I need someone to help me, what do i change in this script to make it show a face on screen rather than a battler?
And for this one as well:
Code:
_______________________________________________________________________________
# MOG Scene Equip Asuka V1.5
#_______________________________________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#Transition Time.
MSEQPT= 20
#Transition Type.
MSEQPTT= "004-Blind04"
# Set Maximum (STR,DEX,AGL,INT)
MST_ST = 999
# Set Maximum (ATK,PDEF,MDEF)
MST_STE = 999
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_asuka"] = true
###############
# Window_Base #
###############
class Window_Base < Window
def nada2(actor)
face = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
end
def draw_heroface2(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc2") rescue nada2(actor)
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
if face == RPG::Cache.battler(actor.battler_name, actor.battler_hue)
self.contents.blt(x + 40 , y - ch - 240, face, src_rect)
else
self.contents.blt(x , y - ch, face, src_rect)
end
end
def drw_eqpup(x,y,type)
case type
when 0
est = RPG::Cache.icon("ST_EQU")
when 1
est = RPG::Cache.icon("ST_UP")
when 2
est = RPG::Cache.icon("ST_DOWN")
end
cw = est.width
ch = est.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, est, src_rect)
end
def drw_equist(x,y)
equist = RPG::Cache.picture("Equip_St")
cw = equist.width
ch = equist.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, equist, src_rect)
end
def draw_actor_parameter2(actor, x, y, type)
back = RPG::Cache.picture("STBAR_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 50 , y - ch + 20, back, src_rect)
meter = RPG::Cache.picture("STBAR.png")
case type
when 0
parameter_value = actor.atk
cw = meter.width * actor.atk / MOG::MST_STE
when 1
parameter_value = actor.pdef
cw = meter.width * actor.pdef / MOG::MST_STE
when 2
parameter_value = actor.mdef
cw = meter.width * actor.mdef / MOG::MST_STE
when 3
parameter_value = actor.str
cw = meter.width * actor.str / MOG::MST_ST
when 4
parameter_value = actor.dex
cw = meter.width * actor.dex / MOG::MST_ST
when 5
parameter_value = actor.agi
cw = meter.width * actor.agi / MOG::MST_ST
when 6
parameter_value = actor.int
cw = meter.width * actor.int / MOG::MST_ST
end
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y - 2, 36, 32, parameter_value.to_s, 2)
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 50 , y - ch + 20, meter, src_rect)
end
def nada
face = RPG::Cache.picture("")
end
def draw_heroface3(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc3") rescue nada
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, face, src_rect)
end
end
####################
# Window_EquipLeft #
####################
class Window_EquipLeft < Window_Base
def initialize(actor)
super(0, 64, 272, 446)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
self.contents.font.name = "Georgia"
@actor = actor
refresh
end
def refresh
self.contents.clear
draw_heroface2(@actor, 20, 460)
drw_equist(0,390)
draw_actor_name(@actor, 4, 0)
draw_actor_level(@actor, 4, 32)
draw_actor_parameter2(@actor, 10, 164 , 0)
draw_actor_parameter2(@actor, 10, 196 , 1)
draw_actor_parameter2(@actor, 10, 228 , 2)
draw_actor_parameter2(@actor, 10, 260 , 3)
draw_actor_parameter2(@actor, 10, 292 , 4)
draw_actor_parameter2(@actor, 10, 324 , 5)
draw_actor_parameter2(@actor, 10, 356 , 6)
if @new_atk != nil
self.contents.font.color = system_color
if @new_atk < @actor.atk
drw_eqpup(170,190,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_atk > @actor.atk
drw_eqpup(170,190,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(170,190,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(190, 162, 36, 32, @new_atk.to_s, 2)
end
if @new_pdef != nil
if @new_pdef < @actor.pdef
drw_eqpup(170,226,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_pdef > @actor.pdef
drw_eqpup(170,226,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(170,226,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(190, 194, 36, 32, @new_pdef.to_s, 2)
end
if @new_mdef != nil
if @new_mdef < @actor.mdef
drw_eqpup(170,258,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_mdef > @actor.mdef
drw_eqpup(170,258,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(170,258,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(190, 226, 36, 32, @new_mdef.to_s, 2)
end
if @new_str != nil
if @new_str < @actor.str
drw_eqpup(170,290,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_str > @actor.str
drw_eqpup(170,290,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(170,290,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(190, 258, 36, 32, @new_str.to_s, 2)
end
if @new_dex != nil
if @new_dex < @actor.dex
drw_eqpup(170,322,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_dex > @actor.dex
