#==============================================================================
# â– Window_NewStatus
#==============================================================================
class Window_NewStatus < Window_Base
def initialize(actor)
super(0, 0, 576, 416)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Times New Roman"
self.contents.font.size = 20
@actor = actor
refresh
end
def refresh
self.contents.clear
draw_actor_name(@actor, 54, 0)
draw_actor_battler(@actor, 80, 200)
draw_actor_class(@actor, 254, 0)
draw_actor_level(@actor, 184, 0)
draw_actor_state(@actor, 184, 40)
draw_actor_hp(@actor, 184, 80, 172)
draw_actor_sp(@actor, 184, 120, 172)
draw_actor_exp(@actor, 184, 160, 172)
draw_actor_parameter(@actor, 386, 0, 0)
draw_actor_parameter(@actor, 386, 24, 1)
draw_actor_parameter(@actor, 386, 48, 2)
draw_actor_parameter(@actor, 386, 72, 3)
draw_actor_parameter(@actor, 386, 96, 4)
draw_actor_parameter(@actor, 386, 120, 5)
draw_actor_parameter(@actor, 386, 144, 6)
draw_actor_parameter(@actor, 386, 168, 7)
if @actor.id == 2
if $game_switches[50]
self.contents.font.color = system_color
self.contents.draw_text(0, 224, 192, 32, "Honor Points:")
self.contents.font.color = normal_color
self.contents.draw_text(192, 224, 64, 32, $game_variables[50].to_s)
end
if $game_switches[54]
self.contents.font.color = system_color
self.contents.draw_text(0, 256, 192, 32, "Glory Points:")
self.contents.font.color = normal_color
self.contents.draw_text(192, 256, 64, 32, $game_variables[54].to_s)
end
if $game_switches[55]
self.contents.font.color = system_color
self.contents.draw_text(0, 288, 192, 32, "Chaos Points:")
self.contents.font.color = normal_color
self.contents.draw_text(192, 288, 64, 32, $game_variables[55].to_s)
end
end
self.contents.font.color = system_color
self.contents.draw_text(45, 196, 180, 32, "Elemental Vulnerability" )
self.contents.font.size = 16
draw_actor_element_radar_graph(@actor, 14, 204)
self.contents.font.size = 20
self.contents.font.color = system_color
self.contents.draw_text(360, 200, 96, 32, "Equipment")
self.contents.draw_text(280, 228, 96, 32, "Weapon")
self.contents.draw_text(280, 256, 96, 32, "Shield")
self.contents.draw_text(280, 284, 96, 32, "Helmet")
self.contents.draw_text(280, 312, 96, 32, "Armor")
self.contents.draw_text(280, 340, 96, 32, "Accessory")
equip = $data_weapons[@actor.weapon_id]
if @actor.equippable?(equip)
draw_item_name($data_weapons[@actor.weapon_id], 386, 228)
else
self.contents.font.color = knockout_color
self.contents.draw_text(386, 228, 192, 32, "Nothing equipped")
end
equip1 = $data_armors[@actor.armor1_id]
if @actor.equippable?(equip1)
draw_item_name($data_armors[@actor.armor1_id], 386, 256)
else
self.contents.font.color = crisis_color
self.contents.draw_text(386, 256, 192, 32, "Nothing equipped")
end
equip2 = $data_armors[@actor.armor2_id]
if @actor.equippable?(equip2)
draw_item_name($data_armors[@actor.armor2_id], 386, 284)
else
self.contents.font.color = crisis_color
self.contents.draw_text(386, 284, 192, 32, "Nothing equipped")
end
equip3 = $data_armors[@actor.armor3_id]
if @actor.equippable?(equip3)
draw_item_name($data_armors[@actor.armor3_id], 386, 312)
else
self.contents.font.color = crisis_color
self.contents.draw_text(386, 312, 192, 32, "Nothing equipped")
end
equip4 = $data_armors[@actor.armor4_id]
if @actor.equippable?(equip4)
draw_item_name($data_armors[@actor.armor4_id], 386, 340)
else
self.contents.font.color = crisis_color
self.contents.draw_text(386, 340, 192, 32, "Nothing equipped")
end
end
def update_actor(actor)
@actor = actor
refresh
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