Well here's a quick 'n dirty solution. It is exactly as you requested without any extra bells and whistles.
#==============================================================================
# ** Window_Item
#------------------------------------------------------------------------------
# This window displays items in possession on the item and battle screens.
#==============================================================================
class Window_Item < Window_Selectable
MAX_ITEMS_SHOWN = 8
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 64, 320, (MAX_ITEMS_SHOWN + 1) * 32)
@column_max = 1
@page = 1
@max_pages = 1
refresh
self.index = 0
# If in battle, move window to center of screen
# and make it semi-transparent
if $game_temp.in_battle
self.y = 64
#self.height = 256
self.back_opacity = 160
end
end
#--------------------------------------------------------------------------
# * Get Item
#--------------------------------------------------------------------------
def item
return @data[self.index + (@page - 1) * MAX_ITEMS_SHOWN]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# Add item
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
# Also add weapons and items if outside of battle
unless $game_temp.in_battle
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
end
# Will the current page have any items on it? If not, set it to the last page
@max_pages = (@data.size - 1) / MAX_ITEMS_SHOWN + 1
@page = @max_pages if @page > @max_pages
# Determine what items are going to be drawn on the current page
starting_item_index = (@page - 1) * MAX_ITEMS_SHOWN
@item_max = [@data.size - starting_item_index, MAX_ITEMS_SHOWN].min
# Set cursor to last item on page if necessary
self.index = [@item_max - 1, 0].max if self.index >= @item_max
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
y = 0
for i in starting_item_index...(starting_item_index + @item_max)
draw_item(i, y)
y += 32
end
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index, y)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, 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
def page=(n)
cur_page = @page
@page = [[n, 1].max, @max_pages].min
return if @page == cur_page
refresh
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
# If cursor is movable
if self.active and @item_max > 0 and @index >= 0
if Input.repeat?(Input::RIGHT) || Input.repeat?(Input::R)
self.page = (@page + 1) % (@max_pages + 1)
$game_system.se_play($data_system.cursor_se)
end
if Input.repeat?(Input::LEFT) || Input.repeat?(Input::L)
self.page = @page <= 1 ? @max_pages : @page - 1
$game_system.se_play($data_system.cursor_se)
end
end
# Update help text (update_help is defined by the subclasses)
if self.active and @help_window != nil
update_help
end
# Update cursor rectangle
update_cursor_rect
end
end