drw_eqpup(170,322,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(170,322,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(190, 290, 36, 32, @new_dex.to_s, 2)
end
if @new_agi != nil
if @new_agi < @actor.agi
drw_eqpup(170,354,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_agi > @actor.agi
drw_eqpup(170,354,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(170,354,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(190, 322, 36, 32, @new_agi.to_s, 2)
end
if @new_int != nil
if @new_int < @actor.int
drw_eqpup(170,386,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_int > @actor.int
drw_eqpup(170,386,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(170,386,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(190, 354, 36, 32, @new_int.to_s, 2)
end
end
def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,
new_agi, new_int)
if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or
@new_str != new_str or @new_dex != new_dex or @new_agl != new_agi or
@new_int != new_int
@new_atk = new_atk
@new_pdef = new_pdef
@new_mdef = new_mdef
@new_str = new_str
@new_dex = new_dex
@new_agi = new_agi
@new_int = new_int
refresh
end
end
end
#####################
# Window_EquipRight #
#####################
class Window_EquipRight < Window_Selectable
def initialize(actor)
super(272, 64, 368, 192)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
self.contents.font.name = "Georgia"
@actor = actor
refresh
self.index = 0
end
def item
return @data[self.index]
end
def refresh
self.contents.clear
@data = []
@data.push($data_weapons[@actor.weapon_id])
@data.push($data_armors[@actor.armor1_id])
@data.push($data_armors[@actor.armor2_id])
@data.push($data_armors[@actor.armor3_id])
@data.push($data_armors[@actor.armor4_id])
@item_max = @data.size
self.contents.font.color = system_color
draw_item_name(@data[0], 92, 32 * 0)
draw_item_name(@data[1], 92, 32 * 1)
draw_item_name(@data[2], 92, 32 * 2)
draw_item_name(@data[3], 92, 32 * 3)
draw_item_name(@data[4], 92, 32 * 4)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
####################
# Window_EquipItem #
####################
class Window_EquipItem < Window_Selectable
def initialize(actor, equip_type)
super(272, 256, 368, 224)
self.opacity = 0
@actor = actor
@equip_type = equip_type
@column_max = 1
refresh
self.active = false
self.index = -1
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
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
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
@data.push(nil)
@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
def draw_item(index)
self.contents.font.name = "Georgia"
item = @data[index]
x = 4 + index % 1 * (288 + 32)
y = index / 1 * 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
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
###############
# Scene_Equip #
###############
class Scene_Equip
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
@equip_index = equip_index
end
def main
@mnback = Plane.new
@mnback.bitmap = RPG::Cache.picture("MN_BK")
@mnback.z = 1
@mnlay = Sprite.new
@mnlay.bitmap = RPG::Cache.picture("Equip_Lay")
@mnlay.z = 2
@actor = $game_party.actors[@actor_index]
@help_window = Window_Help.new
@help_window.opacity = 0
@help_window.x = -300
@help_window.contents_opacity = 0
@left_window = Window_EquipLeft.new(@actor)
@left_window.x = -300
@left_window.contents_opacity = 0
@right_window = Window_EquipRight.new(@actor)
@item_window1 = Window_EquipItem.new(@actor, 0)
@item_window2 = Window_EquipItem.new(@actor, 1)
@item_window3 = Window_EquipItem.new(@actor, 2)
@item_window4 = Window_EquipItem.new(@actor, 3)
@item_window5 = Window_EquipItem.new(@actor, 4)
@item_window1.x = 640
@item_window2.x = 640
@item_window3.x = 640
@item_window4.x = 640
@item_window5.x = 640
@right_window.help_window = @help_window
@item_window1.help_window = @help_window
@item_window2.help_window = @help_window
@item_window3.help_window = @help_window
@item_window4.help_window = @help_window
@item_window5.help_window = @help_window
@right_window.index = @equip_index
@right_window.x = 640
refresh
Graphics.transition(MOG::MSEQPT, "Graphics/Transitions/" + MOG::MSEQPTT)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 0..20
@left_window.x -= 15
@left_window.contents_opacity -= 10
@item_window.x += 20
@item_window.contents_opacity -= 15
@right_window.x += 20
@right_window.contents_opacity -= 15
Graphics.update
end
Graphics.freeze
@help_window.dispose
@left_window.dispose
@right_window.dispose
@item_window1.dispose
@item_window2.dispose
@item_window3.dispose
@item_window4.dispose
@item_window5.dispose
@mnback.dispose
@mnlay.dispose
end
def refresh
@item_window1.visible = (@right_window.index == 0)
@item_window2.visible = (@right_window.index == 1)
@item_window3.visible = (@right_window.index == 2)
@item_window4.visible = (@right_window.index == 3)
