Chaos Project

RPG Maker => RPG Maker Scripts => Script Troubleshooting => Topic started by: TrueCynder on January 20, 2014, 02:17:23 pm

Title: [SOLVED] Equipment colum
Post by: TrueCynder on January 20, 2014, 02:17:23 pm
Hey there so i edited the Equipment screen
and i turned the list of useable items in the list ( at the bottom)
into a smaller one colum box.
But it still works as a 2 colum box the items on the ( now left) side are invisable
and the box creats another invisable "item" which then turns into the item that SHOULD be there

Can anyone help me with this please ?  :shy:

#==============================================================================
# ** 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)
   for i in 0...@item_max-1
     draw_item(i)
   end
 end
 #--------------------------------------------------------------------------
 # * Draw Item
 #     index : item number
 #--------------------------------------------------------------------------
 def draw_item(index)
   item = @data[index]
   x = 4 + index % 2 * (288 + 32)
   y = index / 2 * 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 + 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
end
Title: Re: [unsolved] Equipment colum
Post by: ForeverZer0 on January 20, 2014, 02:42:48 pm
The "draw_item" method is still drawing the items as if there are 2 columns.  Setting the column_max property simply determines the behavior of the selector, not how and where items are drawn.

Specifically, you need to edit this part:
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32


This is for a 2 column configuration.
Title: Re: [unsolved] Equipment colum
Post by: TrueCynder on January 20, 2014, 02:57:30 pm
Okay thanks :)
It works now  :D