @help_window
- @slot_window.status_window = @status_window
- @slot_window.actor = @actor
- @slot_window.set_handler(:ok, method(:on_slot_ok))
- @slot_window.set_handler(:cancel, method(:on_slot_cancel))
- end
- end
- #------------------------------------
- class Window_EquipStatus < Window_Base
- # Don't change
- def window_width
- return Graphics.width
- end
- # Don't change
- def visible_line_number
- return 2
- end
- # You could use different math here to display the stats in a different order
- def refresh
- contents.clear
- 4.times {|i| draw_item(0 + (i%2 == 0 ? 0 : 160), line_height * (i > 1 ? 1 : 0), 2 + i) }
- end
- # You can fine-tune all the bits added to x if you want
- def draw_item(x, y, param_id)
- draw_param_name(x + 4, y, param_id)
- draw_current_param(x + 32, y, param_id) if @actor
- draw_right_arrow(x + 74, y)
- draw_new_param(x + 96, y, param_id) if @temp_actor
- end
- end
- #------------------------------------
- class Window_ItemList < Window_Selectable
- # 1-column item list looks better (default is 2)
- def col_max
- return 1
- end
- end
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