@item_window5.visible = (@right_window.index == 4)
item1 = @right_window.item
case @right_window.index
when 0
@item_window = @item_window1
when 1
@item_window = @item_window2
when 2
@item_window = @item_window3
when 3
@item_window = @item_window4
when 4
@item_window = @item_window5
end
if @right_window.active
@left_window.set_new_parameters(nil, nil, nil,nil, nil, nil,nil)
end
if @item_window.active
item2 = @item_window.item
last_hp = @actor.hp
last_sp = @actor.sp
@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
new_atk = @actor.atk
new_pdef = @actor.pdef
new_mdef = @actor.mdef
new_str = @actor.str
new_dex = @actor.dex
new_agi = @actor.agi
new_int = @actor.int
@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
@actor.hp = last_hp
@actor.sp = last_sp
@left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str,
new_dex,new_agi,new_int)
end
end
def update
if @right_window.x > 272
@right_window.x -= 25
elsif @right_window.x <= 272
@right_window.x = 272
end
if @item_window.x > 272
@item_window.x -= 25
elsif @item_window.x <= 272
@item_window.x = 272
end
if @item_window.active == false
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
@item_window.x = 640
end
end
if @left_window.x < 0
@left_window.x += 15
@left_window.contents_opacity += 10
elsif @left_window.x >= 0
@left_window.x = 0
@left_window.contents_opacity = 255
end
if @help_window.x < 0
@help_window.x += 20
@help_window.contents_opacity += 10
elsif @help_window.x >= 0
@help_window.x = 0
@help_window.contents_opacity = 255
end
@mnback.ox += 1
@left_window.update
@right_window.update
@item_window.update
if Input.trigger?(Input::B) or Input.trigger?(Input::C) or
Input.trigger?(Input.dir4) or Input.trigger?(Input::L) or
Input.trigger?(Input::R) or Input.press?(Input.dir4)
@help_window.x = -300
@help_window.contents_opacity = 0
refresh
end
if @right_window.active
update_right
return
end
if @item_window.active
update_item
return
end
end
def update_right
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(2)
return
end
if Input.trigger?(Input::C)
if @actor.equip_fix?(@right_window.index)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@right_window.active = false
@item_window.active = true
@item_window.index = 0
refresh
return
end
if Input.trigger?(Input::R)
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
if Input.trigger?(Input::L)
$game_system.se_play($data_system.cursor_se)
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
end
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@right_window.active = true
@item_window.active = false
@item_window.index = -1
refresh
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.equip_se)
item = @item_window.item
@actor.equip(@right_window.index, item == nil ? 0 : item.id)
@right_window.active = true
@item_window.active = false
@item_window.index = -1
@right_window.refresh
@item_window.refresh
refresh
return
end
end
end
And for this one as well:
Code:
#_______________________________________________________________________________
# MOG Scene Status Eva V1.2
#_______________________________________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#Transition Time.
MST_TT = 10
#Transition Type(Name).
MST_TTT = "004-Blind04"
# Set Maximum (STR,DEX,AGL,INT)
MST_ST = 999
# Set Maximum (ATK,PDEF,MDEF)
MST_STE = 999
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_eva"] = true
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
###############
# Window_Base #
###############
class Window_Base < Window
def nada2(actor)
face = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
end
def draw_heroface4(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc2") rescue nada2(actor)
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
if face == RPG::Cache.battler(actor.battler_name, actor.battler_hue)
self.contents.blt(x + 45 , y - ch - 150, face, src_rect)
else
self.contents.blt(x , y - ch, face, src_rect)
end
end
def draw_actor_parameter2(actor, x, y, type)
back = RPG::Cache.picture("STBAR_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 50 , y - ch + 20, back, src_rect)
meter = RPG::Cache.picture("STBAR.png")
case type
when 0
parameter_value = actor.atk
cw = meter.width * actor.atk / MOG::MST_STE
when 1
parameter_value = actor.pdef
cw = meter.width * actor.pdef / MOG::MST_STE
when 2
parameter_value = actor.mdef
cw = meter.width * actor.mdef / MOG::MST_STE
when 3
parameter_value = actor.str
cw = meter.width * actor.str / MOG::MST_ST
when 4
parameter_value = actor.dex
cw = meter.width * actor.dex / MOG::MST_ST
when 5
parameter_value = actor.agi
cw = meter.width * actor.agi / MOG::MST_ST
when 6
parameter_value = actor.int
cw = meter.width * actor.int / MOG::MST_ST
end
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y - 2, 36, 32, parameter_value.to_s, 2)
