module RPG
class Item
def full_name
@name
end
end
class Armor
def full_name
@name
end
end
class Weapon
def full_name
@name
end
end
end
class Enhanced_Weapon < RPG::Weapon
alias get_weapons_full_name initialize
def initialize(ref_id)
get_weapons_full_name(ref_id)
@name = $data_weapons[@ref_id].full_name
end
end
class Enhanced_Armor < RPG::Armor
alias get_armors_full_name initialize
def initialize(ref_id)
get_armors_full_name(ref_id)
@name = $data_armors[@ref_id].full_name
end
end
class Window_Weapons < Window_Selectable
def draw_item(index)
item = @data[index][0]
x = 4
y = index * 32
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
if item.quality == 'gg_def'
self.contents.font.color = GG_QualityColors::Default_Color
else
self.contents.font.color = GG_QualityColors::Quality[item.quality]
end
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.font.color = Font.default_color
end
end
class Window_Enhancements < Window_Selectable
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))
if item.quality == 'gg_def'
self.contents.font.color = GG_QualityColors::Default_Color
else
self.contents.font.color = GG_QualityColors::Quality[item.quality]
end
self.contents.draw_text(x + 28, y, 84, 32, item.name, 0)
self.contents.font.color = Font.default_color
self.contents.draw_text(x + 28 + 80, y, 16, 32, ":", 1)
self.contents.draw_text(x + 28 + 80 + 16, y, 24, 32, number.to_s, 2)
end
end
class Window_WeaponInfo < Window_Base
def refresh
self.contents.clear
if @item!=nil
self.contents.font.size=20
self.contents.font.bold=true
aw=self.width - 40
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(4, 0, bitmap, Rect.new(0, 0, 24, 24))
# get actor
actor_str=(@actor!=nil)?(" ["+@actor.name+"]"):("")
if @item.quality == 'gg_def'
self.contents.font.color = GG_QualityColors::Default_Color
else
self.contents.font.color = GG_QualityColors::Quality[item.quality]
end
self.contents.draw_text(4+32, 0, aw-32, 24, @item.name+actor_str)
self.contents.font.color = Font.default_color
self.contents.font.size=18
self.contents.font.bold=false
self.contents.draw_text(4, 24, self.width-36, 24, @item.description)
if @item.is_a?(Enhanced_Weapon)
self.contents.draw_text(4, 48, aw/4-4, 24, "ATK: "+@item.atk.to_s)
else
self.contents.draw_text(4, 48, aw/4-4, 24, "EVA: "+@item.eva.to_s)
end
self.contents.draw_text(4+aw/4, 48, aw/4-4, 24, "PDEF: "+@item.pdef.to_s)
self.contents.draw_text(4+2*aw/4, 48, aw/4-4, 24, "MDEF: "+@item.mdef.to_s)
self.contents.draw_text(4, 72, aw/4-4, 24, "STR: "+@item.str_plus.to_s)
self.contents.draw_text(4+aw/4, 72, aw/4-4, 24, "DEX: "+@item.dex_plus.to_s)
self.contents.draw_text(4+2*aw/4, 72, aw/4-4, 24, "AGI: "+@item.agi_plus.to_s)
self.contents.draw_text(4+3*aw/4, 72, aw/4-4, 24, "INT: "+@item.int_plus.to_s)
end
end
end
class Window_EnhancementInfo < Window_Base
def refresh
self.contents.clear
if @item!=nil
self.contents.font.size=20
self.contents.font.bold=true
aw=self.width - 40
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(4, 0, bitmap, Rect.new(0, 0, 24, 24))
if @item.quality == 'gg_def'
self.contents.font.color = GG_QualityColors::Default_Color
else
self.contents.font.color = GG_QualityColors::Quality[item.quality]
end
self.contents.draw_text(4+32, 0, aw-32, 24, @item.name)
self.contents.font.color = Font.default_color
self.contents.font.size=18
self.contents.font.bold=false
self.contents.draw_text(4, 24, self.width-36, 24, @item.description)
if @item.is_a?(RPG::Weapon)
self.contents.draw_text(4, 48, aw/4-4, 24, "ATK " + sprintf("%+d", @item.atk)) unless @item.atk == 0
else
self.contents.draw_text(4, 48, aw/4-4, 24, "EVA " + sprintf("%+d", @item.eva)) unless @item.eva == 0
end
self.contents.draw_text(4+aw/4, 48, aw/4-4, 24, "PDEF " + sprintf("%+d", @item.pdef)) unless @item.pdef == 0
self.contents.draw_text(4+2*aw/4, 48, aw/4-4, 24, "MDEF " + sprintf("%+d", @item.mdef)) unless @item.mdef == 0
self.contents.draw_text(4, 72, aw/4-4, 24, "STR " + sprintf("%+d", @item.str_plus)) unless @item.str_plus == 0
self.contents.draw_text(4+aw/4, 72, aw/4-4, 24, "DEX " + sprintf("%+d", @item.dex_plus)) unless @item.dex_plus == 0
self.contents.draw_text(4+2*aw/4, 72, aw/4-4, 24, "AGI " + sprintf("%+d", @item.agi_plus)) unless @item.agi_plus == 0
self.contents.draw_text(4+3*aw/4, 72, aw/4-4, 24, "INT " + sprintf("%+d", @item.int_plus)) unless @item.int_plus == 0
end
end
end