#==============================================================================
# ■ Window_ItemList
#------------------------------------------------------------------------------
# 物品畫面中,顯示持有物品的窗口。
#==============================================================================
class Window_ItemList < Window_Selectable
#--------------------------------------------------------------------------
# ● 初始化對象
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
#~ super
super(400,120,400,400)#變成小格和物品分類欄對齊
@category = :none #?
@data = [] #?
end
#--------------------------------------------------------------------------
# ● 獲取窗口的寬度
#--------------------------------------------------------------------------
#~ def window_width
#~ 400
#~ end
#--------------------------------------------------------------------------
# ● 設置分類
#--------------------------------------------------------------------------
def category=(category)
return if @category == category
@category = category
refresh
self.oy = 0
end
#--------------------------------------------------------------------------
# ● 獲取列數
#--------------------------------------------------------------------------
def col_max
return 2
end
#--------------------------------------------------------------------------
# ● 獲取項目數
#--------------------------------------------------------------------------
def item_max
@data ? @data.size : 1
end
#--------------------------------------------------------------------------
# ● 獲取物品
#--------------------------------------------------------------------------
def item
@data && index >= 0 ? @data[index] : nil
end
#--------------------------------------------------------------------------
# ● 獲取選擇項目的有效狀態
#--------------------------------------------------------------------------
def current_item_enabled?
enable?(@data[index])
end
#--------------------------------------------------------------------------
# ● 查詢列表中是否含有此物品
#--------------------------------------------------------------------------
def include?(item)
case @category
when :item
item.is_a?(RPG::Item) && !item.key_item?
when :weapon
item.is_a?(RPG::Weapon)
when :armor
item.is_a?(RPG::Armor)
when :key_item
item.is_a?(RPG::Item) && item.key_item?
else
false
end
end
#--------------------------------------------------------------------------
# ● 查詢此物品是否可用
#--------------------------------------------------------------------------
def enable?(item)
$game_party.usable?(item)
end
#--------------------------------------------------------------------------
# ● 生成物品列表
#--------------------------------------------------------------------------
def make_item_list
@data = $game_party.all_items.select {|item| include?(item) }
@data.push(nil) if include?(nil)
end
#--------------------------------------------------------------------------
# ● 返回上一個選擇的位置
#--------------------------------------------------------------------------
def select_last
select(@data.index($game_party.last_item.object) || 0)
end
#--------------------------------------------------------------------------
# ● 繪制項目
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
if item
rect = item_rect(index)
rect.width -= 4
draw_item_name(item, rect.x, rect.y, enable?(item))
draw_item_number(rect, item)
end
end
#--------------------------------------------------------------------------
# ● 繪制物品個數
#--------------------------------------------------------------------------
def draw_item_number(rect, item)
draw_text(rect, sprintf(":%2d", $game_party.item_number(item)), 2)
end
#--------------------------------------------------------------------------
# ● 更新幫助內容
#--------------------------------------------------------------------------
def update_help
@help_window.set_item(item)
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
make_item_list
create_contents
draw_all_items
end
end