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 50 , y - ch + 20, meter, src_rect)
end
def draw_maphp5(actor, x, y)
back = RPG::Cache.picture("BAR")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("HP_Bar2")
cw = meter.width * actor.hp / actor.maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 66, y - 1, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1)
self.contents.font.color = Color.new(250,255,255,255)
self.contents.draw_text(x + 65, y - 2, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1)
end
def draw_mapsp5(actor, x, y)
back = RPG::Cache.picture("BAR")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65 , y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("SP_Bar2")
cw = meter.width * actor.sp / actor.maxsp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65 , y - ch + 30, meter, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 66, y - 1, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1)
self.contents.font.color = Color.new(250,255,255,255)
self.contents.draw_text(x + 65, y - 2, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1)
end
def draw_mexp5(actor, x, y)
bitmap2 = RPG::Cache.picture("Exp_Back")
cw = bitmap2.width
ch = bitmap2.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
bitmap = RPG::Cache.picture("Exp_Meter")
if actor.level < 99
cw = bitmap.width * rate
else
cw = bitmap.width
end
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 51, y , 84, 32, actor.next_rest_exp_s.to_s, 1)
self.contents.font.color = Color.new(55,255,55,255)
self.contents.draw_text(x + 52, y + 1, 84, 32, actor.next_rest_exp_s.to_s, 1)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 45, y + 7, 84, 32, "N",0)
self.contents.font.color = Color.new(55,255,155,255)
self.contents.draw_text(x + 44, y + 8, 84, 32, "N",0)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 10, y + 5, 30, 32, actor.level.to_s, 1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 11, y + 6, 30, 32, actor.level.to_s, 1)
end
end
#################
# Window_Status #
#################
class Window_Status < Window_Base
def initialize(actor)
super(0, 0, 660, 480)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
self.opacity = 0
refresh
end
def refresh
self.contents.clear
self.contents.font.name = "Georgia"
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 510, -5 )
draw_mexp5(@actor,310,130)
draw_actor_state(@actor, 450, 20)
draw_maphp5(@actor, 275, 165)
draw_mapsp5(@actor, 430, 165)
draw_actor_parameter2(@actor, 280, 108, 0)
draw_actor_parameter2(@actor, 460, 137, 1)
draw_actor_parameter2(@actor, 460, 108, 2)
draw_actor_parameter2(@actor, 280, 53, 3)
draw_actor_parameter2(@actor, 460, 53, 4)
draw_actor_parameter2(@actor, 280, 80, 5)
draw_actor_parameter2(@actor, 460, 80, 6)
self.contents.font.color = system_color
draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 228)
draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 258)
draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 288)
draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 318)
draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 348)
end
def dummy
self.contents.font.color = system_color
self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
end
end
###############
# Window_Face #
###############
class Window_Face < Window_Base
def initialize(actor)
super(0, -20, 300, 520)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
self.opacity = 0
refresh
end
def refresh
self.contents.clear
draw_heroface4(@actor,10,485)
end
end
################
# Scene_Status #
################
class Scene_Status
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
def main
@actor = $game_party.actors[@actor_index]
@status_window = Window_Status.new(@actor)
@status_face = Window_Face.new(@actor)
@status_face.z = 20
@status_face.x = -300
@status_face.contents_opacity = 0
@mst_lay = Sprite.new
@mst_lay.bitmap = RPG::Cache.picture("MST_Lay")
@mst_lay.z = 100
@mst_back1 = Plane.new
@mst_back1.bitmap = RPG::Cache.picture("MN_BK")
@mst_back1.z = 10
Graphics.transition(MOG::MST_TT, "Graphics/Transitions/" + MOG::MST_TTT)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 0..30
@status_face.x -= 20
@status_face.contents_opacity -= 15
Graphics.update
end
Graphics.freeze
@mst_lay.dispose
@mst_back1.dispose
@status_face.dispose
@status_window.dispose
end
def update
@mst_back1.ox += 1
@mst_back1.oy += 1
if @status_face.x < 0
@status_face.x += 20
@status_face.contents_opacity += 15
elsif @status_face.x >= 0
@status_face.x = 0
@status_face.contents_opacity = 255
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(3)
return
end
if Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
$scene = Scene_Status.new(@actor_index)
return
end
if Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
$scene = Scene_Status.new(@actor_index)
return
end
end
end